# class

class_skills:
Concentration, Craft, Diplomacy, Knowledge (religion), Knowledge (the planes), Profession, Sense Motive, Speak Language (none), Spellcraft

proficiencies:
Thaumaturgists gain no proficiency with any weapon or armor.

full_text:
Thaumaturgist
Hit Die: d4.


Requirements
To qualify to become a thaumaturgist, a character must fulfill all the following criteria.
Feats: Spell Focus (conjuration).


Spells: Able to cast lesser planar ally.




Class Skills
The thaumaturgist's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Knowledge (religion) (Int), Knowledge (the planes) (Int), Profession (Wis), Sense Motive (Wis), Speak Language (none), and Spellcraft (Int).
 Skill Points at Each Level: 2 + Int modifier.

Table: The Thaumaturgist


Level
Base

Attack

Bonus
Fort

Save
Ref

Save
Will

Save
Special
Spells per Day


1st
+0
+0
+0
+2
Improved ally
+1 level of existing spellcasting class

2nd
+1
+0
+0
+3
Augment Summoning
+1 level of existing spellcasting class

3rd
+1
+1
+1
+3
Extended summoning
+1 level of existing spellcasting class

4th
+2
+1
+1
+4
Contingent conjuration
+1 level of existing spellcasting class


5th
+2
+1
+1
+4
Planar cohort
+1 level of existing spellcasting class




Class Features
All of the following are features of the thaumaturgist prestige class.
Weapon and Armor Proficiency: Thaumaturgists gain no proficiency with any weapon or armor.


Spells per Day: When a new thaumaturgist level is gained, the character gains new spells per day as if he had also gained a level in whatever spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of thaumaturgist to the level of whatever other spellcasting class the character has, then determines spells per day and caster level accordingly.
If a character had more than one spellcasting class before he became a thaumaturgist, he must decide to which class he adds each level of thaumaturgist for the purpose of determining spells per day.


Improved Ally: When a thaumaturgist casts a planar ally spell (including the lesser and greater versions), he makes a Diplomacy check to convince the creature to aid him for a reduced payment. If the thaumaturgist's Diplomacy check adjusts the creature's attitude to helpful the creature will work for 50% of the standard fee, as long as the task is one that is not against its nature.
The thaumaturgist's improved ally class feature only works when the planar ally shares at least one aspect of alignment with the thaumaturgist.
A thaumaturgist can have only one such ally at a time, but he may bargain for tasks from other planar allies normally.


Augment Summoning: At 2nd level, a thaumaturgist gains the Augment Summoning feat.


Extended Summoning: At 3rd level and higher, all spells from the summoning subschool that the thaumaturgist casts have their durations doubled, as if the Extend Spell feat had been applied to them. The levels of the summoning spells don't change, however. This ability stacks with the effect of the Extend Spell feat, which does change the spell's level.


Contingent Conjuration: A 4th-level thaumaturgist can prepare a summoning or calling spell ahead of time to be triggered by some other event. This functions as described for the contingency spell, including having the thaumaturgist cast the summoning or calling spell beforehand. The spell is cast instantly when the trigger event occurs.
The conditions needed to bring the spell into effect must be clear, although they can be general. If complicated or convoluted condition as are prescribed, the contingent conjuration may fail when triggered. The conjuration spell occurs based solely on the stated conditions, regardless of whether the thaumaturgist wants it to, although most conjurations can be dismissed normally. A thaumaturgist can have only one contingent conjuration active at a time.


Planar Cohort: A 5th-level thaumaturgist can use any of the planar ally spells to call a creature to act as his cohort. The called creature serves loyally and well as long as the thaumaturgist continues to advance a cause important to the creature.
To call a planar cohort, the thaumaturgist must cast the relevant spell, paying the XP costs normally. It takes an offering of 1,000 gp x the HD of the creature to convince it to serve as a planar cohort, and the improved ally class feature can't be used to reduce or eliminate this cost. The planar cohort can't have more Hit Dice than the thaumaturgist has, and must have an ECL no higher than the thaumaturgist's character level -2.
A thaumaturgist can have only one planar cohort at a time, but he can continue to make agreements with other called creatures normally. A planar cohort replaces a thaumaturgist's existing cohort, if he has one by virtue of the Leadership feat.


class_skills:
Concentration, Craft, Knowledge (all skills, taken individually), Profession, Psicraft

proficiencies:
Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.

epic_full_text:
Epic Psion
Hit Die: d4.


Skill Points at Each Additional Level: 2 + Int modifier.


Powers: The psion's manifester level is equal to his class level. The psion's base power points do not increase after 20th level. Each time the psion attains a new level, he learns two new powers of any level or levels that he can manifest.


Psicrystal: The epic psion's psicrystal, if he has one, continues to increase in power. At every odd-numbered level higher than 20th (21st, 23rd, and so on) the psicrystal's natural armor bonus and Intelligence each increase by 1. The psicrystal's power resistance is equal to the master's level + 5. At 21st level and again every ten levels higher than 21st, the psicrystal gains the benefit of the Psicrystal Power epic feat for a power of its master's choice.


Bonus Feats: The epic psion gains a bonus feat every three levels higher than 20th (23rd, 26th, and so on).


Table: The Epic Psion 

Psion Level
Special


21st
-

22nd
-

23rd
Bonus feat

24th
-

25th
-

26th
Bonus feat

27th
-

28th
-

29th
Bonus feat


30th
-


Psicrystals at Epic Level
Special abilities granted to a psycrystal continue to grow as the level of its master increases beyond 20th, as shown on Table: Epic Psicrystal Special Abilities. Even though the table shows advancement only to 42nd level, that is not the limit. The patterns in the table continue infinitely. Psicrystal special abilities gained at less than 20th level also continue to improve.
Psicrystal Power: The psicrystal gains the benefit of the Psicrystal Power epic feat for the power its master chooses.

Table: Epic
Psicrystal Special Abilities


Owner Level
Natural Armor Adj.
Int Adj.
Special


21st-22nd
+10
+10
Psicrystal Power


23rd-24th
+11
+11

25th-26th
+12
+12

27th-28th
+13
+13

29th-30th
+14
+14

31st-32nd
+15
+15
Psicrystal Power

33rd-34th
+16
+16

35th-36th
+17
+17

37th-38th
+18
+18

39th-40th
+19
+19


41st-42nd
+20
+20
Psicrystal Power


full_text:
Psion
Alignment: Any.


Hit Die: d4.


Class Skills
The psion's class skills (and the key ability for each skill) are Concentration* (Con), Craft (Int), Knowledge (all skills, taken individually)* (Int), Profession (Wis), and Psicraft* (Int). In addition, a psion gains access to additional class skills based on his discipline:
Seer (Clairsentience): Gather Information (Cha), Listen (Wis), and Spot (Wis).
Shaper (Metacreativity): Bluff (Cha), Disguise (Cha), and Use Psionic Device* (Cha).
Kineticist (Psychokinesis): Autohypnosis* (Wis), Disable Device (Dex), and Intimidate (Cha).
Egoist (Psychometabolism): Autohypnosis* (Wis), Balance (Dex) and Heal (Wis).
Nomad (Psychoportation): Climb (Str), Jump (Str), Ride (Dex), Survival (Wis), and Swim (Str).
Telepath (Telepathy): Bluff (Cha), Diplomacy (Cha), Gather Information (Cha), and Sense Motive (Wis).
*New skill or expanded use of existing skill.
Skill Points at 1st Level: (2 + Int modifier) x4.


Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Psion


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Power Points/

Day
Powers Known
Maximum Power Level Known


1st
+0
+0
+0
+2
Bonus feat, discipline
2
3
1st


2nd
+1
+0
+0
+3
-
6
5
1st

3rd
+1
+1
+1
+3
-
11
7
2nd

4th
+2
+1
+1
+4
-
17
9
2nd

5th
+2
+1
+1
+4
Bonus feat
25
11
3rd

6th
+3
+2
+2
+5
-
35
13
3rd

7th
+3
+2
+2
+5
-
46
15
4th

8th
+4
+2
+2
+6
-
58
17
4th

9th
+4
+3
+3
+6
-
72
19
5th

10th
+5
+3
+3
+7
Bonus feat
88
21
5th

11th
+5
+3
+3
+7
-
106
22
6th

12th
+6/+1
+4
+4
+8
-
126
24
6th

13th
+6/+1
+4
+4
+8
-
147
25
7th

14th
+7/+2
+4
+4
+9
-
170
27
7th

15th
+7/+2
+5
+5
+9
Bonus feat
195
28
8th

16th
+8/+3
+5
+5
+10
-
221
30
8th

17th
+8/+3
+5
+5
+10
-
250
31
9th

18th
+9/+4
+6
+6
+11
-
280
33
9th

19th
+9/+4
+6
+6
+11
-
311
34
9th


20th
+10/+5
+6
+6
+12
Bonus feat
343
36
9th




Class Features
All the following are class features of the psion.
Weapon and Armor Proficiency: Psions are proficient with the club, dagger, heavy crossbow, light crossbow, quarterstaff, and shortspear. They are not proficient with any type of armor or shield. Armor does not, however, interfere with the manifestation of powers.


Power Points/Day: A psion's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psion. In addition, he receives bonus power points per day if he has a high Intelligence score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items.


Discipline: Every psion must decide at 1st level which psionic discipline he will specialize in. Choosing a discipline provides a psion with access to the class skills associated with that discipline (see above), as well as the powers restricted to that discipline. However, choosing a discipline also means that the psion cannot learn powers that are restricted to other disciplines. He can't even use such powers by employing psionic items.


Powers Known: A psion begins play knowing three psion powers of your choice. Each time he achieves a new level, he unlocks the knowledge of new powers.
Choose the powers known from the psion power list, or from the list of powers of your chosen discipline. You cannot choose powers from restricted discipline lists other than your own discipline list. You can choose powers from disciplines other than your own if they are not on a restricted discipline list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psion to learn powers from the lists of other disciplines or even other classes.) A psion can manifest any power that has a power point cost equal to or lower than his manifester level.
The number of times a psion can manifest powers in a day is limited only by his daily power points.
A psion simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.


The Difficulty Class for saving throws against psion powers is 10 + the power's level + the psion's Intelligence modifier. Maximum Power Level Known: A psion begins play with the ability to learn 1st-level powers. As he attains higher levels, a psion may gain the ability to master more complex powers.
To learn or manifest a power, a psion must have an Intelligence score of at least 10 + the power's level.


Bonus Feats: A psion gains a bonus feat at 1st level, 5th level, 10th level, 15th level, and 20th level. This feat must be a psionic feat, a metapsionic feat, or a psionic item creation feat.
These bonus feats are in addition to the feats that a character of any class gains every three levels. A psion is not limited to psionic feats, metapsionic feats, and psionic item creation feats when choosing these other feats.




Psionic Disciplines
A discipline is one of six groupings of powers, each defined by a common theme. The six disciplines are clairsentience, metacreativity, psychokinesis, psychometabolism, psychoportation, and telepathy.
Clairsentience: A psion who chooses clairsentience is known as a seer. Seers can learn precognitive powers to aid their comrades in combat, as well as powers that permit them to gather information in many different ways.


Metacreativity: A psion specializing in metacreativity is known as a shaper. This discipline includes powers that draw ectoplasm or matter from the Astral Plane, creating semisolid and solid items such as armor, weapons, or animated constructs to do battle at the shaper's command.


Psychokinesis: Psions who specialize in psychokinesis are known as kineticists. They are the masters of powers that manipulate and transform matter and energy. Kineticists can attack with devastating blasts of energy.


Psychometabolism: A psion who specializes in psychometabolism is known as an egoist. This discipline consists of powers that alter the psion's psychobiology, or that of creatures near him. An egoist can both heal and transform himself into a fearsome fighter.


Psychoportation: A psion who relies on psychoportation powers is known as a nomad. Nomads can wield powers that propel or displace objects in space or time.


Telepathy: A psion who chooses the discipline of telepathy is known as a telepath. He is the master of powers that allow mental contact and control of other sentient creatures. A telepath can deceive or destroy the minds of his enemies with ease.




Psicrystals
A psicrystal is a fragment of a psionic character's personality, brought into physical form and a semblance of life (via the Psicrystal Affinity feat). A psicrystal appears as a crystalline construct about the size of a human hand.
Because it is an extension of its creator's personality, a character's psicrystal is in some ways a part of him. That's why, for example, a psionic character can manifest a personal range power on his psicrystal even though normally he can manifest such a power only on himself.
A psicrystal is treated as a construct for the purposes of all effects that depend on its type.
A psicrystal grants special abilities to its owner, as shown on the Psicrystal Special Abilities table below. In addition, a psicrystal has a personality (being a fragment of the owner's personality), which gives its owner a bonus on certain types of checks or saving throws, as given on the Psicrystal Personalities table below. These special abilities and bonuses apply only when the owner and the psicrystal are within 1 mile of each other.
Psicrystal abilities are based on the owner's levels in psionic classes. Levels from other classes do not count toward the owner's level for purposes of psicrystal abilities.
A psicrystal can speak one language of its owner's choice (so long as it is a language the owner knows). A psicrystal can understand all other languages known by its owner, but cannot speak them. This is a supernatural ability.
Psicrystal Basics: Use the statistics for a psicrystal, but make the following changes.
Saving Throws: A psicrystal uses its owner's base saving throw bonuses and ability modifiers on saves, though it doesn't enjoy any other bonuses its owner might have (from magic items or feats, for example).
Abilities: When its self-propulsion ability is not activated, a psicrystal has no Strength score and no Dexterity score.
Skills: A psicrystal has the same skill ranks as its owner, except that it has a minimum of 4 ranks each in Spot, Listen, Move Silently, and Search. (Even if its owner has no ranks in these skills, a psicrystal has 4 ranks in each.) A psicrystal uses its own ability modifiers on skill checks.

Psicrystal Special Abilities


Owner Level
Natural Armor Adj.
Int Adj.
Special


1st-2nd
+0
+0
Alertness, improved evasion, personality, self-propulsion, share powers, sighted, telepathic link


3rd-4th
+1
+1
Deliver touch powers

5th-6th
+2
+2
Telepathic speech

7th-8th
+3
+3
-

9th-10th
+4
+4
Flight

11th-12th
+5
+5
Power resistance

13th-14th
+6
+6
Sight link

15th-16th
+7
+7
Channel power

17th-18th
+8
+8


19th-20th
+9
+9


Psicrystal Ability Descriptions: All psicrystals have special abilities (or impart abilities to their owners) depending on the level of the owner, as shown on the table above. The abilities on the table are cumulative.
Natural Armor Adj. (Ex): This number noted here is an improvement to the psicrystal's natural armor bonus (normally 0). It represents a psicrystal's preternatural durability.
Intelligence Adj. (Ex): Add this value to the psicrystal's Intelligence score. Psicrystals are as smart as people (though not necessarily as smart as smart people).
Alertness (Ex): The presence of a psicrystal sharpens its master's senses. While a psicrystal is within arm's reach (adjacent to or in the same square as its owner), its owner gains the Alertness feat.
Improved Evasion (Ex): If a psicrystal is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.
Personality (Ex): Every psicrystal has a personality. See Psicrystal Personality, below.
Self-Propulsion (Su): As a standard action, its owner can will a psicrystal to form spidery, ectoplasmic legs that grant the psicrystal a land speed of 30 feet and a climb speed of 20 feet. The legs fade into nothingness after one day (or sooner, if the owner desires).
Share Powers (Su): At the owner's option, he can have any power (but not any psi-like ability) he manifests on himself also affect his psicrystal. The psicrystal must be within 5 feet of him at the time of the manifestation to receive the benefit. If the power has a duration other than instantaneous, it stops affecting the psicrystal if it moves farther than 5 feet away, and will not affect the psicrystal again, even if it returns to its owner before the duration expires.
Additionally, the owner can manifest a power with a target of 'You' on his psicrystal (as a touch range power) instead of on himself. The owner and psicrystal cannot share powers if the powers normally do not affect creatures of the psicrystal's type (construct).
Sighted (Ex): Although it has no physical sensory organs, a psicrystal can telepathically sense its environment as well as a creature with normal vision and hearing. Darkness (even supernatural darkness) is irrelevant, as are areas of supernatural silence, though a psicrystal still can't discern invisible or ethereal beings. A psicrystal's sighted range is 40 feet.
Telepathic Link (Su): The owner has a telepathic link with his psicrystal out to a distance of up to 1 mile. The owner cannot see through the psicrystal's senses, but the two of them can communicate telepathically as if the psicrystal were the target of a mindlink power manifested by the owner. For instance, a psicrystal placed in a distant room could relay the activities occurring in that room.
Because of the telepathic link between a psicrystal and its owner, the owner has the same connection to an item or place that the psicrystal does. For instance, if his psicrystal has seen a room, the owner can teleport into that room as if he has seen it too.
Deliver Touch Powers (Su): If the owner is 3rd level or higher, his psicrystal can deliver touch powers for him. If the owner and psicrystal are in contact at the time the owner manifests a touch power, he can designate his psicrystal as the 'toucher.' The psicrystal can then deliver the touch power just as the owner could. As usual, if the owner manifests another power before the touch is delivered, the touch power dissipates.
Telepathic Speech (Ex): If the owner is 5th level or higher, the psicrystal can communicate telepathically with any creature that has a language and is within 30 feet of the psicrystal, while the psicrystal is also within 1 mile of the owner.
Flight (Su): If the owner is 9th level or higher, he can, as a standard action, will his psicrystal to fly at a speed of 50 feet (poor). The psicrystal drifts gently to the ground after one day (or sooner, if the owner desires).
Power Resistance (Ex): If the owner is 11th level or higher, the psicrystal gains power resistance equal to the owner's level + 5. To affect the psicrystal with a power, another manifester must get a result on a manifester level check that equals or exceeds the psicrystal's power resistance.
Sight Link (Sp): If the owner is 13th level or higher, the character can remote view the psicrystal (as if manifesting the remote view power) once per day.
Channel Power (Sp): If the owner is 15th level or higher, he can manifest powers through the psicrystal to a distance of up to 1 mile. The psicrystal is treated as the power's originator, and all ranges are calculated from its location.
When channeling a power through his psicrystal, the owner manifests the power by paying its power point cost. He is still subject to attacks of opportunity and other hazards of manifesting a power, if applicable (for instance, he becomes visible when manifesting an offensive power if invisible, as does the psicrystal).


Psicrystal Personality (Ex): Each psicrystal has a distinct personality, chosen by its owner at the time of its creation from among those given on the following table. At 1st level, its owner typically gets a feel for a psicrystal's personality only through occasional impulses, but as the owner increases in level the psicrystal's personality becomes more pronounced. At higher levels, it is not uncommon for a psicrystal to constantly ply its owner with observations and advice, often severely slanted toward the psicrystal's particular worldview. The owner always sees a bit of himself in his psicrystal, even if magnified and therefore distorted.

Psicrystal Personalities


Personality
Benefit to Owner

Artiste
+3 bonus on Craft checks

Bully
+3 bonus on Intimidate checks

Coward
+3 bonus on Hide checks

Friendly
+3 bonus on Diplomacy checks

Hero
+2 bonus on Fortitude saves

Liar
+3 bonus on Bluff checks

Meticulous
+3 bonus on Search checks

Nimble
+2 bonus on Initiative checks

Observant
+3 bonus on Spot checks

Poised
+3 bonus on Balance checks

Resolved
+2 bonus on Will saves

Sage
+3 bonus on checks involving any one Knowledge skill owner already knows; once chosen, this does not vary

Single-minded
+3 bonus on Concentration checks

Sneaky
+3 bonus on Move Silently checks


Sympathetic
+3 bonus on Sense Motive checks



class_skills:
Autohypnosis, Climb, Concentration, Craft, Jump, Knowledge (psionics), Profession, Ride, Search, Swim

proficiencies:
Psychic warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).

epic_full_text:
Epic Psychic Warrior
Hit Die: d8.


Skill Points at Each Additional Level: 2 + Int modifier.


Powers: The psychic warrior's manifester level is equal to her class level. The psychic warrior's base power points do not increase after 20th level. The epic psychic warrior gains one new power of any level that she can manifest at every even-numbered level she attains higher than 20th (22nd, 24th, 26th, and so on).


Bonus Feats: The epic psychic warrior gains a bonus feat (selected from the list of epic psychic warrior bonus feats) at 21st level and every three levels thereafter.


Table: The Epic Psychic Warrior 

Psychic Warrior Level
Special


21st
Bonus feat

22nd
-

23rd
-

24th
Bonus feat

25th
-

26th
-

27th
Bonus feat

28th
-

29th
-


30th
Bonus feat


full_text:
Psychic Warrior
Alignment: Any.


Hit Die: d8.


Class Skills
The psychic warrior's class skills (and the key ability for each skill) are Autohypnosis* (Wis), Climb (Str), Concentration* (Con), Craft (Int), Jump (Str), Knowledge (psionics)* (Int), Profession (Wis), Ride (Dex), Search (Int), and Swim (Str).
*New skill or expanded use of existing skill.
Skill Points at 1st Level: (2 + Int modifier) x4.


Skill Points at Each Additional Level: 2 + Int modifier.

Table: The Psychic Warrior


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Power Points/Day
Powers Known
Maximum Power Level Known


1st
+0
+2
+0
+0
Bonus feat
0*
1
1st

2nd
+1
+3
+0
+0
Bonus feat
1
2
1st

3rd
+2
+3
+1
+1
-
3
3
1st

4th
+3
+4
+1
+1
-
5
4
2nd

5th
+3
+4
+1
+1
Bonus feat
7
5
2nd

6th
+4
+5
+2
+2
-
11
6
2nd

7th
+5
+5
+2
+2
-
15
7
3rd

8th
+6/+1
+6
+2
+2
Bonus feat
19
8
3rd

9th
+6/+1
+6
+3
+3
-
23
9
3rd

10th
+7/+2
+7
+3
+3
-
27
10
4th

11th
+8/+3
+7
+3
+3
Bonus feat
35
11
4th

12th
+9/+4
+8
+4
+4
-
43
12
4th

13th
+9/+4
+8
+4
+4
-
51
13
5th

14th
+10/+5
+9
+4
+4
Bonus feat
59
14
5th

15th
+11/+6/+1
+9
+5
+5
-
67
15
5th

16th
+12/+7/+2
+10
+5
+5
-
79
16
6th

17th
+12/+7/+2
+10
+5
+5
Bonus feat
91
17
6th

18th
+13/+8/+3
+11
+6
+6
-
103
18
6th

19th
+14/+9/+4
+11
+6
+6
-
115
19
6th

20th
+15/+10/+5
+12
+6
+6
Bonus feat
127
20
6th


*The psychic warrior gains no power points from his class at 1st level. However, he does add any bonus power points he gains from a high Wisdom score, his race, and feats or other sources to his reserve. He can use these points (if any) to manifest his power.




Class Features
All the following are class features of the psychic warrior.
Weapon and Armor Proficiency: Psychic warriors are proficient with all simple and martial weapons, with all types of armor (heavy, medium, and light), and with shields (except tower shields).


