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Mega-Feats

Volume II
Written by Shane OConnor.
Skortched Urf Studios
P.O. Box 2315
Centreville, VA 20122
skortched.urf.studios@gmail.com
www.skortchedurfstudios.com
Dungeons & Dragons and Wizards of the Coast are trademarks of Wizards of the
Coast Inc., in the United States and other countries, and are used with permission.
Thed20 System and the d20 System Logo are trademarks of Wizards of the
Coast, inc., and are used according to the terms of the d20 System Licence, version
6.0. A copy of this licence can be found at www.wizards.com/d20.
FEATS
1. ALTERNATIVE CHANNELING [GENERAL]
2. ANIMAL RAPPORT [GENERAL]
3. BELLICOSE SPELLCASTER [GENERAL]
4. BLOOD OF THE WORLD [GENERAL]
5. CHARM BREAKER [SPELLTOUCHED]
6. CONCEAL MORALITY [SPELLTOUCHED]
7. CONCENTRATION SUPPORT [GENERAL]
8. CONSCIOUS PHYLACTERY [GENERAL]
9. COUNTERPOWER [PSIONIC]
10. CREATE SLAVES [GENERAL]
11. DARK PRESENCE [GENERAL]
12. DEDICATED ALCHEMIST [GENERAL]
13. DESTROYER [GENERAL]
14. DESTRUCTIVE PALM [GENERAL]
15. DIVERSE [GENERAL]
16. ENDURING ESSENCE [GENERAL]
17. ENTHRALLING GAZE [GENERAL]
18. EPHEMERAL EXISTENCE [GENERAL]
19. ETERNAL ESSENCE [GENERAL]
20. EXCEPTIONAL RESILIENCE [FIGHTER, GENERAL]
21. EXPERIENCED SWIMMER [GENERAL]
22. EXTENDED LINK [GENERAL]
23. FALSIFIED AURA [GENERAL]
24. FATALITY [GENERAL]
25. FOCUS OF FAITH [GENERAL]
26. GAIN ANIMAL COMPANION [GENERAL]
27. GAIN FAMILIAR [GENERAL]
28. GAIN FIENDISH SERVANT [GENERAL]
29. GAIN SPECIAL MOUNT [GENERAL]
30. GENEROUS SPELL [METAMAGIC]
31. GENEROUS SPELL-LIKE ABILITY [GENERAL]
32. GREATER UNARMED STRIKE [FIGHTER, GENERAL]
33. HANDLE CREATURE [GENERAL]
34. HIDEOUS VISAGE [GENERAL]
35. HIDDEN PRESENCE [GENERAL]
36. HIDDEN WINGS [GENERAL]
37. IMMEDIATE SPELL [METAMAGIC]
38. IMMEDIATE SPELL-LIKE ABILITY [GENERAL]
39. IMPERCEPTABLE NATURE [GENERAL]
40. INDOMITABLE SPELLCASTER [GENERAL]
41. INTANGIBLE EXISTENCE [GENERAL]
42. LIFESENSE [GENERAL]
43. MAGICAL DEFENSE [GENERAL]
44. MANIPULATE MAGIC [SPELLTOUCHED]
45. MARTIAL DEFLECTION [FIGHTER, GENERAL]
46. MASTER OF THE HOUSE [GENERAL]
47. MASTER OF THE HOUSE [GENERAL]
48. MYSTIC RAPPORT [GENERAL]
49. NATURAL WEAPON PROWESS [FIGHTER, GENERAL]
50. OFF-HAND PROWESS [FIGHTER, GENERAL]
51. OMNIAPTITUDINAL [GENERAL]
52. OPPOSITION TRAINING [GENERAL]
53. PHYLACTERIC ITEM [ITEM CREATION]
54. PURGE THE UNCLEAN [DIVINE]
55. PURGE THE UNCLEAN [DIVINE]
56. RAPID RESTORATION [GENERAL]
57. REMAIN AT PEACE [DIVINE]
58. REMAIN DEAD [DIVINE]
59. REPULSING SPELL [METAMAGIC]
60. REPULSING SPELL-LIKE ABILITY [GENERAL]
61. RESILIENT SPELL [METAMAGIC]
62. RESILIENT SPELL-LIKE ABILITY [GENERAL]
63. RESTORATIVE ATTRIBUTE [GENERAL]
64. RETAINED KNOWLEDGE [GENERAL]
65. REVITALIZE ESSENCE [GENERAL]
66. SCORNED BY NATURE [GENERAL]
67. SECURE GRASP [GENERAL]
68. SHARED SENSES [GENERAL]
69. SPRY EFFICACY [GENERAL]
70. SUDDEN GENEROUS SPELL [METAMAGIC]
71. SUDDEN IMMEDIATE SPELL [METAMAGIC]
72. SUDDEN REPULSING SPELL [METAMAGIC]
73. SUDDEN RESILIENT SPELL [METAMAGIC]
74. SUPERIOR SOUL GEM [EPIC, GENERAL]
75. TELEPATHIC LINK [GENERAL]
76. TELEPATHIC TAP [PSIONIC]
77. TENACIOUS ANIMATING FORCE [GENERAL]
78. TRAINED FOR LICHDOM [GENERAL]
79. UNARMED WARRIOR [FIGHTER, GENERAL]
80. UNBOUND [GENERAL]
81. UNBOUND ESSENCE [GENERAL]
82. UNHOLY FORTITUDE [GENERAL]
83. UNHOLY TOUGHNESS [GENERAL]
84. UNINVITED ENTRANCE [GENERAL]
85. UNIVERSAL MOVEMENT [GENERAL]
86. UNLIVING MIND [GENERAL]
87. UNNATURAL AURA [GENERAL]
88. UNUSUAL STYLE [GENERAL]
89. UNYIELDING SOUL [GENERAL]
90. UTILIZE ANOTHERS MAGIC [GENERAL]
91. VIRULENT VAMPIRISM [GENERAL]
FLAWS
1. BIRTH DEFECT: ONE-ARMED
2. DEATHLY
3. DEATHLY
4. ENERGY VULNERABILITY
5. ENFEEBLED DRAINING
6. ISOLATED EXISTENCE
7. NEGATIVE SOUL
8. SHADOWLESS
9. SLOW LEARNER
10. STAGNANT LIFE FORCE
11. SUNLIGHT POWERLESSNESS
12. UNCHANGING FORM
13. UNFETTERED SOUL
14. WEAK SPELL RESISTANCE
SPELLS
1. CALL CONSTRUCT
2. SCHOOL SUPPRESSION
3. SUMMON ARMOR
4. SUMMON ARMOR, GREATER
5. SUMMON HOLY SYMBOL
6. SUMMON MATERIAL COMPONENTS
7. SUMMON WEAPON
8. SUMMON WEAPON, GREATER
NEW RULES
SUB-SCHOOL SPECIALIZATION
METASPELLS
MEGA-FEATS VOL. II
Welcome to our second volume of Mega-Feats!
Included in this book are over 90 new feats, as well as
a section of new Flaws to add avor to your game, in
addition to several new spells and other items. Lets
dive right into the new Feats. But rst, a few notes of
clarication:
The term bonded creature is used to
collectively refer to a familiar, animal companion, special
mount, endish servant, or psicrystal. Feats with the
ghter tag may be taken as bonus feats by ghters.
Optional Rule: Any creature with the
Extraplanar subtype (such as endish servants and some
improved familiars), when it becomes a bonded creature,
treats its masters home plane as being its home plane
also. The bonded creatures native plane is effectively a
foreign plane until it is no longer a bonded creature.
ALTERNATIVE CHANNELING
[GENERAL]
Your god knows there are times when the energy it
disapproves of can still be useful, and makes a special
allowance for you.
Prerequisites: Ability to spontaneously cast
cure/inict spells, ability to turn/rebuke undead.
Benet: When you lose a prepared spell you
may spontaneously cast either a cure or inict spell of
that spells level or lower. You are able to turn and rebuke
undead, though you can only do one at a time, and your
total number of turn/rebuke attempts per day remains
unchanged.
ANIMAL RAPPORT [GENERAL]
Your supernatural charm affects animals around you.
Prerequisites: Must be a vampire, must have the
Children of the Night ability.
Benet: Animals that come within 30 feet of
you are subject to a charm animal effect, at a caster level
equal to your hit dice/levels. The DC for this effect is
10 + your hit dice/levels + your Charisma modier.
Animals that save against this effect are immune to it
for 24 hours. This is a supernatural effect that is always
active; you do not need to take an action to have it affect
animals around you. You may suppress or resume this
ability as a free action on your turn.
BELLICOSE SPELLCASTER
[GENERAL]
You can make somatic gestures even when being
grappled.
Prerequisite: Improved Grapple.
Benefit: You can cast spells with somatic
components when being grappled or pinned.
You must still meet all other prerequisites for
casting spells while grappled (e.g. you must have
components in hand, make a Concentration check,
etc).
Normal: You cannot cast spells with
somatic components while being grappled.
BLOOD OF THE WORLD [GENERAL]
Because metal comes from the earth, wearing
some of it does not conflict with your harmony
with nature.
Prerequisite: Ability to cast druid spells.
Benefit: When you take this feat, select
one type of armor or shield. Using that armor or
shield is not prohibited, and does not cause you to
lose any druid spells or abilities.
Special: This feat applies regardless of
the type of metal used for the armor or shield
selected. For example, a druid who took this feat
and selected full plate armor could wear steel or
mithral full plate armor without losing his class
abilities.
This feat may be selected multiple times.
Each time it is chosen, it applies to a different
type of armor or shield.
Normal: Druids who wear metal armor or
use metal shields cannot use spells, supernatural,
or spell-like abilities from their class while doing
so, and for twenty-four hours thereafter.
