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ACQUIRING FEATS
Unlike skills, feats are not bought with points. You simply choose them for your character. Each character gets one feat when the character is created. At 3rd level and every three levels thereafter (6th, 9th, 12th, 15th, and 18th), he or she gains another feat. For multiclass characters, the feats come according to total character level, regardless of individual class levels. Additionally, fighters and wizards get extra class-related feats chosen from special. Humans also get a bonus feat at 1st level, chosen by the player from any feat for which his or her character qualifies.
PREREQUISITES
Some feats have prerequisites. You must have the listed ability score, feat, skill, or base attack bonus in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite. For example, at 3rd level, Krusk, the half-orc barbarian, could spend 1 skill point on the Ride skill (gaining his first rank in Ride) and select the Mounted Combat feat at the same time. You can't use a feat if you've lost a prerequisite. For example, if your Strength drops below 13 because a ray of enfeeblement hits you, you can't use the Power Attack feat.
VIRTUAL FEATS
If you effectively have a feat as a class feature or special ability, then you can use that virtual feat as a prerequisite for other feats. What does this mean? If you have, for example, some class feature or ability that says, "This is the same as Power Attack," then you are considered to have the Power Attack feat for the purposes of acquiring the Improved Shield Bash feat. If you ever lose the virtual prerequisite, you also lose access to any feats you acquired through its existence. Having access to a feat as a class feature or special ability does not give you access to that feat's prerequisites.
For purposes of combat-enhancing feats, Weaponlike spells fall into three categories: ray, energy missile, and touch attacks. Ray. Such spells produce a ray effect and require a ranged touch attack. Energy missile. The spell creates something physical as a projectile or that the caster can hurl, such as a Melf's acid arrow or produce flame. Touch spell. Any damage dealing spell that has a range of touch.
The following feats can be chosen to enhance the performance of Weaponlike spells in combat. Improved Critical: Chose one category of Weaponlike spell (ray, energy missile, or touch spell). When you use a spell of the selected category, the threat range is doubled. A spell normally threats a critical on 20; this feat increases the range to 19-20. You can gain this feat multiple times, choosing a different weapon or category of Weaponlike spell each time. Improved Two-Weapon Fighting: See notes on TwoWeapon Fighting, below. Improved Unarmed Strike: You can use an unarmed strike to deliver a touch spell and are considered armed. You make a normal melee attack (the defender gets the full benefit of armor and shield). If the attack hits, the unarmed strike deals normal damage and the spell is discharged against the defender. Only the unarmed strike can inflict a critical hit. A character without this feat also could deliver a touch spell with an unarmed strike, but doing so would provoke an attack of opportunity from the target, and the unarmed strike would deal subdual damage. Point Blank Shot: You gain a +1 modifier on attack and damage with ray and energy missiles at ranges of 30 feet or less. The extra damage is the same type as the spell deals. However, spells that inflict energy drain or ability damage deals 1 extra point of negative energy damage, not an extra negative level or point of ability damage. Precise Shot: You can fire a ray or energy missiles into melee without suffering the usual -4 penalty to ranged attacks. Stunning Fist: You can deliver a touch spell with unarmed strike as described in Improved unarmed Strike, above. A hit produces the normal chance to strike the foe along with damage from the strike, and it also discharges the spell effect. Two-Weapon Fighting: You can use a touch spell as apart of a two-weapon attack. You must already have a weapon in one hand while casting the touch spell, hold the charge, and then attack with both spell and weapon during a later action. If you cast the spell and then draw a weapon, the spell discharges and is wasted. The hand used to deliver the touch spell is considered a light weapon and uses the appropriate attack modifier. Weapon Finesse: You can designate touch spells as light weapons so as to add your dexterity modifier to your melee attack rolls with such spells. Weapon Focus: Chose one category of Weaponlike spell (ray, energy missile, or touch spell). You add +1 to attack rolls made with such spells. You can gain this feat multiple times, choosing a different weapon or category of Weaponlike spell each time.
TYPES OF FEATS
Feats fall into one of the following types:
GENERAL FEATS
Some feats are general, meaning that no special rules govern them as a group. Others are item creation feats, which allow spellcasters to create magic items of all sorts. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were a
Eligible Feats
higher level than it actually is. Special feats are available only to the specified class.
DIVINE FEATS
The feats in this category share a few characteristics. First, they all have as a prerequisite the ability to turn (or, in most cases, rebuke) undead. Thus, they are open to clerics, paladins of 3rd level or higher, and any prestige class that has that ability. Second, the force that powers a divine feat is the ability to channel positive or negative energy to turn or rebuke undead. Each use of a divine feat costs the character one turn/rebuke attempt from his or her number of attempts each day. If you don't have any turn/rebuke attempts left, you can't use the feat. Since turning or rebuking is a standard action, activating any of these feats is also a standard action. Third, you can't use the Quicken Turning feat to speed up the use of a divine feat.
caster level by the spell level and then multiply the result by a constant: Scrolls: Base price = spell level x caster level x 25 gp. Potions: Base price = spell level x caster level x 50 gp. Wands: Base price = spell level x caster level x 750 gp. Extra Costs: Any potion, scroll, or wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. For potions and scrolls, the creator must expend the material component or pay the XP when creating the item. For a wand, the creator must expend fifty copies of the material component or pay fifty times the XP cost. Some magic items similarly incur extra costs in material components or XP as noted in their descriptions. For example, a ring of three wishes costs 15,000 XP in addition to normal costs (as many XP as it costs to cast wish three times).