Power Points/Day: A psychic warrior's ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psychic Warrior. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. A 1st-level psychic warrior gains no power points for his class level, but he gains bonus power points (if he is entitled to any), and can manifest the single power he knows with those power points.


Powers Known: A psychic warrior begins play knowing one psychic warrior power of your choice. Each time he achieves a new level, he unlocks the knowledge of a new power.
Choose the powers known from the psychic warrior power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a psychic warrior to learn powers from the lists of other classes.) A psychic warrior can manifest any power that has a power point cost equal to or lower than his manifester level.
The total number of powers a psychic warrior can manifest in a day is limited only by his daily power points.
A psychic warrior simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against psychic warrior powers is 10 + the power's level + the psychic warrior's Wisdom modifier.


Maximum Power Level Known: A psychic warrior begins play with the ability to learn 1st-level powers. As he attains higher levels, he may gain the ability to master more complex powers.
To learn or manifest a power, a psychic warrior must have a Wisdom score of at least 10 + the power's level.


Bonus Feats: At 1st level, a psychic warrior gets a bonus combat-oriented feat in addition to the feat that any 1st level character gets and the bonus feat granted to a human character. The psychic warrior gains an additional bonus feat at 2nd level and every three levels thereafter (5th, 8th, 11th, 14th, 17th, and 20th). These bonus feats must be drawn from the feats noted as fighter bonus feats or psionic feats. The psychic warrior must still meet all prerequisites for the bonus feat, including ability score and base attack bonus minimums as well as class requirements. A psychic warrior cannot choose feats that specifically require levels in the fighter class unless he is a multiclass character with the requisite levels in the fighter class.
These bonus feats are in addition to the feats that a character of any class gains every three levels. A psychic warrior is not limited to fighter bonus feats and psionic feats when choosing these other feats.


class_skills:
Autohypnosis, Climb, Concentration, Craft, Hide, Jump, Knowledge (psionics), Listen, Move Silently, Profession, Spot, Tumble

proficiencies:
Soulknives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).

epic_full_text:
Epic Soulknife
Hit Die: d10.


Skill Points at Each Additional Level: 4 + Int modifier.


Mind Blade: At 25th level and every five levels thereafter, the soulknife gains an additional +1 enhancement bonus on attack rolls and damage rolls (+6 at 25th, +7 at 30th, and so on).


Mind Blade Enhancement: The epic soulknife's mind blade gains additional powers as the soulknife gains epic levels. At 22nd level and every four levels thereafter, the soulknife can improve the value of the weapon special abilities on his mind blade by 1 (+5 equivalent bonus at 22nd, +6 at 26th, and so on). As noted in the soulknife class description, reassigning qualities still takes 8 hours of concentration.


Psychic Strike: The epic soulknife's psychic strike progression continues past 20th level, continuing to grant an additional die (d8) of damage every four levels higher than 19th (+6d8 at 23rd, +7d8 at 27th, and so on).


Bonus Feats: The epic soulknife gains a bonus psionic feat every three levels higher than 20th (23rd, 26th, and so on).


Table: The Epic Soulknife 

Soulknife Level
Special


21st
-

22nd
Mind blade enhancement +5

23rd
Bonus feat

24th
-

25th
+6 mind blade

26th
Mind blade enhancement +5, bonus feat

27th
-

28th
-

29th
Bonus feat


30th
+
7
 mind blade 


full_text:
Soulknife
Alignment: Any.


Hit Die: d10.


Class Skills
The soulknife's class skills (and the key ability for each skill) are Autohypnosis* (Wis), Climb (Str), Concentration* (Con), Craft (Int), Hide (Dex), Jump (Str), Knowledge (psionics)* (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Spot (Wis), and Tumble (Dex).
*New skill or expanded use of existing skill.
Skill Points at 1st Level: (4 + Int modifier) x4.


Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Soulknife

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0
+0
+2
+2
Mind blade, Weapon Focus (mind blade), Wild Talent

2nd
+1
+0
+3
+3
Throw mind blade

3rd
+2
+1
+3
+3
Psychic strike +1d8

4th
+3
+1
+4
+4
+1 mind blade

5th
+3
+1
+4
+4
Free draw, shape mind blade

6th
+4
+2
+5
+5
Mind blade enhancement +1, Speed of Thought

7th
+5
+2
+5
+5
Psychic strike +2d8

8th
+6/+1
+2
+6
+6
+2 mind blade

9th
+6/+1
+3
+6
+6
Bladewind, Greater Weapon Focus (mind blade)

10th
+7/+2
+3
+7
+7
Mind blade enhancement +2

11th
+8/+3
+3
+7
+7
Psychic strike +3d8

12th
+9/+4
+4
+8
+8
+3 mind blade

13th
+9/+4
+4
+8
+8
Knife to the soul

14th
+10/+5
+4
+9
+9
Mind blade enhancement +3

15th
+11/+6/+1
+5
+9
+9
Psychic strike +4d8

16th
+12/+7/+2
+5
+10
+10
+4 mind blade

17th
+12/+7/+2
+5
+10
+10
Multiple throw

18th
+13/+8/+3
+6
+11
+11
Mind blade enhancement +4

19th
+14/+9/+4
+6
+11
+11
Psychic strike +5d8


20th
+15/+10/+5
+6
+12
+12
+5 mind blade




Class Features
All the following are class features of the soulknife.
Weapon and Armor Proficiency: Soulknives are proficient with all simple weapons, with their own mind blades, and with light armor and shields (except tower shields).


Mind Blade (Su): As a move action, a soulknife can create a semisolid blade composed of psychic energy distilled from his own mind. The blade is identical in all ways (except visually) to a short sword of a size appropriate for its wielder. For instance, a Medium soulknife materializes a Medium mind blade that he can wield as a light weapon, and the blade deals 1d6 points of damage (crit 19-20/x2). Soulknives who are smaller or larger than Medium create mind blades identical to short swords appropriate for their size, with a corresponding change to the blade's damage. The wielder of a mind blade gains the usual benefits to his attack roll and damage roll from a high Strength bonus.
The blade can be broken (it has hardness 10 and 10 hit points); however, a soulknife can simply create another on his next move action. The moment he relinquishes his grip on his blade, it dissipates (unless he intends to throw it; see below). A mind blade is considered a magic weapon for the purpose of overcoming damage reduction.
A soulknife can use feats such as Power Attack or Combat Expertise in conjunction with the mind blade just as if it were a normal weapon. He can also choose mind blade for feats requiring a specific weapon choice, such as Weapon Specialization. Powers or spells that upgrade weapons can be used on a mind blade.
A soulknife's mind blade improves as the character gains higher levels. At 4th level and every four levels thereafter, the mind blade gains a cumulative +1 enhancement bonus on attack rolls and damage rolls (+2 at 8th level, +3 at 12th level, +4 at 16th level, and +5 at 20th level).
Even in places where psionic effects do not normally function (such as within a null psionics field), a soulknife can attempt to sustain his mind blade by making a DC 20 Will save. On a successful save, the soulknife maintains his mind blade for a number of rounds equal to his class level before he needs to check again. On an unsuccessful attempt, the mind blade vanishes. As a move action on his turn, the soulknife can attempt a new Will save to rematerialize his mind blade while he remains within the psionics negating effect.


Weapon Focus (Mind Blade): A soulknife gains Weapon Focus (mind blade) as a bonus feat.


Wild Talent: A soulknife gains Wild Talent as a bonus feat. (This class feature provides the character with the psionic power he needs to materialize his mind blade, if he has no power points otherwise.)


Throw Mind Blade (Ex): A soul knife of 2nd level or higher can throw his mind blade as a ranged weapon with a range increment of 30 feet.
Whether or not the attack hits, a thrown mind blade then dissipates. A soulknife of 3rd level or higher can make a psychic strike (see below) with a thrown mind blade and can use the blade in conjunction with other special abilities (such as Knife to the Soul; see below).


Psychic Strike (Su): As a move action, a soulknife of 3rd level or higher can imbue his mind blade with destructive psychic energy. This effect deals an extra 1d8 points of damage to the next living, nonmindless target he successfully hits with a melee attack (or ranged attack, if he is using the throw mind blade ability). Creatures immune to mind-affecting effects are immune to psychic strike damage. (Unlike the rogue's sneak attack, the psychic strike is not precision damage and can affect creatures otherwise immune to extra damage from critical hits or more than 30 feet away, provided they are living, nonmindless creatures not immune to mind-affecting effects.)
A mind blade deals this extra damage only once when this ability is called upon, but a soulknife can imbue his mind blade with psychic energy again by taking another move action.
Once a soulknife has prepared his blade for a psychic strike, it holds the extra energy until it is used. Even if the soulknife drops the mind blade (or it otherwise dissipates, such as when it is thrown and misses), it is still imbued with psychic energy when the soulknife next materializes it.
At every four levels beyond 3rd (7th, 11th, 15th, and 19th), the extra damage from a soulknife's psychic strike increases as shown on the Table above.


Free Draw (Su): At 5th level, a soulknife becomes able to materialize his mind blade as a free action instead of a move action. He can make only one attempt to materialize the mind blade per round, however.


Shape Mind Blade (Su): At 5th level, a soulknife gains the ability to change the form of his mind blade. As a fullround action, he can change his mind blade to replicate a longsword (damage 1d8 for a Medium weapon wielded as a one-handed weapon) or a bastard sword (damage 1d10 for a Medium weapon, but he must wield it as a two-handed weapon unless he knows the Exotic Weapon Proficiency (bastard sword) feat). If a soulknife shapes his mind blade into the form of a bastard sword and wields it two-handed, he adds 1-1/2 times his Strength bonus to his damage rolls, just like when using any other two-handed weapon.
Alternatively, a soulknife can split his mind blade into two identical short swords, suitable for fighting with a weapon in each hand. (The normal penalties for fighting with two weapons apply.) However, both mind blades have an enhancement bonus 1 lower than the soulknife would otherwise create with a single mind blade.


Mind Blade Enhancement (Su): At 6th level, a soulknife gains the ability to enhance his mind blade. He can add any one of the weapon special abilities on the table below that has an enhancement bonus value of +1.
At every four levels beyond 6th (10th, 14th, and 18th), the value of the enhancement a soulknife can add to his weapon improves to +2, +3, and +4, respectively. A soulknife can choose any combination of weapon special abilities that does not exceed the total allowed by the soulknife's level.
The weapon ability or abilities remain the same every time the soulknife materializes his mind blade (unless he decides to reassign its abilities; see below). The ability or abilities apply to any form the mind blade takes, including the use of the shape mind blade or bladewind class abilities.

Weapon Special Ability
Enhancement Bonus Value


Defending
+1

Keen
+1

Lucky*
+1

Mighty cleaving
+1

Psychokinetic*
+1

Sundering*
+1

Vicious
+1

Collision*
+2

Mindcrusher*
+2

Psychokinetic burst*
+2

Suppression*
+2

Wounding
+2

Bodyfeeder*
+3

Mindfeeder*
+3

Soulbreaker*
+3


*New special abilities

A soulknife can reassign the ability or abilities he has added to his mind blade. To do so, he must first spend 8 hours in concentration. After that period, the mind blade materializes with the new ability or abilities selected by the soulknife.


Speed of Thought: A soulknife gains Speed of Thought as a bonus feat at 6th level.


Bladewind (Su): At 9th level, a soulknife gains the ability to momentarily fragment his mind blade into numerous identical blades, each of which strikes at a nearby opponent.
As a full attack, when wielding his mind blade, a soulknife can give up his regular attacks and instead fragment his mind blade to make one melee attack at his full base attack bonus against each opponent within reach. Each fragment functions identically to the soulknife's regular mind blade.
When using bladewind, a soulknife forfeits any bonus or extra attacks granted by other feats or abilities (such as the Cleave feat or the haste spell).
The mind blade immediately reverts to its previous form after the bladewind attack.


Greater Weapon Focus (Mind Blade): A soulknife gains Greater Weapon Focus (mind blade) as a bonus feat at 9th level.


Knife to the Soul (Su): Beginning at 13th level, when a soulknife executes a psychic strike, he can choose to substitute Intelligence, Wisdom, or Charisma damage (his choice) for extra dice of damage. For each die of extra damage he gives up, he deals 1 point of damage to the ability score he chooses. A soulknife can combine extra dice of damage and ability damage in any combination.
The soulknife decides which ability score his psychic strike damages and the division of ability damage and extra dice of damage when he imbues his mind blade with the psychic strike energy.


Multiple Throw (Ex): At 17th level and higher, a soulknife can throw a number of mind blades per round equal to the number of melee attacks he could make.


class_skills:
Autohypnosis, Balance, Bluff, Climb, Concentration, Craft, Escape Artist, Intimidate, Jump, Knowledge (psionics), Listen, Profession, Psicraft, Sense Motive, Spot, Swim, Tumble

proficiencies:
Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields).

epic_full_text:
Epic Wilder
Hit Die: d6.


Skill Points at Each Additional Level: 4 + Int modifier.


Powers: The epic wilder's manifester level is equal to her class level. The wilder's power points and powers known do not increase after 20th level (except through the use of epic feats).


Wild Surge: The epic wilder's wild surge continues to increase after 20th level. At 23rd level and every four levels higher than 23rd, the wild surge continues to gain an additional +1 boost to manifester level when used (+7 at 23rd, +8 at 27th, and so on).


Surging Euphoria: The wilder's surging euphoria progression continues past 20th level. At 28th level and every eight levels higher than 28th, the morale bonus on her attack rolls, damage rolls, and saving throws increases by 1 (+4 at 28th, +5 at 36th, and so on).


Volatile Mind: The epic wilder's volatile mind ability continues to increase. At 21st level and every four levels higher than 21st, the penalty assessed against telepathy powers manifested on the wilder is increased by 1 power point (5 points at 21st, 6 points at 25th, and so on).


Table: The Epic Wilder 

Wilder Level
Special


21st
Volatile mind (5 power points)

22nd
-

23rd
Wild surge +7

24th
-

25th
Volatile mind (6 power points)

26th
-

27th
Wild surge +8

28th
Surging euphoria +4

29th
Volatile mind (7 power points)


30th
-


full_text:
Wilder
Alignment: Any.


Hit Die: d6.


Class Skills
The wilder's class skills (and the key ability for each skill) are Autohypnosis* (Wis), Balance (Dex), Bluff (Cha), Climb (Str), Concentration* (Con), Craft (Int), Escape Artist (Dex), Intimidate (Cha), Jump (Str), Knowledge (psionics)* (Int), Listen (Wis), Profession (Wis), Psicraft* (Int), Sense Motive (Wis), Spot (Wis), Swim (Str), and Tumble (Dex).
*New skill or expanded use of existing skill.
Skill Points at 1st Level: (4 + Int modifier) x4.


Skill Points at Each Additional Level: 4 + Int modifier.

Table: The Wilder


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Power Points/Day
Powers Known
Maximum Power Level Known


1st
+0
+0
+0
+2
Wild surge +1, psychic enervation
2
1
1st

2nd
+1
+0
+0
+3
Elude touch
6
2
1st

3rd
+2
+1
+1
+3
Wild surge +2
11
2
1st

4th
+3
+1
+1
+4
Surging euphoria +1
17
3
2nd

5th
+3
+1
+1
+4
Volatile mind (1 power point)
25
3
2nd

6th
+4
+2
+2
+5
35
4
3rd

7th
+5
+2
+2
+5
Wild surge +3
46
4
3rd

8th
+6/+1
+2
+2
+6
58
5
4th

9th
+6/+1
+3
+3
+6
Volatile mind (2 power points)
72
5
4th

10th
+7/+2
+3
+3
+7
88
6
5th

11th
+8/+3
+3
+3
+7
Wild surge +4
106
6
5th

12th
+9/+4
+4
+4
+8
Surging euphoria +2
126
7
6th

13th
+9/+4
+4
+4
+8
Volatile mind (3 power points)
147
7
6th

14th
+10/+5
+4
+4
+9
170
8
7th

15th
+11/+6/+1
+5
+5
+9
Wild surge +5
195
8
7th

16th
+12/+7/+2
+5
+5
+10
221
9
8th

17th
+12/+7/+2
+5
+5
+10
Volatile mind (4 power points)
250
9
8th

18th
+13/+8/+3
+6
+6
+11
280
10
9th

19th
+14/+9/+4
+6
+6
+11
Wild surge +6
311
10
9th


20th
+15/+10/+5
+6
+6
+12
Surging euphoria +3
343
11
9th




Class Features
All the following are class features of the wilder.
Weapon and Armor Proficiency: Wilders are proficient with all simple weapons, with light armor, and with shields (except tower shields).


Power Points/Day: A wilder's ability to manifest powers is limited by the power points she has available. Her base daily allotment of power points is given on Table: The Wilder. In addition, she receives bonus power points per day if she has a high Charisma score (see Table: Ability Modifiers and Bonus Power Points). Her race may also provide bonus power points per day, as may certain feats and items.


Powers Known: A wilder begins play knowing one wilder power of your choice. At every even-numbered class level after 1st, she unlocks the knowledge of new powers.
Choose the powers known from the wilder power list. (Exception: The feats Expanded Knowledge and Epic Expanded Knowledge do allow a wilder to learn powers from the lists of other classes.) A wilder can manifest any power that has a power point cost equal to or lower than her manifester level.
The total number of powers a wilder can manifest in a day is limited only by her daily power points.
A wilder simply knows her powers; they are ingrained in her mind. She does not need to prepare them (in the way that some spellcasters prepare their spells), though she must get a good night's sleep each day to regain all her spent power points.
The Difficulty Class for saving throws against wilder powers is 10 + the power's level + the wilder's Charisma modifier.


Maximum Power Level Known: A wilder begins play with the ability to learn 1st-level powers. As she attains higher levels, she may gain the ability to master more complex powers.
To learn or manifest a power, a wilder must have a Charisma score of at least 10 + the power's level.


Wild Surge (Su): A wilder can let her passion and emotion rise to the surface in a wild surge when she manifests a power. During a wild surge, a wilder gains phenomenal psionic strength, but may harm herself by the reckless use of her power (see Psychic Enervation, below).
A wilder can choose to invoke a wild surge whenever she manifests a power. When she does so, she gains +1 to her manifester level with that manifestation of the power. The manifester level boost gives her the ability to augment her powers to a higher degree than she otherwise could; however, she pays no extra power point for this wild surge. Instead, the additional 1 power point that would normally be required to augment the power is effectively supplied by the wild surge.
Level-dependent power effects are also improved, depending on the power a wilder manifests with her wild surge.
This improvement in manifester level does not grant her any other benefits (psicrystal abilities do not advance, she does not gain higher-level class abilities, and so on).
She cannot use the Overchannel psionic feat and invoke her wild surge at the same time.
At 3rd level, a wilder can choose to boost her manifester level by two instead of one. At 7th level, she can boost her manifester level by up to three; at 11th level, by up to four; at 15th level, by up to five; and at 19th level, by up to six.
In all cases, the wild surge effectively pays the extra power point cost that is normally required to augment the power; only the unaugmented power point cost is subtracted from the wilder's power point reserve.


Psychic Enervation (Ex): Pushing oneself by invoking a wild surge is dangerous. Immediately following each wild surge, a wilder may be overcome by the strain of her effort. The chance of suffering psychic enervation is equal to 5% per manifester level added with the wild surge.
A wilder who is overcome by psychic enervation is dazed until the end of her next turn and loses a number of power points equal to her wilder level.


Elude Touch (Ex): Starting at 2nd level, a wilder's intuition supersedes her intellect, alerting her to danger from touch attacks (including rays). She gains a bonus to Armor Class against all touch attacks equal to her Charisma bonus; however, her touch AC can never exceed her Armor Class against normal attacks.


Surging Euphoria (Ex): Starting at 4th level, when a wilder uses her wild surge ability, she gains a +1 morale bonus on attack rolls, damage rolls, and saving throws for a number of rounds equal to the intensity of her wild surge.
If a wilder is overcome by psychic enervation following her wild surge, she does not gain the morale bonus for this use of her wild surge ability.
At 12th level, the morale bonus on a wilder's attack rolls, damage rolls, and saving throws increases to +2. At 20th level, the bonus increases to +3.


Volatile Mind (Ex): A wilder's temperamental mind is hard to encompass with the discipline of telepathy. When any telepathy power is manifested on a wilder of 5th level or higher, the manifester of the power must pay 1 power point more than he otherwise would have spent.
The extra cost is not a natural part of that power's cost. It does not augment the power; it is simply a wasted power point. The wilder's volatile mind can force the manifester of the telepathy power to exceed the normal power point limit of 1 point per manifester level. If the extra cost raises the telepathy power's cost to more points than the manifester has remaining in his reserve, the power simply fails, and the manifester exhausts the rest of his power points.
At 9th level, the penalty assessed against telepathy powers manifested on a wilder is increased to 2 power points. At 13th level, the penalty increases to 3 power points, and at 17th level it increases to 4 power points.
As a standard action, a wilder can choose to lower this effect for 1 round.


class_skills:
Concentration, Craft, Decipher Script, Knowledge (arcana) Int, Knowledge (psionics), Profession, Psicraft, Spellcraft

proficiencies:
Cerebremancers gain no proficiency with any weapon or armor.

req_skill:
Knowledge (arcana) 6 ranks, Knowledge (psionics) 6 ranks

full_text:
Cerebremancer
Hit Die: d4.


Requirements
To qualify to become a cerebremancer, a character must fulfill all the following criteria.
Skills: Knowledge (arcana) 6 ranks, Knowledge (psionics) 6 ranks.


Spells: Able to cast 2nd-level arcane spells.


Psionics: Able to manifest 2nd-level powers.




Class Skills
The cerebremancer's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Knowledge (arcana) Int, Knowledge (psionics) (Int), Profession (Wis), Psicraft (Int), and Spellcraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Table: The Cerebremancer

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Spells per Day/Powers Known


1st
+0
+0
+0
+2
+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

2nd
+1
+0
+0
+3
+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

3rd
+1
+1
+1
+3
+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

4th
+2
+1
+1
+4
+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

5th
+2
+1
+1
+4
+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

6th
+3
+2
+2
+5
+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

7th
+3
+2
+2
+5
+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

8th
+4
+2
+2
+6
+1 level of existing arcane spellcasting class/+1 level of existing manifesting class

9th
+4
+3
+3
+6
+1 level of existing arcane spellcasting class/+1 level of existing manifesting class


10th
+5
+3
+3
+7
+1 level of existing arcane spellcasting class/+1 level of existing manifesting class




Class Features
All the following are class features of the cerebremancer prestige class.
Weapon and Armor Proficiency: Cerebremancers gain no proficiency with any weapon or armor.