CHARM BREAKER
[SPELLTOUCHED]
Having been charmed before, you know how to
break such enchantments placed on other people.
Prerequisite: Exposure to charm person
or charm monster spell.
Benefit: Every time you cause melee
damage to someone under the effects of a spell
or spell-like ability of the Charm sub-school, that
character may immediately make a new saving
throw against the Charm effect (at its original
save DC).
CONCEAL MORALITY
[SPELLTOUCHED]
You resist attempts to determine your alignment.
Prerequisite: Exposure to detect chaos, detect
evil, detect good, or detect law spell.
Benet: When subject to a spell or spell-like
ability that would determine your alignment, you may
make a Will save (at the normal DC for a spell) to keep
your alignment hidden. This save is separate from any
other effects the spell may have; it is only made to keep
your alignment concealed.
CONCENTRATION SUPPORT
[GENERAL]
Your bonded creature is able to concentrate on existing
spells or powers for you.
Prerequisite: Empathic or telepathic link with a
bonded creature.
Benet: After casting a spell or manifesting
a power that requires concentration to maintain, you
may, as a move action that does not provoke an attack
of opportunity, pass concentration over to your bonded
creature. Your bonded creature is treated as having your
class levels for purposes of concentration duration,
and may only concentrate on one spell or power at
a time. You may resume concentration yourself on
subsequent rounds, if you wish, as another free action
that does not provoke an AoO. Your bonded creature
may only maintain spells or powers from the class its
advancement is based on. For example, a multiclass
wizard/psion that had a psicrystal and this feat could
have his psicrystal maintain concentration on a psionic
power he manifested, but not on an arcane spell he cast.
Special: This feat can be taken more than once.
Each time it is taken, it applies to a different bonded
creature that you have.
CONSCIOUS PHYLACTERY [GENERAL]
When in your phylactery, youre aware, and are still
active.
Prerequisite: Phylacteric Item.
Benet: When in your phylactery, it is treated
as being an intelligent magic item with your alignment
and mental ability scores. You have 60 ft. darkvision
and hearing, with the ability to read normally. You
may speak telepathically in any language you know
to a range of 60 ft. You may use any Intelligence-,
Wisdom-, or Charisma-based skills. You have an Ego
score that is calculated normally (see Table: Item Ego
in the DMG). You may use any spell-like abilities you
possess normally, or any of the phylacterys magic item
abilities. You use your own base saving throw scores.
You do not have any lesser, greater, special purpose,
or dedicated powers that normal intelligent items
have. You cannot cast spells or use extraordinary or
supernatural abilities. You may only use feats that do
not rely on having a physical body (e.g. you still benet
from Alertness, but cannot use Power Attack).
Normal: When in your phylactery, you cannot
use any powers or abilities.
COUNTERPOWER [PSIONIC]
You may use a psionic power to disrupt the
manifestation of the same power by another psionicist.
Benet: You may counterpower psionic powers
the same way spellcasters may counterspell magic
spells, including using dispel psionics. Unaugmented
powers may be used to counterpower augmented ones.
Special: If using magic-psionic transparency,
psionic versions of spells may be used to counterpower
those spells (such as psionic disintegrate and
disintegrate), and vice versa.
CREATE SLAVES [GENERAL]
You always create vampire slaves, instead of mere
spawn.
Prerequisites: Must be a vampire, must have
the Create Spawn ability.
Benet: Creatures that you subject to your
Create Spawn ability always rise as vampire slaves
(they have your vampire template applied to them)
rather than vampire spawn.
Normal: Certain uses of the Create Spawn
power create vampire spawn, while others create true
vampire slaves.
DARK PRESENCE [GENERAL]
Your unnatural presence extinguishes lights all around
you.
Prerequisite: Undead type.
Benet: You radiate an aura that causes natural
sources of light up to 60 feet away from you to be
extinguished. Magical sources of light only illuminate
an area half as large as usual. You may suppress or
resume this aura as a free action on your turn.
Special: Undead with special vulnerability to
light (such as spectres or vampires) may not take this
feat.
DEDICATED ALCHEMIST [GENERAL]
Through dedicated training and perseverance, you
are able to craft alchemical items even if you cant
cast spells.
Prerequisite: Craft (alchemy) 8 ranks.
Benefit: You do not need to be a spellcaster
to craft alchemical items with the Craft (alchemy)
skill.
Normal: You must be a spellcaster with
ranks in Craft (alchemy) to make alchemical items.
DESTROYER [GENERAL]
You are exceptionally skilled at breaking things.
Prerequisite: Str 14.
Benefit: When making a Strength check
to break something with sudden force, you may
add 1.5 times your Strength bonus to the d20 roll.
You may also apply your size bonus (if any) to
breaking any object.
Normal: When attempting to break
something with sudden force, you make a normal
Strength check. Your size bonus to such checks
applies only to breaking open doors.
DESTRUCTIVE PALM [GENERAL]
Your quivering palm can tear almost anything
apart.
Prerequisite: Quivering palm class feature.
Benefit: Your quivering palm can affect
Constructs, Plants, and Undead. If these creatures
fail their Fortitude save they are instantly
destroyed by your quivering palms destructive
vibrations.
Normal: Your quivering palm cannot affect
Constructs, Plants, and Undead.
DIVERSE [GENERAL]
You are able to simultaneously pursue multiple
career paths easier than most people.
Benefit: You take only a -10% XP penalty
for each non-favored class not within one level of
your highest non-favored class.
Normal: You take a -20% XP penalty for
each non-favored class not within one level of
your highest non-favored class.
Special: You may not take this feat if you
have the Slow Learner flaw, and vice versa.
ENDURING ESSENCE [GENERAL]
Even after your body is destroyed, your dark soul
continues to exist.
Prerequisite: Must be a vampire (vampire
spawn cannot take this feat).
Benet: If you are destroyed, you rise as a
ghost in 1d4 days. As a ghost, you do not have any
of your vampiric powers; essentially, the vampire
template is removed, and the ghost template is added.
You do not have the rejuvenation special quality; the
next time you are destroyed will be your last.
ENTHRALLING GAZE [GENERAL]
Your eyes naturally enrapture those who look into
them.
Prerequisite: Must be a vampire or vampire
spawn.
Benet: Your Dominate special attack is a
gaze attack.
Normal: A vampires Dominate ability can
only be used as a standard action; characters merely
looking at a vampire are not subject to it.
EPHEMERAL EXISTENCE [GENERAL]
You have only a tenuous connection to the physical
world.
Prerequisite: Incorporeal subtype.
Benet: You have a 66% chance to ignore
damage from a corporeal source, save for positive
and negative energy, force effects, and ghost touch
weapons.
Normal: Incorporeal creatures have a 50%
chance to ignore damage from a corporeal source, save
for positive and negative energy, force effects, and
ghost touch weapons.
ETERNAL ESSENCE [GENERAL]
You are never truly destroyed.
Prerequisites: Must be a vampire, must have
fourteen or more hit dice/levels.
Benet: Even after being destroyed, you can
be revitalized. Your ashes must be gathered (this takes
a limited wish, wish, miracle, or similar effect if they
have been destroyed or thoroughly scattered), and
taken to an area under the effect of an unhallow spell,
and placed in a cofn. After a week, during which
time the ashes must not leave the cofn, nor the area
of the unhallow spell, you are restored (you have full
hit points, and all previous conditions are removed,
but you do not have any spells or spell slots prepared).
Any vampires that were under your control prior to
your destruction remain free after you are restored;
you must create new vampiric servitors.
Special: If you have the Enduring Essence
feat, your ghost must immediately possess the ashes
once they are placed inside the cofn in the area of the
unhallow spell, at which point you become quiescent
and unaware of your surroundings. If you do not
possess the ashes, or cease to possess them before a
full week has passed, the ritual to restore you to your
vampire status fails. If your ghost has been destroyed,
you must be placed in the cofn in the radius of the
spell for a full year to be restored.
If you were a good-aligned vampire, your
ashes must be subjected to a hallow spell instead of an
unhallow spell. If you were neutral, then either version
will work.
EXCEPTIONAL RESILIENCE
[FIGHTER, GENERAL]
You shrug off wounds that would leave normal men
unconscious.
Benet: You gain damage reduction against
nonlethal damage equal to your Constitution modier
(to a minimum of nonlethal DR 1/-). This may reduce
nonlethal damage to 0, but not below 0.
Special: This feat applies only to nonlethal
damage taken in combat. Nonlethal damage from
environmental conditions, starvation, etc. is not
subject to this feat.
EXPERIENCED SWIMMER [GENERAL]
You have trained yourself to swim in dangerous
conditions.
Prerequisite: Swim 5 ranks.
Benet: Armor check penalties to swim
checks are not doubled for you.
When in fast-moving water, on a successful DC 15
Swim check (or DC 15 Strength check) you take no
damage per round (or 1d3 points of lethal damage if
owing over rocks and cascades). You must still make
a second check to avoid going under if you fail the
rst.
Normal: Armor check penalties are doubled
for Swim checks.
When in fast-moving water, you take 1d3 points of
nonlethal damage in a round (1d6 points of lethal
damage if owing over rocks and cascades) on a
successful DC 15 Swim or Strength check. On a failed
check, you must then make another check to avoid
going under.
EXTENDED LINK [GENERAL]
Your connection to your bonded creature is broader
than normal.
Prerequisite: Empathic or telepathic link with
a bonded creature.
Benet: You increase the distance of your
empathic or telepathic link to your bonded creature
by 1 mile. If you can share spells with your bonded
creature, they may now be an additional 5 feat away
to receive the benet of the spell. They still lose the
benet of a non-instantaneous spell if they move
further away.
Special: If your bonded creature has another
power that is limited to 1 mile (such as a familiars
special ability), that range is also increased by another
mile from this feat.
