General, combat and metamagic feats are typically available to all races and classes, assuming they meet the prerequisites. Additional information regarding these types of feats can be found in the Pathfinder Core Rulebook, page 112. 

Initiate feats are available to all Clerics at character creation, a character that multi-classes into cleric must have an affiliation score with their church of 4 or higher before they can take the Initiate feat associated with their organization. 

Racial feats are generally more powerful then general feats, most of these feats require they be selected at character creation.

 

 

Regional Feats

Feat

Prerequisites

Benefits

Barbaric

Kal Region

Gain the ability to rage.

Born Adventurer

Castros Region

Gain a saving throw bonus, and begin play with a masterwork item.

Democratic

Xar Zanth Region

Gain a bonus to diplomacy and the ability to use the skill quickly.

Druidic Acolyte

Kal Region

You gain druidic powers.

Elemental Soul

Kal Region

Gain energy resistance for speaking elemental based languages.

Elven Blessing

Tirmordane Region

Increase your dexterity.

Far Traveler

Castros Region

Avoid or find danger while traveling.

Fireborn

Pax Thallos Region

You’ve adapted to living in warm climates.

Forkrift Lungs

Dayrmacia Region

Gain a bonus to save against harmful inhalants.

Guild Suave

Xar Zanth Region

Start with a higher affiliation score within an organization.

Hearty

Castros Region

Increase your constitution.

Lumberjack

Tirmordane Region

Gain martial bonuses with an axe.

Merchant Contacts

Tirmordane Region

Sell items for more within Tirmordane.

Metropolitan

Xar Zanth Region

Increase your intelligence.

Militia Training

Xar Zanth Region

Gain limited weapon and armor proficiencies.

Mysterious

Kal Region

Increase your charisma.

Radiant Fervor

Castros Region

Gain abilities while wielding a longsword.

Sand God’s Faithful

Pax Thallos Region

Increase your wisdom.

Septarch’s Crusader

Dayrmacia Region

Begin play with an exotic weapon and proficiency.

Slaver

Pax Thallos Region

Gain proficiency in slaver weapons.

Snow Skin

Dayrmacia Region

You take less damage from light sources.

Strong Rider

Pax Thallos Region

Add your strength bonus to ride checks.

Tainted Ancestors

Tirmordane Region

Gain a profane bonus to saves and armor class.

Tract Dweller

Dayrmacia Region

Gain an enhancement bonus while moving over non-difficult terrain.

 

Barbaric [Regional]

Kal raiders are known for ferocity beyond measure. Even the simplest of Kal can be fearsome when rage overtakes them.

Region: Kal

Benefit: Once per day you may enter a barbaric rage as a swift action, gaining a +4 morale bonus to strength and constitution. This effect lasts a number of rounds equal to your character level.

 

Born Adventurer [Regional]

Your ancestor was or is a seasoned adventurer, and has taught you a trick or two to help you on your way.

Region: Castros

Benefit: Once per day you may add +2 to any saving throw. You may add this after the saving throw is rolled but must announce that you are doing so before saving throw results are announced.  In addition, you begin play with one of your items (your choice) being of masterwork quality for free.

 

Democratic [Regional]

Your understanding of democracy from growing up in Xar Zanth has given you an edge to diplomatic situations.

Region: Xar Zanth

Benefit: Gain a +2 bonus on diplomacy checks. In addition, using diplomacy to influence a creature’s attitude takes 5 rounds of continuous interaction instead of the normal minute. 

 

Druidic Acolyte [Regional]

The destruction of Kal has taught you how to harness the power of nature.

Region: Kal

Benefit: You may cast three 0 level druidic spells per day as though you were a druid of your character level. You must still have the required Wisdom of 10 to cast such spells. In addition, druidic is a bonus language available to you regardless of your race. If you already are a druid or later gain druid levels you lose this ability, however you may now treat druid as your favored multi-class and you may treat your druid caster level as though it were four levels higher, to a maximum of your character level.

 

Elemental Soul [Regional]

You learn more from the languages of elementals than simple communication.

Region: Kal

Benefit: You gain resistance to fire 5 if you can speak Ingan, resistance to electricity 5 if you can speak Auran, resistance to acid 5 if you can speak Terran and resistance to cold 5 if you can speak Aquan.

 

Elven Blessing [Regional]

A friend of the elves from the Greatland forest, you have been blessed with some of their grace.

Region: Tirmordane

Benefit: Your Dexterity is increased by 1.

 

Far Traveler [Regional]

If there is one thing that Castros has in abundance it’s roads, and you’ve walked them all. You’ve learned how to avoid trouble, and how to start it.

Region: Castros

Benefit: You can increase (double) or decrease (half) the chance of a random encounter when traveling in the wilderness. If you choose to increase the chance of a random encounter it is obvious to your party members with a successful sense motive check DC 15 per chance of random encounter. 

 

Fireborn [Regional]

Generations of harsh living in the Scorched Lands have not only provided you with immunity to the blazing sun, but have also given you resistance to its fury.

Region: Pax Thallos

Benefit: You can survive comfortably in hot climates. You suffer no ill effects from temperature up to 150 degrees. You need only drink ½ of what a human must consume to avoid dehydration. In addition, you gain fire resistance 5. This fire resistance does not stack with fire resistance gained from any other source.

 

Forkrift Lungs [Regional]

The Forkrift Spires are an impressive range of sky scraping mountains. Being from this region has instilled your lungs with almost supernatural abilities.

Region: Dayrmacia

Benefit: When subject to a detrimental effect that requires inhalation, such as stench or an inhaled poison, you gain a +5 racial bonus to any granted saving throw.

 

Guild Suave [Regional]

Some people gravitate to organizations for support and advancement, you on the other hand have a certain suave that organizations can’t seem to get enough of.