Spells per Day/Powers Known: When a new cerebremancer level is attained, the character gains new spells per day as if he had also attained a level in any one arcane spellcasting class he belonged to before he added the prestige class. He gains additional power points per day and access to new powers as if he had also gained a level in any one manifesting class he belonged to previously. He does not, however, gain any other benefit a character of either class would have gained (bonus metamagic, metapsionic, or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of cerebremancer to the level of whatever other arcane spellcasting class and manifesting class the character has, then determines spells per day, caster level, power points per day, powers known, and manifester level accordingly.
If a character had more than one arcane spellcasting class or more than one manifesting class before he became a cerebremancer, he must decide to which class he adds each level of cerebremancer for purpose of determining spells per day, caster level, power points per day, powers known, and manifester level.


class_skills:
Autohypnosis, Balance, Climb, Concentration, Craft, Disable Device, Escape Artist, Gather Information, Hide, Jump, Knowledge (local), Knowledge (psionics), Listen, Move Silently, Open Lock, Perform, Profession, Psicraft, Search, Sense Motive, Sleight of Hand, Spot, Swim, Tumble, Use Psionic Device, Use Rope

proficiencies:
Elocaters are proficient with all simple and martial weapons and with light armor.

full_text:
Elocater
Hit Die: d6.


Requirements
To qualify to become an elocater, a character must fulfill all the following criteria.
Base Attack Bonus: +3.


Skills: Concentration 8 ranks.


Feats: Mobility, Spring Attack.


Psionics: Able to manifest 1st-level powers.




Class Skills
The elocater's class skills (and the key ability for each skill) are Autohypnosis (Wis), Balance (Dex), Climb (Str), Concentration (Con), Craft (Int), Disable Device (Int), Escape Artist (Dex), Gather Information (Cha), Hide (Dex), Jump (Str), Knowledge (local) (Int), Knowledge (psionics), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Psicraft (Int), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Psionic Device (Cha), and Use Rope (Dex).
Skill Points at Each Level: 6 + Int modifier.

Table: The Elocater


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Powers Known


1st
+0
+0
+2
+2
Scorn earth, Sidestep Charge
+1 level of existing manifesting class

2nd
+1
+0
+3
+3
Opportunistic strike +2
-

3rd
+2
+1
+3
+3
Dimension step
+1 level of existing manifesting class

4th
+3
+1
+4
+4
Flanker
+1 level of existing manifesting class

5th
+3
+1
+4
+4
Opportunistic strike +4
-

6th
+4
+2
+5
+5
Transporter
+1 level of existing manifesting class

7th
+5
+2
+5
+5
Capricious step
+1 level of existing manifesting class

8th
+6
+2
+6
+6
Opportunistic strike +6
-

9th
+6
+3
+6
+6
Dimension spring attack
+1 level of existing manifesting class


10th
+7
+3
+7
+7
Accelerated action
+1 level of existing manifesting class




Class Features
All the following are class features of the elocater prestige class.
Weapon and Armor Proficiency: Elocaters are proficient with all simple and martial weapons and with light armor.


Powers Known: At every level indicated on the table, the character gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of elocater to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before she became an elocater, she must decide to which class she adds the new level of elocater for the purpose of determining power points per day, powers known, and manifester level.


Scorn Earth (Su): At 1st level, an elocater's feet lift from the ground. From now on, she can float a foot above the ground. Instead of walking she glides along, unconcerned with the hard earth or difficult terrain. While she remains within 1 foot of a flat surface of any solid or liquid, she can take normal actions and make normal attacks, and can move at her normal speed (she can even 'run' at four times her normal speed). However, at distances higher than 1 foot above any surface, her speed diminishes to 10 feet per round.
While she remains within 1 foot of a surface, she can make melee and ranged attacks normally, but if she moves any higher, she incurs the penalties on melee and ranged attack rolls as if she were the subject of the psionic levitate power.


Sidestep Charge (Ex): At 1st level, an elocater gains Sidestep Charge as a bonus feat, even if she does not meet the prerequisites. If the character already has this feat, she gains no benefit.


Opportunistic Strike (Ex): Beginning at 2nd level, an elocater's hyperawareness of spatial relations gives her an instinctive view of the battlefield, which allows her to make a cunning attack against distracted opponents. The elocater gains a +2 insight bonus on her attack roll and her damage roll (if the attack hits) for the first attack she makes against an opponent that has been dealt damage in melee by another character since the elocater's last action. At 5th level the insight bonus increases to +4, and at 8th level the insight bonus increases to +6.


Dimension Step (Su): An elocater of 3rd level or higher can slip psionically between spaces as if using the psionic dimension door power, once per day. The elocater cannot bring any other creatures with her. Her manifester level for this effect is equal to her elocater level.


Flanker (Ex): An elocater of 4th level or higher can flank enemies from seemingly impossible angles. She can designate any adjacent square as the square from which flanking against an ally is determined (including the square where she stands, as normal). She can designate the square at the beginning of her turn or at any time during her turn. The designated square remains her effective square for flanking until she is no longer adjacent to it or until she chooses a different square (at the start of one of her turns). The character can even choose a square that is impassable or occupied.


Transporter (Ex): At 6th level, an elocater learns both psionic teleport and psionic plane shift. These powers are in addition to any powers the elocater normally learns by advancing a level.
The elocater treats these powers as if they were 3rd-level powers on her class list. This means, among other things, that manifesting these powers costs 5 power points. (If the character does not have a high enough manifester level to manifest 3rd-level powers the character cannot manifest these powers until she has attained the required manifester level.)


Capricious Step (Ex): At 7th level, an elocater can take an extra 5-foot step in any round when she doesn't perform any other movement (except for the first 5-foot step). Like the first, the second 5-foot step does not provoke attacks of opportunity. The character can take the extra 5-foot step immediately after taking the first, or wait until the end of her other actions for the round. In all other ways, the rules for taking a 5-foot step apply.


Dimension Spring Attack (Su): An elocater of 9th level or higher can use her dimension step ability in conjunction with her Spring Attack feat once per day. This ability can be used only against opponents within 60 feet to which the elocater has line of sight. She can dimension step up to the target, use Spring Attack, and then use dimension step to return to her starting point. (When she uses this ability, the total distance she can travel before and after the attack is not limited by her speed.) The use of this ability counts as her use of the dimension step ability on that day (and this ability is not available during a day when she has already used dimension step).


Accelerated Action (Su): When she attains 10th level, an elocater can accelerate herself and thereby take more actions than normal. An elocater can accelerate herself for a total of 5 rounds per day. She can choose to parcel out her accelerated actions in 1-round increments. (This effect is not cumulative with similar effects that provide additional actions, such as schism or a haste spell-and in fact an elocater can't take an accelerated action if affected by these or similar effects.)
If she makes a full attack while accelerated, an elocater can make one extra attack with any weapon she is holding. The attack is made using her full base attack bonus, plus any modifiers appropriate to the situation. If the elocater uses her accelerated action to move, she gains an enhancement bonus to her speed of +30 feet. The elocater can use her accelerated action to manifest a power, as long as she has not already manifested a power in the current round and the one she wants to manifest has a manifesting time of 1 standard action or shorter. While accelerated, she gains a +2 dodge bonus on attack rolls and Reflex saves and a +2 dodge bonus to Armor Class. Any condition that makes her lose her Dexterity bonus to Armor Class (if any) also makes her lose these dodge bonuses.


class_skills:
Autohypnosis, Concentration, Craft, Escape Artist, Hide, Jump, Knowledge (psionics), Knowledge (religion), Listen, Move Silently, Psicraft, Sense Motive, Spot, Tumble

proficiencies:
Psionic Fists gain no proficiency with any weapon or armor.

full_text:
Psionic Fist
Hit Die: d6.


Requirements
To qualify to become a Psionic Fist, a character must fulfill all the following criteria.
Base Attack Bonus: +4.


Skill: Concentration 9 ranks.


Feat: Wild Talent.


Special: Still mind class feature.




Class Skills
The Psionic Fist's class skills (and the key ability for each skill) are Autohypnosis (Wis), Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge (psionics) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Psicraft (Int), Sense Motive (Wis), Spot (Wis), Tumble (Dex).
Skill Points at Each Level: 4 + Int modifier.

Table: The Psionic Fist


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Points/Day
Powers Known
Level Known


1st
+0
+0
+2
+2
Monk abilities
1
1
1st

2nd
+1
+0
+3
+3
-
3
2
1st

3rd
+2
+1
+3
+3
-
6
3
2nd

4th
+3
+1
+4
+4
-
10
4
2nd

5th
+3
+1
+4
+4
Bonus psionic feat
15
5
3rd

6th
+4
+2
+5
+5
-
23
6
3rd

7th
+5
+2
+5
+5
-
31
7
4th

8th
+6
+2
+6
+6
-
43
8
4th

9th
+6
+3
+6
+6
-
55
9
5th


10th
+7
+3
+7
+7
Bonus psionic feat
71
10
5th




Class Features
All the following are class features of the Psionic Fist prestige class.
Weapon and Armor Proficiency: Psionic Fists gain no proficiency with any weapon or armor.


Monk Abilities: A Psionic Fist's class levels stack with his monk levels for the purpose of determining his unarmed damage and bonuses to Armor Class and unarmored speed. His class levels do not apply to other monk abilities such as flurry of blows, slow fall, and so on.


Power Points/Day: A Psionic Fist can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The Psionic Fist. In addition, he receives bonus power points per day if he has a high Wisdom score (see Table: Ability Modifiers and Bonus Power Points). His race may also provide bonus power points per day, as may certain feats and items. If a Psionic Fist has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character's highest psionic class.


Powers Known: A Psionic Fist chooses his powers from the psychic warrior power list. At 1st level, a Psionic Fist knows one psychic warrior power of your choice. Each time he attains a new level, he learns one new power. A Psionic Fist can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a Psionic Fist can manifest per day is limited only by his daily power points.
A Psionic Fist simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters pre pare their spells), though he must get a good night's sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against Psionic Fist powers is 10 + the power's level + the Psionic Fist's Wisdom modifier.


Maximum Power Level Known: A Psionic Fist gains the ability to learn one 1st-level power when he takes his first level in the prestige class. As he attains each new odd-numbered level, a Psionic Fist gains the ability to master more complex powers.
To learn or manifest a power, a Psionic Fist must have a Wisdom score of at least 10 + the power's level.


Bonus Psionic Feat: At 5th and 10th level, a Psionic Fist can take any psionic feat as a bonus feat. He must still meet the prerequisites for the feat.


Multiclass Note: A monk who becomes a Psionic Fist may continue advancing as a monk.


class_skills:
Bluff, Concentration, Knowledge (dungeoneering), Listen, Psicraft, Sense Motive, Spot, Survival

proficiencies:
Slayers are proficient with all simple and martial weapons and with all types of armor.

req_psionics:
Must have a power point reserve of at least 1 power point

full_text:
Slayer
Hit Die: d8.


Requirements
To qualify to become a slayer, a character must fulfill all the following criteria.
Base Attack Bonus: +4.


Skill: Knowledge (dungeoneering) 4 ranks.


Feat: Track.


Psionics: Must have a power point reserve of at least 1 power point.




Class Skills
The slayer's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Knowledge (dungeoneering) (Int), Listen (Wis), Psicraft (Int), Sense Motive (Wis), Spot (Wis), and Survival (Wis).
Skill Points at Each Level: 4 + Int modifier.

Table: The Slayer

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Powers Known


1st
+1
+0
+0
+2
Favored enemy +2, enemy sense
-

2nd
+2
+0
+0
+3
Brain nausea
+1 level of existing manifesting class

3rd
+3
+1
+1
+3
Lucid buffer
+1 level of existing manifesting class

4th
+4
+1
+1
+4
Favored enemy +4
+1 level of existing manifesting class

5th
+5
+1
+1
+4
-
+1 level of existing manifesting class

6th
+6
+2
+2
+5
Cerebral blind
+1 level of existing manifesting class

7th
+7
+2
+2
+5
Favored enemy +6
+1 level of existing manifesting class

8th
+8
+2
+2
+6
Breach power resistance
+1 level of existing manifesting class

9th
+9
+3
+3
+6
Cerebral immunity
+1 level of existing manifesting class


10th
+10
+3
+3
+7
Blast feedback, favored enemy +8
+1 level of existing manifesting class




Class Features
All the following are class features of the slayer prestige class.
Weapon and Armor Proficiency: Slayers are proficient with all simple and martial weapons and with all types of armor.


Powers Known: Beginning at 2nd level, a slayer gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of slayer to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before she became a slayer, she must decide to which class she adds the new level of slayer for the purpose of determining power points per day, powers known, and manifester level.
If the character did not belong to a manifesting class before taking this prestige class, she does not gain manifesting levels.


Favored Enemy (Ex): When she enters the class, a slayer formally declares a type of psionic creature as the enemy she detests above all others. Due to her extensive study of her foes and training in the proper techniques for combating them, she gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks when using these skills against her favored enemy.
Likewise, she gets a +2 bonus on weapon damage rolls against creatures of this kind. At 4th level the bonuses increase to +4, at 7th level to +6, and at 10th level to +8.


Enemy Sense (Su): A slayer can sense the presence of her favored enemy within 60 feet of herself, even if they are hidden by darkness or walls, but she cannot discern their exact location.


Brain Nausea (Su): At 2nd level, a slayer gains a constant defensive ability somewhat similar to the aversion power. Any creature that attempts to eat the slayer's brain must succeed on a Will save (DC 15 + slayer's class level) or become disinclined to do so for 24 hours thereafter. A creature that fails this save may take any action it desires except extracting the slayer's brain (but does not realize it is being so affected). This ability is active even if the slayer is unconscious, stunned, or otherwise helpless.


Lucid Buffer (Ex): At 3rd level, a slayer becomes especially skilled at resisting mental attacks. She gains a +4 competence bonus on saving throws against all compulsions and mind-affecting effects. This ability is active even if the slayer is unconscious, stunned, or otherwise helpless.


Cerebral Blind (Su): After reaching 6th level, a slayer is protected from all devices, powers, and spells that reveal location. This ability protects against information gathering by clairsentience powers or effects that reveal location.
The ability even foils bend reality,  limited wish,  miracle,  reality revision,  and wish when they are used to gain information about the slayer's location (however, metafaculty can pierce this protective barrier). In the case of remote viewing or scrying that scans an area a slayer is in, the effect works, but the slayer simply isn't detected. remote viewing or scrying attempts that are targeted specifically at a slayer do not work. This ability is active as long as the slayer is psionically focused.


Breach Power Resistance (Su): A slayer of 8th level or higher can enhance her weapon with psionic might. Each successful melee attack (or ranged attack if the target is within 30 feet) she makes with her weapon against a creature with power resistance temporarily reduces its power resistance by 1. Unless the creature is slain, its lost power resistance returns all at once 12 hours later. This ability is active as long as the slayer is psionically focused.


Cerebral Immunity (Su): On reaching 9th level, a slayer gains protection from all devices, powers, and spells that influence the mind. This ability shields her against almost all mind-affecting powers and effects (though the slayer can selectively allow powers or spells to affect her). The ability even foils bend reality, limited wish, miracle,  reality revision, and wish when they are used to mentally influence a slayer. This ability is active as long as the slayer is psionically focused.


Blast Feedback (Su): At 10th level, if a slayer makes her saving throw when attacked with mind blast,  the mind blast rebounds upon the attacker. Only the original attacker is targeted in the rebound effect. If the original attacker fails a Will saving throw (DC equal to that of the original attack), the attacker is affected normally by the mind blast.


class_skills:
Autohypnosis, Concentration, Craft (any), Knowledge (psionics), Psicraft

proficiencies:
Metaminds gain no proficiency with any weapon or armor.

req_skill:
Knowledge (psionics) 8 ranks, Psicraft 4 ranks

full_text:
Metamind
Hit Die: d4.


Requirements
To qualify to become a metamind, a character must fulfill all the following criteria.
Skills: Knowledge (psionics) 8 ranks, Psicraft 4 ranks.


Feat: Psicrystal Affinity.


Psionics: Manifester level 4th.




Class Skills
The metamind's class skills are Autohypnosis (Wis), Concentration* (Con), Craft (any) (Int), Knowledge (psionics), and Psicraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Table: The Metamind


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Powers Known


1st
+0
+0
+0
+2
Free manifesting 1st, 3/day
-

2nd
+1
+0
+0
+3
Cognizance psicrystal 5 points
+1 level of existing manifesting class

3rd
+1
+1
+1
+3
Free manifesting 2nd, 3/day
-

4th
+2
+1
+1
+4
Cognizance psicrystal 7 points
+1 level of existing manifesting class

5th
+2
+1
+1
+4
Free manifesting 3rd, 1/day
-

6th
+3
+2
+2
+5
Cognizance psicrystal 9 points
+1 level of existing manifesting class

7th
+3
+2
+2
+5
Free manifesting 4th, 1/day
-

8th
+4
+2
+2
+6
Cognizance psicrystal 11 points
+1 level of existing manifesting class

9th
+4
+3
+3
+6
Free manifesting 5th, 1/day
-


10th
+5
+3
+3
+7
Font of power
+1 level of existing manifesting class




Class Features
All the following are class features of the metamind prestige class.
Weapon and Armor Proficiency: Metaminds gain no proficiency with any weapon or armor.


Powers Known: At every even-numbered level, a metamind gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on). This essentially means that he adds the level of metamind to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became a metamind, he must decide to which class he adds the new level of metamind for the purpose of determining power points per day, powers known, and manifester level.


Free Manifesting (Ps): At 1st level, a metamind can manifest any 1st-level power he knows for free (without spending power points) three times per day.
At higher levels, a metamind gains the ability to freely manifest additional higher-level powers: three 2nd-level powers per day at 3rd level; one 3rd-level power per day at 5th level; one 4th-level power per day at 7th level; and one 5th-level power per day at 9th level.
This benefit applies only to the power point cost of an unaugmented power. Points spent to augment a power and an experience point cost (if any) must be paid as normal.


Cognizance Psicrystal (Ex): At 2nd level, a metamind masters the trick of storing excess power points in a psicrystal. The psicrystal is now treated as a cognizance crystal capable of storing 5 power points, in addition to its psicrystal abilities. At every even-numbered level, a metamind becomes able to store an additional 2 power points in his psicrystal, to a maximum of 11 points at 8th level.


Font of Power (Ps): A 10th-level metamind can act as a living cognizance crystal,  producing seemingly endless power points once per day, for up to 1 minute. His eyes shine like tiny stars, and faint illumination seems to beam out of his mouth and the end of each of his fingers. While so empowered, he can manifest any of his powers without drawing from his power point reserve. He finds the power points he needs welling up within his own body.
If a metamind using this ability enters a metaconcert, his power point reserve is accessed normally for the purpose of his contributing to the pool.


class_skills:
Autohypnosis, Bluff, Concentration, Craft (any), Disguise, Knowledge (the planes), Knowledge (psionics), Psicraft, Sense Motive

proficiencies:
Psion uncarnates gain no proficiency with any weapon or armor.

req_skill:
Knowledge (psionics) 8 ranks, Psicraft 8 ranks

req_special:
Must have had some instruction by another psion uncarnate

full_text:
Psion Uncarnate
Hit Die: d4.


Requirements
To qualify to become a psion uncarnate, a character must fulfill all the following criteria.
Skills: Knowledge (psionics) 8 ranks, Psicraft 8 ranks.


Feat: Psionic Body.


Psionics: Able to manifest 3rd-level powers.


Special: Must have had some instruction by another psion uncarnate.




Class Skills
The psion uncarnate's class skills are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (any) (Int), Disguise (Cha), Knowledge (the planes) (Int), Knowledge (psionics) (Int), Psicraft (Int), and Sense Motive (Wis).
Skill Points at Each Level: 2 + Int modifier.

Table: The Psion Uncarnate


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Powers Known


1st
+0
+0
+0
+2
Incorporeal touch 1d6, uncarnate armor
-


2nd
+1
+0
+0
+3
Shed body 1/day
+1 level of existing manifesting class

3rd
+1
+1
+1
+3
Assume equipment
+1 level of existing manifesting class

4th
+2
+1
+1
+4
Assume likeness
-

5th
+2
+1
+1
+4
Incorporeal touch 2d6
+1 level of existing manifesting class

6th
+3
+2
+2
+5
Shed body 2/day
+1 level of existing manifesting class

7th
+3
+2
+2
+5
Telekinetic force
-

8th
+4
+2
+2
+6
Uncarnate bridge
+1 level of existing manifesting class

9th
+4
+3
+3
+6
Incorporeal touch 3d6
+1 level of existing manifesting class


10th
+5
+3
+3
+7
Uncarnate
-




Class Features
All the following are class features of the psion uncarnate prestige class.
Weapon and Armor Proficiency: Psion uncarnates gain no proficiency with any weapon or armor.


Powers Known: At every level indicated on Table: The Psion Uncarnate, a psion uncarnate gains additional power points per day and access to new powers as if he had also gained a level in whatever manifesting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that he adds the level of psion uncarnate to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before he became a psion uncarnate, he must decide to which class he adds the new level of psion uncarnate for the purpose of determining power points per day, powers known, and manifester level.


Incorporeal Touch (Su): Beginning at 1st level, a psion uncarnate can make up to three melee touch attacks per day that each deal 1d6 points of damage if they hit. The character's Strength modifier is not applied to this attack, but it is effective against incorporeal creatures (and against corporeal creatures while the psion uncarnate is incorporeal) The character's hand and arm seem to become slightly translucent when he makes these attacks. A miss still counts as a use of the ability.
While uncarnate (see below), a psion uncarnate can make melee touch attacks at will that do not count against his uses of this ability.
For every four levels higher than 1st the psion uncarnate attains, the damage on these attacks increases by 1d6 points.


Uncarnate Armor (Su): A psion uncarnate wearing armor (or using inertial armor or a similar effect) gets his armor bonus to AC even when he becomes incorporeal (see Shed Body, below). However, unlike other incorporeal creatures, a psion uncarnate does not gain a deflection bonus to Armor Class from his Charisma modifier. This ability works even if the armor being worn becomes incorporeal (such as through the use of the assume equipment ability described below).


Shed Body (Su): Starting at 2nd level, a psion uncarnate can become incorporeal (or 'uncarnate') once per day as a standard action. The character can remain uncarnate for up to 1 minute. During this time, the character's body fades into an immaterial form that retains the character's basic likeness. While uncarnate, the character gains the incorporeal subtype (see below). He gains a fly speed equal to his land speed (perfect maneuverability). His material armor remains in place and continues to provide its armor bonus to AC (see Uncarnate Armor, above). His material weapons also remain corporeal. Losing his physical form allows the character to more easily access his mental abilities, and he gains a +1 bonus on all save DCs for powers he manifests while uncarnate.
He can use equipment normally, deriving benefits from items that enhance his capabilities; however, all his equipment remains material even when the character is uncarnate (but see the assume equipment ability, described below).
Often, a psion uncarnate appears almost like a ghost wearing items of the material world. This doesn't make his equipment more susceptible to attack (the normal rules for attended objects apply), but it does make it impossible for the character to enter or pass through solid objects while wearing solid equipment. If he drops his material equipment, he can pass through solid objects at will as described below.
At 6th level and higher, a psion uncarnate can shed his body twice per day for up to 1 minute each time.
Incorporeal Subtype: An incorporeal psion uncarnate has no physical body. He can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. He is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, he has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects,  or attacks made with ghost touch weapons).
An incorporeal psion uncarnate has no natural armor bonus-and, unlike other incorporeal creatures, does not gain a deflection bonus from his Charisma modifier. An incorporeal psion uncarnate can enter or pass through solid objects (subject to the restrictions described in the shed body and assume equipment abilities), but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than his own. He can sense the presence of creatures or objects within a square adjacent to his current location, but enemies have total concealment (50% miss chance) from an incorporeal psion uncarnate that is inside an object. To see farther from the object he is in and attack normally, the incorporeal psion uncarnate must emerge. An incorporeal psion uncarnate inside an object has total cover, but when he attacks a creature outside the object he only has cover, so a creature outside with a readied action could strike at him as he attacks. An incorporeal psion uncarnate cannot pass through a force effect.
An incorporeal psion uncarnate's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects work normally against him. He can pass through and operate in water as easily as he does in air. An incorporeal psion uncarnate cannot fall or take falling damage. He cannot make trip or grapple attacks, nor can he be tripped or grappled. In fact, he cannot take any physical action that would move or manipulate an opponent or its equipment, nor is he subject to such actions.
Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attack rolls and its ranged attack rolls. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see.