You may take this feat multiple times. Each
time, you may either add it to a different bonded
creature you have, or use it to further increase the
range of connection to a bonded creature already
under the effects of this feat; each such successive
application increases the range of the link by 1 mile,
and increases the range of sharing spells by 5 feet.
FALSIFIED AURA [GENERAL]
You are adept at disguising the nature of the spells you
cast, weaving in threads of other magic to disguise this
spells aura.
Prerequisite: Ability to cast spells or use
spell-like abilities.
Benet: When you take this feat the DC on all
Spellcraft checks made to identify spells you cast or
to identify (with detect magic or similar effects) the
school of magic of your spells and spell-like abilities
increase by +5. This requires no action on your part.
Special: The benet of this feat also applies to
magic items that you create.
FATALITY [GENERAL]
You have a stylized, exceptionally gory way of killing
your foes.
Prerequisite: Intimidate 5 ranks.

Benet: When you kill a foe with a coup de grace, you
automatically make an Intimidate check to demoralize
all enemies who can see you. This Intimidate check
gains a +4 circumstance bonus.
Normal: A coup de grace does not affect
other enemies around you. An Intimidate check to
demoralize enemies takes a standard action, and only
affects enemies you threaten in melee combat and that
can see you.
FINAL BLOW [SPELLTOUCHED]
Creatures you kill have a hard time coming back to
life.
Prerequisite: Exposure to circle of death,
nger of death, power word kill, or symbol of death
spell.
Effect: Spells and spell-like abilities used to
restore life to creatures you killed in melee combat
must succeed on a caster level check (DC equals twice
your total character level at the time you killed the
creature) to raise, resurrect, reincarnate, or otherwise
restore life to the dead creature. If the check fails, the
creature remains dead.
FOCUS OF FAITH [GENERAL]
Your faith is so great that it doesnt require symbolic
representation.
Prerequisite: Ability to cast divine spells or to
use turn/rebuke attempts.
Benet: When casting spells, you may ignore
the divine focus component. Additionally, you may
turn/rebuke undead (or other creatures, if you have
other turn/rebuke abilities) without a holy symbol.
Normal: You must have a holy symbol to act
as a divine focus for certain spells, and must present
your holy symbol to use turn/rebuke attempts.
GAIN ANIMAL COMPANION
[GENERAL]
You call an animal to you, which regards you as a
trusted companion.
Benet: You gain a badger, camel, dire rat,
dog, riding dog, eagle, hawk, horse (light or heavy),
owl, pony, snake (Small or Medium viper), wolf,
crocodile, porpoise, Medium shark, or squid as an
animal companion. Your animal companion follows
all the rules for animal companions in the PHB. When
you gain this feat, choose a single character class you
possess; your animal companion advances as though
you were a druid equal to one-half the level of your
chosen class. The choice cannot be changed later.
Special: If your chosen class is high enough
level, you may choose an alternative animal
companion, as detailed in the PHB.
You may never have more than one animal
companion at a time.
GAIN FAMILIAR [GENERAL]
You summon and bond with a creature, making it your
familiar.
Prerequisite: Ability to cast arcane spells.
Benet: You obtain a familiar in a process that
takes 24 hours and 100 gp of special materials. Your
familiar follows all the rules for familiars in the PHB,
and advances based on your arcane spellcasting class.
If you have more than one arcane spellcasting class,
choose one at the time you take this feat; your familiar
advances only according to your levels in that class.
The choice cannot be changed later.
Special: If your arcane spellcasting class gives
bonus feats as class abilities, you may choose this feat
as a bonus feat.
You may never have more than one familiar at
a time.
GAIN FIENDISH SERVANT [GENERAL]
The evil forces you serve grant you a wicked servant.
Prerequisites: Ability to cast divine spells of
6
th
-level or higher, non-good alignment.
Benet: You gain a endish bat, cat, dire
rat, horse, pony, raven, or toad as a endish servant,
following all the rules for endish servants in the
DMG. When you gain this feat, choose a single divine
spellcasting class you possess; your endish servant
advances as though you were a blackguard equal to
the level of the chosen class. Once made, this choice
cannot be changed later.
Special: If you have a endish servant, you
may not also have a special mount.
You may never have more than one endish
servant at a time.
GAIN SPECIAL MOUNT [GENERAL]
Your benevolent patron grants you a mount to
faithfully serve you.
Prerequisites: Ability to cast divine spells of
3
rd
-level or higher, non-evil alignment.
Benet: You gain a heavy warhorse, warpony,
riding dog, or Large shark as a special mount,
following all the rules for special mounts in the
PHB. When you gain this feat, choose a single divine
spellcasting class you possess; your special mount
advances as though you were a paladin equal to the
level of the chosen class. Once made, this choice
cannot be changed later. Summoning your special
mount is a spell-like ability, with a spell-level equal to
one-third the level of your chosen character class.
Special: If you have a special mount, you may
not also have a endish servant.
You may never have more than one special
mount at a time.
GENEROUS SPELL [METAMAGIC]
You may cast a spell that is normally reserved for
yourself on someone else instead.
Benet: This feat may only be applied to
spells with a range of personal or have a target of
you. The spells range changes to become creature
touched. If the creature is unwilling, you must make
a touch attack to cast the generous spell upon them.
Regardless of whether theyre willing or not, you
may only use a generous spell on a single creature. A
generous spell uses up a spell slot equal to the spells
original level.
The metapsionic version of this feat is called
Generous Power. It requires 0 additional power points,
and that you expend your psionic focus.
GENEROUS SPELL-LIKE ABILITY
[GENERAL]
You may use a spell-like ability that is normally
reserved for yourself on someone else instead.
Prerequisite: Spell-like ability at caster level
2
nd
or higher.
Benet: Choose one of your spell-like
abilities, subject to the restrictions below. You can use
that ability as a forceful spell-like ability three times
per day (or less, if the ability is normally useable only
once or twice per day).
The spell-like ability must be one that has a
range of personal or a target of you. The spell-like
abilitys range changes to become creature touched.
If the creature is unwilling, you must make a touch
attack to use the generous spell-like ability upon them.
Regardless of whether theyre willing or not, you
may only use a generous spell-like ability on a single
creature.
The creature can only select a spell-like ability
duplicating a spell with a level less than or equal to
half its caster level (round down). For a summary, see
the table below.
The psionic version of this feat is called
Generous Psi-like Ability.
Special: This feat can be taken multiple times.
Each time it is taken, the creature can apply it to a
different one of its spell-like abilities.
Spell level Caster level
0 1
st
1 2
nd
2 4
th
3 6
th
4 8
th
5 10
th
6 12
th
7 14
th
8 16
th
9 18
th
GREATER UNARMED STRIKE
[FIGHTER, GENERAL]
Your blows deal greater than normal damage.
Prerequisite: Improved Unarmed Strike.
Benet: Your unarmed strike damage increases
by one die size (e.g. from 1d2 to 1d3, 1d3 to 1d4, etc).
Special: This feat does not stack with any
other feat that improves damage dice to unarmed
strikes or natural weapons (such as Improved Natural
Attack).
HANDLE CREATURE [GENERAL]
You are able to skillfully deal with even fantastic
beasts.
Prerequisite: Handle Animal 8 ranks.
Benet: When making a Handle Animal check
on a non-animal creature, the DC increases by only 2.
Normal: You may make a Handle Animal
check on a non-animal creature with an Intelligence
score of 1 or 2, but the DC of the check increases by 5.
HIDEOUS VISAGE [GENERAL]
You can make your face look hideously frightening.
Prerequisite: Must be a vampire or vampire
spawn.
Benet: As a free action, you can make
your face appear monstrous. This grants you a +8 to
Intimidate checks and a +2 to save DCs against any
of your spells or abilities with the Fear descriptor, as
well as a -4 penalty to Diplomacy checks. The target
must be able to see your face for you to gain these
modiers.
HIDDEN PRESENCE [GENERAL]
Your unliving body makes no sounds, and has no scent.
Prerequisite: No Constitution score.
Benet: Your body makes no natural sounds
(though you can speak if you normally could), giving
you a +10 bonus to Move Silently checks. Further, you
do not produce any scent, making you undetectable to
the Scent ability. You cannot be tracked by smell. You
cannot take this feat if you have an sound- or odor-
related ability that you cannot deactivate (such as a
ghasts stench ability).
HIDDEN WINGS [GENERAL]
You are able to make your wings appear and disappear
at will.
Prerequisite: Must have wings.
Benet: As a move action that provokes an
attack of opportunity, you may make your wings
disappear; making them reappear is a free action that
does not provoke an AoO. While gone, you cannot use
your wings to y, make wings buffets, or otherwise use
them in any way. Making your wings reappear while
wearing items not able to accommodate them (such as
shirts, armor, etc.) destroys non-magical items; magical
items are unharmed but fall to the ground in your space.
Special: Use of this feat is a supernatural
ability; in an antimagic eld, your wings automatically
reappear.
IMMEDIATE SPELL [METAMAGIC]
You can cast spells extremely quickly.
Benet: You may cast a spell with this feat
applied as an immediate action. You can perform
another action, even casting another spell, in the same
round as you cast an immediate spell. You may cast
only one swift or immediate spell per round, including
spells with the Quicken Spell metamagic feat. A spell
whose casting time is longer than 1 full round cannot
be made immediate. You can use an immediate spell as
a counterspell. An immediate spell uses up a spell slot
ve levels higher than the spells actual level.
The metapsionic version of this feat is called
Immediate Power. It requires 8 additional power points,
and that you expend your psionic focus.
Special: This feat cant be applied to spells cast
spontaneously, since applying a metamagic feat to a
spontaneously cast spell increases the casting time to a
full-round action. You cannot cast an immediate spell if
you are at-footed.