Region: Xar Zanth

Benefit: When granted membership into an organization you can treat your affiliation score as though it were 3 points higher. If you are a member of multiple organizations you may apply this bonus to any single organization of your choice, you may change the organization that this bonus is applied to when you gain a new character level. You must then wait if you wish to change which organization this bonus applies to until you advance another character level.

 

Hearty [Regional]

The people of your land are tough, tougher than most.

Region: Castros

Benefit: Your constitution increases by 1.

 

Lumberjack [Regional]

Many people in Tirmordane have at some point worked in forestry, some however develop a more martial use for an axe.

Region: Tirmordane

Benefit: When wielding a hand axe, battle axe or great axe you gain a +1 Competence bonus on attack and damage rolls.

 

Merchant Contacts [Regional]

You know people that know people that sell the things you happen to come by.

Region: Tirmordane

Benefit: When selling art, gems, jewelry or other non-magical items of value you can sell the items for 10% more than normal if you are in Tirmordane.

 

Metropolitan [Regional]

Coming from the big city grants a person knowledge that most others lack.

Region: Xar Zanth

Benefit: Your intelligence is increased by 1.

 

Militia Training [Regional]

You have served the Republic in times of need as a soldier. As a result you have been trained in several martial and protective items.

Region: Xar Zanth

Benefit: You gain martial weapon proficiencies with the short sword, long sword, war hammer, glaive, halberd, ranseur, longbows and short bows. You gain light armor, medium armor and shield proficiency.

 

Mysterious [Regional]

There’s something strange about you. You don’t seem to fit in with the tapestry of Tharstelding.

Region: Kal

Benefit:  Your charisma is increased by 1.

 

Radiant Fervor [Regional]

The sermons and teachings of the Hand of Radiance have struck up power within you.

Region: Castros

Benefit: Gain weapon proficiency with the long sword, if you already have long sword proficiency you gain weapon focus with the long sword instead. If you later obtain proficiency with the long sword you automatically gain weapon focus with the long sword. At 4th level or after you may obtain weapon specialization with the long sword as though you were a fighter. In addition, when wielding a long sword in two hands the long sword sheds light as a torch.

 

Sandgod’s Faithful [Regional]

Your devotion in the one Sandgod is unwavering. Your Will transcends lesser faithful.

Region: Pax Thallos

Benefit: Your Wisdom is increased by 1.

 

Septarch’s Crusader [Regional]

You have been trained in the army of a local Septach from Dayrmacia,

Region: Dayrmacia

Benefit: You begin play with exotic weapon proficiency Falcata, Chain Spear or Double Crossbow. You also begin play with a masterwork weapon of the exotic weapon selected. See the advanced players guide equipment chapter for the aforementioned items. 

 

Slaver [Regional]

An experienced slaver, you know how to subdue the most rowdy of cattle.

Region: Pax Thallos

Benefit: You gain proficiency with the net, bolas and whip.

 

Snow Skin [Regional]

From the Glow Vale region of Dayrmacia, your skin has adapted to the harsh rays that reflect off the endless fields of snow.

Region: Dayrmacia

Benefit: When subject to the effects of a damaging spell, spell like ability or supernatural ability with the light descriptor you take 1 less point of damage per damage die rolled. 

 

Strong Rider [Regional]

The lands that produce the best horses often produce the best riders. Hailing from the rolling grasslands of south Pax Thallos you have mastered the technique of horse riding.

Region: Pax Thallos

Benefit: You may apply your strength bonus to your ride check in addition to your dexterity bonus.

 

Tainted Ancestors [Regional]

The people of Tirmordane have a dark past, you are descended of something otherworldly.

Region: Tirmordane

Benefit: You gain a +1 profane bonus on all saving throws and to armor class. You may not select this feat if you are of good alignment.

 

Tract Dweller [Regional]

You are from the Tracts, a vast expanse of open grasslands in Dayrmacia.

Region: Dayrmacia

Benefit: When not traveling across difficult terrain you gain a +10 enhancement bonus to your base land speed.

 

 

General Feats

Feat

Prerequisites

Benefits

Adaptable Resilience

None

Gain a movable saving throw bonus.

Boney

Constitution 9 or lower

Gain hardness equal to your constitution penalty.

Brazen

None

Gain resistance to fear effects.

Creature Companion

None

Gain the companionship of a more powerful mount/pet.

Heroic Fortitude

Con 13 or higher

You may expend a hero point to make a fortitude save in place of a will or reflex save.

Heroic Leech

Heroic Manipulation, 6th level

You can forcefully take hero points from helpless victims.

Heroic Manipulation

None

You can transfer hero points between players.

Heroic Moment

Heroic Personality

Expend hero points to emulate another feat.

Heroic Personality

None

The total number of hero points you can have is increased.

Heroic Reflex

Dexterity 13 or higher

You may expend a hero point to make a reflex save in place of a will or fortitude save.

Heroic Will

Wisdom 13 or higher

You may expend a hero point to make a will save in place of a reflex or fortitude save.

Shuffle Step

Fleet

Take a 5 foot step prior to taking a charge action.

Stout

Con 13 or higher

You no longer are subject to death from massive damage.

To Arms!

Dexterity 9 or lower

Ignore penalties to initiative.

Trustworthy

None

Gain bonuses to diplomacy and sense motive checks.

Turn Oozes

Cleric of Rafar or Vaneriz. Channel Energy class feature

Gain power over ooze creatures. Causing them to flee your presence.

Turn Plants

Cleric of Glitanius or Tall Heart, Channel Energy class feature

Gain power over plant creatures. Causing them to flee your presence.

Turn Vermin

Cleric of Veneriz. Channel Energy class feature

Gain power over vermin creatures. Causing them to flee your presence.

Wand Scribe

Caster Level 1st

Add a spell to your spell book from a wand.