METAMAGIC FEATS
As a spellcaster's knowledge of magic grows, she can learn to cast spells in ways slightly different from how the spells were originally designed or learned. A spellcaster can learn to cast a spell without having to say its magic word, to cast a spell for greater effect, or even to cast it with nothing but a moment's thought. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is possible. For instance, at 3rd level, Mialee gains a feat, and she chooses Silent Spell, the metamagic feat that allows her to cast a spell without its verbal component. The cost of doing so, however, is that in preparing the spell, she must use up a spell slot one level higher than the spell actually is. If she prepares charm person as a silent spell, it takes up one of her 2nd-level slots. It is still, however, only a 1st-level spell. The DC for the Will save against her charm person spell, for example, does not go up. She cannot prepare a 2nd-level spell as a silent spell because she would have to prepare it as a 3rd-level spell, and she can't use 3rd-level spell slots until she reaches 5th level. Wizards and Divine Spellcasters: Wizards and divine spellcasters (clerics, druids, paladins, and rangers) must prepare their spells in advance. It is during preparation that a wizard or divine spellcaster chooses which spells to prepare with metamagic feats (and thus taking up a higherlevel spell slot than normal). Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to use metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higherlevel spell slot. For instance, a still invisibility spell cast by a bard counts against his allotment of 3rd-level spells as if the spell were 3rd level. Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must do so on the spot. The sorcerer or bard, therefore, must take more time to cast a metamagic spell (one enhanced by a metamagic feat) than a regular spell. If its normal casting time is 1 action, casting a metamagic spell is a full-round action for a sorcerer or bard. For spells with a longer casting time, it takes an extra full-round action to cast the spell.
Spontaneous Casting and Metamagic Feats: Clerics spontaneously casting cure or inflict spells can cast metamagic versions of them. For instance, an 11th-level cleric can swap out a prepared 6th-level spell to cast an empowered cure critical wounds. Casting a 1-action metamagic spell spontaneously is a full-round action, and spells with longer casting times take an extra full-round action to cast. Effects of Metamagic Feats on a Spell: In all ways, a metamagic spell operates at its original level even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed (unless stated otherwise in the feat description). The modifications made by these spells only apply to spells cast directly by the feat user. A spellcaster can't use a metamagic feat to alter a spell being cast from a wand, scroll, or other device. Metamagic feats cannot be used for all spells. See the specific feat descriptions for the spells that a particular feat can't modify. Multiple Metamagic Feats on a Spell: A spellcaster can use multiple metamagic feats on a single spell. Changes to its level are cumulative. A silent, still version of charm person , for example, would be prepared and cast as a 3rdlevel spell. Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell's higher, metamagic level. A character doesn't need the metamagic feat to activate an item storing a metamagic spell. Counterspelling Metamagic Spells: Whether a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell.
points [some number+]" require the psionic character or creature to possess a number of unused power points equal to or greater than the given number to use the feat in any given round. These power points are not used to power the feat; however, if they are not held in reserve, insufficient psionic resonance renders the feat temporarily unavailable. For instance, if Ma'varkith is a 4th-level psychic warrior, her maximum power point pool is 5. She has the Psionic Dodge feat; while she maintains at least 5 power points in reserve, she can use Psionic Dodge as normal. However, desperate to avoid a series of psionic attacks, Ma'varkith ends up spending 2 power points on empty mind. Now she cannot use Psionic Dodge until the next day when her power points are renewed. Note: If a psionic character's total power point maximum never equals the reserve power point requisite, the character cannot take the feat.
METAPSIONIC FEATS
Metapsionic feats allow a psionic character to enhance the manifestation of a regular power. Using a metapsionic feat doesn't take any longer but does increase the total power point cost to manifest the power. A psionic character can use multiple metapsionic feats on a power, and the extra power point cost is cumulative, but a power altered by metapsionic feats can never cost more power points than the manifester's level minus one (minimum one). Thus, a 10th level character can manifest a single power with a cost of up to 9 points. For example, as a 10th-level telepath, Ialdabode has the metapsionic feats Maximize Power and Quicken Power. He could maximize a 1st-level power, giving it a final cost of 7 power points, or he could quicken the same 1st-level power giving it a final cost of 9 points. But he can't use both Quicken Power and Maximize Power on the same 1st-level power, because that would bring the total cost to 15 power points, which exceeds the maximum of9 set by his level. With the proper item creation feat, you can store a power enhanced by a metapsionic feat in a power stone (a crystal that stores a specific power), psionic tattoo (a design that stores a specific power), or Dorje (a "psionic wand"), but the level limits for the psionic tattoos, power stones, and dorjes apply to the power's higher metapsionic level. The metapsionic level increases by 1 for every 2 points a metapsionic feat increases a power's cost. Thus, you couldn't Maximize a 2nd-level power for a psionic tattoo, because the +6 power point cost raises its metapsionic level to 5th, and the highest-level power you can inscribe in a psionic tattoo is 3rd. Important: Metapsionic feats cannot be used to augment psionic attack and defense modes. The feats that al low direct manipulation of psionic attack and defense mode powers are specifically noted within the given feat.
SPECIAL FEATS
These are feats available only to the specified class. Only clerics or paladins can take Extra Turning, only fighters can take Weapon Specialization, and only wizards can take Spell Mastery.
WILD FEATS
The feats in this category relate to the wild shape ability, and all require it as a prerequisite. Any class feature or ability that has the words "wild shape" in it's name (such as lesser wild shape, greater wild shape, and undead wild shape) counts as wild shape for meeting prerequisites. Wild feats apply to any version of wild shape.
PSIONIC FEATS
To nonpsionic characters, all psionic feats are treated as special (only psionic characters and creatures may take them). Psionic feats allow the psionic character to enhance combat, augment psionic powers, and manipulate psionic attack and defense modes. Some psionic feats do not directly use the power points of the character, but the mere presence of those power points and psionic potential implicit therein allow the psionic characters access to feats others can never hope to gain. This psionic potential fuels feats that otherwise would be impossible. Feats that have a prerequisite of "reserve power
FEAT REFERENCE
All feats listed are acquired from general feats available from Defenders Of The Faith, Song And Silence, Sword And Fist, Tome And Blood, Masters Of The Wild, Psionics Handbook, Forgotten Realms Campaign Setting, Oriental Adventures, and Player's Handbook.