IMMEDIATE SPELL-LIKE ABILITY
[GENERAL]
You can use your spell-like abilities extremely quickly.
Prerequisite: Spell-like ability at caster level
12
th
or higher.
Benet: Choose one of your spell-like abilities,
subject to the restrictions described below. You can use
that ability as an immediate spell-like ability three times
per day (or less, if the ability is normally usable only
once or twice per day).
Using an immediate spell-like ability is an immediate
action. You can perform another actionincluding the
use of another spell-like abilityin the same round
that you use an immediate spell-like ability. You may
use only one immediate spell-like ability (or quickened
spell-like ability) per round. A spell-like ability whose
casting time is longer than 1 full round cannot be made
immediate.
You can only select a spell-like ability
duplicating a spell with a level less than or equal to half
your caster level (round down) -5. For a summary, see
the associated table.
In addition, a spell-like ability that duplicates a spell
with a casting time greater than 1 full round cannot be
made immediate.
The psionic version of this feat is called
Immediate Psi-like Ability.
Special: This feat can be taken multiple times.
Each time it is taken, you can apply it to a different one
of your spell-like abilities. You cannot use an immediate
spell-like ability if you are at-footed
Spell level Caster level
0 10
th
1 12
th
2 14
th
3 16
th
4 18
th
5 20
th
6 22
nd
7 24
th
8 26
th
9 28
th
IMPERCEPTABLE NATURE [GENERAL]
You are so adept at hiding that even magic has a hard
time nding you.
Prerequisites: Hide in plain sight class feature,
Hide 13 ranks.
Benet: You may add half your ranks (round
down) in Hide to saving throws you make against spells
of the scrying sub-school. This does not apply when you
are at-footed or helpless.
INDOMITABLE SPELLCASTER
[GENERAL]
You force magic to work even in areas where it normally
could not.
Prerequisites: Spellcraft 1 rank, caster level 1
st
.
Benet: In areas where magic is lacking (such
as in an antimagic eld, or a plane with the dead magic
planar trait), you can force your spells and spell-like
abilities to work. When casting a spell or using a spell-
like ability, as a free action that does not provoke an
attack of opportunity make a Spellcraft check (DC 30
+ spell level). If the check succeeds, the spell works
normally. If the check fails, the spell is expended but
does not function.
Special: This feat only works for spells you cast
while within areas without magic; you cannot cast spells
outside of an antimagic eld to affect creatures within it.
INTANGIBLE EXISTENCE [GENERAL]
Even pure force can barely touch you.
Prerequisite: Incorporeal subtype.
Benet: You have a 50% chance to ignore force
effect damage from a corporeal source. You can pass
through force effects unhindered, and you ignore force
effect bonuses to armor class.
Normal: An incorporeal creature cannot ignore
damage from a corporeal force effect. It cannot pass
through a force effect, nor ignore force effect bonuses to
armor class.
LIFESENSE [GENERAL]
You naturally sense the presence, and absence, of life
around you.
Prerequisite: Undead type.
Benet: As a supernatural ability, you notice
and locate living creatures within 60 feet, just as if you
possessed the blindsense ability. This also allows you to
sense the strength of their life force automatically, as if
you had cast deathwatch.
MAGICAL DEFENSE [GENERAL]
You can concentrate to increase your resistance to
magic attacks.
Prerequisite: Must have spell resistance.
Benet: As a standard action that does not
provoke an attack of opportunity, you gain a +4 bonus
to your spell resistance for one round.
Special: This feat may be taken by creatures
with, and works with, power resistance also. A
creature with both spell resistance and power
resistance may gain a +4 bonus to both as part of a
single standard action.
MANIPULATE MAGIC
[SPELLTOUCHED]
You can create a minor spell effect through sheer will.
Prerequisite: Exposure to miracle or wish.
Benet: Choose a single 1
st
-level spell. You
may now use that as a spell-like ability a number
of times per day equal to your Charisma bonus
(minimum once per day). Your caster level is equal to
your total character level.
MARTIAL DEFLECTION
[FIGHTER, GENERAL]
You are able to deect ranged attacks with a weapon.
Prerequisites: Deect Arrows, Weapon Focus.
Benet: Select a weapon that you have taken
Weapon Focus for. You are now able to deect ranged
attacks using that weapon.
Normal: You can only deect ranged attacks
with a free hand.
Special: You can take this feat multiple times.
Each time you take it, it applies to a different weapon
that you have taken Weapon Focus for.
MASTER OF THE HOUSE [GENERAL]
You may invite others into households you enter.
Prerequisite: Uninvited Entrance.
Benet: Once youve entered a home or
dwelling, you may then give permission to enter to
other vampires or creatures that need to be invited in.
MUSICAL NUMBER [GENERAL]
You can force a number of people to move and act in
time with your music.
Prerequisites: bardic music class feature,
Perform 16 ranks.
Benet: As a spell-like ability, you may use
bardic music to use dominate person on up to one
creature per two class levels (in the class that grants
bardic music), each of which must be within 90 ft. of
you, be able to see and hear you, and be able to pay
attention to you. You must also be able to see each
creature. Each creature receives a saving throw (DC
10 + class level + Charisma modier) to negate the
effect. You are able to give each creature orders, or
change its orders, telepathically as a free action each
round on your turn. You do not know what the subjects
of this ability are experiencing, and cannot receive
sensory input from them. This ability lasts as long as
you concentrate (maximum 1 round per class level),
and for 5 rounds thereafter. This is an enchantment
(compulsion), mind-affecting ability.
Each use of this ability takes four uses of bardic
music.
MYSTIC RAPPORT [GENERAL]
You develop a spiritual bond with your animal
companion.
Prerequisite: Must have an animal companion.
Benet: You develop an empathic link with
your animal companion. This is identical to an empathic
link with a familiar.
Special: This feat can be taken more than once.
Each time it is taken, it applies to a different animal
companion that you have.
NATURAL WEAPON PROWESS
[FIGHTER, GENERAL]
You have trained your secondary natural weapons to be
as strong as your primary.
Prerequisite: Base attack bonus +1.
Benet: Attacks made with your secondary
natural weapons add your full Strength bonus to
damage.
Normal: Damage from attacks made with your
secondary natural weapons adds only your Strength
bonus to damage.
OFF-HAND PROWESS
[FIGHTER, GENERAL]
You have trained to make your off-hand as strong as
your primary hand.
Prerequisite: Base attack bonus +1.
Benet: Attacks made with your off-hand add
your full Strength bonus to damage.
Normal: Damage from attacks made with your
off-hand adds only your Strength bonus to damage.
OMNIAPTITUDINAL [GENERAL]
You have no trouble pursuing multiple disparate career
paths at once.
Prerequisite: Diverse.
Benet: You do not take XP penalties for
multiclassing.
Normal: You take a -20% XP penalty for each
non-favored class not within one level of your highest
non-favored class (or a -10% penalty with the Diverse
feat).
OPPOSITION TRAINING [GENERAL]
Youve undergone special training to be able to cast a
few spells from your prohibited schools of magic.
Prerequisite: Must be a specialist wizard.
Benet: You may prepare one spell per spell
level from a prohibited school of magic. These spells
must be chosen for every spell level when you take this
feat, and cannot be changed later. Spells you choose
are treated in all ways as if belonging to a non-opposed
school of magic (e.g. you can use wands or scrolls of
them, you do not take a -5 penalty to Spellcraft checks
regarding those spells, etc).
Special: If you have other kinds of specialist
spellcasters in your game, they can also select this feat.
PHYLACTERIC ITEM
[ITEM CREATION]
Your phylactery is imbued with greater magical power.
Prerequisites: Craft Wondrous Item, caster
level 15
th
.
Benet: When creating your phylactery, you
may make it as any other magic item, in addition to
its phylactery powers. Doing so adds 120,000gp and
4,800 xp to the creation costs, applied after calculating
the costs for the normal item (this does not count
towards the market price limit for non-epic items).
Your phylacterys hardness, hit points, and Break DC
are all equal to those of a normal magic item of the
same type, or a standard phylactery (40 hp, hardness
20, Break DC 40), whichever is higher. Its AC is
normal for an item of its type and size. You must meet
any other prerequisites needed to craft the item (e.g.
you would need the Forge Ring feat to craft a ring of
invisibility phylactery).
For example, you could make a mask of the
skull phylactery. Such an item would cost 142,000 gp
and 5,680 XP to create, requiring the spells animate
objects, nger of death, and y, and would have AC
16, hp 40, hardness 20, and a Break DC of 40. A +5
vorpal longsword phylactery would cost 320,315 gp
and 12,800 XP to create, requiring the spells circle of
death and keen edge, and would have AC 4 (Small-size
object), hp 55, hardness 20, and a Break DC of 40.
Normal: A phylactery may not have magic item
properties or be part of another magic item.
Special: You may only make a phylactery out
of permanent magical items. Potions, scrolls, wands,
staffs, and impermanent wondrous items cannot be
made as a phylactery.
You must still craft the phylactery yourself,
though others can aid you with specic prerequisite
spells as normal.
You may add further magical properties to the
phylactery item later, as with a normal magic item.
However, if youve already created a phylactery without
this feat, you may not add magic item properties to it.
PURGE THE UNCLEAN [DIVINE]
Through you, the wrath of your god is visited against
the walking dead.
Prerequisite: Divine Vengeance.
Benet: You can spend one of your turn undead
attempts as a standard action that does not provoke an
attack of opportunity to imbue your next melee attack
with the disruption magic weapon property, even if it is
not with a bludgeoning weapon. If you use this feat and
wield a weapon that already has the disruption property,
then on your next attack the DC of the Will save it
requires rises to 18.