Assume Equipment (Su): Beginning at 3rd level, a psion uncarnate can designate a number of pieces of his worn equipment (including armor and weapons) equal to his psion uncarnate level to become incorporeal when he uses his shed body ability. This has no effect on the equipment's function, but now when the psion uncarnate is incorporeal, he can enter or pass through solid objects while wearing nothing other than the designated equipment. Once designated, the equipment automatically changes to incorporeal when the character sheds his body, and it returns to corporeality when the character does. The character can change his designations as he desires.


Assume Likeness (Su): At 4th level and higher, while incorporeal, a psion uncarnate can assume the likeness of any Small, Medium, or Large creature as a standard action that does not provoke attacks of opportunity. The character's abilities do not change, but he appears to be the creature that he assumes the likeness of, allowing him the ability to effectively disguise himself and bluff those who might wonder at his true nature. Each physical interaction with a creature requires a successful Bluff check (opposed by the creature's Sense Motive check) to convince the creature of the psion uncarnate's new appearance. The psion uncarnate must not do anything to give away his true (incorporeal) nature in order for the bluff to be successful; for instance, if he accepts an item from another creature only to have it fall through his immaterial hands, the Bluff check automatically fails. However, a Bluff check would be allowed if the psion uncarnate uses his telekinetic force ability (see below) to hold the received item.
When using his assume likeness ability, a psion uncarnate has an additional +10 circumstance bonus on Disguise checks. If he can read an opponent's mind, he gets a further +4 circumstance bonus on Bluff and Disguise checks.


Telekinetic Force (Su): Beginning at 7th level, while incorporeal, a psion uncarnate can use a telekinetic force effect as a standard action that does not provoke attacks of opportunity. The save DC is equal to 14 + the psion uncarnate's key ability modifier (either Int, Wis, or Cha). The character's manifester level is the manifester level of the effect.
Even while corporeal, a psion uncarnate can use this ability, but only three times per day (uses while he is uncarnate do not count against this use limit).


Uncarnate Bridge (Su): At 8th level, as a creature of almost pure mind, a psion uncarnate becomes more closely attuned to the minds of other creatures. He gains the ability to transport himself via the minds of living creatures. Once per day as a standard action while incorporeal, he can seamlessly enter any living creature with an Intelligence score and pass to another living creature with an Intelligence score that is within line of sight of the first creature.
The psion uncarnate must be in a space adjacent to the entry creature before transporting, and he appears in a space adjacent to the destination creature after transporting. The entry and destination creatures need not be familiar to the character. A psion uncarnate cannot use himself as the entry or destination creature. Neither creature need be a willing participant.
When exiting the destination creature, the psion uncarnate chooses an adjacent square in which to appear. Entering and leaving a creature is painless, unless the psion uncarnate wishes otherwise (see below). In most cases, though, the destination creature finds being the endpoint of a mental bridge surprising and quite unsettling.
If he desires, a psion uncarnate can destructively exit the destination creature. If the creature fails a Will save (DC 15 + psion uncarnate's key ability modifier), the exiting psion uncarnate tunes his mental form to destructively interfere with the target's mind. He bursts forth explosively from the creature's body, dealing it 10d6 points of damage.


Uncarnate (Ex): At 10th level, a psion uncarnate becomes a being of pure psionic consciousness. This ability is similar to shed body, except the character is permanently incorporeal (and gains that subtype). If the character desires, he can become corporeal once per day for up to 1 minute, but he spends the rest of his time as an entity of mind untethered by the physical world.


alignment:
chaotic good, chaotic neutral, chaotic evil

class_skills:
Climb, Concentration, Craft (any), Intimidate, Jump, Psicraft

proficiencies:
Pyrokineticists gain no proficiency with any weapon or armor.

req_skill:
Concentration 8 ranks, Craft (alchemy) 1 rank, Knowledge (psionics) 2 ranks

req_special:
Must have set fire to a structure of any size just to watch it burn

full_text:
Pyrokineticist
Hit Die: d8.


Requirements
To qualify to become a pyrokineticist, a character must fulfill all the following criteria.
Alignment: Any chaotic.


Skills: Concentration 8 ranks, Craft (alchemy) 1 rank, Knowledge (psionics) 2 ranks.


Psionics: Must have a power point reserve of at least 1 power point.


Special: Must have set fire to a structure of any size just to watch it burn.




Class Skills
The pyrokineticist's class skills (and the key ability for each skill) are Climb (Str), Concentration (Con), Craft (any) (Int), Intimidate (Cha), Jump (Str), and Psicraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Table: The Pyrokineticist

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st
+0
+2
+2
+0
Fire lash

2nd
+1
+3
+3
+0
Fire adaptation, hand afire

3rd
+2
+3
+3
+1
Bolt of fire

4th
+3
+4
+4
+1
Weapon afire

5th
+3
+4
+4
+1
Nimbus

6th
+4
+5
+5
+2
Firewalk

7th
+5
+5
+5
+2
Fear no fire

8th
+6
+6
+6
+2
Greater weapon afire

9th
+6
+6
+6
+3
Heat death


10th
+7
+7
+7
+3
Conflagration




Class Features
All the following are class features of the pyrokineticist prestige class.
Weapon and Armor Proficiency: Pyrokineticists gain no proficiency with any weapon or armor.


Fire Lash (Ps): A pyrokineticist gains the ability to fashion a 15-foot-long whip of fire from unstable ectoplasm as a move-equivalent action. She takes no damage from a fire lash she creates, and if she releases her hold, it immediately dissipates. The lash deals 1d8 points of fire damage to a target within 15 feet on a successful ranged touch attack. A pyro can take Weapon Focus and Weapon Specialization (if she otherwise meets the prerequisites) in conjunction with the fire lash, as well as any feats that apply to the use of a standard whip. The whip remains in existence as long as the pyrokineticist holds it.


Fire Adaptation (Ex): At 2nd level, a pyrokineticist becomes resistant to fire, gaining a +4 bonus on all saving throws against fire and heat spells and effects. In addition, she gains fire resistance 10.


Hand Afire (Ps): A pyrokineticist of 2nd level or higher can activate this ability as a move-equivalent action. Flames engulf one of the pyrokineticist's hands (but do her no harm). Her unarmed attacks with that hand are treated as armed. Such attacks deal an extra 2d6 points of fire damage.


Bolt of Fire (Ps): Starting at 3rd level, as a standard action, a pyrokineticist can launch a bolt of psionically manifested fire at any target in line of sight within 60 feet. This effect is treated as a ranged touch attack and deals 1d6 points of fire damage for each class level the pyro has.


Weapon Afire (Ps): At 4th level and higher, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither her nor the weapon engulf one weapon she holds (which can be a projectile such as a stone, bullet, arrow, or bolt). The weapon deals an extra 2d6 points of fire damage on a successful hit. The weapon retains this effect for as long as the pyrokineticist wields it.


Nimbus (Ps): Beginning at 5th level, a pyrokineticist can activate this ability as a move-equivalent action. Flames that harm neither the pyrokineticist nor her equipment engulf her entire body. While she is aflame, the character's Charisma score increases by 4, she can make a melee touch attack for 2d6 points of fire damage, and she gains damage reduction 5/magic. If she is struck in melee, the attacker takes 2d6 points of fire damage. This ability lasts for up to 1 minute per pyrokineticist level and is usable once per day.


Firewalk (Su): Beginning at 6th level, as a free action a pyrokineticist can expend her psionic focus (see the Concentration skill description) to literally walk on air. She moves at her normal speed in all directions, including vertically, but cannot move more than double her speed in a round. A firewalking pyro leaves footprints of flame in the air that disperse in 2 rounds, but her tread does not deal damage. She must pay 1 power point per round spent traveling in this fashion.


Fear No Fire (Ex): At 7th level, a pyrokineticist becomes highly resistant to fire, gaining a +8 bonus on all saving throws against fire and heat spells and effects and also gaining fire resistance 20.


Greater Weapon Afire (Ps): At 8th level, when a pyrokineticist activates her hand afire ability or her weapon afire ability, her unarmed attack or weapon deals an extra 4d6 points of fire damage instead of 2d6. Touch attacks made while she uses the nimbus ability likewise deal 4d6 points of damage instead of 2d6.


Heat Death (Ps): A pyrokineticist who reaches 9th level can expend her psionic focus and take a full attack action to raise the internal temperature of one living creature within 30 feet to lethal levels. The target must succeed on a Fortitude saving throw (DC 14 + pyro's Cha modifier) or die horrifically as its blood (or other internal fluid) boils. Even on a successful save, the target takes 4d8 points of fire damage from the heat.


Conflagration (Ps): At 10th level, a pyrokineticist gains the ability to create a massive burst of raging flames around herself, burning everything in the area. Once per day, as a standard action, she can use this ability to deal 15d6 points of fire damage in a 30-foot-radius burst emanating from herself. Any creature or object caught in the burst can make a Reflex saving throw (DC 15 + pyro's Cha modifier) for half damage. Anyone failing the Reflex save against the Conflagration must also make a Fortitude saving throw (same DC) or die due to extreme shock from the intense heat.


class_skills:
Autohypnosis, Bluff, Concentration, Craft (any), Diplomacy, Knowledge (psionics), Psicraft, Sense Motive

proficiencies:
Thrallherds gain no proficiency with any weapon or armor.

req_skill:
Diplomacy 4 ranks, Knowledge (psionics) 8 ranks

req_psionics:
Manifester level 5th and able to manifest mindlink

full_text:
Thrallherd
Hit Die: d4.


Requirements
To qualify to become a thrallherd, a character must fulfill all the following criteria.
Skills: Diplomacy 4 ranks, Knowledge (psionics) 8 ranks.


Feat: Inquisitor.


Psionics: Manifester level 5th and able to manifest mindlink.




Class Skills
The thrallherd's class skills are Autohypnosis (Wis), Bluff (Cha), Concentration (Con), Craft (any) (Int), Diplomacy (Cha), Knowledge (psionics), Psicraft (Int), and Sense Motive (Wis).
Skill Points at Each Level: 2 + Int modifier.

Table: The Thrallherd


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Powers Known


1st
+0
+0
+0
+2
Thrallherd
-

2nd
+1
+0
+0
+3
-
+1 level of existing manifesting class

3rd
+1
+1
+1
+3
Psionic charm
+1 level of existing manifesting class

4th
+2
+1
+1
+4
-
+1 level of existing manifesting class

5th
+2
+1
+1
+4
Psionic dominate
+1 level of existing manifesting class

6th
+3
+2
+2
+5
-
+1 level of existing manifesting class

7th
+3
+2
+2
+5
Greater dominate
+1 level of existing manifesting class

8th
+4
+2
+2
+6
-
+1 level of existing manifesting class

9th
+4
+3
+3
+6
Superior dominate
+1 level of existing manifesting class


10th
+5
+3
+3
+7
Twofold master
-




Class Features
All the following are class features of the thrallherd prestige class.
Weapon and Armor Proficiency: Thrallherds gain no proficiency with any weapon or armor.


Powers Known: At every level from 2nd through 9th, a thrallherd gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, psicrystal special abilities, and so on). This essentially means that she adds the level of thrallherd to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before she became a thrallherd, she must decide to which class she adds the new level of thrallherd for the purpose of determining power points per day, powers known, and manifester level.


Thrallherd (Ex): A thrallherd who has just entered the class sends out a subtle psychic call for servants, and that call is answered. Essentially, the character gains something akin to the Leadership feat, but with some important differences.
Those who answer a thrallherd's call are not referred to as cohorts and followers, but rather as thralls and believers, respectively. They do not appear because they admire the character and want to serve her, but because a hidden psychic resonance connects the thrallherd and her servants.
As with the Leadership feat, a thrallherd has a Leadership score that determines the highest-level thrall and believers she can attract. A thrallherd's Leadership score is equal to her character level + her Cha modifier + her thrallherd level. (Note that her thrallherd level is counted twice.) This score is not affected by any of the modifiers mentioned in the Leadership feat.
As with the Leadership feat, the called thrall's level is limited, even if the character's Leadership score would indicate a higher-level thrall. Unlike with the Leadership feat, the level limit of a thrall is equal to the character's total level minus 1 (not level minus 2, as is true for cohorts).
A thrallherd cannot take the Leadership feat; if the character already has it, the feat is lost and replaced by this ability; those who were previously cohorts and followers go their separate ways, and those who are more mentally pliable show up later to take up roles as thralls and believers. A thrallherd's first thrall and believers arrive within 24 hours of her entry into this class; likewise, lost thralls and believers are replaced within 24 hours.
Use the following table instead of the one with the Leadership feat to determine the level of a thrallherd's thrall and the number of believers of various levels a thrallherd can attract.

Leadership Score
Thrall Level
- Number of Believers by Level -


1st
2nd
3rd
4th
5th
6th


1 or lower
-
-
-
-
-
-
-

2
1st
-
-
-
-
-
-

3
2nd
-
-
-
-
-
-

4
3rd
-
-
-
-
-
-

5
3rd
-
-
-
-
-
-

6
4th
-
-
-
-
-
-

7
5th
-
-
-
-
-
-

8
5th
-
-
-
-
-
-

9
6th
-
-
-
-
-
-

10
7th
5
-
-
-
-
-

11
7th
6
-
-
-
-
-

12
8th
8
-
-
-
-
-

13
9th
10
1
-
-
-
-

14
10th
15
1
-
-
-
-

15
10th
20
2
1
-
-
-

16
11th
25
2
1
-
-
-

17
12th
30
3
1
1
-
-

18
12th
35
3
1
1
-
-

19
13th
40
4
2
1
1
-

20
14th
50
5
3
2
1
-

21
15th
60
6
3
2
1
1

22
15th
75
7
4
2
2
1

23
16th
90
9
5
3
2
1

24
17th
110
11
6
3
2
1


25 or higher
17th
135
13
7
4
2
2


Psionic Charm (Ex): At 3rd level, a thrallherd adds psionic charm to her powers known (if she doesn't already know it). Once per day, she can manifest psionic charm at a reduced power point cost. The cost of psionic charm is reduced by the thrallherd's level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd's manifester level.


Psionic Dominate (Ex): At 5th level, a thrallherd adds psionic dominate to her powers known (if she doesn't already know it) Once per day, she can manifest psionic dominate at a reduced power point cost. The cost of psionic dominate is reduced by the thrallherd's level, to a minimum of 1 power point. The effect of this power is still restricted by the thrallherd's manifester level.


Greater Dominate (Ex): At 7th level and higher, a thrallherd does not have to pay 2 additional power points when she augments psionic dominate to affect animals, fey, giants, magical beasts, and monstrous humanoids. This reduced point cost does not increase the save DC of the power as if she had spent the additional power points.


Superior Dominate (Ex): At 9th level, a thrallherd does not have to pay 4 additional power points when she augments psionic dominate to affect aberrations, dragons, elementals, and outsiders (in addition to the creature types mentioned in the greater dominate ability). This reduced point cost does not increase the save DC of the power as if she had spent the additional power points.


Twofold Master (Ex): At 10th level, a thrallherd can add a second thrall to her herd. This second thrall's maximum level is equal to the thrallherd's level minus 2, even if her Leadership score would indicate a higher-level thrall.


class_skills:
Auto hypnosis, Concentration, Intimidate, Knowledge (history), Knowledge (psionics), Psicraft

proficiencies:
War minds gain no proficiency with any weapon or armor.

req_skill:
Knowledge (history) 2 ranks, Knowledge (psionics) 8 ranks

req_special:
Must have had some instruction by another war mind

full_text:
War Mind
Hit Die: d10.


Requirements
To qualify to become a war mind, a character must fulfill all the following criteria.
Alignment: Any nonchaotic.


Base Attack Bonus: +3.


Skills: Knowledge (history) 2 ranks, Knowledge (psionics) 8 ranks.


Psionics: Must have a power point reserve of at least 1 power point.


Special: Must have had some instruction by another war mind.




Class Skills
The war mind's class skills (and the key ability for each skill) are Auto hypnosis (Wis), Concentration (Con), Intimidate (Cha), Knowledge (history) (Int), Knowledge (psionics) (Int), and Psicraft (Int).
Skill Points at Each Level: 2 + Int modifier.

Table: The War Mind

Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
Power Points/Day
Powers Known
Maximum Power Level Known


1st
+1
+2
+2
+0
Chain of personal superiority +2
2
1
1st

2nd
+2
+3
+3
+0
Chain of defensive posture +2
5
2
1st

3rd
+3
+3
+3
+1
Enduring body (DR 1/-)
9
2
1st

4th
+4
+4
+4
+1
-
14
3
2nd

5th
+5
+4
+4
+1
Sweeping strike
20
3
2nd

6th
+6
+5
+5
+2
Enduring body (DR 2/-)
28
4
3rd

7th
+7
+5
+5
+2
Chain of personal superiority +4
37
4
3rd

8th
+8
+6
+6
+2
Chain of defensive posture +4
47
5
4th

9th
+9
+6
+6
+3
Enduring body (DR 3/-)
58
5
4th


10th
+10
+7
+7
+3
Chain of overwhelming force
70
6
5th




Class Features
All the following are class features of the war mind prestige class.
Weapon and Armor Proficiency: War minds gain no proficiency with any weapon or armor.


Power Points/Day: A war mind can manifest powers. His ability to manifest powers is limited by the power points he has available. His base daily allotment of power points is given on Table: The War Mind. In addition, he receives bonus power points per day if he has a high Wisdom score. His race may also provide bonus power points per day, as may certain feats and items. If a war mind has power points from a different class, those points are pooled together and usable to manifest powers from either class. Bonus power points from having a high ability score can be gained only for the character's highest psionic class.


Powers Known: A war mind chooses his powers from the psychic warrior power list. At 1st level, a war mind knows one psychic warrior power of your choice. At every even-numbered level higher than 1st, he learns one new power. A war mind can manifest any power that has a power point cost equal to or lower than his manifester level. The total number of powers a war mind can manifest per day is limited only by his daily power points.
A war mind simply knows his powers; they are ingrained in his mind. He does not need to prepare them (in the way that some spellcasters prepare their spells), though he must get a good night's sleep each day to regain all his spent power points.
The Difficulty Class for saving throws against war mind powers is 10 + the power's level + the war mind's Wisdom modifier.


Maximum Power Level Known: A war mind gains the ability to learn one 1st-level power when he takes his first level in the prestige class. As he attains each even-numbered level beyond 2nd, a war mind gains the ability to master more complex powers.
To learn or manifest a power, a war mind must have a Wisdom score of at least 10 + the power's level.


Chain of Personal Superiority (Ex): At 1st level, a war mind learns the first principle of warfare for the individual combatant: the ability to both deal punishment and take it. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Strength and Constitution for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 7th level, the insight bonus to Strength and Constitution improves to +4.


Chain of Defensive Posture (Ex): At 2nd level, a war mind learns the second principle of warfare for the individual combatant: the ability to avoid the enemy's counterattacks if that enemy is not immediately overwhelmed. Calling upon inner reserves of knowledge and dedication, a war mind can provide himself with a +2 insight bonus to Armor Class for up to 1 minute. A war mind can use this power three times per day. Activating this power is a free action. At 8th level, the insight bonus to Armor Class improves to +4.


Enduring Body (Ex): At 3rd level, a war mind learns the third principle of warfare for the individual combatant: to unleash in oneself the spirit of the enduring body. The spirit of the ideal body transforms a war mind, granting him damage reduction 1/-. At 6th level, his damage reduction improves to 2/-. At 9th level, his damage reduction improves to 3/-.


Sweeping Strike (Ex): At 5th level, a war mind gains the ability to make great, sweeping swings with a melee weapon. On each melee attack a war mind makes, he can choose squares he threatens that are adjacent to each other, and his attacks apply to creatures in those two squares equally. A war mind can use this ability on any attack, even an attack of opportunity or a cleave attempt.
A war mind cannot use this ability if he has moved more than 10 feet since the end of his last turn. If a war mind drops one or both of his foes with a sweeping strike, he can attempt a cleave normally; however, he makes only one cleave attempt per sweeping strike, even if he drops more than one foe.


Chain of Overwhelming Force (Su): At 10th level, a war mind learns the fourth principle of warfare for the individual combatant: to discover the underlying violence of the world and deliver it in a perfectly executed attack.
The war mind taps into this underlying energy and apply it to a single attack, dealing an extra 10d6 points of damage. A war mind can use this power once per day. Activating this power is a free action. If the attack misses, the power is wasted.


# class_table

special:
Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1


special:
Animal companion, nature sense, wild empathy


special:
Wild shape (elemental 3/day, Huge elemental)


special:
Bonus feat, flurry of blows, unarmed strike


special:
Ki strike (adamantine), slow fall 80 ft.


special:
Timeless body, tongue of the sun and moon


special:
Aura of good, detect evil,
smite evil 1/day


special:
Damage reduction 8/-, Rage 8/day, bonus feat


special:
Summon shadow (four of 8 HD each), shadow jump (320 ft.)


special:
Summon shadow (six of 12 HD each), shadow jump (2,560 ft.)


special:
Bonus feat, superior planar summoning (+8 HD)


special:
Naturalization (3 planes), enduring gate (2 days)


special:
Superior planar summoning (+12 HD), enduring gate (3 days)


special:
Divine inspiration 1/day, granted domain


special:
Improved cover identity (3), sneak attack +1d6


special:
Specialist training, improved cover identity (4)


special:
Adjust probability 2/day, evasive preceptor 2/day


special:
Evasive preceptor 3/day, adjust probability 3/day


special:
Portal guardian 1/day, shield of law 2/day


special:
knock 3/day, forcecage 2/day, portal guardian 2/day, shield of law 4/day


caster_level:
+1 level of existing arcane spellcasting class


special:
Sneak attack +1d6, death attack, poison use, spells


special:
Improved uncanny dodge, sneak attack +3d6


special:
+4 save against poison, hide in plain sight


special:
Ability boost (Str +2), natural armor increase (+2)


special:
Breath weapon (4d8), natural armor increase (+3)


special:
Damage reduction 3/-, improved uncanny dodge


caster_level:
+1 level of existing arcane spellcasting class/
+1 level of existing divine spellcasting class


special:
Mind blade, Weapon Focus (mind blade), Wild Talent


special:
Mind blade enhancement +1, Speed of Thought


special:
Bladewind, Greater Weapon Focus (mind blade)


caster_level:
+1 level of existing arcane spellcasting class/+1 level of existing manifesting class


# domain

granted_powers:
Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.)

full_text:
Artifice Domain
Granted Power: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level. (Those with access to both the Artifice and Creation domains cast conjuration [creation] spells at +3 caster level.)