Prerequisite --------Persuasive Trustworthy Dexterity 15+ Ability to cast Speak With Animals and Animal Friendship Animal Defiance Ability to cast Detect Animals Or Plants Spell Focus Ability to cast arcane spells without preparation ----Armor Proficiency (Light) Armor Proficiency (Light) Armor Proficiency (Medium) Base attack bonus +4 Sneak attack ability ----Spellcaster level 2+ ----Base attack bonus +4 Blind-Fight Wisdom 19+ Climb 6 ranks Jump 6 ranks Strength 13+ ----Expertise Base attack bonus +3 Improved Unarmed Strike Dexterity 15+ Power Attack Strength 13+ Improved Unarmed Strike Small or medium size Base attack bonus +3 Improved Unarmed Strike Improved Grapple Stunning Fist ------------Base attack bonus +2 Improved Initiative Dodge Expertise Dexterity 13+ Intelligence 13+
Prerequisite Combat Reflexes Dodge Improved Trip Improved Unarmed Strike Dexterity 13+ Improved Unarmed Strike Dexterity 13+ Ability to rage Base attack bonus +2 Dexterity 13+ Base Fort save +11 Base attack bonus +3 Combat Reflexes Base Fort save +5 Base attack bonus +2 Improved Unarmed Strike Sunder Dexterity 15+ Improved Grapple Improved Unarmed Strike Strength 15+ ----Base attack bonus +1 Intelligence 13+ Ability to rage Base attack bonus +5 At least one favored Enemy Ability to rage Spellcaster level 4+ Spellcaster level 3+ Base attack bonus +2 Combat Reflexes Dexterity 13+ Base attack bonus +2 Stunning Fist Base attack bonus +3 Wisdom 19+ Base attack bonus +4 Improved Unarmed Strike Stunning Fist or Monk's stunning attack Wisdom 17+ Point Blank Shot Base Fort save +5 Base attack bonus +5 At least one favored Enemy Base attack bonus +2 Improved Unarmed Strike Base attack bonus +2 Improved Unarmed Strike
Deflect Arrows Destructive Rage Dirty Fighting Dodge Dragon's Toughness** Dual Strike Dwarf's Toughness** Eagle Claw Attack
Earth's Embrace
Endurance Exotic Weapon Proficiency* Expertise Extended Rage** Extra Favored Enemy*
Extra Stunning Attacks** Eyes In The Back Of Your Head Falling Star Strike
Fists Of Iron
General Feats Fleet Of Foot Flick Of The Wrist Flyby Attack Flying Kick
Prerequisite Run Dexterity 15+ Quick Draw Dexterity 17+ Ability to fly Improved Unarmed Strike Power Attack Strength 13+ Jump 4 ranks Base attack bonus +5 Improved Unarmed Strike Stunning Fist or Monk's stunning attack Wisdom 17+ Base Fort save +8 Combat Reflexes Deflect Arrows Expertise Improved Disarm Improved Unarmed Strike Intelligence 13+ Base attack bonus +4 Cleave Power Attack Strength 13+ ----Base attack bonus +9 Monk or any class with a Ki feature Ki Shout Charisma 13+ Damage reduction as a Class feature or natural Spell Focus Spell Penetration Base attack bonus +15 Ambidexterity Improved TwoWeapon Fighting Two-Weapon Fighting Base attack bonus +4 Sneak attack ability Base attack bonus +2 Combat Reflexes Power Attack Strength 13+ ----Base attack bonus +8 Weapon Proficiency (Chosen Weapon) Expertise Intelligence 13+ Ability to acquire a new familiar Compatible alignment Ability to fly
Prerequisite Improved Unarmed Strike ----Expertise Improved Bull Rush Improved Trip Power Attack Strength 13+ Strength 13+ Power Attack Base attack bonus +2 Sunder Swim 6 ranks Expertise Intelligence 13+ Base attack bonus +9 Ambidexterity Two-Weapon Fighting ----Quicken Spell Silent Spell Still Spell Ability to rage Ability to rage ----Character level 8+ Dodge Dexterity 13+ Base attack bonus +1 Charisma 13+ Base attack bonus +2 Improved Trip Strength 15+ Character level 6+ ----Any item creation feat ----Dodge Dexterity 13+ Base attack bonus +3 Weapon Focus (Chosen weapon) Strength 13+ Mounted Combat Ride skill Ride skill Access to a form with Three or more natural weapons Speak language (Chosen race) Access to a form with Three or more arms Dexterity 15+ Base attack bonus +3 Ambidexterity Two-Weapon Fighting Weapon Proficiency Dexterity 13+
Improved Shield Bash Improved Sunder Improved Swimming Improved Trip Improved Two-Weapon Fighting
Great Cleave
Instantaneous Rage Intimidating Rage Iron Will Jack Of All Trades Karmic Strike Ki Shout Knock-Down
Greater Resiliency Greater Spell Focus* Greater Spell Penetration Greater Two-Weapon Fighting
Leadership Lightning Reflexes Magical Artisan* Martial Weapon Proficiency* Mobility Monkey Grip*
Hamstring Hold The Line Improved Bull Rush Improved Counterspell Improved Critical* Improved Disarm Improved Familiar
Off-Hand Parry
Improved Flight
Prerequisite Base attack bonus +2 Stunning Fist or Monk's stunning attack Wisdom 19+ ----Base attack bonus +4 Two-Weapon Fighting Ability to cast Speak With Plants Plant Defiance Ability to cast Detect Animals Or Plants ----Strength 13+ Base attack bonus +12 Improved Critical Weapon Proficiency (Chosen weapon) Base attack bonus +3 Power Attack Point Blank Shot Base attack bonus +2 Lightning Reflexes Dexterity 15+ ----Base attack bonus +1 Dexterity 19+ Base attack bonus +2 Weapon Proficiency (Chosen crossbow) Point Blank Shot Dexterity 13+ Improved Counterspell Improved Initiative Base attack bonus +2 Endurance Iron Will Toughness --------Base Fort save +8 Mounted Combat Ride skill Improved Unarmed Strike Power Attack Strength 15+ --------Base attack +3 Point Blank Shot Precise Shot Strength 13+ Improved Shield Bash Power Attack Base attack bonus +3 Shield Proficiency -----