RANGED AURA [GENERAL]
You are able to temporarily imbue a small amount of
your aura on ranged weapons you use.
Prerequisite: Any alignment subtype.
Benet: Ranged weapons you shoot or throw
overcome damage reduction in accordance with your
alignment subtypes. This lasts only for a single attack
you make with them, regardless of whether they hit or
miss.
Normal: Only melee weapons overcome
damage reduction as per your alignment subtypes.
Special: This feat does not apply to siege
weaponry, such as ballistae, that you operate.
RAPID RESTORATION [GENERAL]
Youre quicker to recover from your phylactery than
others of your kind.
Prerequisite: Must be a lich or demilich.
Benet: When your body is destroyed, your
essence is able to take a new body after 1d6 days.
Normal: Without this feat, a lich that has been
destroyed reappears after 1d10 days.
REMAIN AT PEACE [DIVINE]
Your holy power keeps the dead from being awoken
by the black arts.
Prerequisite: Ability to turn undead.
Benet: If someone within 60 ft. of you uses
a spell or effect to create (but not summon or call)
undead, you may spend a turn attempt as an immediate
action to try to negate it if you are not at-footed.
Make an opposed caster level check (classes you
possess that grant the ability to turn undead stack for
purposes of this check; if the opposed effect doesnt
rely on caster level, its check is d20 + the users
hit dice). If your result equals or exceeds the other
persons check, the undead are not created, otherwise
the undead are created normally.
If the spell or effect creating the undead has
any other effects, they are unaffected by use of this
feat.
REMAIN DEAD [DIVINE]
Your unholy power keeps people from being restored
to life.
Prerequisite: Ability to rebuke undead.
Benet: If someone within 60 ft. of you uses
a spell or effect to raise, resurrect, reincarnate, or
otherwise try to restore life to someone, you may
spend a rebuke attempt as an immediate action to try
to negate it if you are not at-footed. Make an opposed
caster level check (classes you possess that grant the
ability to rebuke undead stack for purposes of this
check; if the opposed effect doesnt rely on caster
level, its check is d20 + the users hit dice). If your
result equals or exceeds the other persons check, the
people they attempted to bring back remain deceased.
This does not apply to someone healing a person with
the Unyielding Soul feat.
If the spell or effect bringing back the dead has
any other effects, they are unaffected by use of this
feat.
REPULSING SPELL [METAMAGIC]
Your spells strike with extreme force, pushing your
enemies away.
Benet: This feat can only be applied to damage-
dealing spells that target individual creature(s). When hit
by a forceful spell, the target must make a Reex save (in
addition to any other saves it must make), or be pushed 5
feet away from you for every 10 points of damage it took.
This movement incurs attacks of opportunity as normal
(but not from you). A repulsing spell takes up a spell slot
three levels higher than the spells actual level.
The metapsionic version of this feat is called
Repulsing Power. It requires 4 additional power points,
and that you expend your psionic focus.
Special: If the target is larger or smaller than
Medium, the damage necessary to knock it back increases
or decreases by 2 for each difference in size category. For
example, a Large creature would be pushed back 5 feet for
every 12 points of damage if it failed its Reex save.
REPULSING SPELL-LIKE ABILITY
[GENERAL]
You can make one of your spell-like abilities strike with
extreme force.
Prerequisite: Spell-like ability at caster level 8
th
or
higher.
Benet: Choose one of your spell-like abilities,
subject to the restrictions below. You can use that ability as
a repulsing spell-like ability three times per day (or less, if
the ability is normally useable only once or twice per day).
The spell-like ability must be one that deals
damage and targets individual creature(s). When hit
by a repulsing spell-like ability, the target must make
a Reex save (in addition to any other saves it must
make), or be pushed 5 feet away from you for every 10
points of damage it took. This movement incurs attacks
of opportunity as normal (but not from you). If the target
is larger or smaller than Medium, the damage necessary
to knock it back increases or decreases by 2 for each
difference in size category.
The creature can only select a spell-like ability
duplicating a spell with a level less than or equal to half its
caster level (round down) -3. For a summary, see the table
below.
The psionic version of this feat is called Repulsing
Psi-like Ability.
Special: This feat can be taken multiple times.
Each time it is taken, the creature can apply it to a different
one of its spell-like abilities.
Spell level Caster level
0 6
th
1 8
th
2 10
th
3 12
th
4 14
th
5 16
th
6 18
th
7 20
th
8 22
nd
9 24
th
RESILIENT SPELL [METAMAGIC]
Your spell is more difcult to negate.
Benet: A resilient spell is very hard to dispel,
counter, or disjoin. The resilient spell gains a +5 bonus
to its DC against dispel checks (including dispelling
used as a counterspell). Against counterspelling
and disjunction effects, a resilient spell receives an
opposed caster level check to avoid being countered or
disjoined (this check does not gain the aforementioned
+5 bonus). A spell that fails to counterspell a resilient
spell is negated as per normal for a counterspell,
though the resilient spell takes effect normally. A
resilient spell takes up a spell slot one level higher
than the spells actual level.
The metapsionic version of this feat is called
Resilient Power. It requires 1 additional power point,
and that you expend your psionic focus.
RESILIENT SPELL-LIKE ABILITY
[GENERAL]
Your spell-like ability is more difcult to negate.
Benet: Choose one of your spell-like
abilities, subject to the restrictions below. You can use
that ability as a resilient spell-like ability three times
per day (or less, if the ability is normally useable only
once or twice per day).
The resilient spell-like ability gains a +5 bonus
to its DC against dispel checks. Against disjunction
effects, a resilient spell receives a dispel check to
avoid being disjoined (this dispel check does not gain
the aforementioned +5 bonus).
The creature can only select a spell-like ability
duplicating a spell with a level less than or equal to
half its caster level (round down) -1. For a summary,
see the table below.
The psionic version of this feat is called
Resilient Psi-like Ability.
Special: This feat can be taken multiple
times. Each time it is taken, the creature can apply
it to a different one of its spell-like abilities.
Spell level Caster level
0 2
nd
1 4
th
2 6
th
3 8
th
4 10
th
5 12
th
6 14
th
7 16
th
8 18
th
9 20
th
RESTORATIVE ATTRIBUTE
[GENERAL]
There is a part of you that cannot be permanently
injured.
Benet: When you take this feat, choose
one ability score. That ability score no longer takes
permanent ability drain. Instead, any such drain is
converted to temporary ability damage. You still
suffer from ability damage normally.
Special: You may take this feat multiple
times; each time it applies to a different ability
score.
RETAINED KNOWLEDGE [GENERAL]
Even after abandoning an occupation, you still
practice some of its tricks.
Benet: If you no longer qualify for a
class or prestige class for some reason (such
as an alignment change, or not meeting entry
prerequisites) you retain all extraordinary class
abilities. This includes weapon and armor
prociencies, but not spellcasting.
Normal: When you no longer qualify for a
class or prestige class, you lose all class abilities
(unless the class description states otherwise).
Special: This feat does not let you take
levels in a class or prestige class that you do not
qualify for. You may take this feat after you no
longer qualify for a class in order to regain access to
its extraordinary abilities. You may not take further
levels in a class you do not meet the prerequisites
for until you meet them again.
REVITALIZE ESSENCE [GENERAL]
You may create another phylactery if yours is destroyed.
Prerequisite: Must be a lich or demilich.
Benet: If your phylactery is destroyed, you
may create another one. You must wait 10 days before
creating another phylactery, and must pay all the normal
costs of creation. You may still only have one phylactery
at a time.
Normal: A lich that has its phylactery destroyed
while its body still exists may never create another
phylactery.
Special: Whether or not they have this feat, a lich
(or demilich) always knows instantly when its phylactery
is destroyed.
SCORNED BY NATURE [GENERAL]
The natural world ignores you.
Prerequisite: Undead type.
Benet: The natural world ignores your presence
utterly; you do not leave footprints, disturb dust, etc. You
never leave a trail, and cannot be tracked. You may leave
a trail if you deliberately wish to do so.
SECURE GRASP [GENERAL]
Even when your attention is elsewhere, you keep a tight
grip on creatures youve grabbed.
Prerequisite: Improved grab.
Benet: After using improved grab, if you
choose to hold the opponent with only the part of your
body that made the improved grab you take a -15 to
grapple checks and are not considered grappled yourself.
Normal: When you use only the part of your
body that made the improved grab to hold your opponent,
you take a -20 to grapple checks and are not considered
grappled yourself.
SHARED SENSES [GENERAL]
You may see and hear through your bonded creatures
senses.
Prerequisite: Telepathic link with a bonded
creature.
Benet: As a standard action, you may see and
hear everything your bonded creature is seeing and
hearing, as it occurs. You may maintain this as long as
you want, but while doing so, you do not see or hear
anything through your own senses.
Special: This feat can be taken more than once.
Each time it is taken, it applies to a different bonded
creature that you have.
SPRY EFFICACY [GENERAL]
You have a nimble nature that lets you move quicker
where most people are hampered.
Prerequisites: Dex 12 or Tumble 8 ranks.
Benet: When squeezing through a space at least
half as wide as you, you take only a -2 penalty to attack
rolls and AC.
When crawling, you may crawl up to half your
total speed (round down) as a move action. You still
provoke attacks of opportunity for crawling.
Soft cover grants you a +2 bonus on Reex saves
against attacks that originate or burst out from a point
on the other side of the cover from you. Note that spread
effects can extend around corners and thus negate this
cover bonus.
Normal: When squeezing through a space at
least half as wide as you, you take a -4 penalty to attack
rolls and AC.
When crawling, you may only move 5 feet as a
move action that provokes an attack of opportunity.
Soft cover does not grant a bonus to Reex saves.
SUDDEN GENEROUS SPELL
[METAMAGIC]
You can cast a spell that is normally reserved for you on
someone else without special preparation.