Artifice Domain Spells
1 Animate rope


2 Wood shape


3 Stone shape


4 Minor creation


5 Fabricate


6 Major creation


7 Hardening


8 True creation


9 Prismatic sphere


granted_powers:
The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.

full_text:
Charm Domain
Granted Power: The character can boost his or her Charisma by 4 points once per day. Activating this power is a free action. The Charisma increase lasts 1 minute.


Charm Domain Spells
1 Charm person


2 Calm emotions


3 Suggestion


4 Emotion


5 Charm monster


6 Geas/quest


7 Insanity


8 Demand


9 Dominate monster


granted_powers:
Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.

full_text:
Community Domain
Granted Power: Use calm emotions as a spell-like ability once per day. Gain a +2 competence bonus on Diplomacy checks.


Community Domain Spells
1 Bless


2 Shield other


3 Prayer


4 Status


5 Telepathic bond


6 Heroes' feast


7 Refuge


8 Mass heal


9 Miracle


granted_powers:
Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)

full_text:
Creation Domain
Granted Power: Cast conjuration (creation) spells at +2 caster level. (Those with access to both the Artifice and Creation domains cast conjuration (creation) spells at +3 caster level.)


Creation Domain Spells
1 Create water


2 Minor image


3 Create food and water


4 Minor creation


5 Major creation


6 Heroes' feast


7 Permanent image


8 True creation


9 Genesis


spell_5:
summon monster V (only summons 1d3 shadows)

full_text:
Darkness Domain
Granted Power: Free Blind-Fight feat.


Darkness Domain Spells
1 Obscuring mist


2 Blindness


3 Blacklight


4 Armor of darkness


5 Summon monster V (only summons 1d3 shadows)


6 Prying eyes


7 Nightmare


8 Power word, blind


9 Power word, kill


granted_powers:
Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.

full_text:
Glory Domain
Granted Power: Turn undead with a +2 bonus on the turning check and +1d6 to the turning damage roll.


Glory Domain Spells
1 Disrupt undead


2 Bless weapon


3 Searing light


4 Holy smite


5 Holy sword


6 Bolt of glory


7 Sunbeam


8 Crown of glory


9 Gate


granted_powers:
The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.

full_text:
Liberation Domain
Granted Power: The character gains a +2 morale bonus on all saving throws against enchantment spells or effects.


Liberation Domain Spells
1 Remove fear


2 Remove paralysis


3 Remove curse


4 Freedom of movement


5 Break enchantment


6 Greater dispel magic


7 Refuge


8 Mind blank


9 Unbinding


granted_powers:
The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone.For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom.Once per day, the character can see and act with the clarity of true madness. Use the character's Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.

full_text:
Madness Domain
Granted Power: The character gains an Insanity score equal to half his or her class level. For spellcasting (determining bonus spells and DCs), the character uses his or her Wisdom score plus his or her Insanity score in place of Wisdom alone.
For all other purposes, such as skills and saves, use Wisdom minus Insanity in place of Wisdom.
Once per day, the character can see and act with the clarity of true madness. Use the character's Insanity score as a positive rather than a negative modifier on a single roll involving Wisdom. Choose to use this power before the roll is made.


Madness Domain Spells
1 Random action


2 Touch of madness


3 Rage


4 Confusion


5 Bolts of bedevilment


6 Phantasmal killer


7 Insanity


8 Maddening scream


9 Weird


granted_powers:
The character has the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character's Charisma bonus and can be used once per day.

full_text:
Nobility Domain
Granted Power: The character has the spell-like ability to inspire allies, giving them a +2 morale bonus on saving throws, attack rolls, ability checks, skill checks, and weapon damage rolls. Allies must be able to hear the character speak for 1 round. Using this ability is a standard action. It lasts a number of rounds equal to the character's Charisma bonus and can be used once per day.


Nobility Domain Spells
1 Divine favor


2 Enthrall


3 Magic vestment


4 Discern lies


5 Greater command


6 Geas/quest


7 Repulsion


8 Demand


9 Storm of vengeance


granted_powers:
The character may use a death touch once per day. The death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per his or her cleric level. If the total at least equals the creature's current hit points, it dies.

full_text:
Repose Domain
The Repose domain is similar to the Death domain, but is granted by good-aligned deities whose clerics are barred from casting evil spells.
Granted Power: The character may use a death touch once per day. The death touch is a spell-like ability that is a death effect. The character must succeed at a melee touch attack against a living creature (using the rules for touch spells). When the character touches, roll 1d6 per his or her cleric level. If the total at least equals the creature's current hit points, it dies.


Repose Domain Spells
1 Deathwatch


2 Gentle repose


3 Speak with dead


4 Death ward


5 Slay living


6 Undeath to death


7 Destruction


8 Surelife


9 Wail of the banshee


full_text:
Rune Domain
Granted Power: Free Scribe Scroll feat.


Rune Domain Spells
1 Erase


2 Secret page


3 Glyph of warding


4 Explosive runes


5 Lesser planar binding


6 Greater glyph of warding


7 Instant summons


8 Symbol


9 Teleportation circle


granted_powers:
Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead.Use this ability a total number of times per day equal to 3 + Charisma modifier.

full_text:
Scalykind Domain
Granted Power: Rebuke or command animals (reptilian creatures and snakes only) as an evil cleric rebukes or commands undead.
Use this ability a total number of times per day equal to 3 + Charisma modifier.


Scalykind Domain Spells
1 Magic fang


2 Animal trance


3 Greater magic fang


4 Poison


5 Animal growth


6 Eyebite


7 Creeping doom (composed of tiny snakes)


8 Animal shapes


9 Shapechange


full_text:
Weather Domain
Granted Power: Survival is a class skill.


Weather Domain Spells
1 Obscuring mist


2 Fog cloud


3 Call lightning


4 Sleet storm


5 Ice storm


6 Control winds


7 Control weather


8 Whirlwind


9 Storm of vengeance


granted_powers:
Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks. Gain a +2 bonus on Will saves against enchantment spells and effects.

full_text:
Mind Domain
Granted Power: Gain a +2 bonus on Bluff, Diplomacy, and Sense Motive checks. Gain a +2 bonus on Will saves against enchantment spells and effects.


Mind Domain Spells
1 Comprehend Languages: You understand all spoken and written languages.


2 Detect Thoughts: Allows 'listening' to surface thoughts.


3 Telepathic Bond, Lesser: Link with subject within 30 ft. for 10 min./level.


4 Discern Lies: Reveals deliberate falsehoods.


5 Telepathic Bond: Link lets allies communicate.


6 Probe Thoughts: Read subject's memories, one question/round.


7 Brain Spider: Eavesdrop on thoughts of up to eight other creatures.


8 Mind Blank: Subject is immune to mental/emotional magic and scrying.


9 Weird: Fearful illusion affects all within 30 ft., either killing or dealing 3d6 damage.


granted_powers:
Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

full_text:
Air Domain
Granted Powers: Turn or destroy earth creatures as a good cleric turns undead. Rebuke, command, or bolster air creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.


Air Domain Spells
1 Obscuring Mist: Fog surrounds you.


2 Wind Wall: Deflects arrows, smaller creatures, and gases.


3 Gaseous Form: Subject becomes insubstantial and can fly slowly.


4 Air Walk: Subject treads on air as if solid (climb at 45-degree angle).


5 Control Winds: Change wind direction and speed.


6 Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage.


7 Control Weather: Changes weather in local area.


8 Whirlwind: Cyclone deals damage and can pick up creatures.


9 Elemental Swarm*: Summons multiple elementals.


granted_powers:
You can use speak with animals once per day as a spell-like ability.Add Knowledge (nature) to your list of cleric class skills.

full_text:
Animal Domain
Granted Powers: You can use speak with animals once per day as a spell-like ability.
Add Knowledge (nature) to your list of cleric class skills.


Animal Domain Spells
1 Calm Animals: Calms (2d4 + level) HD of animals.


2 Hold Animal: Paralyzes one animal for 1 round/level.


3 Dominate Animal: Subject animal obeys silent mental commands.


4 Summon Nature's Ally IV*: Calls creature to fight.


5 Commune with Nature: Learn about terrain for 1 mile/level.


6 Antilife Shell: 10-ft. field hedges out living creatures.


7 Animal Shapes: One ally/level polymorphs into chosen animal.


8 Summon Nature's Ally VIII*: Calls creature to fight.


9 Shapechange: Transforms you into any creature, and change forms once per round.


granted_powers:
You cast chaos spells at +1 caster level.

full_text:
Chaos Domain
Granted Power: You cast chaos spells at +1 caster level.


Chaos Domain Spells
1 Protection from Law: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.


2 Shatter: Sonic vibration damages objects or crystalline creatures.


3 Magic Circle against Law: As protection spells, but 10-ft. radius and 10 min./level.


4 Chaos Hammer: Damages and staggers lawful creatures.


5 Dispel Law: +4 bonus against attacks by lawful creatures.


6 Animate Objects: Objects attack your foes.


7 Word of Chaos: Kills, confuses,  stuns, or deafens nonchaotic subjects.


8 Cloak of Chaos: +4 to AC, +4 resistance, spell resistance 25 against lawful spells.


9 Summon Monster IX*: Calls extraplanar creature to fight for you.


granted_powers:
You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature's current hit points, it dies (no save).

full_text:
Death Domain
Granted Power: You may use a death touch once per day. Your death touch is a supernatural ability that produces a death effect. You must succeed on a melee touch attack against a living creature (using the rules for touch spells). When you touch, roll 1d6 per cleric level you possess. If the total at least equals the creature's current hit points, it dies (no save).


Death Domain Spells
1 Cause Fear: One creature of 5 HD or less flees for 1d4 rounds.


2 Death Knell: Kill dying creature and gain 1d8 temporary hp, +2 to Str, and +1 caster level.


3 Animate Dead: Creates undead skeletons and zombies.


4 Death Ward: Grants immunity to death spells and negative energy effects.


5 Slay Living: Touch attack kills subject.


6 Create Undead: Create ghouls, ghasts, mummies, or mohrgs.


7 Destruction: Kills subject and destroys remains.


8 Create Greater Undead: Create shadows, wraiths, spectres, r devourers.


9 Wail of the Banshee: Kills one creature/level.


granted_powers:
You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.

full_text:
Destruction Domain
Granted Power: You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.


Destruction Domain Spells
1 Inflict Light Wounds: Touch attack, 1d8 damage +1/level (max +5).


2 Shatter: Sonic vibration damages objects or crystalline creatures.


3 Contagion: Infects subject with chosen disease.


4 Inflict Critical Wounds: Touch attack, 4d8 damage +1/level (max +20).


5 Inflict Light Wounds, Mass: Deals 1d8 damage +1/level to any creatures.


6 Harm: Deals 10 points/level damage to target.


7 Disintegrate: Makes one creature or object vanish.


8 Earthquake: Intense tremor shakes 80-ft. -radius.


9 Implosion: Kills one creature/round.


granted_powers:
Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

full_text:
Earth Domain
Granted Power: Turn or destroy air creatures as a good cleric turns undead. Rebuke, command, or bolster earth creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.


Earth Domain Spells
1 Magic Stone: Three stones become +1 projectiles, 1d6 +1 damage.


2 Soften Earth and Stone: Turns stone to clay or dirt to sand or mud.


3 Stone Shape: Sculpts stone into any shape.


4 Spike Stones: Creatures in area take 1d8 damage, may be lowed.


5 Wall of Stone: Creates a stone wall that can be shaped.


6 Stoneskin: Ignore 10 points of damage per attack.


7 Earthquake: Intense tremor shakes 80-ft. -radius.


8 Iron Body: Your body becomes living iron.


9 Elemental Swarm*: Summons multiple elementals.


granted_powers:
You cast evil spells at +1 caster level.

full_text:
Evil Domain
Granted Power: You cast evil spells at +1 caster level.


Evil Domain Spells
1 Protection from Good: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.


2 Desecrate: Fills area with negative energy, making undead stronger.


3 Magic Circle against Good: As protection spells, but 10-ft. radius and 10 min./level.


4 Unholy Blight: Damages and sickens good creatures.


5 Dispel Good: +4 bonus against attacks by good creatures.


6 Create Undead: Create ghouls, ghasts, mummies, or mohrgs.


7 Blasphemy: Kills, paralyzes, weakens, or dazes nonevil subjects.


8 Unholy Aura: +4 to AC, +4 resistance, spell resistance 25 against good spells.


9 Summon Monster IX*: Calls extraplanar creature to fight for you.


granted_powers:
Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

full_text:
Fire Domain
Granted Power: Turn or destroy water creatures as a good cleric turns undead. Rebuke, command, or bolster fire creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.


Fire Domain Spells
1 Burning Hands: 1d4/level fire damage (max 5d4).


2 Produce Flame: 1d6 damage +1/level, touch or thrown.


3 Resist Energy*: Ignores 10 (or more) points of damage/attack from specified energy type.


4 Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.


5 Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.


6 Fire Seeds: Acorns and berries become grenades and bombs.


7 Fire Storm: Deals 1d6/level fire damage.


8 Incendiary Cloud: Cloud deals 4d6 fire damage/round.


9 Elemental Swarm**: Summons multiple elementals.


granted_powers:
You cast good spells at +1 caster level.

full_text:
Good Domain
Granted Power: You cast good spells at +1 caster level.


Good Domain Spells
1 Protection from Evil: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.


2 Aid: +1 on attack rolls, +1 on saves against fear, 1d8 temporary hp +1/level (max +10).


3 Magic Circle against Evil: As protection spells, but 10-ft. radius and 10 min./level.


4 Holy Smite: Damages and blinds evil creatures.


5 Dispel Evil: +4 bonus against attacks by evil creatures.


6 Blade Barrier: Wall of blades deals 1d6/level damage.


7 Holy Word: Kills, paralyzes, slows, or deafens nongood subjects.


8 Holy Aura: +4 to AC, +4 resistance, and spell resistance 25 against evil spells.


9 Summon Monster IX*: Calls extraplanar creature to fight for you.


granted_powers:
You cast healing spells at +1 caster level.

full_text:
Healing Domain
Granted Power: You cast healing spells at +1 caster level.


Healing Domain Spells
1 Cure Light Wounds: Cures 1d8 damage +1/level (max +5).


2 Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10).


3 Cure Serious Wounds: Cures 3d8 damage +1/level (max +15).


4 Cure Critical Wounds: Cures 4d8 damage +1/level (max +20).


5 Cure Light Wounds, Mass: Cures 1d8 damage +1/level (max +25) for many creatures.


6 Heal: Cures 10 points/level of damage, all diseases and mental conditions.


7 Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35).


8 Cure Critical Wounds, Mass: Cures 4d8 damage +1/level (max +40) for many creatures.


9 Heal, Mass: As heal, but with several subjects.


granted_powers:
Add all Knowledge skills to your list of cleric class skills.You cast divination spells at +1 caster level.

full_text:
Knowledge Domain
Granted Power: Add all Knowledge skills to your list of cleric class skills.
You cast divination spells at +1 caster level.


Knowledge Domain Spells
1 Detect Secret Doors: Reveals hidden doors within 60 ft.


2 Detect Thoughts: Allows 'listening' to surface thoughts.


3 Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level.


4 Divination: Provides useful advice for specific proposed actions.


5 True Seeing: Lets you see all things as they really are.


6 Find the Path: Shows most direct way to a location.


7 Legend Lore: Lets you learn tales about a person, place, or thing.


8 Discern Location: Reveals exact location of creature or object.


9 Foresight: 'Sixth sense' warns of impending danger.


full_text:
Law Domain
Granted Power: You cast law spells at +1 caster level.


Law Domain Spells
1 Protection from Chaos: +2 to AC and saves, counter mind control, hedge out elementals and outsiders.


2 Calm Emotions: Calms creatures, negating emotion effects.


3 Magic Circle against Chaos: As protection spells, but 10-ft. radius and 10 min./level.


4 Order's Wrath: Damages and dazes chaotic creatures.


5 Dispel Chaos: +4 bonus against attacks by chaotic creatures.


6 Hold Monster: As hold person, but any creature.


7 Dictum: Kills, paralyzes, slows, or deafens nonlawful subjects.


8 Shield of Law: +4 to AC, +4 resistance, and spell resistance 25 against chaotic spells.


9 Summon Monster IX*: Calls extraplanar creature to fight for you.


granted_powers:
You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse than the original roll.

full_text:
Luck Domain
Granted Power: You gain the power of good fortune, which is usable once per day. This extraordinary ability allows you to reroll one roll that you have just made before the DM declares whether the roll results in success or failure. You must take the result of the reroll, even if it's worse than the original roll.


Luck Domain Spells
1 Entropic Shield: Ranged attacks against you have 20% miss chance.


2 Aid: +1 on attack rolls, +1 against fear, 1d8 temporary hp +1/level (max +10).


3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.


4 Freedom of Movement: Subject moves normally despite impediments.


5 Break Enchantment: Frees subjects from enchantments, alterations, curses, and petrification.


6 Mislead: Turns you invisible and creates illusory double.


7 Spell Turning: Reflect 1d4+6 spell levels back at caster.


8 Moment of Prescience: You gain insight bonus on single attack roll, check, or save.


9 Miracle: Requests a deity's intercession.


granted_powers:
Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.

full_text:
Magic Domain
Granted Power: Use scrolls, wands, and other devices with spell completion or spell trigger activation as a wizard of one-half your cleric level (at least 1st level). For the purpose of using a scroll or other magic device, if you are also a wizard, actual wizard levels and these effective wizard levels stack.


Magic Domain Spells
1 Magic Aura: Alters object's magic aura.


2 Identify: Determines properties of magic item.


3 Dispel Magic: Cancels magical spells and effects.


4 Imbue with Spell Ability: Transfer spells to subject.


5 Spell Resistance: Subject gains spell resistance 12 + level.


6 Antimagic Field: Negates magic within 10 ft.


7 Spell Turning: Reflect 1d4+6 spell levels back at caster.


8 Protection from Spells: Confers +8 resistance bonus.


9 Mage's Disjunction: Dispels magic, disenchants magic items.


granted_powers:
Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.Add Knowledge (nature) to your list of cleric class skills.

full_text:
Plant Domain
Granted Powers: Rebuke or command plant creatures as an evil cleric rebukes or commands undead. Use this ability a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.
Add Knowledge (nature) to your list of cleric class skills.


Plant Domain Spells
1 Entangle: Plants entangle everyone in 40-ft. -radius.


2 Barkskin: Grants +2 (or higher) enhancement to natural armor.


3 Plant Growth: Grows vegetation, improves crops.


4 Command Plants: Sway the actions of one or more plant creatures.


5 Wall of Thorns: Thorns damage anyone who tries to pass.


6 Repel Wood: Pushes away wooden objects.


7 Animate Plants: One or more trees animate and fight for you.


8 Control Plants: Control actions of one or more plant creatures.


9 Shambler: Summons 1d4+2 shambling mounds to fight for you.


granted_powers:
You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.

full_text:
Protection Domain
Granted Power: You can generate a protective ward as a supernatural ability. Grant someone you touch a resistance bonus equal to your cleric level on his or her next saving throw. Activating this power is a standard action. The protective ward is an abjuration effect with a duration of 1 hour that is usable once per day.


Protection Domain Spells
1 Sanctuary: Opponents can't attack you, and you can't attack.


2 Shield Other: You take half of subject's damage.


3 Protection from Energy: Absorb 12 points/level of damage from one kind of energy.


4 Spell Immunity: Subject is immune to one spell per four levels.


5 Spell Resistance: Subject gains spell resistance 12 + level.


6 Antimagic Field: Negates magic within 10 ft.


7 Repulsion: Creatures can't approach you.


8 Mind Blank: Subject is immune to mental/emotional magic and scrying.


9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.


granted_powers:
You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.

full_text:
Strength Domain
Granted Power: You can perform a feat of strength as a supernatural ability. You gain an enhancement bonus to Strength equal to your cleric level. Activating the power is a free action, the power lasts 1 round, and it is usable once per day.


Strength Domain Spells
1 Enlarge Person: Humanoid creature doubles in size.


2 Bull's Strength: Subject gains +4 to Str for 1 min./level.


3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.


4 Spell Immunity: Subject is immune to one spell per four levels.


5 Righteous Might: Your size increases, and you gain combat bonuses.


6 Stoneskin: Ignore 10 points of damage per attack.


7 Grasping Hand: Large hand provides cover, pushes, or grapples.


8 Clenched Fist: Large hand provides cover, pushes, or attacks your foes.


9 Crushing Hand: Large hand provides cover, pushes, or crushes your foes.


granted_powers:
Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.

full_text:
Sun Domain
Granted Power: Once per day, you can perform a greater turning against undead in place of a regular turning. The greater turning is like a normal turning except that the undead creatures that would be turned are destroyed instead.


Sun Domain Spells
1 Endure Elements: Exist comfortably in hot or cold environments.


2 Heat Metal: Make metal so hot it damages those who touch it.


3 Searing Light: Ray deals 1d8/two levels, more against undead.


4 Fire Shield: Creatures attacking you take fire damage; you're protected from heat or cold.


5 Flame Strike: Smite foes with divine fire (1d6/level damage).


6 Fire Seeds: Acorns and berries become grenades and bombs.


7 Sunbeam: Beam blinds and deals 4d6 damage.


8 Sunburst: Blinds all within 10 ft., deals 6d6 damage.


9 Prismatic Sphere: As prismatic wall, but surrounds on all sides.


granted_powers:
For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).This granted power is a supernatural ability.Add Survival to your list of cleric class skills.

full_text:
Travel Domain
Granted Powers: For a total time per day of 1 round per cleric level you possess, you can act normally regardless of magical effects that impede movement as if you were affected by the spell freedom of movement. This effect occurs automatically as soon as it applies, lasts until it runs out or is no longer needed, and can operate multiple times per day (up to the total daily limit of rounds).
This granted power is a supernatural ability.
Add Survival to your list of cleric class skills.


Travel Domain Spells
1 Longstrider: Increases your speed.


2 Locate Object: Senses direction toward object (specific or type).


3 Fly: Subject flies at speed of 60 ft.


4 Dimension Door: Teleports you short distance.


5 Teleport: Instantly transports you as far as 100 miles/level.


6 Find the Path: Shows most direct way to a location.


7 Teleport, Greater: As teleport,  but no range limit and no off-target arrival.


8 Phase Door: Creates an invisible passage through wood or stone.


9 Astral Projection: Projects you and companions onto Astral Plane.


granted_powers:
Add Bluff, Disguise, and Hide to your list of cleric class skills.

full_text:
Trickery Domain
Granted Power: Add Bluff, Disguise, and Hide to your list of cleric class skills.