Prerequisite Dodge Mobility Point Blank Shot Dexterity 13+ --------Access to form with Claw or bite weapon Base attack bonus +3 Deflect Arrows Improved Unarmed Strike Dexterity 15+ Improved Disarm ------------Spellcaster level 4+ Weapon Focus (Chosen weaponlike spell) Ability to cast illusion spells ----Mounted Combat Ride-By Attack Ride skill Base attack bonus +4 Dodge Mobility Spring Attack Dexterity 13+ Base attack bonus +8 Improved Unarmed Strike Dexterity 13+ Wisdom 13+ Power Attack Strength 13+ Base attack bonus +6 Expertise Intelligence 13+ Base attack bonus +7 Favored enemy that is Immune to critical hits Base attack bonus +2 Dexterity 15+ --------Mounted Combat Ride skill --------Improved Unarmed Strike Stunning Fist or Monk's stunning attack Wisdom 15+ Base attack bonus +1 Weapon Proficiency
Snatch Weapon Spell Focus* Spell Girding Spell Penetration Spell Specialization* Spell Thematics Spellcasting Prodigy Spirited Charge
Spring Attack
Stunning Fist
Resist Disease Resist Poiso n Resistance To Energy** Ride-By Attack Roundabout Kick
Throw Anything Toughness** Track Trample Trustworthy Two-Weapon Fighting Unbalanced Strike
Weapon Finesse*
Prerequisite Base attack bonus +1 Weapon Proficiency (Chosen weapon) Base attack bonus +4 Dodge Expertise Mobility Spring Attack Dexterity 13+ Intelligence 13+ Ability to fly Base attack bonus +3 Wisdom 13+
Prerequisite Any other metamagic feat Energy Substitution (Chosen energy type) Knowledge (Arcana) 5+ ranks Any other metamagic feat Knowledge (Arcana) 5+ ranks ----Any other metamagic feat ------------Extend Spell --------Any other metamagic feat ----Any other metamagic feat Any other metamagic feat ----Any other metamagic feat ----Any other metamagic Feat Knowledge (Arcana) 5+ ranks Any other metamagic feat Any other metamagic feat Prerequisite Ability to turn or rebuke undead Charisma 13+ Extra Turning Ability to turn or rebuke undead Strength 13+ Charisma 13+ Extra Turning Ability to turn or rebuke undead Strength 13+ Charisma 13+ Power Attack Improved Shield Bash
Whirlwind Attack
Energy Substitution*
Enlarge Spell Eschew Materials Extend Spell Heighten Spell Maximize Spell Persistent Spell Quicken Spell Reach Spell Repeat Spell Sacred Spell Sanctum Spell Sculpt Spell Silent Spell Split Ray Still Spell Subdual Substitution
Prerequisite Intelligence 13+ Craft (Gemcutting) Arcane Spellcaster level 3+ Spellcaster level 3+ Manifester level 9+ Manifester level 5+ Spellcaster level 5+ Manifester level 5+ Spellcaster level 9+ Spellcaster level 12+ Intelligence 13+ Spellcaster level 1+ Appropriate Craft skill Manifester level 3+ Spellcaster level 5+ Spellcaster level 3+ Spellcaster level 3+ Wilderness Lore 4 Ranks Manifester level 1+ Spellcaster level 12+ Intelligence 13+ Divine spellcaster level 3+ Appropriate Craft skill Spellcaster level 1+ Manifester level 3+
Brew Potion Craft Crystal Capacitor Craft Dorje Craft Magic Arms And Armor Craft Psionic Arms And Armor Craft Rod Craft Staff Craft Talisman
Craft Universal Item Craft Wand Craft Wondrous Item Create Infusion Encode Stone Forge Ring Inscribe Rune
Divine Might Metamagic Feats Chain Spell Cooperative Spell Delay Spell Disguise Spell Empower Spell Prerequisite Any other metamagic feat Any other metamagic feat Any other metamagic feat Bardic music ability Perform 12+ ranks ----Divine Shield
Prerequisite Ability to turn or rebuke undead Extra Turning Ability to turn rebuke undead Charisma 13+ Extra Turning
Psionic Feats Improved Psicrystal** Inertial Armor or Inner Strength Mental Adversary Mental Leap
Prerequisite ----Reserve power points 1+ ----Charisma 13+ Reserve power points 3+ Jump 6 ranks Strength 13+ Any item creation feat Psychic Bastion ----Psionic Fist Strength 13+ ----Reserve power points 3+ Speed Of Thought Wisdom 13+ Reserve power points 5+ Dodge Dexterity 13+ Strength 13+ ----Rapid Metabolism Constitution 13+ Point Blank Shot Dexterity 13+ Power Attack Strength 13+ ----Psychoanalyst Charisma 13+ Charisma 13+ Constitution 13+ Reserve power points 5+ Point Blank Shot Psionic Shot Dexterity 13+ Reserve power points 1+ Wisdom 13+ Reserve power points 1+ Strength 13+ Inner Strength Reserve power points n+ Inner Strength Talented Base attack bonus +3 Psionic Fist Strength 13+ Reserve power points 5+, Wisdom 13+ Psionic Charge Speed Of Thought
Prerequisite Ability to use wild Shape to become a Dire bat Ability to use wild Shape Ability to use wild Shape to become a Dire animal Dexterity 13+ Ability to use wild Shape Wisdom 13+ Ability to use wild Shape Natural form neither Small nor medium Ability to use wild Shape to become a Wolf Wisdom 11+ Ability to use wild Shape Intelligence 13+
Metacreative Mind Trap Power Penetration Power Touch Psionic Body Psionic Charge
Psionic Dodge
Psionic Fist Psionic Focus* Psionic Metabolism Psionic Shot Psionic Weapon Psychic Bastion* Psychic Inquisitor Psychoanalyst Rapid Metabolism Return Shot
Scent
Prerequisite Inner Strength Talented ----Base attack bonus +3 Power Attack Psionic Weapon Strength 13+ Mental Adversary Charisma 13+ Base attack bonus +3 Point Blank Shot Psionic Shot Dexterity 13+ Power Penetration Psionic Focus Reserve power points 5+ Power Attack Sunder Strength 13+
Speed Of Thought
Stand Still
Unavoidable Strike
Up The Walls
Metapsionic Feats Delay Power Enlarge Power Extend Power Heighten Power Hide Power Master Dorje Maximize Power Persistent Power Quicken Power Twin Power
*You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, skill, school of magic, or selection of spells. **You can gain this feat multiple times. Its effects stack.