 

 

Adaptable Resilience [General]

You have trained yourself well, adapt and survive.

Prerequisite: None

Benefit: You gain a +1 floating bonus to a saving throw of your choice, each day at dawn you may select which saving throw to apply your floating bonus to.

 

Boney [General]

Your lean body lends itself to your defense.

Prerequisite: Constitution 9 or lower.

Benefit: Your lean body and protruding bones grant you a hardness score equal to your constitution penalty. For example, a constitution score of 9 would grant you a hardness of 1. This feat grants no benefit to creatures without a constitution score.

 

Brazen [General]

As you gain experience you leave fear behind.

Prerequisite: None

Benefit: You gain a bonus to saving throws to resist fear effects equal to ¼ of your character level rounded down, minimum +1 at 1st level to a maximum of +5 at 20th level.

 

Creature Companion [General]

You inspire greatness from your mount/pet.

Prerequisite: None

Benefit: You can opt to apply the Creature Companion NPC class to a single animal.

 

Heroic Fortitude [General]

Your heroic ability to shrug off punishment allows you to defend against mental and physical attacks.

Prerequisite: Constitution 13 or higher.

Benefit: As a free action you may expend a hero point to utilize fortitude saves in place of reflex or will saves. This ability lasts for a number of rounds equal to your charisma modifier.

 

Heroic Leech [General]

Your bind to heroic inspiration can be fueled by the inherit spark of others.

Prerequisite: Heroic Manipulation, 6th level.

Benefit: Upon selecting this feat you gain 1 Hero Point. As a full round action you may forcefully take one Hero Point from a helpless target, assuming they have a Hero Point in reserve. You must succeed at an opposed Charisma check and maintain physical contact during this time in order to leech the Hero Point. Regardless of success or failure a single target may only be effected by this ability once every 24 hours. NPCs and monsters with over 6 hit die are considered to have 1 hero point even if they cannot use it for the purpose of using this feat.

 

Heroic Manipulation [General]

Your bind to heroic inspiration can be shared with others.

Prerequisite: None

Benefit: Upon selecting this feat you gain 1 Hero Point. As a standard action, once per day, you may transfer one Hero Point from yourself to another willing PC. In addition, as a standard action, once per day, you may accept one Hero Point from a willing PC donor. Physical contact must be maintained during the transfer, this is a supernatural effect.

 

Heroic Moment [General]

You can push yourself to obtain moments of heroic glory.

Prerequisite: Heroic Personality

Benefit: Select any feat that you meet the prerequisites for, you may act as though you have that feat for a number of rounds equal to your charisma modifier. Use of this ability is an immediate action.

 

 

Heroic Personality [General]

Your personality and leadership propel you to heroic deeds.

Prerequisites: None

Benefit: Upon selecting this feat you gain 1 Hero Point. The total number of hero points you can have is increased by your charisma modifier.

 

Heroic Reflex [General]

Your heroic ability to avoid punishment allows you to defend against mental and physical attacks.

Prerequisite: Dexterity 13 or higher.

Benefit: As a free action you may expend a hero point to utilize reflex saves in place of fortitude or will saves. This ability lasts for a number of rounds equal to your charisma modifier.

 

Heroic Will [General]

Your heroic determination allows you to defend against physical situations.

Prerequisite: Wisdom 13 or higher.

Benefit: As a free action you may expend a hero point to utilize will saves in place of fortitude or reflex saves. This ability lasts for a number of rounds equal to your charisma modifier.

 

Shuffle Step [General]

You have learned to use your above average speed to take advantage of the moment.

Prerequisite: Fleet (feat, core rulebook)

Benefit: Prior to making a charge action, you may take a 5 foot step, this decreases your base land speed by 5 feet until your next turn.

 

Stout [General]

Your ability to shrug off punishment lends itself most in times of dire need.

Prerequisite: Constitution 13 or higher.

Benefit: You are no longer subject to death from massive damage. This feat only applies if using the optional death from massive damage rules.

 

To Arms! [General]

Your sluggish nature is forgotten when action is afoot.

Prerequisite: Dexterity 9 or lower.

Benefit: You ignore penalties to initiative for having a negative dexterity modifier. Treat your initiative modifier as +0 if you would otherwise have a penalty to this check due to a low dexterity score. In addition, if you are prone when rolling initiative you may stand as a free action.

 

Trustworthy [General]

Being a servant of the God of Truth people are more likely to believe you.

Prerequisite: None

Benefit: You get a + 2 bonus to Diplomacy and Sense Motive checks. If you have more than 10 ranks in one of these skills the bonus for that skill increases to +4.

 

Turn Oozes [General]

Rafar or Vaneriz has granted you power over oozes.

Level: 1st Level Cleric of Rafar or Vaneriz

Prerequisite: Channel energy class feature.

Benefit: You can, as a standard action, use one of you uses of channel energy to cause all ooze creatures within 30 feet of you to flee as if panicked. Ooze creatures receive a will save to negate this effect. The DC for this will save is equal to 10 + ½ your cleric level + your Charisma modifier. Oozes that fail their save flee for 1 minute. Intelligent Oozes receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).

 

Turn Plants [General]

Glitanius or Tall Heart has granted you power over plants.

Level: 1st Level Cleric of Glitanius or Tall Heart

Prerequisite: Channel energy class feature.

Benefit: You can, as a standard action, use one of you uses of channel energy to cause all plant creatures within 30 feet of you to flee as if panicked. Plants creatures receive a will save to negate this effect. The DC for this will save is equal to 10 + ½ your cleric level + your Charisma modifier. Plants that fail their save flee for 1 minute. Intelligent plants receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).

 

Turn Vermin [General]

Veneriz has granted you power over vermin.

Level: 1st Level Cleric of Veneriz

Prerequisite: Channel energy class feature.