Trickery Domain Spells
1 Disguise Self: Disguise own appearance.


2 Invisibility: Subject invisible 1 min./level or until it attacks.


3 Nondetection: Hides subject from divination, scrying.


4 Confusion: Subjects behave oddly for 1 round/level.


5 False Vision: Fools scrying with an illusion.


6 Mislead: Turns you invisible and creates illusory double.


7 Screen: Illusion hides area from vision, scrying.


8 Polymorph Any Object: Changes any subject into anything else.


9 Time Stop: You act freely for 1d4+1 rounds.


granted_powers:
Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus with the deity's favored weapon.

full_text:
War Domain
Granted Power: Free Martial Weapon Proficiency with deity's favored weapon (if necessary) and Weapon Focus with the deity's favored weapon.


War Domain Spells
1 Magic Weapon: Weapon gains +1 bonus.


2 Spiritual Weapon: Magical weapon attacks on its own.


3 Magic Vestment: Armor or shield gains +1 enhancement per four levels.


4 Divine Power: You gain attack bonus, +6 to Str, and 1 hp/level.


5 Flame Strike: Smite foes with divine fire (1d6/level damage).


6 Blade Barrier: Wall of blades deals 1d6/level damage.


7 Power Word Blind: Blinds creature with 200 hp or less.


8 Power Word Stun: Stuns creature with 150 hp or less.


9 Power Word Kill: Kills creature with 100 hp or less.


granted_powers:
Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.

full_text:
Water Domain
Granted Power: Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.


Water Domain Spells
1 Obscuring Mist: Fog surrounds you.


2 Fog Cloud: Fog obscures vision.


3 Water Breathing: Subjects can breathe underwater.


4 Control Water: Raises or lowers bodies of water.


5 Ice Storm: Hail deals 5d6 damage in cylinder 40 ft. across.


6 Cone of Cold: 1d6/level cold damage.


7 Acid Fog: Fog deals acid damage.


8 Horrid Wilting: Deals 1d6/level damage within 30 ft.


9 Elemental Swarm*: Summons multiple elementals.


# equipment

name:
One pound of ginger or pepper, or one sheep


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One pound of saffron or cloves, or one ox


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This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes. A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors (except breastplate) come with gauntlets.


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You get a +2 bonus on Sleight of Hand checks made to conceal a dagger on your body (see the Sleight of Hand skill).


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Your opponent cannot use a disarm action to disarm you of spiked gauntlets. The cost and weight given are for a single gauntlet. An attack with a spiked gauntlet is considered an armed attack.


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A sickle can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the sickle to avoid being tripped.


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A shortspear is small enough to wield one-handed. It may also be thrown.


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A longspear has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. If you use a ready action to set a longspear against a charge, you deal double damage on a successful hit against a charging character.


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A quarterstaff is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a quarterstaff in one hand can't use it as a double weapon-only one end of the weapon can be used in any given round. The quarterstaff is a special monk weapon. This designation gives a monk wielding a quarterstaff special options.


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A spear can be thrown. If you use a ready action to set a spear against a charge, you deal double damage on a successful hit against a charging character.


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You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a -4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.


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You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. This penalty is cumulative with the penalty for one-handed firing.


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Since it is not designed for melee, you are treated as nonproficient with it and take a -4 penalty on attack rolls if you use a javelin as a melee weapon.


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Your Strength modifier applies to damage rolls when you use a sling, just as it does for thrown weapons. You can fire, but not load, a sling with one hand. Loading a sling is a move action that requires two hands and provokes attacks of opportunity. You can hurl ordinary stones with a sling, but stones are not as dense or as round as bullets. Thus, such an attack deals damage as if the weapon were designed for a creature one size category smaller than you and you take a -1 penalty on attack rolls.


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Bullets come in a leather pouch that holds 10 bullets. A bullet that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.


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You can outfit your armor with spikes, which can deal damage in a grapple or as a separate attack. See Armor for details.


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With a flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped.


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You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a rapier sized for you, even though it isn't a light weapon for you. You can't wield a rapier in two hands in order to apply 1-1/2 times your Strength bonus to damage.


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You can bash with a shield instead of using it for defense. See Armor for details.


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You can bash with a spiked shield instead of using it for defense. See Armor for details.


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This weapon can be thrown. If you use a ready action to set a trident against a charge, you deal double damage on a successful hit against a charging character.


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A glaive has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe.


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A guisarme has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped.


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If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character. You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped.


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A lance deals double damage when used from the back of a charging mount. It has reach, so you can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. While mounted, you can wield a lance with one hand.


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A ranseur has reach. You can strike opponents 10 feet away with it, but you can't use it against an adjacent foe. With a ranseur, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails).


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A scythe can be used to make trip attacks. If you are tripped during your own trip attempt, you can drop the scythe to avoid being tripped.


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You need at least two hands to use a bow, regardless of its size. A longbow is too unwieldy to use while you are mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a longbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite longbow (see below) but not a regular longbow.


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An arrow used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (critical multiplier x2). Arrows come in a leather quiver that holds 20 arrows. An arrow that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.


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You need at least two hands to use a bow, regardless of its size. You can use a composite longbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is less than the strength rating of the composite bow, you can't effectively use it, so you take a -2 penalty on attacks with it. The default composite longbow requires a Strength modifier of +0 or higher to use with proficiency. A composite longbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 100 gp to its cost. For purposes of weapon proficiency and similar feats, a composite longbow is treated as if it were a longbow.


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You need at least two hands to use a bow, regardless of its size. You can use a shortbow while mounted. If you have a penalty for low Strength, apply it to damage rolls when you use a shortbow. If you have a bonus for high Strength, you can apply it to damage rolls when you use a composite shortbow (see below) but not a regular shortbow.


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You need at least two hands to use a bow, regardless of its size. You can use a composite shortbow while mounted. All composite bows are made with a particular strength rating (that is, each requires a minimum Strength modifier to use with proficiency). If your Strength bonus is lower than the strength rating of the composite bow, you can't effectively use it, so you take a -2 penalty on attacks with it. The default composite shortbow requires a Strength modifier of +0 or higher to use with proficiency. A composite shortbow can be made with a high strength rating to take advantage of an above-average Strength score; this feature allows you to add your Strength bonus to damage, up to the maximum bonus indicated for the bow. Each point of Strength bonus granted by the bow adds 75 gp to its cost. For purposes of weapon proficiency and similar feats, a composite shortbow is treated as if it were a shortbow.


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The kama is a special monk weapon. This designation gives a monk wielding a kama special options. You can use a kama to make trip attacks. If you are tripped during your own trip attempt, you can drop the kama to avoid being tripped.


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The nunchaku is a special monk weapon. This designation gives a monk wielding a nunchaku special options. With a nunchaku, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails).


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With a sai, you get a +4 bonus on opposed attack rolls made to disarm an enemy (including the roll to avoid being disarmed if such an attempt fails). The sai is a special monk weapon. This designation gives a monk wielding a sai special options.


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The siangham is a special monk weapon. This designation gives a monk wielding a siangham special options.


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A bastard sword is too large to use in one hand without special training; thus, it is an exotic weapon. A character can use a bastard sword two-handed as a martial weapon.


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A dwarven waraxe is too large to use in one hand without special training; thus, it is an exotic weapon. A Medium character can use a dwarven waraxe two-handed as a martial weapon, or a Large creature can use it one-handed in the same way. A dwarf treats a dwarven waraxe as a martial weapon even when using it in one hand.


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A whip deals nonlethal damage. It deals no damage to any creature with an armor bonus of +1 or higher or a natural armor bonus of +3 or higher. The whip is treated as a melee weapon with 15-foot reach, though you don't threaten the area into which you can make an attack. In addition, unlike most other weapons with reach, you can use it against foes anywhere within your reach (including adjacent foes). Using a whip provokes an attack of opportunity, just as if you had used a ranged weapon. You can make trip attacks with a whip. If you are tripped during your own trip attempt, you can drop the whip to avoid being tripped. When using a whip, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to keep from being disarmed if the attack fails). You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a whip sized for you, even though it isn't a light weapon for you.


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An orc double axe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding an orc double axe in one hand can't use it as a double weapon-only one end of the weapon can be used in any given round.


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A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe. You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped. When using a spiked chain, you get a +2 bonus on opposed attack rolls made to disarm an opponent (including the roll to avoid being disarmed if such an attempt fails). You can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with a spiked chain sized for you, even though it isn't a light weapon for you.


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A dire flail is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a dire flail in one hand can't use it as a double weapon- only one end of the weapon can be used in any given round. When using a dire flail, you get a +2 bonus on opposed attack rolls made to disarm an enemy (including the opposed attack roll to avoid being disarmed if such an attempt fails). You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.


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A gnome hooked hammer is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The hammer's blunt head is a bludgeoning weapon that deals 1d6 points of damage (crit x3). Its hook is a piercing weapon that deals 1d4 points of damage (crit x4). You can use either head as the primary weapon. The other head is the offhand weapon. A creature wielding a gnome hooked hammer in one hand can't use it as a double weapon-only one end of the weapon can be used in any given round. You can use a gnome hooked hammer to make trip attacks. If you are tripped during your own trip attempt, you can drop the gnome hooked hammer to avoid being tripped. Gnomes treat gnome hooked hammers as martial weapons.


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A two-bladed sword is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A creature wielding a two-bladed sword in one hand can't use it as a double weapon-only one end of the weapon can be used in any given round.


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A dwarven urgrosh is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. The urgrosh's axe head is a slashing weapon that deals 1d8 points of damage. Its spear head is a piercing weapon that deals 1d6 points of damage. You can use either head as the primary weapon. The other is the off-hand weapon. A creature wielding a dwarven urgrosh in one hand can't use it as a double weapon-only one end of the weapon can be used in any given round. If you use a ready action to set an urgrosh against a charge, you deal double damage if you score a hit against a charging character. If you use an urgrosh against a charging character, the spear head is the part of the weapon that deals damage. Dwarves treat dwarven urgroshes as martial weapons.


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You can use this weapon to make a ranged trip attack against an opponent. You can't be tripped during your own trip attempt when using a set of bolas.


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You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity. You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.


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A crossbow bolt used as a melee weapon is treated as a light improvised weapon (-4 penalty on attack rolls) and deals damage as a dagger of its size (crit x2). Bolts come in a wooden case that holds 10 bolts (or 5, for a repeating crossbow). A bolt that hits its target is destroyed; one that misses has a 50% chance of being destroyed or lost.


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A net is used to entangle enemies. When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows. If the entangled creature attempts to cast a spell, it must make a DC 15 Concentration check or be unable to cast the spell. An entangled creature can escape with a DC 20 Escape Artist check (a full-round action). The net has 5 hit points and can be burst with a DC 25 Strength check (also a full-round action). A net is useful only against creatures within one size category of you. A net must be folded to be thrown effectively. The first time you throw your net in a fight, you make a normal ranged touch attack roll. After the net is unfolded, you take a -4 penalty on attack rolls with it. It takes 2 rounds for a proficient user to fold a net and twice that long for a nonproficient one to do so.


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A shuriken is a special monk weapon. This designation gives a monk wielding shuriken special options. A shuriken can't be used as a melee weapon. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them and what happens to them after they are thrown.


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The suit includes gauntlets, heavy leather boots, a visored helmet, and a thick layer of padding that is worn underneath the armor. Each suit of full plate must be individually fitted to its owner by a master armorsmith, although a captured suit can be resized to fit a new owner at a cost of 200 to 800 (2d4x100) gold pieces.


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This small metal shield is worn strapped to your forearm. You can use a bow or crossbow without penalty while carrying it. You can also use your shield arm to wield a weapon (whether you are using an off-hand weapon or using your off hand to help wield a two-handed weapon), but you take a -1 penalty on attack rolls while doing so. This penalty stacks with those that may apply for fighting with your off hand and for fighting with two weapons. In any case, if you use a weapon in your off hand, you don't get the buckler's AC bonus for the rest of the round. You can't bash someone with a buckler.


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You strap a shield to your forearm and grip it with your hand. A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it. Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to special attacks. Shield Bash Attacks: You can bash an opponent with a light shield, using it as an off-hand weapon. See Table: Weapons for the damage dealt by a shield bash. Used this way, a light shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a light shield as a light weapon. If you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round). An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.


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You strap a shield to your forearm and grip it with your hand. A heavy shield is so heavy that you can't use your shield hand for anything else. Wooden or Steel: Wooden and steel shields offer the same basic protection, though they respond differently to special attacks. Shield Bash Attacks: You can bash an opponent with a heavy shield, using it as an off-hand weapon. See Table: Weapons for the damage dealt by a shield bash. Used this way, a heavy shield is a martial bludgeoning weapon. For the purpose of penalties on attack rolls, treat a heavy shield as a one-handed weapon. If you use your shield as a weapon, you lose its AC bonus until your next action (usually until the next round). An enhancement bonus on a shield does not improve the effectiveness of a shield bash made with it, but the shield can be made into a magic weapon in its own right.


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This massive wooden shield is nearly as tall as you are. In most situations, it provides the indicated shield bonus to your AC. However, you can instead use it as total cover, though you must give up your attacks to do so. The shield does not, however, provide cover against targeted spells; a spellcaster can cast a spell on you by targeting the shield you are holding. You cannot bash with a tower shield, nor can you use your shield hand for anything else. When employing a tower shield in combat, you take a -2 penalty on attack rolls because of the shield's encumbrance.


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You can have spikes added to your armor, which allow you to deal extra piercing damage (see Table: Weapons) on a successful grapple attack. The spikes count as a martial weapon. If you are not proficient with them, you take a -4 penalty on grapple checks when you try to use them. You can also make a regular melee attack (or off-hand attack) with the spikes, and they count as a light weapon in this case. (You can't also make an attack with armor spikes if you have already made an attack with another off-hand weapon, and vice versa.)An enhancement bonus to a suit of armor does not improve the spikes' effectiveness, but the spikes can be made into magic weapons in their own right.


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This armored gauntlet has small chains and braces that allow the wearer to attach a weapon to the gauntlet so that it cannot be dropped easily. It provides a +10 bonus on any roll made to keep from being disarmed in combat. Removing a weapon from a locked gauntlet or attaching a weapon to a locked gauntlet is a full-round action that provokes attacks of opportunity. The price given is for a single locked gauntlet. The weight given applies only if you're wearing a breastplate, light armor, or no armor. Otherwise, the locked gauntlet replaces a gauntlet you already have as part of the armor. While the gauntlet is locked, you can't use the hand wearing it for casting spells or employing skills. (You can still cast spells with somatic components, provided that your other hand is free.)Like a normal gauntlet, a locked gauntlet lets you deal lethal damage rather than nonlethal damage with an unarmed strike.


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When added to your shield, these spikes turn it into a martial piercing weapon that increases the damage dealt by a shield bash as if the shield were designed for a creature one size category larger than you. You can't put spikes on a buckler or a tower shield. Otherwise, attacking with a spiked shield is like making a shield bash attack (see above). An enhancement bonus on a spiked shield does not improve the effectiveness of a shield bash made with it, but a spiked shield can be made into a magic weapon in its own right.


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A caltrop is a four-pronged iron spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2- pound bag of caltrops covers an area 5 feet square. Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it might step on one. The caltrops make an attack roll (base attack bonus +0) against the creature. For this attack, the creature's shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the caltrops succeed on the attack, the creature has stepped on one. The caltrop deals 1 point of damage, and the creature's speed is reduced by one-half because its foot is wounded. This movement penalty lasts for 24 hours, or until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical curing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble. Caltrops may not be effective against unusual opponents.


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A candle dimly illuminates a 5-foot radius and burns for 1 hour.


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Chain has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check.


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A crowbar it grants a +2 circumstance bonus on Strength checks made for such purposes. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.


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Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.


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Throwing a grappling hook successfully requires a Use Rope check (DC 10, +2 per 10 feet of distance thrown).


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If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size.


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This is black ink. You can buy ink in other colors, but it costs twice as much.


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This basic ceramic jug is fitted with a stopper and holds 1 gallon of liquid.


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A lamp clearly illuminates a 15-foot radius, provides shadowy illumination out to a 30-foot radius, and burns for 6 hours on a pint of oil. You can carry a lamp in one hand.


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A bullseye lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone. It burns for 6 hours on a pint of oil. You can carry a bullseye lantern in one hand.


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A hooded lantern clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It burns for 6 hours on a pint of oil. You can carry a hooded lantern in one hand.


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The DC to open a lock with the Open Lock skill depends on the lock's quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40).


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Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points. Most manacles have locks; add the cost of the lock you want to the cost of the manacles. For the same cost, you can buy manacles for a Small creature. For a Large creature, manacles cost ten times the indicated amount, and for a Huge creature, one hundred times this amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be held only by specially made manacles.


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A pint of oil burns for 6 hours in a lantern. You can use a flask of oil as a splash weapon. Use the rules for alchemist's fire, except that it takes a full round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully. You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.


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This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and it allows a second person to help you without having to roll, increasing your bonus by 2.


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This rope has 2 hit points and can be burst with a DC 23 Strength check.


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This rope has 4 hit points and can be burst with a DC 24 Strength check. It is so supple that it provides a +2 circumstance bonus on Use Rope checks.


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Objects viewed through a spyglass are magnified to twice their size.


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A torch burns for 1 hour, clearly illuminating a 20-foot radius and providing shadowy illumination out to a 40- foot radius. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.


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A vial holds 1 ounce of liquid. The stoppered container usually is no more than 1 inch wide and 3 inches high.


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You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.


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You can throw a flask of alchemist's fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.


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If you drink antitoxin, you get a +5 alchemical bonus on Fortitude saving throws against poison for 1 hour.


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This otherwise normal torch has a continual flame spell cast upon it. An everburning torch clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius.


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Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity. A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature or an evil outsider. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash. Temples to good deities sell holy water at cost (making no profit).


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This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10- foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.


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This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.


full_text:
When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.


full_text:
You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. Since you don't need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.


full_text:
The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action.


full_text:
An alchemist's lab always has the perfect tool for making alchemical items, so it provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.


full_text:
These special tools include the items needed to pursue any craft. Without them, you have to use improvised tools (-2 penalty on Craft checks), if you can do the job at all.


full_text:
These tools serve the same purpose as artisan's tools (above), but masterwork artisan's tools are the perfect tools for the job, so you get a +2 circumstance bonus on Craft checks made with them.


full_text:
This is the perfect tool for climbing and gives you a +2 circumstance bonus on Climb checks.


full_text:
The kit is the perfect tool for disguise and provides a +2 circumstance bonus on Disguise checks. A disguise kit is exhausted after ten uses.


full_text:
It is the perfect tool for healing and provides a +2 circumstance bonus on Heal checks. A healer's kit is exhausted after ten uses.


full_text:
A holy symbol focuses positive energy. A cleric or paladin uses it as the focus for his spells and as a tool for turning undead. Each religion has its own holy symbol. Unholy Symbols: An unholy symbol is like a holy symbol except that it focuses negative energy and is used by evil clerics (or by neutral clerics who want to cast evil spells or command undead).


full_text:
This simple lens allows a closer look at small objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a magnifying glass requires light as bright as sunlight to focus, tinder to ignite, and at least a full-round action. A magnifying glass grants a +2 circumstance bonus on Appraise checks involving any item that is small or highly detailed.


full_text:
A masterwork instrument grants a +2 circumstance bonus on Perform checks involving its use.


full_text:
A scale grants a +2 circumstance bonus on Appraise checks involving items that are valued by weight, including anything made of precious metals.


full_text:
A spellcaster with a spell component pouch is assumed to have all the material components and focuses needed for spellcasting, except for those components that have a specific cost, divine focuses, and focuses that wouldn't fit in a pouch.


full_text:
A spellbook has 100 pages of parchment, and each spell takes up one page per spell level (one page each for 0-level spells).


full_text:
This kit contains the tools you need to use the Disable Device and Open Lock skills. Without these tools, you must improvise tools, and you take a -2 circumstance penalty on Disable Device and Open Locks checks.


full_text:
This kit contains extra tools and tools of better make, which grant a +2 circumstance bonus on Disable Device and Open Lock checks.


full_text:
This well-made item is the perfect tool for the job. It grants a +2 circumstance bonus on a related skill check (if any). Bonuses provided by multiple masterwork items used toward the same skill check do not stack.


full_text:
This large, bulky contrivance gives the time accurate to within half an hour per day since it was last set. It requires a source of water, and it must be kept still because it marks time by the regulated flow of droplets of water.


full_text:
This outfit includes a shirt with buttons, a skirt or pants with a drawstring, shoes, and perhaps a cap or hat. It may also include a belt or a leather or cloth apron for carrying tools.


full_text:
These ecclesiastical clothes are for performing priestly functions, not for adventuring.


full_text:
A cold weather outfit includes a wool coat, linen shirt, wool cap, heavy cloak, thick pants or skirt, and boots. This outfit grants a +5 circumstance bonus on Fortitude saving throws against exposure to cold weather.


full_text:
This outfit includes fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Anyone trying to influence nobles or courtiers while wearing street dress will have a hard time of it (-2 penalty on Charisma-based skill checks to influence such individuals). If you wear this outfit without jewelry (costing an additional 50 gp), you look like an out-of-place commoner.


full_text:
This set of flashy, perhaps even gaudy, clothes is for entertaining. While the outfit looks whimsical, its practical design lets you tumble, dance, walk a tightrope, or just run (if the audience turns ugly).


full_text:
This is a full set of clothes for someone who never knows what to expect. It includes sturdy boots, leather breeches or a skirt, a belt, a shirt (perhaps with a vest or jacket), gloves, and a cloak. Rather than a leather skirt, a leather overtunic may be worn over a cloth skirt. The clothes have plenty of pockets (especially the cloak). The outfit also includes any extra items you might need, such as a scarf or a wide-brimmed hat.


full_text:
This simple outfit includes sandals, loose breeches, and a loose shirt, and is all bound together with sashes. The outfit is designed to give you maximum mobility, and it's made of high-quality fabric. You can hide small weapons in pockets hidden in the folds, and the sashes are strong enough to serve as short ropes.


full_text:
This set of clothes is designed specifically to be expensive and to show it. Precious metals and gems are worked into the clothing. To fit into the noble crowd, every would-be noble also needs a signet ring (see Adventuring Gear, above) and jewelry (worth at least 100 gp).


full_text:
This set of clothes consists of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.


full_text:
This is just the clothing, not the royal scepter, crown, ring, and other accoutrements. Royal clothes are ostentatious, with gems, gold, silk, and fur in abundance.


full_text:
Perfect for a scholar, this outfit includes a robe, a belt, a cap, soft shoes, and possibly a cloak.


full_text:
This set of clothes consists of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood.


full_text:
Poor meals might be composed of bread, baked turnips, onions, and water. Common meals might consist of bread, chicken stew, carrots, and watered-down ale or wine. Good meals might be composed of bread and pastries, beef, peas, and ale or wine.