Special Feats Bard: Extra Music** Green Ear Lingering Song Obscure Lore Requiem Subsonics
Prerequisite
Bardic music ability Bardic music ability Perform 10+ ranks Bardic music ability Bardic knowledge Bardic music ability Perform 12+ ranks Bardic music ability Perform 10+ ranks
Quicken Turning
Cleric or paladin Charisma 13+ Extra Turning Class level 4+ Smite feature Cleric or paladin Cleric or paladin Charisma 13+ Extra Turning Cleric or paladin Charisma 13+ Extra Turning
Fighter: Weapon Specialization* Monk: Lightning Fists Mantis Leap Wizard: Signature Spell* Spell Mastery*
Fighter level 4+
Monk level 4+ Dexterity 15+ Monk level 7+ Jump 5+ ranks Wizard Spell Mastery Wizard
FEAT DESCRIPTIONS
Here is the format for feat descriptions.
Special: This feat helps offset the penalty for fighting with two weapons. A ranger wearing light armor or no armor can fight with two weapons as if he had the feats Ambidexterity and TwoWeapon Fighting.
Normal: See Armor Proficiency (light). Special: Fighters, paladins, and clerics have this feat for free.
Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no bonus to hit you in melee. That is, you don't lose your positive Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus. The invisible attacker's bonuses do still apply for ranged attacks, however. You suffer only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters of normal, instead of one-half. Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, as does the speed reduction for darkness and poor visibility. Special: The Blind-Fight feat is of no use against a character who is the subject of a blink
ARMOR
[General PH]
PROFICIENCY
(MEDIUM)
You are proficient with medium armor. Prerequisite: Armor Proficiency (light) Benefit: See Armor Proficiency (light). Normal: See Armor Proficiency (light). Special: Fighters, barbarians, paladins, rangers, clerics, druids, and bards have this feat for free. Wizards, sorcerers, rogues, and monks do not.
are moving must be at least lightly wooded, with trees no farther apart than 15 feet. You may not use this ability while holding an item in either hand, or while wearing armor heavier than medium.
plates or into seams. Prerequisite: Expertise. Benefit: If you take a standard action to study an opponent, y ou can ignore half of his or her armor bonus (rounded down) during your next single attack only. Bonuses from actual armor (including natural armor) are halved, not those from shields, enhancement bonuses to armor, or magic items that provide an armor bonus.
You are skilled at fighting at close range and resisting grapple attacks. Prerequisite: Base attack bonus +3. Benefit: When an enemy attempts to grapple you, any damage you inflict on a successful attack of opportunity provided by the grapple attempt is added to your ensuing grapple check to avoid being grappled. Furthermore, you are entitled to make an attack of opportunity even if the attacking creature has the Improved Grapple ability. This feat does not provide you with additional attacks of opportunity in a round, so if you do not have an attack of opportunity available when your enemy attempts to grapple you, you do not get any benefit from CloseQuarters Fighting. For example, a dire bear strikes you with a claw attack. If you don't have this feat, the dire bear's Improved Grapple ability allows it to immediately attempt a grapple check, provoking no attack of opportunity from you. However, with Close-Quarters Fighting, you are entitled to an attack of opportunity. If you hit and score 8 points of damage, you may add +8 (plus your attack bonus, Strength bonus, and size modifier) to your grapple check to resist the dire bear's grapple attempt.
CRAFT
CRYSTAL
CAPACITOR
[Item
Creation PS]
You can create psionic crystal capacitors that store power points. Prerequisite: Manifester level 9th+. Benefit: You can create a crystal capacitor that stores a number of power points equal to or less than your base power points for your highest manifester level. The nature of power point storage, at least in conjunction with this feat, allows a maximum of 17 power points to be stored in a single crystal capacitor. Moreover, a crystal capacitor's maximum is always an odd number. For instance, you'd never find a crystal capacitor with a maximum storage capacity of 6 power points (but you would find those that store a maximum of 5 or 7), or one that stores more than 17. Note that during use, a crystal capacitor very often contains even numbers of power points, just not when fully charged. Crafting a crystal capacitor takes one day for each 1,000 gp in its base price. The base price of a crystal capacitor is equal to the highest-level power it could manifest using all its stored power points, squared, multiplied by 1,000 gp. For example, the highest-level power a crystal capacitor that stores 5 power points could be used to manifest is a 3rd-level power: 3 x 3 x 1,000 = 9,000 gp. To encode a crystal capacitor, you must spend 1/25 of this base price in XP and use up raw materials costing half this base price. You can create slender crystal wands called dorjes than can manifest powers when charges are expended .
You are adept at manifesting powers in combat. Benefit: You get a +4 bonus on Concentration checks made to manifest a power while on the defensive. The general feat Combat Casting described above is essentially the same as Combat Manifestation, and taking either one serves the same purpose, whether for casting spells for manifesting powers (unless your DM uses the Psionics Are Different option).
A newly created dorje has enough power points to manifest its primary power fifty times. Any dorje that stores powers with an XP cost also carries a commensurate cost. In addition to the cost derived from the base cost, you must pay fifty times the XP cost.
Prerequisite: Spellcaster level 12th+. Benefit: You can create any staff whose prerequisites you meet. Crafting a staff takes 1 day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing half of its base price. A newly created staff has 50 charges. Some staffs incur extra costs in material components or XP as noted in their descriptions. These costs are in addition to those derived from the staff's base price.
in XP and use up raw materials costing half of this base price. A newly created wand has 50 charges. Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base cost, you must expend fifty copies of the material component or pay fifty times the XP cost.
performance is obvious to everyone in the vicinity, but the fact that you are casting a spell isn't. Unless the spell visibly emanates from you or observers have some other means of determining its source, they don't know where the effect came from. A disguised spell uses up a spell slot one level higher than the spell's actual level.
You can channel energy to improve you and your allies' ability to resist poison and curses. Prerequisite: Ability to turn or rebuke undead, Charisma 13+, Extra Turning. Benefit: Spend one of your turn/rebuke undead attempts to grant all allies within a 60-foot burst (including yourself) a +2 sacred bonus on Fortitude saving throws for a number of rounds equal to your Charisma modifier.
Prerequisite: Base Fort save bonus +5. Benefit: You gain +G hit points. Special: You can gain this feat multiple times.
stone is the level of the stored psionic power x its manifester level x 25 gp (treat a 0-level power as one-half level). To encode a power stone, you must spend 1/25 of this base price m XP and use up raw materials. Any power stone that stores a psionic power with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the XP when encoding the stone.