Benefit: You can, as a standard action, use one of you uses of channel energy to cause all vermin creatures within 30 feet of you to flee as if panicked. Vermin creatures receive a will save to negate this effect. The DC for this will save is equal to 10 + ½ your cleric level + your Charisma modifier. Vermin that fail their save flee for 1 minute. Intelligent vermin receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).

 

Wand Scribe [General]

Similarly to learning a spell from a scroll, you have the ability to scribe spells to your spellbook from a wand.

Prerequisite: 1st level caster.

Benefit: Similar to the rules for Adding Spells to a Wizard’s Spellbook you can copy spells from a wand into your spellbook. To successfully copy a spell from a wand into a spellbook you must first identify and be able to use the wand. After the wand is identified the scriber must spend 1 hour studying the wand, after which the scriber must make a spellcraft check (DC 15 + level of the spell). A scriber who specializes in the school matched to the wand’s spell gains a +2 bonus to this check. If the check succeeds the scriber understands the spell and can copy it into their spellbook. The process expends a number of charges off of the wand equal to the spell level being scribed but otherwise leaves the wand intact and usable. If the check fails the scriber may attempt to copy the spell again as soon as they wish (following the initial process again as noted above), however each failure expends a number of charges off of the wand equal to the level of the spell being scribed.  

 

 

Combat and Class Feats

Feat

Prerequisites

Benefits

Advanced Skills +1

Tactician Class

Treat your Tactician level as though it were 1 higher when determining the bonus derived from Advanced Skills.

Banneret

Cleric Class

Wield your deities favored weapon more effectively.

-          Templar

Banneret

Utilize your deities favored weapon with martial prowess.

Bonus Replica Skill

Replicator Class

Learn an additional replica skill.

First Blood

None

Deal extra damage to flat footed opponents.

Fencing

Dexterity 13.

Gain bonuses to attacks and defense while wielding a single handed weapon.

-          Improved Fencing

Fencing, base attack +6.

Gain increased bonuses while wielding a single handed weapon.

-          Master Fencing

Improved Fencing, base attack +12.

Gain increased bonuses while wielding a single handed weapon.

Hedge Casting

Level 1 Hedge Mage.

Add additional spells to the number of spells you know.

Puncturing Throw

Strength 14+, point blank shot.

Add additional damage to your thrown weapons.

Short Haft

None

Change the grip on your reach weapon to attack adjacent squares.

-          Improved Short Haft

Short Haft

Removes the penalty for attacking into adjacent squares.

-          Master Short Haft

Improved Short Haft

Allows near instantaneous grip changes to your reach weapon.

Weapon Utility

None

Allows you to utilize weapons smaller than normal without penalty.

 

 

Advanced Skills +1 [Class]

You may increase your skill cap bonus beyond your Tactician level.

Prerequisite: Tactician Class Levels

Benefit: You may treat your Tactician level as though it were 1 higher when determining the bonuses conferred from your Advanced Skills class ability. However this feat cannot raise the bonus above your total character level. This feat may be taken multiple times, its abilities stack.

 

Banneret [Class]

You have focused your martial training on your deities favored weapon.

Prerequisite: Cleric Class Levels

Benefit: You now qualify for feats pertaining to your deity’s favored weapon as though your cleric class levels were fighter levels.

 

Bonus Replica Skill [Class]

Gain a new replica skill.

Prerequisite: Replicator Class Levels

Benefit: You may add a new replica skill to your list of replica skills known. This skill must be of a tier that you already have access to. You may take this feat multiple times, each time it is selected you learn a new replica skill from a tier that you already have access to.

 

First Blood [Combat]

You have conditioned yourself to strike first and ask questions later.

Prerequisite: None

Benefit: When you successfully strike a flat footed target with a melee or ranged weapon you deal an additional 2 damage. Targets immune to precision damage, such as sneak attacks, are immune to the extra damage granted by this feat.  

 

Templar [Class]

Your training with your deities favored weapon is unmatched.

Prerequisite: Banneret Feat

Benefit: When wielding your deities favored weapon your base attack is equal to your character level.

 

Fencing [Combat]

You have trained extensively with one handed weapons.

Prerequisite: Dexterity 13

Benefit: While wielding a one handed weapon and not equipped with a shield or carrying an object in your offhand you gain a +1 competence bonus to attacks and damage as well as a +2 shield bonus to your armor class.

 

Improved Fencing [Combat]

Your focus on fencing skills increases dramatically.

Prerequisite: Fencing, base attack +6

Benefit: While wielding a one handed weapon and not equipped with a shield or carrying an object in your offhand you gain a +2 competence bonus to attacks and damage as well as a +4 shield bonus to your armor class.

 

Master Fencing [Combat]

Your fencing skills are unmatched.

Prerequisite: Improved Fencing, base attack +12

Benefit: While wielding a one handed weapon and not equipped with a shield or carrying an object in your offhand you gain a +3 competence bonus to attacks and damage. In addition, you may add your weapons enhancement bonus, if any, to your armor class as an enhancement to its shield bonus.

 

Hedge Casting [Class]

You are slightly more attuned to spell casting then your fellow Hedge Mages.

Prerequisite: Level 1 or higher in the Hedge Mage class.

Benefit: Select 2 spells of any level that you are capable of casting from the cleric, wizard/sorcerer, druid or bard spell lists. You now know these spells and can cast them as normal.

Special: This feat may be selected multiple times.

 

Puncturing Throw [Combat]

Your above average strength and skill at close range make you exceptionally nasty at throwing weapons.

Prerequisite: Strength Score of 14+, Point Blank Shot

Benefit: When using a thrown weapon you may apply twice your strength modifier to damage if the target is within 1 range increment. 

 

Short Haft [Combat]

You have trained yourself to change grips while wielding reach weapon so that you threaten adjacent squares.