full_text:
Barding is a type of armor that covers the head, neck, chest, body, and possibly legs of a horse or other mount. Barding made of medium or heavy armor provides better protection than light barding, but at the expense of speed. Barding can be made of any of the armor types found on Table: Armor and Shields. Armor for a horse (a Large nonhumanoid creature) costs four times as much as armor for a human (a Medium humanoid creature) and also weighs twice as much as the armor found on Table: Armor and Shields (see Armor for Unusual Creatures). If the barding is for a pony or other Medium mount, the cost is only double, and the weight is the same as for Medium armor worn by a humanoid. Medium or heavy barding slows a mount that wears it, as shown on the table below. Flying mounts can't fly in medium or heavy barding. Removing and fitting barding takes five times as long as the figures given on Table: Donning Armor. A barded animal cannot be used to carry any load other than the rider and normal saddlebags.


full_text:
This Medium dog is specially trained to carry a Small humanoid rider. It is brave in combat like a warhorse. You take no damage when you fall from a riding dog.


full_text:
Donkeys and mules are stolid in the face of danger, hardy, surefooted, and capable of carrying heavy loads over vast distances. Unlike a horse, a donkey or a mule is willing (though not eager) to enter dungeons and other strange or threatening places.


full_text:
Horses, donkeys, mules, and ponies can graze to sustain themselves, but providing feed for them is much better. If you have a riding dog, you have to feed it at least some meat.


full_text:
A horse (other than a pony) is suitable as a mount for a human, dwarf, elf, half-elf, or half-orc. A pony is smaller than a horse and is a suitable mount for a gnome or halfling. Warhorses and warponies can be ridden easily into combat. Light horses, ponies, and heavy horses are hard to control in combat.


full_text:
A military saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If you're knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle (compared to 50% for a riding saddle).


full_text:
A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry.


full_text:
The standard riding saddle supports a rider.


full_text:
An exotic saddle is like a normal saddle of the same sort except that it is designed for an unusual mount. Exotic saddles come in military, pack, and riding styles. A military saddle braces the rider, providing a +2 circumstance bonus on Ride checks related to staying in the saddle. If you're knocked unconscious while in a military saddle, you have a 75% chance to stay in the saddle (compared to 50% for a riding saddle).


full_text:
An exotic saddle is like a normal saddle of the same sort except that it is designed for an unusual mount. Exotic saddles come in military, pack, and riding styles. A pack saddle holds gear and supplies, but not a rider. It holds as much gear as the mount can carry.


full_text:
An exotic saddle is like a normal saddle of the same sort except that it is designed for an unusual mount. Exotic saddles come in military, pack, and riding styles. The standard riding saddle supports a rider.


full_text:
This four-wheeled vehicle can transport as many as four people within an enclosed cab, plus two drivers. In general, two horses (or other beasts of burden) draw it. A carriage comes with the harness needed to pull it.


full_text:
This two-wheeled vehicle can be drawn by a single horse (or other beast of burden). It comes with a harness.


full_text:
This three-masted ship has seventy oars on either side and requires a total crew of 200. A galley is 130 feet long and 20 feet wide, and it can carry 150 tons of cargo or 250 soldiers. For 8,000 gp more, it can be fitted with a ram and castles with firing platforms fore, aft, and amidships. This ship cannot make sea voyages and sticks to the coast. It moves about 4 miles per hour when being rowed or under sail.


full_text:
This 50- to 75-foot-long ship is 15 to 20 feet wide and has a few oars to supplement its single mast with a square sail. It has a crew of eight to fifteen and can carry 40 to 50 tons of cargo or 100 soldiers. It can make sea voyages, as well as sail down rivers (thanks to its flat bottom). It moves about 1 mile per hour.


full_text:
This 75-foot-long ship with forty oars requires a total crew of 50. It has a single mast and a square sail, and it can carry 50 tons of cargo or 120 soldiers. A longship can make sea voyages. It moves about 3 miles per hour when being rowed or under sail.


full_text:
This 8- to 12-foot-long boat holds two or three Medium passengers. It moves about 1-1/2 miles per hour.


full_text:
This larger, seaworthy ship is 75 to 90 feet long and 20 feet wide and has a crew of 20. It can carry 150 tons of cargo. It has square sails on its two masts and can make sea voyages. It moves about 2 miles per hour.


full_text:
This is a wagon on runners for moving through snow and over ice. In general, two horses (or other beasts of burden) draw it. A sled comes with the harness needed to pull it.


full_text:
This is a four-wheeled, open vehicle for transporting heavy loads. In general, two horses (or other beasts of burden) draw it. A wagon comes with the harness needed to pull it.


full_text:
This 100-foot-long ship has a single mast, although oars can also propel it. It has a crew of 60 to 80 rowers. This ship can carry 160 soldiers, but not for long distances, since there isn't room for supplies to support that many people. The warship cannot make sea voyages and sticks to the coast. It is not used for cargo. It moves about 2-1/2 miles per hour when being rowed or under sail.


full_text:
The price given is for a ride in a coach that transports people (and light cargo) between towns. For a ride in a cab that transports passengers within a city, 1 copper piece usually takes you anywhere you need to go.


full_text:
The amount given is the typical daily wage for mercenary warriors, masons, craftsmen, scribes, teamsters, and other trained hirelings. This value represents a minimum wage; many such hirelings require significantly higher pay.


full_text:
The amount shown is the typical daily wage for laborers, porters, cooks, maids, and other menial workers.


full_text:
This entry includes horse-riding messengers and runners. Those willing to carry a message to a place they were going anyway may ask for only half the indicated amount.


full_text:
A toll is sometimes charged to cross a well-trodden, well-kept, and well-guarded road to pay for patrols on it and for its upkeep. Occasionally, a large walled city charges a toll to enter or exit (or sometimes just to enter).


full_text:
Most ships do not specialize in passengers, but many have the capability to take a few along when transporting cargo. Double the given cost for creatures larger than Medium or creatures that are otherwise difficult to bring aboard a ship.


full_text:
The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This cost assumes that you can go to the spellcaster and have the spell cast at his or her convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question). If you want to bring the spellcaster somewhere to cast a spell you need to negotiate with him or her, and the default answer is no. The cost given is for a spell with no cost for a material component or focus component and no XP cost. If the spell includes a material component, add the cost of that component to the cost of the spell. If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell. If the spell has an XP cost, add 5 gp per XP lost. Furthermore, if a spell has dangerous consequences, the spellcaster will certainly require proof that you can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees to cast such a spell, which isn't certain). In the case of spells that transport the caster and characters over a distance, you will likely have to pay for two castings of the spell, even if you aren't returning with the caster. In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis isn't guaranteed to have a local spellcaster able to cast 9th-level spells.


# feat

prerequisite:
Base attack bonus +4, Blind-Fight, Wisdom 19.

benefit:
Benefit: Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than 5 feet away from you. Invisibility and darkness are irrelevant, though it you discern incorporeal beings.

full_text:
Blindsight, 5-Ft. Radius [General]
Prerequisites: Base attack bonus +4, Blind-Fight, Wisdom 19.


Benefit: Using senses such as acute hearing and sensitivity to vibrations, you detect the location of opponents who are no more than 5 feet away from you. Invisibility and darkness are irrelevant, though it you discern incorporeal beings.


benefit:
Benefit: You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performances so that others rarely catch you in the act of casting a spell. Like a silent, stilled spell, a disguised spell can't be identified through Spellcraft. Your 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.

full_text:
Disguise Spell [Metamagic]
Prerequisites: Bardic music, Perform 12 ranks.


Benefit: You have mastered the art of casting spells unobtrusively, mingling verbal and somatic components into its music and performances so that others rarely catch you in the act of casting a spell. Like a silent, stilled spell, a disguised spell can't be identified through Spellcraft. Your 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.


prerequisite:
Str 13, turn or rebuke undead ability, Power Attack.

benefit:
Benefit: As a free action, spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage for 1 full round.

full_text:
Divine Might [Divine ]
Prerequisites: Str 13, turn or rebuke undead ability, Power Attack.


Benefit: As a free action, spend one of your turn or rebuke undead attempts to add your Charisma bonus to your weapon damage for 1 full round.


benefit:
Benefit: You can spend one of your turn undead attempts to add 2d6 points of sacred energy damage to all your successful melee attacks against undead until the end of your next action. This is a supernatural ability.

full_text:
Divine Vengeance [Divine ]
Prerequisites: Ability to turn undead, Extra Turning.


Benefit: You can spend one of your turn undead attempts to add 2d6 points of sacred energy damage to all your successful melee attacks against undead until the end of your next action. This is a supernatural ability.


choice:
One type of energy: acid, cold, electricity, fire, or sonic

prerequisite:
Any other metamagic feat, Knowledge (arcana) 5 ranks.

benefit:
Benefit: You choose one type of energy: acid, cold, electricity, fire, or sonic. When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to use your chosen type of energy instead. The altered spell uses a spell slot of the spell's normal level.
The altered spell works normally in all respects except the type of damage dealt.

special:
You can gain this feat multiple times. Each time the feat applies to a different type of energy.

full_text:
Energy Substitution [Metamagic]
Prerequisites: Any other metamagic feat, Knowledge (arcana) 5 ranks.


Benefit: You choose one type of energy: acid, cold, electricity, fire, or sonic. When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to use your chosen type of energy instead. The altered spell uses a spell slot of the spell's normal level.
The altered spell works normally in all respects except the type of damage dealt.


Special: You can gain this feat multiple times. Each time the feat applies to a different type of energy.


benefit:
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:
You can gain this feat multiple times, adding another four uses of bardic music each time.

full_text:
Extra Music [General]
Prerequisite: Bardic music.


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: You can gain this feat multiple times, adding another four uses of bardic music each time.


benefit:
Benefit: Attackers do not gain the usual +2 attack bonus when flanking you. This feat grants no effect whenever you are attacked without benefit of your Dexterity modifier to AC, such as when you are flat-footed or when you are the target of a rogue's sneak attack.

full_text:
Eyes in the Back of Your Head [General]
Prerequisites: Base attack bonus +3, Wis 19.


Benefit: Attackers do not gain the usual +2 attack bonus when flanking you. This feat grants no effect whenever you are attacked without benefit of your Dexterity modifier to AC, such as when you are flat-footed or when you are the target of a rogue's sneak attack.


benefit:
Benefit: When running or charging, you can make a single direction change of 90 degrees or less. You can't use this feat while wearing medium or heavy armor, or when carrying a medium or heavy load.  If you are charging, you must move in a straight line for 10 feet after the turn to maintain the charge.

normal:
Without this feat, you can run or charge only in a straight line.

full_text:
Fleet of Foot [General]
Prerequisites: Dex 15, Run.


Benefit: When running or charging, you can make a single direction change of 90 degrees or less. You can't use this feat while wearing medium or heavy armor, or when carrying a medium or heavy load.  If you are charging, you must move in a straight line for 10 feet after the turn to maintain the charge.


Normal: Without this feat, you can run or charge only in a straight line.


benefit:
Benefit: You may make an attack of opportunity against a chagin opponent who enters an atea you threaten.  Your attack of opportunity happens immediately before the charge attack is resolved.

normal:
You only get an attack of opportunity against a character that exits a square you threaten.

full_text:
Hold the Line [General]
Prerequisites: Combat Reflexes, base attack bonus +2.


Benefit: You may make an attack of opportunity against a chagin opponent who enters an atea you threaten.  Your attack of opportunity happens immediately before the charge attack is resolved.


Normal: You only get an attack of opportunity against a character that exits a square you threaten.


benefit:
Benefit: You can use any skill untrained, even those that normally require training.

full_text:
Jack of all Trades [General]
Prerequisite: You must be at least 6th level.


Benefit: You can use any skill untrained, even those that normally require training.


prerequisite:
Base attack bonus +2, Improved Trip, Str 15.

benefit:
Benefit: Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target.

full_text:
Knock-Down [General]
Prerequisites: Base attack bonus +2, Improved Trip, Str 15.


Benefit: Whenever you deal 10 or more points of damage to your opponent in melee, you make a trip attack as a free action against the same target.


benefit:
Benefit: A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged.  You need not concentrate on spells such as detect magic or detect thoughts to be aware of the mere presence of absence of the things detected, but you must still concentrate to gain additional information as normal.  Concentration on such a spell is a standard action that does not provoke an attack of opportunity.  A persistent spell uses up a spell slot six levels higher than the spell's actual level.

full_text:
Persistent Spell [Metamagic]
Prerequisite: Extend Spell.


Benefit: A persistent spell has a duration of 24 hours. The persistent spell must have a personal range or a fixed range. Spells of instantaneous duration cannot be affected by this feat, nor can spells whose effects are discharged.  You need not concentrate on spells such as detect magic or detect thoughts to be aware of the mere presence of absence of the things detected, but you must still concentrate to gain additional information as normal.  Concentration on such a spell is a standard action that does not provoke an attack of opportunity.  A persistent spell uses up a spell slot six levels higher than the spell's actual level.


prerequisite:
Plant Defiance, ability to cast speak with plants.

benefit:
Benefit: You can rebuke or command plant creatures as an evil cleric rebukes undead. To command a plant, you must be able to speak with it via a speak with plants effect, though it may do so mentally if desired. This ability is usable a total number of times per day equal to 3 + your Charisma modifier. You use your highest caster level to determine the level at which you rebuke plants.

full_text:
Plant Control [General]
Prerequisites: Plant Defiance, ability to cast speak with plants.


Benefit: You can rebuke or command plant creatures as an evil cleric rebukes undead. To command a plant, you must be able to speak with it via a speak with plants effect, though it may do so mentally if desired. This ability is usable a total number of times per day equal to 3 + your Charisma modifier. You use your highest caster level to determine the level at which you rebuke plants.


prerequisite:
Ability to cast detect animals or plants.

benefit:
Benefit: You can turn (but not destroy) plant creatures as a good cleric turns undead. When determining the result of a turning attempt, treat all destruction results as normal turning. Treat immobile plant creatures as creatures unable to flee. This ability is usable a total number of times per day equal to 3 + your Charisma modifier. You use your highest caster level to determine the level at which you turns plants.

full_text:
Plant Defiance [General]
Prerequisite: Ability to cast detect animals or plants.


Benefit: You can turn (but not destroy) plant creatures as a good cleric turns undead. When determining the result of a turning attempt, treat all destruction results as normal turning. Treat immobile plant creatures as creatures unable to flee. This ability is usable a total number of times per day equal to 3 + your Charisma modifier. You use your highest caster level to determine the level at which you turns plants.


prerequisite:
Weapon focus (chosen weapon), base attack bonus +4

benefit:
Benefit: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.

special:
A fighter may select Power Critical as one of his fighter bonus feats.You can gain Power Critical multiple times. Each time you take the feat, it may be with a different weapon or the same weapon. If you take it with the same weapon, the effects of the feats stack.

full_text:
Power Critical [General]
Prerequisites: Weapon focus (chosen weapon), base attack bonus +4


Benefit: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.


Special: A fighter may select Power Critical as one of his fighter bonus feats.
You can gain Power Critical multiple times. Each time you take the feat, it may be with a different weapon or the same weapon.  If you take it with the same weapon, the effects of the feats stack.


benefit:
Benefit: You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell's actual level.

full_text:
Reach Spell [Metamagic]
Benefit: You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell's actual level.


benefit:
Benefit: A repeated spell is automatically cast again at the beginning of your next round of actions. No matter where you are, the secondary spell originates from the same location and affects the same area as the primary spell. If the repeated spell designates a target, the secondary spell retargets the same target if the target is within 30 feet of its original position; otherwise the secondary spell fails to go off. A repeated spell uses up a spell slot three levels higher than the spell's actual level. Repeat Spell cannot be used on spells with a range of touch.

full_text:
Repeat Spell [Metamagic]
Prerequisites: Any other metamagic feat.


Benefit: A repeated spell is automatically cast again at the beginning of your next round of actions. No matter where you are, the secondary spell originates from the same location and affects the same area as the primary spell. If the repeated spell designates a target, the secondary spell retargets the same target if the target is within 30 feet of its original position; otherwise the secondary spell fails to go off. A repeated spell uses up a spell slot three levels higher than the spell's actual level. Repeat Spell cannot be used on spells with a range of touch.


benefit:
Benefit: Half of the damage dealt by a sacred spell results directly from divine power and is therefore not subject to being reduced by protection from energy or similar magic. The other half of the damage dealt by the spell is as normal. A sacred spell uses up a spell slot two levels higher than the spell's actual level. Only divine spells can be cast as sacred spells.

full_text:
Sacred Spell [Metamagic]
Benefit: Half of the damage dealt by a sacred spell results directly from divine power and is therefore not subject to being reduced by protection from energy or similar magic. The other half of the damage dealt by the spell is as normal. A sacred spell uses up a spell slot two levels higher than the spell's actual level. Only divine spells can be cast as sacred spells.


prerequisite:
Point Blank Shot, Precise Shot, base attack bonus +3.

benefit:
Benefit: Your targets only receive a +2 bonus to Armor class due to cover.  This feat has no effect against foes with no cover or total cover.

special:
A fighter may select Sharp-Shooting as one of his bonus feats.

full_text:
Sharp-Shooting [General]
Prerequisites: Point Blank Shot, Precise Shot, base attack bonus +3.


Benefit: Your targets only receive a +2 bonus to Armor class due to cover.  This feat has no effect against foes with no cover or total cover.


Normal: Cover normally gives a +4 bonus to AC.


Special: A fighter may select Sharp-Shooting as one of his bonus feats.


benefit:
Benefit: When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to deal subdual damage instead of the indicated type of energy damage. The altered spell uses a spell slot of the spell's normal level.
The altered spell works normally in all respects except the type of damage dealt.

full_text:
Subdual Substitution [Metamagic]
Prerequisites: Any other metamagic feat, Knowledge (arcana) 5 ranks.


Benefit: When employing a spell with the acid, cold, electricity, fire, or sonic designator, you can modify the spell to deal subdual damage instead of the indicated type of energy damage. The altered spell uses a spell slot of the spell's normal level.
The altered spell works normally in all respects except the type of damage dealt.


prerequisite:
Int 13, Combat Expertise, base attack bonus +6.

benefit:
Benefit: When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack and add to your AC can be any number that does not exceed your base attack bonus.
This feat eliminates the +5 maximum for the Combat Expertise feat.

full_text:
Superior Expertise [General]
Prerequisites: Int 13, Combat Expertise, base attack bonus +6.


Benefit: When you use the Combat Expertise feat to improve your Armor Class, the number you subtract from your attack and add to your AC can be any number that does not exceed your base attack bonus.
This feat eliminates the +5 maximum for the Combat Expertise feat.


choice:
One type of magic item that has a limit on the number a character can simultaneously wear and gain its benefit

benefit:
Benefit: Choose one type of magic item that has a limit on the number a character can simultaneously wear and gain its benefit. The character can now wear one more magic item of this type and also gain its benefit.

normal:
Without this feat, a character is limited to one headband, hat, or helmet; one pair of eye lenses or goggles; one cloak, cape, or mantle; one amulet, brooch, medallion, necklace, periapt, or scarab; one suit of armor; one robe; one vest, vestment, or shirt; one pair of bracers or bracelets; one pair of gloves or gauntlets; two rings; one belt; and one pair of boots.

special:
A character can gain this feat multiple times. Each time the character takes the feat, it applies to a new type of wearable magic item.

full_text:
Additional Magic Item Space [Epic]
Benefit: Choose one type of magic item that has a limit on the number a character can simultaneously wear and gain its benefit. The character can now wear one more magic item of this type and also gain its benefit.


Normal: Without this feat, a character is limited to one headband, hat, or helmet; one pair of eye lenses or goggles; one cloak, cape, or mantle; one amulet, brooch, medallion, necklace, periapt, or scarab; one suit of armor; one robe; one vest, vestment, or shirt; one pair of bracers or bracelets; one pair of gloves or gauntlets; two rings; one belt; and one pair of boots.


Special: A character can gain this feat multiple times. Each time the character takes the feat, it applies to a new type of wearable magic item.


benefit:
Benefit: The character gains a +1 natural armor bonus to Armor Class, or his or her existing natural armor bonus increases by 1.

special:
A character can gain this feat multiple times. Its effects stack.

full_text:
Armor Skin [Epic]
Benefit: The character gains a +1 natural armor bonus to Armor Class, or his or her existing natural armor bonus increases by 1.


Special: A character can gain this feat multiple times. Its effects stack.


benefit:
Benefit: Whenever creating an alchemical item or substance, the character can choose to make it more powerful than normal by adding +20 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn't deal damage, double the duration of its effect. If the item or substance doesn't deal damage and doesn't have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn't fit any of these categories, then it cannot be affected by this feat. See the Craft (alchemy) skill description.

full_text:
Augmented Alchemy [Epic]
Prerequisites: Int 21, Craft(alchemy) 24 ranks.


Benefit: Whenever creating an alchemical item or substance, the character can choose to make it more powerful than normal by adding +20 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn't deal damage, double the duration of its effect. If the item or substance doesn't deal damage and doesn't have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn't fit any of these categories, then it cannot be affected by this feat. See the Craft (alchemy) skill description.


prerequisite:
Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.

benefit:
Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells a character may cast per round applies. Spells with a casting time of more than 1 full round can't be quickened.

special:
A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be quickened with no adjustment to their spell slots. This feat doesn't increase the casting time for those spells that normally become full-round actions when cast in metamagic form.

full_text:
Automatic Quicken Spell [Epic]
Prerequisites: Quicken Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.


Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells a character may cast per round applies. Spells with a casting time of more than 1 full round can't be quickened.


Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be quickened with no adjustment to their spell slots. This feat doesn't increase the casting time for those spells that normally become full-round actions when cast in metamagic form.


prerequisite:
Silent Spell, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells.

benefit:
Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as silent spells without using higher-level spell slots.

special:
A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be silenced with no adjustment to their spell slots. This feat doesn't increase the casting time for those spells that normally become full-round actions when cast in metamagic form. However, since bard spells can't be enhanced with the Silent Spell feat, they can't be affected by this feat either.

full_text:
Automatic Silent Spell [Epic]
Prerequisites: Silent Spell, Spellcraft 24 ranks, ability to cast 9th-level arcane or divine spells.


Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as silent spells without using higher-level spell slots.


Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be silenced with no adjustment to their spell slots. This feat doesn't increase the casting time for those spells that normally become full-round actions when cast in metamagic form. However, since bard spells can't be enhanced with the Silent Spell feat, they can't be affected by this feat either.


prerequisite:
Still Spell, Spellcraft 27 ranks, ability to cast 9th-level arcane or divine spells.

benefit:
Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as stilled spells without using higher-level spell slots.

special:
A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be stilled with no adjustment to their spell slots. This feat doesn't increase the casting time for those spells that normally become full-round actions when cast in metamagic form.

full_text:
Automatic Still Spell [Epic]
Prerequisites: Still Spell, Spellcraft 27 ranks, ability to cast 9th-level arcane or divine spells.