Benefit: An enlarged power has its range doubled. Powers whose ranges are not defined by distance do not have their ranges increased. Determine an enlarged power's area or effect as if you were two manifester levels higher than you actually are. An enlarged power costs a number of power points equal to its standard cost + 2.
Benefit: When you use the attack action or full attack action in melee, you can take a penalty of as much as -5 on your attack and add the same number (up to +5) to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action. The bonus to your Armor Class is a dodge bonus. Normal: A character not capable of the Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attacks and gain a +2 dodge bonus to Armor Class.
Benefit: You can use your bardic music four extra times per day. Normal: Bards without the Extra Music feat can use bardic music once per day per level. Special: A character may gain this feat multiple times.
Prerequisites: Base attack bonus +2, Improved Unarmed Strike. Benefit: If you make a successful Bluff check against your opponent's Sense Motive check, you lure the foe into attempting an attack of opportunity because he thinks you are unarmed. But you are armed, and you make your attack against your drawn out foe who is caught flatfooted, before he takes his attack of opportunity. You may also attempt this feat with a Tiny or Small weapon with which you are proficient by attempting to hide it until the last second, but you incur a -2 or -6 penalty on your Bluff check, respectively. You can use this feat with a disguised weapon, such as a war fan, at no penalty to the Bluff check.
flat-footed (for the purposes of this attack only). This feat only works once per combat.
enhancements possessed by the weapon that normally add to its hardness. However, to strike and do any damage to a magically or psionically enhanced weapon, you still need a weapon of equal or better enhancement. Special: You can also sense the stress points in any hard construction, such as wooden doors or stone walls, and can ignore half of the object's total hardness (round down) when attacking that object.
Your ki shout can panic your opponents. Prerequisites: Charisma 13+, Ki Shout, base attack bonus +9 or higher. Benefit: When you make a ki shout, your opponents are panicked for 2d6 rounds unless they succeed at their Will saves (DC 10 + 1/2 your character level + your Charisma modifier). Panicked characters suffer a -2 morale penalty on attack rolls, saves, and checks, they have a 50% chance to drop what they are holding, and they run away from you as quickly as they can. The effects of being panicked supersede the effects of being shaken.
Your extraordinary resilience to damage increases. Prerequisite: Damage reduction as a class feature or Innate ability. Benefit: Your damage reduction increases by +1/-. If it would normally rise thereafter with level, it does so at its previous rate. For example, a 15th-level barbarian has damage reduction 2/-. By taking this feat, he raises it to 3/-. Thereafter, it continues to rise by +1/- at the designated intervals: to 4/- at 17th level, and to 5/- at 20th level. You may not take this feat more than once.
weapons. Prerequisite: Strength 13+, Power Attack, Sunder, reserve power points 5+. Benefit: When you strike at an opponent's weapon, you ignore half of the weapon's total hardness (round down). "Total hardness" includes any magical or psionic
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new school of magic.
Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a minor globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level. For example, a cleric could prepare hold person as a 4th-level spell (instead of a 2nd-level spell), and it would in all ways be treated as a 4th-level spell.
Your bardic music and virtuoso performance affects plants and plant creatures. Prerequisites: Bardic music ability, 10+ ranks of Perform. Benefit: You can alter any of your mind-affecting bardic music or virtuoso performance effects so that they influence plants and plant creatures in addition to any other creatures they would normally affect. Normal: Plants are normally immune to all mindinfluencing effects.
You can wound an opponents' leg, hampering her movement. Prerequisites: Base attack +4, sneak attack ability. Benefit: If you hit with a sneak attack, you may choose to forgo +2d6 of your sneak attack damage to reduce your opponent's land speed by half. Other forms of movement (fly, burrowing, and so forth) aren't affected. The speed reduction ends when the target receives healing (a successful Heal check, any cure spell, or other magical healing) or after 24 hours, whichever comes first. A hamstring attack does not slow creatures that are immune to sneak attack damage or those that have either no legs at all or more than four legs. It takes two successful hamstring attacks to affect a quadruped.
You are trained in defensive techniques against charging opponents. Prerequisites: Base attack bonus +2, Combat Reflexes. Benefit: You may make an attack of opportunity against an opponent who charges you when he enters an area you threaten. Your attack of opportunity happens immediately before the charge attack happens.
You can manifest a power as if it were higher level than it actually is. Benefit: A heightened power has a higher psionic power level than normal (up to 9th level). Unlike other metapsionic feats, Heighten Power actually increases the effective level of the power that it modifies. All effects dependent on power level (such as saving throw DCs and ability to penetrate a minor dead psionics zone or a minor globe of invulnerability) are calculated according to the heightened level. The heightened power costs as many power points as a power of its effective level.
character using a longsword has Improved Critical (longsword), the threat range becomes 17 through 20 (four numbers). Note: Keen magic weapons also double their normal, nonmagical threat range. As with all doubled doublings, the result is triple. A magic longsword with a doubled threat range in the hands of a character with Improved Critical (longsword) would have a threat range of 15 through 20 (six numbers: 2 for being a longsword, +2 for being doubled once and +2 for being doubled a second time). Special: You can gain this feat multiple times. The effects do not stack. Each time you take the feat, it applies to a new weapon.
or Strength modifier, whichever is greater, to get the familiar's melee attack bonus with unarmed attacks. Damage equals that of a normal creature of that kind. Special Attacks : The familiar has all the special attacks of its kind. Special Qualities : The familiar has all the special qualities of its kind. Saving Throws : The familiar uses the master's base saving bonuses if they are better than the familiar's. Skills : Use the normal skills for a creature of its kind. Familiar Special Abilities : As a normal familiar. Alternate Improved Familiars The table 2-2 presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master's alignment the only factor; for example, improved familiars could be assigned by the master's creature type or subtype, as shown in the examples below. Table 2-3: Alternate Improved Familiars Spellcaster Familiar Type/Subtype Level Celestial Hawk* Good 3 Fiendish Viper** Evil 3 Air elemental, small Air 5 Earth elemental, small Earth 5 Fire elemental, small Fire 5 Shocker lizard Electricity 5 Water elemental, small Water 5 Homunculus Undead 7 Ice mephit Cold 7 *Or other celestial animal from the standard familiar list. ** Or other fiendish animal from the standard familiar list. The master must first create the homunculus, substituting ichor or another part of the master's body for blood if necessary.