Benet: Once per day, you can apply the effect
of the Generous Spell feat to any range: personal or
target: you spell you cast without increasing the level
of the spell or specially preparing it ahead of time. You
can still use Generous Spell normally if you have it.
The metapsionic version of this feat is called
Sudden Generous Power. It requires no power points, nor
that you expend your psionic focus.
SUDDEN IMMEDIATE SPELL
[METAMAGIC]
You can cast spells extremely quickly without special
preparation.
Benet: Once per day when you are not at-
footed, you can apply the effect of the Immediate Spell
feat to any spell you cast without increasing the level of
the spell or specially preparing it ahead of time. You can
still use Immediate Spell normally if you have it.
The metapsionic version of this feat is called
Sudden Immediate Power. It requires no power points,
nor that you expend your psionic focus.
SUDDEN REPULSING SPELL
[METAMAGIC]
You can cast a spell with extreme force without special
preparation.
Benet: Once per day, you can apply the effect of the
Repulsing Spell feat to any damage-dealing spell you cast that
targets individual creature(s) without increasing the level of
the spell or specially preparing it ahead of time. You can still
use Repulsing Spell normally if you have it.
The metapsionic version of this feat is called Sudden
Repulsing Power. It requires no power points, nor that you
expend your psionic focus.
SUDDEN RESILIENT SPELL [METAMAGIC]
Your spell becomes more difcult to negate without special
preparation.
Benet: Once per day, you can apply the effect of the
Resilient Spell feat to any spell you cast without increasing the
level of the spell or specially preparing it ahead of time. You
can still use Resilient Spell normally if you have it.
The metapsionic version of this feat is called Sudden
Resilient Power. It requires no power points, nor that you
expend your psionic focus.
SUPERIOR SOUL GEM [EPIC, GENERAL]
Your bond with your soul gems is as strong as with your
phylactery.
Prerequisite: Must be a demilich.
Benet: You need not incorporate all eight of your
soul gems directly into your physical form. Instead, you
need only incorporate two, and may store the rest elsewhere
(though they can be incorporated into your body if you so
choose). You may also use your Phylactery Transference
power with any of your non-incorporated soul gems, though
only with one soul gem (or your phylactery) at a time.
Switching your Phylactery Transference ability between soul
gems or your phylactery is a standard action that does not
provoke an attack of opportunity.
Normal: A demilich must incorporate all eight
of its soul gems directly into its concentrated form. Also, a
demilichs Phylactery Transference power only works with its
phylactery.
Special: A demilich with this feat may use any other
phylactery-specic feats, spells, abilities, etc. with regards to
their soul gems.
TELEPATHIC LINK [GENERAL]
Your empathic connection to your bonded creature
deepens.
Prerequisite: Empathic link with a bonded
creature.
Benet: You gain a supernatural telepathic link
with your bonded creature, replacing your empathic
link. The two of you can communicate telepathically
as if your bonded creature were the target of a
telepathic bond spell cast by you. Because of the
telepathic link between you and your bonded creature,
you have the same connection to an item or place that
your bonded creature does.
Special: This feat can be taken more than
once. Each time it is taken, it applies to a different
bonded creature that you have.
TELEPATHIC TAP [PSIONIC]
You are able to listen in on mental conversations that
others are having.
Benet: As a free action that does not provoke
an attack of opportunity, you may expend your
psionic focus to psychically listen in on the telepathic
conversation of anyone within 60 ft. of you as a
supernatural ability for 1 round per manifester level.
You hear everything in the telepathic conversation,
even from people not within 60 ft. of you; so long
as at least one member of the conversation remains
within range, you hear everyone involved. This is
not considered a mind-affecting ability, nor are you
considered to be in mental contact with anyone so
conversing; you are merely tapping into the channel
by which their thoughts are communicating. Language
is not a barrier to you understanding what is being
said, unless the type of telepathic contact being
used states it is language-dependant (most forms
of telepathy are not). You can only hear telepathy
with this feat, you can not participate in telepathic
conversations with it. Creatures whose thoughts
are protected somehow (such as by a ring of mind
shielding or mind blank) are not subject to this feat,
but can still be heard if you use this feat on someone
else in their telepathic network.
TENACIOUS ANIMATING FORCE
[GENERAL]
Your animating force is not so easily destroyed.
Prerequisite: No Constitution score.
Benet: When reduced to 0 through -9
hit points, you are not destroyed. Instead, you are
treated as being disabled. At -10 hit points, you are
immediately destroyed.
Normal: Creatures with no Constitution score
are immediately destroyed at 0 hit points.
TRAINED FOR LICHDOM [GENERAL]
You have gured out how to become a lich sooner
than most would think possible.
Prerequisite: Ability to cast spells.
Benet: You may subtract the bonus from your
spellcasting-based ability score from the minimum
level necessary to create a phylactery (or otherwise
become a lich). For example, a wizard with a 17
Intelligence would be able to construct a phylactery
and become a lich at 8
th
level. You must still be able to
meet all of the other requirements for becoming a lich.
Special: If you have more than one
spellcasting class, this feat applies only to the
spellcasting-based ability score from one of them,
chosen at the time this feat is taken. Once chosen, the
choice cannot be changed.
Normal: You must have a spellcaster level of
11
th
or higher to create a phylactery and become a lich.
UNARMED WARRIOR [FIGHTER,
GENERAL]
Others use weapons, but you are a weapon.
Prerequisite: Improved Unarmed Strike.
Benet: Your unarmed strikes are treated as
being either light weapons or one-handed weapons,
whichever is more benecial, for special combat
actions, spells, and effects. For example, you could
attempt to disarm someone with an unarmed strike
without taking a penalty to the opposed attack roll (as
a one-handed weapon) and still use an unarmed strike
against foes grappling you (as a light weapon).
UNBOUND [GENERAL]
You are not bound to a cofn, nor to your native soil.
Prerequisite: Must be a vampire or vampire
spawn.
Benet: You do not need to rest in a cofn, nor
do you need your native soil. Instead, you may sleep
anywhere (in any condition that wouldnt cause you
harm). You are still dead to all normal inspections, and
are still detectable as undead to spells and effects.
Normal: A vampire must sleep in a cofn,
with soil from its homeland in it.
UNBOUND ESSENCE [GENERAL]
You may pass through any solid object, no matter how large.
Prerequisite: Incorporeal subtype.
Benet: When passing through a solid object, you
need not remain adjacent to the objects exterior, and so can
pass entirely through an object whose space is larger than
your own.
Normal: An incorporeal creature must always remain
adjacent to the exterior of a solid object it is passing through.
UNHOLY FORTITUDE [GENERAL]
Your undead body shrugs off attempts to harm it.
Prerequisite: Undead type.
Benet: You add your Charisma modier to your
Fortitude saves.
Normal: Undead gain no ability score modier to
Fortitude saves.
UNHOLY TOUGHNESS [GENERAL]
Your negative energy strengthens your unliving form.
Prerequisite: Undead type.
Benet: You gain (or lose) hit points equal to your
Charisma modier, for every hit die you possess.
Normal: Undead gain no hit points based on an
ability score modier.
Special: If you have any other power or ability that
grants hit points equal to an ability score bonus, you may not
take this feat.
UNINVITED ENTRANCE [GENERAL]
You do not need to be invited to enter a place.
Prerequisite: Must be a vampire (vampire spawn
cannot take this feat).
Benet: You may enter any home, dwelling, or
other place without being invited.
Special: You cannot yourself invite other vampires
into homes you enter using this feat.
Normal: Vampires must be invited to enter private
homes.
UNIVERSAL MOVEMENT [GENERAL]
For a brief moment, you are able to reduce physical distance
to a mere intellectual concept.
Prerequisite: Abundant step class feature.
Benet: Your abundant step class feature works as
if using the spell greater teleport.
Normal: Abundant step works as if using the spell
dimension door.
UNLIVING MIND [GENERAL]
Unlife has made your mind truly unassailable.
Prerequisite: Undead type.
Benet: You are immune to ability damage to
your Intelligence, Wisdom, and Charisma scores.
Normal: Undead are only immune to ability
damage to their Strength, Dexterity, and Constitution
scores.
UNNATURAL AURA [GENERAL]
Your very presence unnerves creatures of the natural
world.
Prerequisite: Undead type.
Benet: Animals, whether wild or
domesticated, can sense your unnatural aura at a
distance of 30 feet. They do not willingly approach
nearer than that and panic if forced to do so; they
remain panicked as long as they are within that range.
This aura is a supernatural ability. You may suppress
or resume this aura as a free action on your turn.
Special: If you already have this ability, you
may not take this feat.
UNUSUAL STYLE [GENERAL]
You have a different way of accomplishing things than
most people.
Prerequisite: Skill Focus.
Benet: Choose one skill that you have
selected Skill Focus for. You may change the ability
score associated with that skill to another ability score.
Skills associated with physical ability scores (Strength,
Dexterity, and Constitution) can only be changed to
other physical ability scores, and skills associated
with mental ability scores (Intelligence, Wisdom, and
Charisma) can only be changed to other mental ability
scores. Once made, this choice cannot be changed.
Special: You may take this feat more than
once. Each time you take it, it applies to a different
skill that you have taken Skill Focus for.
UNYIELDING SOUL [GENERAL]
When you die, your soul does not immediately leave
your body.
Prerequisite: Must have a Constitution score.
Benet: When you reach -10 hit points or less
(or 0 Constitution), your soul remains in your dead
body for a number of rounds equal to your Charisma
modier (minimum 1 round). During this time, you
can be brought back to life by any effect that brings
your hit point total back up to -9 or higher (or raises
your Constitution score to 1 or higher), and such
effects automatically stabilize you. You do not suffer
any penalties for having died and come back (such
as level loss), since your soul did not have to journey
back to your body. You cannot refuse to come back to
life while your soul remains in your body, and effects
that killed you before are not automatically undone
when you are brought back (e.g. poison remains, and
might kill you again on subsequent rounds).