Prerequisite: None

Benefit: As a swift action, while wielding a reach weapon, you can change the grip of your weapon so that you can instead attack adjacent squares. While holding your weapon in this manner the weapon loses its reach quality. Any attacks made while using the Short Haft feat in this manner are made at a -2.  

 

Improved Short Haft [Combat]

Your training with reach weapons allows you to switch your grip more naturally.

Prerequisite: Short Haft

Benefit: While using the Short Haft feat to change your grip you no longer suffer a -2 to attack rolls. In addition, you may now change your grip as an immediate action instead of a swift action.

 

Master Short Haft [Combat]

You have mastered the art of manipulating reach weapons.

Prerequisite: Improved Short Haft

Benefit: While using the Short Haft feat you may now change your grip on reach weapons as a free action.

 

Weapon Utility [Combat]

You can use smaller weapons than normal without penalty.

Prerequisite: None

Benefit: You can use inappropriately sized weapons one size smaller than your size category without he standard -2 penalty.

 

 

 

Initiate Feats

Feat

Prerequisites

Benefits

Initiate of Glitanius

Cleric of Glitanius

You gain faith based powers.

Initiate of Radiance

Cleric of Radiance

You gain faith based powers.

Initiate of Rafar

Cleric of Rafar

You gain faith based powers.

Initiate of Ravis

Cleric of Ravis

You gain faith based powers.

Initiate of Sardack

Cleric of Sardack

You gain faith based powers.

Initiate of the Sand God

Cleric of the Sand God

You gain faith based powers.

 

 

 

Initiate of Glitanius [Initiate]

Initiation into The Gates of Panacea has opened doors that the less devout find closed.

Prerequisite: Cleric level 1st, patron deity Glitanius

Benefit: Being favored in the church of Glitanius, add +1 to your affiliation score with the Gates of Panacea. In addition, once per day as a standard action, you can bestow fast healing with a touch. The effect lasts a number of rounds equal to half your Cleric level rounded up, and heals a number of hit points per round equal to the recipient’s constitution modifier, minimum 1. This is a supernatural effect.

1st: Spark of Life

3rd:Greater Spark of Life

5th: Earth’s Avatar

7th: Rebirth

 

Initiate of Radiance [Initiate]

Initiation into the Burning Crux has opened doors that the less devout find closed.

Prerequisite: Cleric level 1st, patron deity Radiance.

Benefit: Being favored in the church of Radiance, add +1 to your affiliation score with the Burning Crux. When casting spells with the fire descriptor your caster level is treated as 1 higher. In addition, the saving throw DC to resist spells with the fire descriptor that you cast is increased by 1.

1st: Radiance’s Shield

3rd: Greater Radiance’s Shield

5th: Blinding Light of Radiance

7th: Radiance’s Favor

 

Initiate of Rafar [Initiate]

Initiation into the church of the Bedlam Road has opened doors that the less devout find closed.

Prerequisite: Cleric level 1st, patron deity Rafar

Benefit: Being favored in the church of Rafar, add +1 to your affiliation score with the Bedlam Road. You gain light fortification as a supernatural ability. Every time you are subject to a critical hit or sneak attack there is a 25% chance that the extra damage is negated, and that damage is rolled normally.

1st: Chaos Shard

3rd: Greater Chaos Shard

5th: Dragon Lord’s Gift

7th: Mask of Chaos

 

Initiate of Ravis [Initiate]

Initiation into the Shadow Sanctum has opened doors that the less devout find closed.

Prerequisite: Cleric level 1st, patron deity Ravis

Benefit: Being favored in the church of Ravis, add +1 to your affiliation score with the Shadow Sanctum. You gain a +4 profane bonus to saves against poison. In addition, you can speak with ravens as if continuously under the effect of a Speak with Animals spell.

1st: Shadow Bolt

3rd: Greater Shadow Bolt

5th: Shadow Life

7th: Dark One’s Blessing

 

Initiate of the Sand God [Initiate]

Initiation into the church of the Sand God has opened doors that the less devout find closed.

Prerequisite: Cleric level 1st, patron deity Sand God

Benefit: Being favored in the church of the Sand God, add +1 to your affiliation score with the Temple of Dunes. In addition, when casting a spell, you may choose to spend a single daily use of your channel energy ability to add +2 to your caster level check to overcome spell resistance.

1st: Burning Fury

3rd: Speed of the Sands

5th: Dune Heart

7th: Portents

 

Initiate of Sardack [Initiate]

Initiation into the church of the Four Fold Path has opened doors that the less devout find closed.

Prerequisite: Cleric level 1st, patron deity Sardack.

Benefit: Being favored in the church of Sardack, increase your affiliation with the Four Fold Path by 1. The great libraries in the Hall have taught you a great many things. Once per day you can attempt a knowledge check even if you have no ranks in the knowledge. If the knowledge check is one that you have at least one rank in you may add your Cleric level as a bonus to the check.

1st: Force of Words

3rd: Greater Force of Words

5th: Blessing of Sardack

7th: Greater Blessing of Sardack

 

Racial Feats

Feat

Prerequisites

Benefits

Balancing Tail

Thirvolan Ancestry

Gain a bonus to CMD against trips and bull rushes.

Battle Tactician

Candari Ancestry, Dodge

Grant dodge bonus to nearby allies.

Binary Honing

Candari Ancestry, Honing

Gain the ability to hone two senses at once.

Book Worm

Candari Ancestry, 1st level

Gain bonuses to two knowledge skills.

Brawns over Brilliance

Reg’ostran, 1st level

Gain increased racial strength.

Bulk over Brilliance

Reg’ostran, 1st level

Gain increased racial constitution.

Clawing Charge

Thirvolan Ancestry

Make two attacks at the end of a charge.