IMPROVED
FRCS]
COUNTERSPELL
[General
You understand the nuances of magic to such an extent that you can counter your opponents' spells with greater efficiency. Benefits: When counterspelling, instead of using the exact spell you are trying to counter, you may use a spell of the same school that is one or more levels higher than the target spell.
you hadn't used your attack for the trip attempt. For example, at 11th level, Tordek gets three attacks at base attack bonuses of +11, +6, and +1. In the current round, he attempts to trip his opponent. His first attempt fails (using up his first attack). His second attempt succeeds, and he immediately makes a melee attack against his opponent with a base attack of +6. Finally, he takes his last attack at +1. Special: At 6th level, a monk gains the Improved Trip feat even if she does not have the Expertise feat.
psicrystal types. Your psicrystal's personality adjusts and becomes a blend between all implanted personality fragment. Special: You can gain this feat multiple times. Each time you implant a new personality fragment in your psicrystal from which you derive the noted benefits.
your chances of making a successful saving throw against an incoming spell. Normal: You enter a rage only during your turn.
You have more power points than normal. Benefit: You gain +1 power points. Special: A character may gain this feat multiple times each time gaining a number of power points equal to the previous Inner Strength gain + 1. For instance, Ma'varkith the psychic warrior takes the feat three times, the first time receiving 1 extra power point, the second time receiving extra power points, the third time 3 extra, for a total of 6 extra power points.
character level + your Charisma modifier. You can use Ki Shout once per day. Shaken characters suffer a -2 morale penalty on attack rolls, saves, and checks.
can't recruit a cohort of his level or higher. A 6-th level paladin with a +3 Charisma bonus, for example, can still only recruit a cohort of 5th level and lower. Number of followers by level: The character can lead up to the indicated number of characters of each level. For example, a character with a Leadership score of 14 can lead up to fifteen 1st level followers and one second level follower. Table 2-26: Leadership Modifiers General leadership modifiers: The leader has a reputation of Modifiers Great prestige +2 Fairness and generosity +1 Special power +1 Failure -1 Aloofness -1 Cruelty -2 Cohort-only leadership modifiers: The leader: Has familiar/paladin's warhorse/animal companion Recruits a cohort of a different alignment Caused death of cohort * cumulative per cohort killed. Follower-only leadership modifiers: The leader: Has a stronghold, base of operations, guildhouse, and so on Moves around a lot Caused the death of other followers
Modifiers -2 -1 -2*
Modifiers +2 -1 -1
Table 2-27: Example Special Cohorts Creature Alignment Level Equivalent Werebear Lawful Good 9th Pegasus Chaotic Good 6th Unicorn** Chaotic Good 8th Dire Wolf Neutral 6th Owlbear Neutral 6th Griffon Neutral 9th Dragonne Neutral 10th Hell Hound Lawful Evil 6th Displacer Beast Lawful Evil 7th Imp Lawful Evil 7th Young Green Lawful Evil 9th Dragon Erinyes (devil) Lawful Evil 15th Quasit Chaotic Evil 8th Ettin Chaotic Evil 8th ** Leader must be a human, half-elven or elven maiden. Leader is immune to dragonne's roar. The dragon ages, but doesn't get XP.
Benefit: You can make two extra attacks in a round. All attacks made this round suffer a -5 attack penalty. This feat requires a full attack action.
A sorcerer or wizard who casts the spell Tenser's transformation on herself gains proficiency with all martial weapons for the duration of the spell.
MARTIAL
[General PH]
WEAPON
PROFICIENCY
Choose a type of martial weapon, such as longbow. You understand how t o use that type of martial weapon in combat. Use this feat to expand the list of weapons you are proficient with beyond the basic list in the class description. Benefit: You make attack rolls with the weapon normally. Normal: A character who uses a weapon without being proficient with it suffers a -4 penalty on attack rolls. Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon. A cleric whose deity's favored weapon is a martial weapon and who chooses War as one of his domains receives the Martial Weapon Proficiency feat related to that weapon for free, as well as the Weapon Focus feat related to that weapon.
You suffer a -2 penalty on your attack roll when using this feat. Normal: Only weapons of your size or smaller can normally be wielded with one hand.
form of a hawk, you could substitute screeches and gestures with your talons for the normal verbal and somatic components of a spell. You can use any material components or focuses that you can hold with an appendage of your current form, bur you cannot make use of any such items that are melded within that form. This feat does not permit the use of magic items while in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.
unable to flee. The number of times per day that you can use this ability is equal to 3 + your Charisma modifier. Your highest divine caster level is the level at which you turn plants.
with this feat costs a number of power points equal to its standard cost + 2. Normal: Attacks of opportunity do not involve casting spells or manifesting powers. Special: Possession of the Quicken Power feat reduces the extra cost of Power Touch to 0 power points (you still must pay the standard cost for the power used in the attack of opportunity).
Prerequisite: Wisdom 13+, Speed of Thought, reserve power points 3+. Benefit: When taking a charge action in combat, you can make a number of turns, each of not more than 90 degrees, equal to your Dexterity modifier. The action still counts as a charge.
Benefit: Your ranged shots deal +1d4 points of piercing damage when you pay the cost of 1 power point. You must decide whether or not to pay the cost prior to making the ranged attack. Your arrow, bolt, or bullet remains "charged for a maximum number of rounds equal to your Strength modifier + 1, or until you make your next attack, whichever occurs first. If your attack misses, the power point expenditure is wasted.
You know when others lie. Prerequisite: Charisma 13+, Psychoanalyst. Benefit: When a living humanoid lies directly to you, you perceive it. You detect a maximum number of lies per conversation equal to your Charisma modifier. A conversation with an individual, once concluded, may not be renewed with Psychic Inquisitor active for a period of 8 hours. You decide when, or if, to begin using this feat during a conversation.
Your knowledge of the mind gives you influence with others. Prerequisite: Charisma 13+. Benefit: You get a +2 bonus on all Diplomacy, Bluff, and intimidate checks against living humanoids with an Intelligence score of 4 or higher. You get the same +2 bonus on Charisma checks used to influence or interact with living humanoids having an intelligence score of 4 or higher.