Special: Death spells and effects are
considered to instantly reduce your hit point total to -
10. You do not benet from this feat if killed by a spell
or effect that does not leave a body behind (such as
disintegrate).
UTILIZE ANOTHERS MAGIC
[GENERAL]
You may attempt to cast a spell from someone elses
knowledge.
Prerequisite: Spellcraft 1 ranks, caster level
1
st
.
Benet: You may cast spells someone else
knows or has prepared that are on your spell list. To
do so, you must spend a full round being in physical
contact with that person, who must be willing
(unconscious characters are automatically considered
willing). On your turn next round, make a Spellcraft
check as a free action that does not provoke an
attack of opportunity (DC 15 + highest level of spell
prepared/known). If this check fails, you may try
again after another full round of physical contact. If
the check succeeds, you are aware of all of their spells
prepared or spells known.
You can then pick a spell of theirs that you
want to cast (which must be on your spell list) and
make a second Spellcraft check (also a free action
that does not provoke an AoO) with a DC of 15 + the
level of the spell you want to cast (do not apply level
increases due to metamagic feats). If this succeeds,
you may then immediately cast the spell; if this check
fails, you must start over from the beginning.
To cast the spell, you must sacrice a spell
slot or prepared spell of equal or higher level than the
spell youre casting. You must supply any material
components and foci yourself. If the spell you select
has been prepared with a metamagic feat, you may not
cast it with that feat, but need only sacrice a spell slot
or prepared spell of the spells base level. You may
apply any metamagic feat you know to the spell, but
doing so requires losing a spell slot or prepared spell
of the spells adjusted level (and increases the casting
time, if applicable).
Special: A character may choose this feat in
place of a wizard bonus feat.
VIRULENT VAMPIRISM [GENERAL]
New undead that you create arise immediately.
Prerequisites: Must be a vampire, must have
the Create Spawn ability.
Benet: When another creature is subject
to your Create Spawn ability, they dont need to be
buried, and rise 1d4 rounds afterward.
Normal: Newly-created vampires arise 1d4
days after burial.
WEAPON INSTRUCTION
[FIGHTER, GENERAL]
You were taught basic principles of weapon use that
apply to all forms of ghting.
Benet: When using a weapon which you
are not procient with, the non-prociency penalty is
reduced by 1.
FLAWS
SIDEBAR Flaws are an optional rule that work like
anti-feats, granting a character a permanent penalty in
some way. A character may normally take up to two
aws at character creation, gaining a feat in return
for each aw taken. Undead-specic aws function
much the same way, save that instead of being taken
at character creation, they are taken when a character
rst becomes undead. A total of two undead-specic
aws may be taken when a character becomes
undead (in addition to any aws a character may have
already possessed before). If the character is later
brought back to life, these aws are lost, as are the
corresponding feats (with the in-game explanation that
the feat loss represents knowledge that was lost in the
transition from undeath to life).
BIRTH DEFECT: ONE-ARMED
You were born with only one arm.
Effect: You take a -4 penalty to all Climb,
Disguise, Escape Artist, Use Rope, and Swim checks.
It takes you twice as long to don or remove armor. You
cannot undertake actions that require two arms, such
as ghting with a two-handed weapon, etc.
Special: Because you were born with only
one arm, spells and effects such as regenerate cannot
restore your missing one. If a spell or effect changes
your shape, your new form is missing a corresponding
limb.
DEATHLY
You easily fall into deaths clutches.
Effect: You fall unconscious when brought
to 0 hit points. When at -1 hit points or below, you
cannot be stabilized, automatically losing 1 hit point
per round until brought back to 0 hit points or above.
DOTAGE
You became an adventurer later in life.
Effect: You begin play one age category older
than normal (usually this will be middle age).
ENERGY VULNERABILITY
You are particularly weak against one type of energy.
Effect: Choose one of the following energy
types: acid, cold, electricity, or re. When damaged by
the chosen energy type, you are dealt an additional hit
point of damage per die.
ENFEEBLED DRAINING
You cannot permanently drain vitality from living
creatures.
Prerequisites: Undead type, must have a
special ability that causes energy drain or ability drain.
Effect: Negative levels from your energy drain
special attack are automatically removed after twenty-
four hours. Special attacks that you possess that would
normally cause ability drain now cause ability damage
instead.
ISOLATED EXISTENCE
You cannot create more of your kind.
Prerequisites: Undead type, must have the
create spawn (or a similar) special ability.
Effect: You do not have the create spawn
special ability, or any similar ability that allows you
to naturally create undead from creatures that you kill.
You may still create undead with spells and spell-like
abilities normally.
NEGATIVE SOUL
You feel colder than ice to the touch.
Prerequisite: Undead type.
Effect: Living creatures who touch you
perceive you as feeling colder than ice. This manifests
even through items on your person. Living creatures
who touch you have their attitude towards you drop
by one rank (e.g. from friendly to indifferent), and
may immediately make a DC 15 Knowledge (religion)
check to recognize you as being undead. This remains
in effect even if you change form (unless doing so
changes your type).
SHADOWLESS
You have no shadow.
Prerequisite: Undead type, must not have the
Incorporeal subtype.
Effect: You never have a shadow (nor do
items on your person), no matter what the lighting
conditions around you are. In an area of bright
illumination, this can be noticed with a DC 10 Spot
check. In an area of shadowy illumination, the DC
for this check rises to 30. In areas of darkness, it is
impossible to tell that you do not have a shadow (even
with darkvision). You remain without a shadow even if
you change form (unless doing so changes your type).
SLOW LEARNER
It takes you longer than other people to improve.
Effect: When gaining experience points, you
take a -10% penalty to the total. This stacks with any
other experience point penalties you may have, such
as from multiclassing.
STAGNANT LIFE FORCE
Your life energy cannot be easily replenished with
magic.
Effect: Magical healing only restores half as
many hit points as normal.
SUNLIGHT POWERLESSNESS
The light of the sun robs you of your might.
Prerequisite: Undead type, Incorporeal
subtype
Effect: In natural sunlight (not merely a
daylight spell), you may only take a single standard or
move action each round.
UNCHANGING FORM
Your undead body does not naturally repair itself.
Prerequisites: Undead type, must have an
Intelligence score, must not have fast healing.
Effect: You do not naturally regain hit
points over time (though special qualities such as
rejuvenation still work normally).
Normal: Undead creatures with an Intelligence
score regain hit points naturally at the same rate that
living characters do.
UNFETTERED SOUL
Your spirit has only a tenuous connection to your
body.
Effect: You cannot be raised, resurrected, or
reincarnated. It takes a wish or miracle to bring you
back to life.
WEAK SPELL RESISTANCE
Your ability to resist magic is weaker than others of
your kind.
Prerequisite: Must naturally have spell
resistance.
Effect: Your spell resistance is permanently
lowered by 5.
NEW SPELLS
Call Construct
Conjuration (Calling)
Level: Sor/Wiz 8
Components: V S, XP
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One construct
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
When casting this spell, you name a construct
of yours, which the spell then brings to you. The
construct must be one that you command innately
(that is, not as the result of a spell or effect that grants
temporary control); constructs that you create fall into
this category (unless command of it was given away
or taken from you, or if it becomes uncontrolled).
Once called, the construct may be given commands,
and it acts immediately on your turn. This spell
functions across planar boundaries.
XP Cost: 1,000 XP.
School Suppression
Abjuration
Level: Clr 5, Sor/Wiz 4
This spell functions like antimagic eld, except that
it only suppresses one school of magic. All other
magical effects (including supernatural abilities) are
unaffected by this spell. The school of magic affected
is chosen during the casting of the spell, and cannot be
changed later.
Summon Armor
Conjuration (Summoning)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: See text
Target: One suit of armor
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No
This spell summons a single suit of armor of your
choice, making it appear on your body instantly
without having to be donned. The armor must have
your arcane mark on it, otherwise the spell fails
automatically. If you are already wearing armor when
you cast this spell, then the armor you are wearing
automatically falls off you, landing at your feet in
your space, as the summoned armor appears on you.
Other clothing or magic items are not displaced by
summoning armor.
If the armor is worn or otherwise in the possession of
another creature when you cast this spell, that creature
may make a Will save to retain the armor. This spell
works across any distance, but does not cross planar
boundaries.
Summon Armor, Greater
Conjuration (Summoning)
Level: Sor/Wiz 6
This spell functions like summon armor, except that it
functions across planar boundaries.
Summon Holy Symbol
Conjuration (Summoning)
Level: Adept 0, Blackguard 1, Clr 0, Drd 0, Pal 1, Rgr
1
Components: V
Casting Time: 1 swift action
Range: Unlimited
Target: One holy symbol
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell instantly summons a holy symbol specic to
your faith into your hand. The holy symbol works as
a divine focus, and for turning/rebuking attempts. It is
made out of steel, unless that is inappropriate for your
faith (such as for druids), in which case it is made of
the appropriate material.
If you do not have a free hand when you cast this
spell, the holy symbol instead appears on a small chain
around your neck. This spell cannot call a specic holy
symbol; rather, a servant of your deity automatically
answers the spell, sending a generic holy symbol to
you.
Summon Material Components
Conjuration (Summoning)
Level: Adept 0, Assassin 1, Blackguard 1, Brd 0, Clr
0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0
Components: V
Casting Time: 1 swift action
Range: Unlimited
Target: Spell components of less than 1 gp value
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No
This spell instantly summons spell components
suitable to cast all of your spells. Only components
worth less than one gold piece are summoned; any
that cost 1 gp or more are not summoned by this spell.