Climbing Talons

Thirvolan Ancestry

Increase your racial bonus to climb checks.

Complete Alien

Candari Ancestry, 1st level

Gain an increased racial bonus to an ability at the cost of your charisma.

Distracting Tail

Thirvolan Ancestry

You can use your tail to distract those you feint.

Exiled

Candari, Sneak Attack, 1st level.

Act as though higher level when performing sneak attacks.

Extra Temporary Hitpoints

Badlands Elf

Gain additional points to your temporary hit point pool.

Far Traveled

Thirvolan Ancestry

Make untrained knowledge skill checks.

Feline Dexterity

Thirvolan Ancestry

Gain a racial bonus to acrobatics checks.

Four Legged

Thirvolan Ancestry

Run at amazing speeds while unarmed.

Halfblood Pedigree

Halfblood, 1st level

Gain an additional racial trait.

Halfblood Versatility

Halfblood

Select additional classes that count as favored classes.

Hardened Scales

Reg’ostran

Gain increased natural armor.

Hulking

Reg’ostran

Gain increased racial bonuses to skills.

Improved Claws

Thirvolan Ancestry, Claws, Base Attack +6

Increase the damage and critical threat range of your claw attacks.

Improved Proxy Hammer

Mountain Dwarf of Ikstall, 1st level

Your proxy hammer is made of superior material.

Inner Fire

Reg’ostran

Gain resistance to cold environments.

Noble Lineage

Reg’ostran

Born of a noble family, you gain a special ability.

Shattered Pantheon Devotee

Candari Cleric, 1st level

Gain 1 to your caster level while using a specified energy type.

Trapmaster

Candari Ancestry, 1st level

Gain bonuses to trap making and disable devices without tools.

Vicious Rakes

Thirvolan Ancestry

Your gain rake attacks.

Vile Claws

Thirvolan Ancestry

Your claw attacks irritate and distract foes.

Vomeronasal Attunement

Thirvolan Ancestry

Reduce falling damage.

 

 

Balancing Tail [Racial]

Your tail offers you more utility then others of your race.

Prerequisite: Thirvolan or Halfblood with Thirvolan ancestry.

Benefit: You gain a +4 bonus to your CMD to resist being bull rushed or tripped when standing on the ground or climbing (but not when otherwise moving such as swimming, flying, riding etc.)

 

Battle Tactician [Racial]

The Candari are known for their keen senses, you have learned to lend your ability to perceive things to your allies.

Prerequisite: Candari or Halfblood with Candari ancestry, Dodge.

Benefit: When applying your Dodge feat in combat you may grant a +1 Dodge bonus to AC to all allies within 10 feet, excluding yourself. The ally must be able to clearly see and hear you in order to take advantage of this ability.

 

Binary Honing [Racal]

You have learned through practice to hone two senses at once.

Prerequisite: Candari or Halfblood with Candari Ancestry and the Honing racial ability.

Benefit: Select one of your available senses, you may hone this sense in addition to any other sense you have available when selecting what sense to hone. In addition, when using either honed sense you may choose to have the second sense active as well. This feat may only be selected once.

 

Book Worm [Racial]

Most of your race has trouble reading in one dimension. You have developed not only an ability to master this form of communication but a craving to discover more.

Prerequisite: Candari or Halfblood with Candari ancestry, this feat may only be selected at 1st level.

Benefit: Select two knowledge skills, you gain 1 rank in each selected skill, at each new level you gain an additional rank in these knowledge skills. In addition, these knowledge skills are considered class skills for you.

 

Brawns over Brilliance [Racial]

Nobody will make fun of the stupid guy, when his arms are as big as tree trunks.

Prerequisite: Reg’ostran, this feat can only be selected at 1st level.

Benefit: Your racial bonus to strength increases from +2 to +4, your racial penalty to intelligence increases from -2 to -4.

 

Bulk over Brilliance [Racial]

Although you may not be the brightest Reg’ostran in the nest, you can take a punch… or 3.

Prerequisite: Reg’ostran, this feat can only be selected at 1st level.

Benefit: You gain a +2 racial bonus to your constitution. Your racial penalty to intelligence increases from -2 to -4.

 

Clawing Charge [Racial]

Knowing how to use your claws to the best of your ability, you can deliver additional strikes after a charge.

Prerequisite: Thirvolan or Halfblood with Thirvolan ancestry.

Benefit: You gain the ability to deliver two claw attacks if unarmed at the end of a charge action, or if armed you may make one claw attack as a secondary attack if you have an available hand.

 

Climbing Talons [Racial]

An experienced climber, you know how to use your claws efficiently on any surface.

Prerequisite: Thirvolan or Halfblood with Thirvolan ancestry.

Benefit: Your racial bonus on climb checks improves from +2 to +8.

 

Complete Alien [Racial]

Even more than others of your race you seem to stick out like a sore thumb. This may be due to duel eye colors, overly elongated fingers or another visual cue.

Prerequisite: Candari, this feat may only be selected at 1st level.

Benefit: Your racial penalty to charisma is increased by 1. Your racial bonus to either dexterity or wisdom is increased by 1.

 

Distracting Tail [Racial]

You can whip your tail about in a distracting manner, fooling your quarry.

Prerequisite: Thirvolan or Halfblood with Thirvolan ancestry.

Benefit: When performing a Feint action in combat you gain a +2 racial bonus to your Bluff check, this bonus increases to +4 at 10th level.

 

Exiled [Racial]

You have come to Tharstelding not by choice, but through exile.

Prerequisite: Candari, Sneak Attack 1D6, this feat may only be selected at 1st level.

Benefit: Treat your class level in any class that grants you a sneak attack bonus as 1 higher when determining the total sneak attack dice rolled. In addition, you have been exiled from Dayrmacia and display an exiles brand on your forehead. Any Candari that views this brand will automatically know you to be an exile.