You're good at lighting objects and opponents on fire. Benefit: If you set something or someone on fire by any means (alchemist's fire, for example), the flames do an
extra 1 point of damage per die, and the Reflex save DC to extinguish the flames increases by +5. Normal: Fire generally does 1d6 points of damage. A successful Reflex save (DC 15) extinguishes it.
Benefit: You naturally heal a number of hit points per day of rest equal to the standard healing rate + your Constitution modifier.
you are, the second spell originates from the same location and affects the same area as the original spell. You cannot use this feat on spells with a range of touch. If the original spell designates a target, the repeated spell affects the same target if it is within 30 feet of its original position; otherwise the second spell fails. A repeated spell uses up a spell slot three levels higher than the spell's actual level.
attack bonus. Exceptional ranged weapons, such as boulders hurled by giants or Melf's f 's acid arrow, can't be snatched. Special: If you also have the Deflect Arrows feat (see the Player's Handbook), you make return attacks at a bonus equal to your foe's full ranged attack bonus + your full attack bonus.
level. A sanctum spell uses a spell slot of the spell's normal level, modified by other metamagic feats. Special: You sanctum is an area you have p reviously designated within a 10-foot/level radius from the center. This area can be a particular site, building, or structure. A sanctum can be designated within a larger structure, but its special advantages cut off beyond the maximum area. The designated area must be a site where you have spent a cumulative period of at least three months. Once designated, it takes seven days for the site to become a sanctum, the benefits of the old one automatically fade. You may only have one sanctum at a time.
derived from the base price, you must pay the XP when creating the tattoo. Special: All Psychometabolism powers are an exception to the target criteria, and may be scribed into a tattoo despite the fact that they are personal powers.
Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers have this feat for free. Monks, rogues, sorcerers, and wizards do not.
You can grapple more easi ly with your claws or bite. Prerequisite: Access to a form with either claws or bite as natural weapons. Benefit: If you hit with a claw or bite attack, you automatically attempt to start a grapple as a free action without provoking an attack of opportunity. If you get a hold with a claw on a creature four or more size Categories smaller than yourself, you squeeze each round for automatic claw damage. If you get a hold with your bite on a creature three or more size categories smaller than yourself, you automatically deal bite damage each round, or if you do not move and take no other action in combat, you deal double bite damage to the snatched creature. As a free action, you can drop a creature you have snatched, or you can use a standard action to fling it aside. A flung creature travels 10 feet (and takes 1d6 points of damage) for each size category greater than Small that you are. If you fling a creature while you are flying, it suffers either flinging or falling damage, whichever is greater.
of its kind. If you are able to use wild shape to become an elemental, you can also communicate with elementals of the same kind as yourself, using their language. This feat does not enable mental communication.
Benefit: For the purposes of determining bonus spells and the saving throw DCs of spells you cast, treat your primary spellcasting ability score (Charisma for bards and sorcerers, Wisdom for divine spellcasters, and Intelligence for wizards) as 2 points higher than its actual value. If you have more than one spellcasting class, the bonus applies to only one of those classes. Special: You may only take this feat as a 1st-level character. If you take this feat more than once (for example, if you are human or another type of creature that is allowed more than one feat at 1st level), it applies to a different spellcasting class each time. You can take this feat even if you don't have any spellcasting classes yet.
fleeing foe). Since you use the Stand Still feat in place of your attack of opportunity, you may only do so a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one). Normal: Attacks of opportunity occur after a foe has already moved within the area you threaten; thus, you are unable to affect their movement with an attack.
SUBDUAL
T&B]
SUBSTITUTION
[Metamagic
You can modify a spell that uses energy to deal damage to deal subdual damage instead. Prerequisites: Any other metamagic feat, 5 ranks of Knowledge (arcana) Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic. You can modify a spell with the chosen designator to inflict subdual damage instead of energy damage. The subdual spell works normally in all respects except the type of energy dealt. For example, a subdual fireball spell works in the usual way but the subdual fireball deals subdual damage instead of fire damage. A subdual spell uses a spell slot of the spells normal level, modified by any other metamagic feats.
difficult to follow, such as when other tracks cross them or when the tracks backtrack and diverge. You move at half your normal speed (or at your normal speed with a -5 penalty on the check). The DC depends on the surface and the prevailing conditions: Surface DC Surface DC Very Soft 5 Hard 15 Soft 10 Very Hard 20 Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints. Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which the creature leaves frequent but shallow footprints. Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs, very dirty or dusty floors). The creature might leave some traces (broken branches, tufts of hair) but leaves only occasional or partial footprints. Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or indoor floors. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks, displaced pebbles). Condition DC Modifier Every three creatures in the group being tracked -1 Size of creature or creatures being tracked:* Fine +8 Diminutive +4 Tiny +2 Small +1 Medium-size +0 Large -1 Huge -2 Gargantuan -4 Colossal -8 Every 24 hours si nce the trail was made +1 Every hour of rain since the trail was made +1 Fresh snow cover since the trail was made +10 Poor visibility:** Overcast or moonless night +6 Moonlight +3 Fog or precipitation +3 Tracked party hides trail (and moves at half speed) +5 *For a group of mixed sizes, apply only the modifier for the largest size category. **Apply only the largest modifier from this category. If you fail a Wilderness Lore check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching. Normal: A character without this feat can use the Search skill to find tracks, but can only follow tracks if the DC is 10 or less. Special: A ranger receives Track as a bonus feat. This feat does not allow you to find or follow the tracks of a subject of a pass without trace spell.
Benefit: Casting a spell altered by this feat causes the the spell to take effect twice on the target, as if you were simultaneously casting the same spell two times on the same location or target. Any variables in the spell (such as targets, shaping an area, and so on) apply to both of the resulting spells. The target suffers all the effects of both spells individually and receives a saving throw for each (if applicable). In some cases, failure of both of the target's saving throws results in redundant effects, such as a twinning charm person , although any ally of the target would have to succeed at two negate attempts in order to free the target from the charm. As with other metamagic feats, twinning a spell does not affect vulnerability to counterspelling (for example, using untwinned form of the spell doesnt negate only half of the twinned spell). A twinned spell uses up a spell slot four levels higher than the spells actual level.
Benefit: You add +1 to all attack rolls you make using the selected weapon. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon. A fighter must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.