These spell components are randomly gathered from
throughout the universe; you cannot summon specic
components from specic places.
The spell components appear in your pouches,
pockets, or any other container on your person. If you
do not have any such containers on you, they appear at
your feet in your space.
Summon Weapon
Conjuration (Summoning)
Level: Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: See text
Target: One weapon
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No
This spell summons a single weapon of your choice
into your hand. The weapon must have your arcane
mark on it; if the arcane mark has been removed, the
spell automatically fails. If you do not have a hand
free when you cast this spell, the weapon appears at
your feet in your space.
If the weapon is in the possession of another creature
when you cast this spell, that creature may make a
Will save to retain the weapon. This spell works across
any distance, but does not cross planar boundaries.
Summon Weapon, Greater
Conjuration (Summoning)
Level: Sor/Wiz 6
This spell functions like summon weapon, except that
it functions across planar boundaries.
NEW RULES
SUB-SCHOOL SPECIALIZATION
Some wizards choose to focus on a specic school of
magic, sacricing a degree of versatility for greater
power in a chosen area. Others take this dedication
in a different direction. Instead of specializing in an
entire school of magic, they focus upon only a single
portion of it. By focusing upon only a certain part
of their chosen school, these specialists pay less of
a price in return for diminished gains. Such sub-
specialists see themselves as gaining the best of both
worlds between true specialists and generalist wizards.
A sub-specialist functions similarly to a specialist
wizard: she may prepare an additional spell of her
sub-school per spell level each day (though narrower
sub-schools might not have spells at every level) She
also gains a +2 bonus on Spellcraft checks to learn
spells of her chosen sub-school. When taking her rst
wizard level, the character must decide if she wants
to become a sub-specialist or not, and once made, this
choice cannot be changed. A character cannot both
specialize and sub-specialize. A sub-specialist must
give up a single school of magic, which may not be
the Divination or Universal schools; this restriction
functions exactly as it does for specialist wizards. A
sub-specialist who chooses Scrying only needs to give
up another sub-school of magic.
Calling: Calling is a subset of the Conjuration school.
A calling specialist is known as a caller.
Charm: Charm is a subset of the Enchantment school.
A charm specialist is known as a charmer.
Compulsion: Compulsion is a subset of the
Enchantment school. A compulsion specialist is known
as a compulsor.
Creation: Creation is a subset of the Conjuration
school. A creation specialist is known as a crafter.
Figment: Figment is a subset of the Illusion school. A
gment specialist is known as a gmatist.
Glamer: Glamer is a subset of the Illusion school. A
glamer specialist is known as a glamora.
Healing: Healing is a subset of the Conjuration school.
A healing specialist is known as a healer.
Pattern: Pattern is a subset of the Illusion school. A
pattern specialist is known as a sequencer.
Phantasm: Phantasm is a subset of the Illusion school.
A phantasm specialist is known as a fantast.
Scrying: Scrying is a subset of the Divination school.
A scrying specialist is known as a scryer. Scryer sub-
specialists need only give up another sub-school of
magic, though they may choose to give up an entire
school instead.
Shadow: Shadow is a subset of the Illusion school. A
shadow specialist is known as an umbralist.
Summoning: Summoning is a subset of the
Conjuration school. A summoning specialist is known
as a summoner.
Teleportation: Teleportation is a subset of the
Conjuration school. A teleportation specialist is known
as a teleporter.
SIDEBAR Rather than specializing in a particular
school or sub-school of magic, its possible for a
wizard to specialize in a particular spell descriptor,
such as evil, re, or mind-affecting. These descriptor
specialist wizards gain the same bonuses as other
specialists (they may prepare one extra spell of
the chosen descriptor at each spell level, and gain
a +2 bonus to Spellcraft checks to learn spells of
that descriptor), and in exchange must give up a
single other descriptor of spells, forsaking spells of
that descriptor forever. At the GMs option, certain
descriptors will automatically determine which
descriptor is thusly forsaken. Specializing in Good
spells, for example, may require that Evil spells be
given up.
Also at the GMs option, this type of
specialization may be open to other kinds of
spellcasters besides wizards. Bear in mind that
this may benet certain other spellcasting classes
disproportionally, however. A neutral good cleric that
specialized in Good spells, for example, would not be
giving anything up, since good clerics cannot cast Evil
spells anyway.
METASPELLS
For some spellcasters, metamagic feats are an
impractical option. Whether because they need to
conserve feat slots, or because increased casting times
are too disadvantageous, metamagic feats remain non-
viable for spellcasters whod otherwise enjoy their
effects.
Thats where metaspells come in.
Metaspells are spells that have one or more metamagic
effects built into them, instead of being applied
separately as a feat. For example, instead of taking the
Chain Spell feat and then applying it to your lightning
bolt, you could just use the metaspell chain lightning.
By building a metamagic effect into the spell itself, the
need for a particular feat is eliminated at the cost of
versatility, since by itself that effect cant be applied to
any others spells the character has.
Metaspells always have a spell level equal to the base
spell plus the level increase that the metamagic feat
would cause; all other aspects of the metaspell are the
same as the base spell, save for the metamagic effect.
Because metaspells are considered to be unmodied
spells of their own, spontaneous spellcasters do
not have an increased casting time for using them.
Likewise, they cannot be counterspelled using the
base spell (though, at the GMs option, someone
using the base spell modied by the same metamagic
feats that are built into the metaspell might be able to
counterspell it). You may add metamagic feats to a
metaspell as you would any other spell; the exception
is a metamagic feat whose effect is already built into
a metaspell. A metaspell that functions as a Widened
reball may not then have the Widen Spell feat
applied to it.
Introducing metaspells into your game is as easy as
adding a metamagic effect onto an existing spell,
raising the spell level by the appropriate amount,
and changing the name. A fourth-level metaspell
that functions as a Maximized magic missile could
be named heavy missiles, for example. You could
even remove metamagic feats entirely, having all
such effects be present only in the form of various
metaspells.
Characters may create their own metaspells, the same
way they would create any other new spells. Doing so
requires that they be of high enough level (and have
a high enough requisite ability score) to cast spells of
the level they want to create, as well as have access
to a well-stocked library. Researching the process to
create the new spell is lengthy, requiring one week
per the new spells level, at a cost of 1,000 gp per
week; this cost is halved if the PC has access to all of
the metamagic feats she wants to build into the new
metaspell (such as by having taken the feats herself,
or with a metamagic rod, but not from someone else
who has taken those metamagic feats). Finally, she
must then make a Spellcraft check (DC + the new
spells level). Success means that the character has
created the new spell. Failure means the spell was not
created, and the character must start over from scratch.
Note that creating a spell does not automatically add
it to a characters spells known list, nor mean it is
automatically inscribed in a characters spellbook.
Finally, a character cannot create a metaspell that has
an epic metamagic effect built into it (though if such
metaspells exist, she may cast it normally) unless she
is herself an epic level spellcaster.
Metapowers are the psionic version of metaspells,
and follow all of the same rules. Researching a new
psionic power requires uninterrupted meditation for
one week per level of the power on the part of the
psionic characer, and an expenditure of 200 XP per
week. At the end of that time, the character makes
a Psicraft check (DC 10 + the powers level) with
success meaning the power is created, and failure
meaning it is not; the character may try again from
the beginning if the check fails. As with new spells,
creating a new psionic power does not automatically
add it to a characters powers known.
When creating a metapower from an existing psionic
power, every 2 point increase to the metapowers
power point cost increases the powers level by one
(for example, chain energy ray, a metapower of Chain
Power and energy ray, would cost a base 7 power
points, and would be a 4
th
-level psion/wilder power).
Since metapowers are considered to be unmodied
psionic powers, they do not require a character to
expend psionic focus to use them.
-END-
OPEN GAME LICENSE Version 1.0a
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Coast, Inc (Wizards). All Rights Reserved.
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2. The License: This License applies to any Open Game Content that contains a notice indicating
that the Open Game Content may only be Used under and in terms of this License. You must affix
such a notice to any Open Game Content that you Use. No terms may be added to or subtracted
from this License except as described by the License itself. No other terms or conditions may be
applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the
terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant
You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License
to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game
Content, You represent that Your
Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed
by this License.
6.Notice of License Copyright: You must update the COPYRIGHTNOTICE portion of this
License to include the exact text of the COPYRIGHTNOTICE of any Open Game Content
You are copying, modifying or distributing, and You must add the title, the copyright date, and the
copyright holders name to the COPYRIGHTNOTICE of any original Open Game Content you
Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as
to compatibility, except as expressly licensed in another, independent Agreement with the owner of
each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with
any Trademark or Registered Trademark in conjunction with a work containing Open Game Con-
tent except as expressly licensed in another, independent Agreement with the owner of such Trademark
or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game
Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the
work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License.
You may use any authorized version of this License to copy, modify and distribute any Open Game
Content originally distributed under any version of this License.
10 Copy of this License: You MUSTinclude a copy of this License with every copy of the Open Game
Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name
of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with
respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation
then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and
fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the
termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it enforceable.
15 COPYRIGHTNOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet,
Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell,
John
D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek,
Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip
Williams,
Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Swords of Our Fathers Copyright 2003, The Game Mechanics.
Mutants & Masterminds Copyright 2002, Green Ronin Publishing.
Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins,
Jesse Decker, David Noonan, Rich Redman.
Phylactery Feats Copyright 2006, E.N.Publishing; Shane OConnor.
Familiar Feats Copyright 2006, E.N.Publishing; Shane OConnor.
Feats of Undeath Copyright 2006, E.N.Publishing; Shane OConnor

END OF LICENSE
Skortched Urf Studios
PO Box 2315
Centreville, VA
20122
www.skortchedurfstudios.com

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