 

Extra Temporary Hitpoints [Racial]

Your temporary hit point pool is expanded.

Prerequisite: Badlands Elf, see Desert Elf Alternate Racial Traits

Benefit: You gain an additional amount of bonus hit points to your pool each day equal to 5 + your class level.

Special: This feat may be selected multiple times.

 

Far Traveled [Racial]

You are instilled with the wanderlust normally associated with your race.

Prerequisite: Thirvolan or Halfblood with Thirvolan ancestry.

Benefit: You can make any knowledge check as though you were trained in the appropriate knowledge skill, if you have ranks in the knowledge skill you are attempting you gain a +2 racial bonus to that check.

 

Feline Dexterity [Racial]

Nimble and lithe, you move with the grace of your feline relatives.

Prerequisite: Thirvolan or Halfblood with Thirvolan ancestry.

Benefit: You gain a racial bonus to all Acrobatics checks equal to your character level.

 

Four Legged [Racial]

Similar to your feline relatives you have an enhanced speed when running

Prerequisite: Thirvolan or Halfblood with Thirvolan ancestry.

Benefit: When unarmed and holding nothing in your hands you can run at amazing speeds by utilizing all four of your limbs. When executing the run action you may treat your base land speed as though it were twice its normal rating.

 

Halfblood Pedigree [Racial]

In the arena of Halfbloods, your pedigree and mixed breeding shines through.

Prerequisite: Must be selected at 1st level, must be a Halfblood.

Benefit: You may select an additional racial trait from either your mother or fathers racial traits. This trait may include the racial ability modifiers of one parent, even if you selected the other parent’s racial ability modifiers. Special: This feat may be taken only once, and only at character creation.

 

Halfblood Versatility [Racial]

Your desired profession is as muddy as the blood throughout your veins.

Prerequisite: Must be of Halfblood ancestry.

Benefit: Select any 3 classes (including prestige classes), you may treat levels that you advance in these classes as your favored class.

 

Hardened Scales [Racial]

Your scales provide you with a level of defense.

Prerequisite: Reg’ostran

Benefit: Your natural armor bonus increases by 1. You may not select this feat additional times.

 

Hulking [Racial]

You can easily be called the physical specimen of your race.

Prerequisite: Reg’ostran

Benefit: Your racial bonus on all climb, jump and swim checks improves from +2 to +4, at 10th level these bonuses increase to +6.

 

Improved Claws [Racial]

You take pride in knowing that your claws are ready for battle.

Prerequisite:  Thirvolan or Halfblood with Thirvolan ancestry, Claws, Base attack +6.

Benefit: Your claws now deal 1d4 damage and threaten a critical hit on a 18-20. This ability does not stack with the Improved Natural Attack feat. Normally a Thirvolan’s claw attack deals 1d3 damage, and threatens a critical hit on a 20.

 

Improved Proxy Hammer [Racial]

Your clan has invested in your name. As a result your ancestral hammer at Kylmantol is made of precious metal.

Prerequisite: Mountain Dwarf of Ikstall, must select this feat at character creation.

Benefit: Chose one; silver, cold iron, ice iron, clouded steel or adamantine. Your proxy ancestral hammer was forged of the selected metal.

 

Inner Fire [Racial]

Being cold blooded means less to you, you have adapted slightly to the colder continent of Tharstelding.

Prerequisite: Reg’ostran

Benefit: The DC to resist the effects of your racial Ectotherm traits are decreased from 15 to 10. In addition, while in a cold climate, you need make constitution checks once a day as oppose to once an hour.

 

Noble Lineage [Racial]

Born of noble lineage, your blood remembers.

Prerequisite: Reg’ostran of the listed nest name, this feat can only be selected at character creation.

Benefit: Depending on the noble family from which you are born, you have an additional power.

Tek: The hunger less ones, you do not require food or drink to survive. However you may still partake in such activities if you desire. This is an extraordinary ability.

Sel:  The furious ones, once per day you may fly into a rage. This ability works as the barbarian class feature with a maximum duration of 6 rounds. This is an extraordinary ability. If you possess the rage ability from barbarian levels, this ability instead confers 4 additional rounds of rage.

Kal: The sorrowful ones, your mind constantly dwells on the loss of your homeland. As such you gain a +4 bonus to your saving throws to resist enchantment spells. This is an extraordinary ability.

Tirsk: The tireless ones, you do not sleep. You are immune to sleep effects. You however need to rest as normal to regain spells or similar abilities. This is an extraordinary ability.

Lel: The golden ones, each day you can manifest a number of gold coins equal to your class level +4. Doing so requires a standard action. The coins produced in this manner are treated as alien currency (see the currency conversion table). This is a spell like ability. If the coins are not spent in a 24 hour period they turn to salt and crumble away.

Ult: The banished ones, you gain a +1 racial bonus to hit and damage with any melee weapon you wield. In addition, Reg’ostrans gain a +1 racial bonus to hit and damage with any melee weapon they use against you.

Qualk: The gifted ones, choose any three 0 level spells. You gain the ability to cast the selected spells each 3 times a day as spell like abilities with a caster level equal to your character level.

 

Shattered Pantheon Devotee [Racial]

Worshiping the Shattered Pantheon has given you a keen understanding of elements and energy.

Prerequisite: Candari, Cleric 1st level, this feat may only be selected at 1st level.

Benefit: Select any type of energy (acid, cold, fire or electricity) or either positive or negative energy. Whenever you cast a spell of the selected type of subtype your caster level is increased by 1.

 

Trapmaster [Racial]

Your elongated fingers make you exceptionally skilled at trap making and disabling.

Prerequisite: Candari or Halfblood with Candari ancestry. This feat may only be selected at 1st level.

Benefit: You may add your dexterity modifier to all craft trap making skill checks. In addition you do not suffer a penalty for disabling a trap without tools.

 

Vicious Rakes [Racial]

You take full advantage of your hind claws when grappling a foe.

Prerequisite: Thirvolan or Halfblood with Thirvolan ancestry.

Benefit: You gain two rake attacks which deal 1d3 points of damage, plus your strength modifier if any. Treat these attacks as claw attacks for any additional feats which modify your claw attacks.

 

Vile Claws [Racial]

Your claws deal irritating wounds that others find distracting.

Prerequisite: Thirvolan or Halfblood with Thirvolan ancestry.

Benefit: If you successfully damage a creature with a claw or rake attack they take a -1 penalty on all attacks until just before your next turn. If you damage your target with multiple claw or rake attacks the penalties stack. This ability has no effect on creatures that are immune to sneak attacks.

 

Vomeronasal Attunement [Racial]

You have developed an internal reflex to falling, similar to a cat.

Prerequisite: Thirvolan or Halfblood with Thirvolan ancestry.

Benefit: When falling from any height, or deliberately jumping, you may treat the distance as though it were 5 feet shorter, per class level, than it actually is for the purposes of determining damage. In addition, you always land on your feet.    

 

 

Metamagic Feats

Feat

Prerequisites

Benefits

Charged Spell

None

Charge your spell with arcane or divine energy.

Consuming Spell

Spellcraft 5 ranks

Cast a 3rd or higher level spell more often.

Encrypt Spell

None

Make spell unidentifiable via spellcraft checks.

Empower Positive Energy Spell

None

Increase spell variables for positive energy spell by 50%.

Mask Spell

Encrypt Spell

Provide false identification for successful spellcraft checks used to identify your spells.

Mind Twist Spell

None

Confuse those that are affected by your spells.

Ruinous Spell

None

Increase the damage of your spell incrementally,

Stagnant Spell

None

Your spell cannot be dispersed by wind.

Wrinkled Spell

None

Possibly double the duration of your cast spell.

 

Charged Spell [Metamagic]

Charge your spell with arcane or divine energy.

Prerequisite: None

Benefit: You can charge spells you cast to deal additional damage, this damage is either divine or arcane depending on the type of spell cast (divine energy applies to divine spells, arcane energy applies to arcane spells). Only damage dealing spells can be modified with the charged spell metamagic feat. A charged spell deals an additional 1D8 damage of the appropriate type per spell slot level above its actual level. For example, a magic missile spell altered by charged spell to a 9th level spell slot would deal an additional 8D8 arcane damage (divided as the caster chooses between each missile).

 

Consuming Spell [Metamagic]

Gain additional uses of your higher level spells, at the cost of your lower level spells.

Prerequisite: Spellcraft 5 ranks.

Benefit: You may cast a spell of 2nd level or higher by utilizing your lower level spells. A consuming spell takes up two spell slots one level lower than the spell being cast. For example, a fireball spell altered by the consuming spell metamagic feat takes up two 2nd level spell slots (two spell slots one level lower than the spell being altered). 

 

Encrypt Spell [Metamagic]

You can conceal the spell you are casting, making it unidentifiable to those that observe.

Prerequisite: None

Benefit: You can alter any spell that you cast, making identification by observers impossible via spellcraft checks. This usually confers itself as different words, hand motions and/or visual effects. An encrypted spell takes up a spell slot 1 level higher than the spell’s actual level.

 

Empower Positive Energy Spell [Metamagic]

Your mastery of positive energy spells allows you to cast more powerful versions.

Prerequisite: None

Benefit: You can increase the effect of any spell you cast with a positive energy variable by 50%. Only positive energy variables are affected by the application of this metamagic feat. An empowered positive energy spell takes up a spell slot 1 level higher than the spell’s actual level.

 

Mask Spell [Metamagic]

Fool those that observe your spell casting into identifying the wrong spell.

Prerequisite: Encrypt Spell

Benefit: Using your knowledge of encrypting spells you have learned to further deceive observers. A masked spell appears to be a different spell of the same school, selected at random. A masked spell takes up a spell slot 2 levels higher than the spell’s actual level.

 

Mind Twist Spell [Metamagic]

Confuse those that fail to resist your spells.

Prerequisite: None

Benefit: Applying the mind twist metamagic feat to a spell causes those that fail a saving throw associated with the spell to become confused for 1 round. A mind twist spell takes up a spell slot 2 levels higher than the spell’s actual level. This metamagic feat cannot be applied to spells that do not allow a saving throw to negate or lessen its effects.

 

Ruinous Spell [Metamagic]

Damage your targets equipment as well as your target.

Prerequisite: None

Benefit: A ruinous spell deals damage to its target’s equipment as though they rolled a 1 on their saving throw. See page 217 of the Pathfinder Core Rulebook. In addition, ruinous spells bypass the hardness of creatures or unattended objects. Only damage dealing spells may be altered by a ruinous spell. A ruinous spell takes up a spell slot 4 levels higher than the spell’s actual level.

 

Stagnant Spell [Metamagic]

Your spells cannot be dispersed by wind.

Prerequisite: None

Benefit: A stagnant spell can only be applied to a spell that can normally be dispersed by wind, magical or natural. A spell modified by stagnant spell is not dispersed as normal by wind effects and persists through its normal duration. A stagnant spell takes up a spell slot 2 levels higher than the spell’s actual level.

 

Wrinkled Spell [Metamagic]

Your prepared spell has the chance to double its duration.

Prerequisite: None

 

Benefit: A wrinkled spell has a 50% chance of having its duration doubled, or failing. When a spell modified by this metamagic feat is cast there is a 50% chance that the spell is cast as normal with twice the normal duration. If unsuccessful the spell fails to be cast and the spell is lost. A wrinkled spell takes up a spell slot of the same level as the modified spell.