Benefit: The character may cast all 0-, 1st-, 2nd-, and 3rd-level spells as stilled spells without using higher-level spell slots.


Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next three lowest spell levels can now be stilled with no adjustment to their spell slots. This feat doesn't increase the casting time for those spells that normally become full-round actions when cast in metamagic form.


prerequisite:
Survival 24 ranks, five or more favored enemies.

benefit:
Benefit: Any weapon the character wields against one of his or her favored enemies is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage). This ability doesn't stack with similar abilities.

full_text:
Bane of Enemies [Epic]
Prerequisites: Survival 24 ranks, five or more favored enemies.


Benefit: Any weapon the character wields against one of his or her favored enemies is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage). This ability doesn't stack with similar abilities.


benefit:
Benefit: The character can act as if hasted for 5 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.

special:
A character can gain this feat multiple times. Each time he or she takes the feat, it grants an additional 5 rounds of haste per day.

full_text:
Blinding Speed [Epic]
Prerequisite: Dex 25.


Benefit: The character can act as if hasted for 5 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.


Special: A character can gain this feat multiple times. Each time he or she takes the feat, it grants an additional 5 rounds of haste per day.


choice:
An additional domain from the character's deity's domain list

prerequisite:
Wis 21, ability to cast 9th-level divine spells.

benefit:
Benefit: Choose an additional domain from the character's deity's domain list. The character now has access to that domain's spells as normal for his or her domain spells and the domain's granted powers.

special:
A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different domain.

full_text:
Bonus Domain [Epic]
Prerequisites: Wis 21, ability to cast 9th-level divine spells.


Benefit: Choose an additional domain from the character's deity's domain list. The character now has access to that domain's spells as normal for his or her domain spells and the domain's granted powers.


Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different domain.


benefit:
Benefit: The character's defensive stance bonuses increase to +4 Strength, +6 Constitution, +4 resistance bonus on all saves, and +6 dodge bonus to AC.

full_text:
Bulwark of Defense [Epic]
Prerequisites: Con 25, defensive stance 3/day.


Benefit: The character's defensive stance bonuses increase to +4 Strength, +6 Constitution, +4 resistance bonus on all saves, and +6 dodge bonus to AC.


benefit:
Benefit: Any weapon the character wields while in a rage is treated as an anarchic weapon (it is chaos-aligned and deals an extra 2d6 points of damage against creatures of lawful alignment). This ability does not stack with similar abilities.

full_text:
Chaotic Rage [Epic]
Prerequisites: Rage 5/day, chaotic alignment.


Benefit: Any weapon the character wields while in a rage is treated as an anarchic weapon (it is chaos-aligned and deals an extra 2d6 points of damage against creatures of lawful alignment). This ability does not stack with similar abilities.


prerequisite:
The ability to wild shape into a Gargantuan creature.

benefit:
Benefit: The character can use his or her wild shape to take the shape of a Colossal animal.

normal:
Without this feat, a character cannot wild shape into an animal of greater than Huge size.

full_text:
Colossal Wild Shape [Wild] [Epic]
Prerequisite: The ability to wild shape into a Gargantuan creature.


Benefit: The character can use his or her wild shape to take the shape of a Colossal animal.


Normal: Without this feat, a character cannot wild shape into an animal of greater than Huge size.


benefit:
Benefit: The character does not incur any attacks of opportunity for firing a bow when threatened.

normal:
Without this feat, a character incurs an attack of opportunity from all opponents who threaten him or her whenever he or she uses a bow.

full_text:
Combat Archery [Epic]
Prerequisites: Dodge, Mobility, Point Blank Shot.


Benefit: The character does not incur any attacks of opportunity for firing a bow when threatened.


Normal: Without this feat, a character incurs an attack of opportunity from all opponents who threaten him or her whenever he or she uses a bow.


prerequisite:
Craft Magic Arms and Armor, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks.

benefit:
Benefit: The character can craft magic arms and armor which exceed the normal limits for such items

full_text:
Craft Epic Magic Arms and Armor [Item Creation] [Epic]
Prerequisites: Craft Magic Arms and Armor, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks.


Benefit: The character can craft magic arms and armor which exceed the normal limits for such items


prerequisite:
Craft Rod, Knowledge (arcana) 32 ranks, Spellcraft 32 ranks.

benefit:
Benefit: The character can craft rods that exceed the normal limits for such items.

full_text:
Craft Epic Rod [Item Creation] [Epic]
Prerequisites: Craft Rod, Knowledge (arcana) 32 ranks, Spellcraft 32 ranks.


Benefit: The character can craft rods that exceed the normal limits for such items.


prerequisite:
Craft Staff, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks.

benefit:
Benefit: The character can craft staffs that exceed the normal limits for such items.

full_text:
Craft Epic Staff [Item Creation] [Epic]
Prerequisites: Craft Staff, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks.


Benefit: The character can craft staffs that exceed the normal limits for such items.


prerequisite:
Craft Wondrous Item, Knowledge (arcana) 26 ranks, Spellcraft 26 ranks.

benefit:
Benefit: The character can craft wondrous items that exceed the normal limits for such items.

full_text:
Craft Epic Wondrous Item [Item Creation] [Epic]
Prerequisites: Craft Wondrous Item, Knowledge (arcana) 26 ranks, Spellcraft 26 ranks.


Benefit: The character can craft wondrous items that exceed the normal limits for such items.


benefit:
Benefit: The character gains damage reduction 3/-. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, or this feat itself.

special:
A character can gain this feat multiple times. Each time he or she gains the feat, his or her damage reduction increases by 3.

full_text:
Damage Reduction [Epic]
Prerequisite: Con 21.


Benefit: The character gains damage reduction 3/-. This does not stack with damage reduction granted by magic items or nonpermanent magical effects, but it does stack with any damage reduction granted by permanent magical effects, class features, or this feat itself.


Special: A character can gain this feat multiple times. Each time he or she gains the feat, his or her damage reduction increases by 3.


prerequisite:
Perform 24 ranks, bardic music class feature.

benefit:
Benefit: The character can use song or poetics to temporarily deafen all enemies within a 30-foot spread from him or her. A successful Fortitude save (DC 10 + 1/2 the character's class level + the character's Charisma modifier) negates the effect. The deafening effect lasts for as long as the character continues the deafening song. The character can choose to exclude any characters from this effect. The character may sing, play, or recite a deafening song while taking other mundane actions, but not magical ones (see the bard's inspire courage ability for more details). The character may keep up the deafening song for a maximum of 10 rounds. Using the deafening song counts as one of the character's uses of song or poetics for the day.

full_text:
Deafening Song [Epic]
Prerequisites: Perform 24 ranks, bardic music class feature.


Benefit: The character can use song or poetics to temporarily deafen all enemies within a 30-foot spread from him or her. A successful Fortitude save (DC 10 + 1/2 the character's class level + the character's Charisma modifier) negates the effect. The deafening effect lasts for as long as the character continues the deafening song. The character can choose to exclude any characters from this effect. The character may sing, play, or recite a deafening song while taking other mundane actions, but not magical ones (see the bard's inspire courage ability for more details). The character may keep up the deafening song for a maximum of 10 rounds. Using the deafening song counts as one of the character's uses of song or poetics for the day.


prerequisite:
Bane of Enemies, Survival 30 ranks, five or more favored enemies.

benefit:
Benefit: Any time the character scores a critical hit against one of his or her favored enemies, it must make a Fortitude save (DC 10 + 1/2 character's ranger class level + character's Wisdom modifier) or die instantly.

special:
Creatures immune to critical hits can't be affected by this feat.

full_text:
Death of Enemies [Epic]
Prerequisites: Bane of Enemies, Survival 30 ranks, five or more favored enemies.


Benefit: Any time the character scores a critical hit against one of his or her favored enemies, it must make a Fortitude save (DC 10 + 1/2 character's ranger class level + character's Wisdom modifier) or die instantly.


Special: Creatures immune to critical hits can't be affected by this feat.


prerequisite:
Str 25, Cleave, Great Cleave, Improved Critical (chosen weapon), Overwhelming Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon).

benefit:
Benefit: Whenever the character scores a critical hit with the chosen weapon, the target must make a Fortitude save (DC 10 + 1/2 character level + character's Strength modifier) or die instantly. (Creatures immune to critical hits can't be affected by this feat.)

special:
A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of weapon.

full_text:
Devastating Critical [Epic]
Prerequisites: Str 25, Cleave, Great Cleave, Improved Critical (chosen weapon), Overwhelming Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon).


Benefit: Whenever the character scores a critical hit with the chosen weapon, the target must make a Fortitude save (DC 10 + 1/2 character level + character's Strength modifier) or die instantly. (Creatures immune to critical hits can't be affected by this feat.)


Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of weapon.


benefit:
Benefit: Once per round, when targeted by an effect that requires a Fortitude saving throw, the character may make a Reflex save instead to avoid the effect (evasion is not applicable).

full_text:
Dexterous Fortitude [Epic]
Prerequisites: Dex 25, slippery mind class feature.


Benefit: Once per round, when targeted by an effect that requires a Fortitude saving throw, the character may make a Reflex save instead to avoid the effect (evasion is not applicable).


benefit:
Benefit: Once per round, when targeted by an effect that requires a Will saving throw, the character may make a Reflex save instead to avoid the effect (evasion is not applicable).

full_text:
Dexterous Will [Epic]
Prerequisites: Dex 25, slippery mind class feature.


Benefit: Once per round, when targeted by an effect that requires a Will saving throw, the character may make a Reflex save instead to avoid the effect (evasion is not applicable).


prerequisite:
Ability to wild shape into a Huge animal.

benefit:
Benefit: The character can use wild shape to take the shape of a Diminutive animal.

normal:
Without this feat, a character cannot wild shape into an animal of smaller than Tiny size.

full_text:
Diminutive Wild Shape [Wild] [Epic]
Prerequisite: Ability to wild shape into a Huge animal.


Benefit: The character can use wild shape to take the shape of a Diminutive animal.


Normal: Without this feat, a character cannot wild shape into an animal of smaller than Tiny size.


benefit:
Benefit: If the character charges a foe during the first round of combat (or the surprise round, if the character is allowed to act in it), he or she can make a full attack against the opponent charged.

normal:
Without this feat, a character may only make a single attack as part of a charge.

full_text:
Dire Charge [Epic]
Prerequisite: Improved Initiative.


Benefit: If the character charges a foe during the first round of combat (or the surprise round, if the character is allowed to act in it), he or she can make a full attack against the opponent charged.


Normal: Without this feat, a character may only make a single attack as part of a charge.


prerequisite:
Dex 25, Far Shot, Point Blank Shot, Spot 20 ranks.

benefit:
Benefit: The character may throw or fire a ranged weapon at any target within line of sight, with no penalty for range.

full_text:
Distant Shot [Epic]
Prerequisites: Dex 25, Far Shot, Point Blank Shot, Spot 20 ranks.


Benefit: The character may throw or fire a ranged weapon at any target within line of sight, with no penalty for range.


prerequisite:
Wis 30, Knowledge (nature) 30 ranks, wild shape 6/day.

benefit:
Benefit: The character may use wild shape to change into a dragon (black, blue, green, red, white, brass, bronze, copper, gold, or silver). The size limitation is the same as the character's limitation on animal size. The character gains all extraordinary and supernatural abilities of the dragon whose form he or she takes.

full_text:
Dragon Wild Shape [Wild] [Epic]
Prerequisites: Wis 30, Knowledge (nature) 30 ranks, wild shape 6/day.


Benefit: The character may use wild shape to change into a dragon (black, blue, green, red, white, brass, bronze, copper, gold, or silver). The size limitation is the same as the character's limitation on animal size. The character gains all extraordinary and supernatural abilities of the dragon whose form he or she takes.


prerequisite:
Item creation feat to be selected, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks.

benefit:
Benefit: Select an item creation feat. Creating a magic item using that feat requires one day per 10,000 gp of the item's market price, with a minimum of one day.

normal:
Without this feat, creating a magic item requires one day for each 1,000 gp of the item's market price.

special:
A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different item creation feat.

full_text:
Efficient Item Creation [Epic]
Prerequisites: Item creation feat to be selected, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks.


Benefit: Select an item creation feat. Creating a magic item using that feat requires one day per 10,000 gp of the item's market price, with a minimum of one day.


Normal: Without this feat, creating a magic item requires one day for each 1,000 gp of the item's market price.


Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different item creation feat.


choice:
A type of energy (acid, cold, electricity, fire, or sonic)

benefit:
Benefit: Choose a type of energy (acid, cold, electricity, fire, or sonic). The character gains resistance 10 to that type of energy, or the character's existing resistance to that type of energy increases by 10. This feat does not stack with energy resistance granted by magic items or nonpermanent magical effects.

special:
A character can gain this feat multiple times. If the same type of energy is chosen, the effects stack.

full_text:
Energy Resistance [Epic]
Benefit: Choose a type of energy (acid, cold, electricity, fire, or sonic). The character gains resistance 10 to that type of energy, or the character's existing resistance to that type of energy increases by 10. This feat does not stack with energy resistance granted by magic items or nonpermanent magical effects.


Special: A character can gain this feat multiple times. If the same type of energy is chosen, the effects stack.


benefit:
Benefit: The damage cap for the character's spells increases by 10 dice (for spells that deal a number of dice of damage equal to caster level) or by 5 dice (for spells that deal a number of dice of damage equal to half caster level). An enhanced spell uses up a spell slot four levels higher than the spell's actual level. This feat has no effect on spells that don't specifically deal a number of dice of damage equal to the caster's level or half level, even if the spell's effect is largely dictated by the caster's level.

normal:
Without this feat, use the damage dice caps indicated in the spell's description.

special:
A character may gain this feat multiple times. Each time he or she selects this feat, the damage cap increases by 10 dice or 5 dice, as appropriate to the spell, and the enhanced spell takes up a spell slot an additional four levels higher.

full_text:
Enhance Spell [Metamagic] [Epic]
Prerequisite: Maximize Spell.


Benefit: The damage cap for the character's spells increases by 10 dice (for spells that deal a number of dice of damage equal to caster level) or by 5 dice (for spells that deal a number of dice of damage equal to half caster level). An enhanced spell uses up a spell slot four levels higher than the spell's actual level. This feat has no effect on spells that don't specifically deal a number of dice of damage equal to the caster's level or half level, even if the spell's effect is largely dictated by the caster's level.


Normal: Without this feat, use the damage dice caps indicated in the spell's description.


Special: A character may gain this feat multiple times. Each time he or she selects this feat, the damage cap increases by 10 dice or 5 dice, as appropriate to the spell, and the enhanced spell takes up a spell slot an additional four levels higher.


prerequisite:
Dex 25, Dodge, Tumble 30 ranks, improved evasion, defensive roll class feature.

benefit:
Benefit: Once per round, when struck by an attack from an opponent the character has designated as the object of his or her dodge, the character may automatically avoid all damage from the attack.

full_text:
Epic Dodge [Epic]
Prerequisites: Dex 25, Dodge, Tumble 30 ranks, improved evasion, defensive roll class feature.


Benefit: Once per round, when struck by an attack from an opponent the character has designated as the object of his or her dodge, the character may automatically avoid all damage from the attack.


benefit:
Benefit: Whenever the character makes a check for performing a physical action that extends over a period of time, he or she gets a +10 bonus on the check.

full_text:
Epic Endurance [Epic]
Prerequisites: Con 25, Endurance.


Benefit: Whenever the character makes a check for performing a physical action that extends over a period of time, he or she gets a +10 bonus on the check.


choice:
Any power, even one that is part of another discipline's list or another class's list

prerequisite:
Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class.

benefit:
You learn another power.
Benefit: You learn one additional power at any level up to the highest level of power you can manifest. You can choose any power, even one that is part of another discipline's list or another class's list.

special:
You can gain this feat multiple times. Each time, you learn one new power at any level up to the highest level of power you can manifest.

full_text:
Epic Expanded Knowledge [Epic, Psionic]
You learn another power.
Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class.


Benefit: You learn one additional power at any level up to the highest level of power you can manifest. You can choose any power, even one that is part of another discipline's list or another class's list.


Special: You can gain this feat multiple times. Each time, you learn one new power at any level up to the highest level of power you can manifest.


benefit:
Benefit: The character gains a +4 bonus on all Fortitude saving throws.

full_text:
Epic Fortitude [Epic]
Benefit: The character gains a +4 bonus on all Fortitude saving throws.


prerequisite:
Cha 25, Perform 30 ranks, bardic music class feature.

benefit:
Benefit: All competence bonuses, dodge bonuses, and morale bonuses granted by the character's bardic music ability increase by +1.  If you have the inspire greatness bardic music ability, it grants one additional bonus HD.

full_text:
Epic Inspiration [Epic]
Prerequisites: Cha 25, Perform 30 ranks, bardic music class feature.


Benefit: All competence bonuses, dodge bonuses, and morale bonuses granted by the character's bardic music ability increase by +1.  If you have the inspire greatness bardic music ability, it grants one additional bonus HD.


Special: A character can gain this feat multiple times. Its effects stack.


prerequisite:
Cha 25, Leadership, Leadership score 25.

benefit:
Benefit: The character attracts a cohort and followers as shown below on Table: Epic Leadership.  In all other ways Epic Leadership functions as the Leadership feat.


Table: Epic Leadership

Leadership Score
Cohort Level
----------Number of Followers by Level ---------


1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th


25
17th
135
13
7
4
2
2
1
-
-
-

26
18th
160
16
8
4
2
2
1
-
-
-

27
18th
190
19
10
5
3
2
1
-
-
-

28
19th
220
22
11
6
3
2
1
-
-
-

29
19th
260
26
13
7
4
2
1
-
-
-

30
20th
300
30
15
8
4
2
1
-
-
-

31
20th
350
35
18
9
5
3
2
1
-
-

32
21st
400
40
20
10
5
3
2
1
-
-

33
21st
460
46
23
12
6
3
2
1
-
-

34
22nd
520
52
26
13
6
3
2
1
-
-

35
22nd
590
59
30
15
8
4
2
1
-
-

36
23rd
660
66
33
17
9
5
3
2
1
-

37
23rd
740
74
37
19
10
5
3
2
1
-

38
24th
820
82
41
21
11
6
3
2
1
-

39
24th
910
91
46
23
12
6
3
2
1
-

40
25th
1000
100
50
25
13
7
4
2
1
-


per +1
+1/2*
+100**
!
!
!
!
!
!
!
!
!


Leadership Score: A character's Leadership score equals his or her level plus any Charisma modifier. Outside factors can affect a character's Leadership score, as detailed in the Leadership feat.


Cohort Level: The character can attract a cohort of up to this level. Regardless of the character's Leadership score, he or she can't recruit a cohort of his or her level or higher.


Number of Followers by Level: The character can lead up to the indicated number of characters of each level.
*The maximum cohort level increases by 1 for every 2 points of Leadership above 40. **The number of 1st-level followers increases by 100 for every point of Leadership above 40.
!A character can command one-tenth as many 2nd-level followers as 1st-level followers. A character can command one-half as many 3rd-level followers as 2nd-level followers, one-half as many 4th-level followers as 3rd-level followers, and so on (round fractions up, except any fraction less than 1 rounds to 0). A character can't have a follower of higher than 20th level.
Table: Example Special Epic Cohorts presents some creatures that make good cohorts for epic characters.


Table: Example Special Epic Cohorts

Creature
Alignment
Level Equivalent


Angel, astral deva
Any good
20nd

Dragon, ancient silver
Lawful good
42nd

Couatl
Lawful good
16th

Giant, cloud
Neutral good
24th

Ghaele
Chaotic good
20st

Giant, storm
Chaotic good
28th

Dragon, wyrm brass
Chaotic good
42th

Dragon turtle
Neutral
21st

Hydra, 12-headed
Neutral
19th

Roc
Neutral
23rd

Dragon, ancient green
Lawful evil
40th

Devil, ice (gelugon)
Lawful evil
21st

Giant, cloud
Neutral evil
24th

Demon, glabrezu
Chaotic evil
23rd

Demon, succubus
Chaotic evil
12th


Dragon, wyrm white
Chaotic evil
41th


normal:
The Leadership feat provides no benefit for leadership scores beyond 25.

full_text:
Epic Leadership [Epic]
Prerequisites: Cha 25, Leadership, Leadership score 25.


Benefit: The character attracts a cohort and followers as shown below on Table: Epic Leadership.  In all other ways Epic Leadership functions as the Leadership feat.


Normal: The Leadership feat provides no benefit for leadership scores beyond 25.


Table: Epic Leadership

Leadership Score
Cohort Level
----------Number of Followers by Level ---------


1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th


25
17th
135
13
7
4
2
2
1
-
-
-

26
18th
160
16
8
4
2
2
1
-
-
-

27
18th
190
19
10
5
3
2
1
-
-
-

28
19th
220
22
11
6
3
2
1
-
-
-

29
19th
260
26
13
7
4
2
1
-
-
-

30
20th
300
30
15
8
4
2
1
-
-
-

31
20th
350
35
18
9
5
3
2
1
-
-

32
21st
400
40
20
10
5
3
2
1
-
-

33
21st
460
46
23
12
6
3
2
1
-
-

34
22nd
520
52
26
13
6
3
2
1
-
-

35
22nd
590
59
30
15
8
4
2
1
-
-

36
23rd
660
66
33
17
9
5
3
2
1
-

37
23rd
740
74
37
19
10
5
3
2
1
-

38
24th
820
82
41
21
11
6
3
2
1
-

39
24th
910
91
46
23
12
6
3
2
1
-

40
25th
1000
100
50
25
13
7
4
2
1
-


per +1
+1/2*
+100**
!
!
!
!
!
!
!
!
!


Leadership Score: A character's Leadership score equals his or her level plus any Charisma modifier. Outside factors can affect a character's Leadership score, as detailed in the Leadership feat.


Cohort Level: The character can attract a cohort of up to this level. Regardless of the character's Leadership score, he or she can't recruit a cohort of his or her level or higher.


Number of Followers by Level: The character can lead up to the indicated number of characters of each level.
*The maximum cohort level increases by 1 for every 2 points of Leadership above 40. **The number of 1st-level followers increases by 100 for every point of Leadership above 40.
!A character can command one-tenth as many 2nd-level followers as 1st-level followers. A character can command one-half as many 3rd-level followers as 2nd-level followers, one-half as many 4th-level followers as 3rd-level followers, and so on (round fractions up, except any fraction less than 1 rounds to 0). A character can't have a follower of higher than 20th level.
Table: Example Special Epic Cohorts presents some creatures that make good cohorts for epic characters.


Table: Example Special Epic Cohorts

Creature
Alignment
Level Equivalent


Angel, astral deva
Any good
20nd

Dragon, ancient silver
Lawful good
42nd

Couatl
Lawful good
16th

Giant, cloud
Neutral good
24th

Ghaele
Chaotic good
20st

Giant, storm
Chaotic good
28th

Dragon, wyrm brass
Chaotic good
42th

Dragon turtle
Neutral
21st

Hydra, 12-headed
Neutral
19th

Roc
Neutral
23rd

Dragon, ancient green
Lawful evil
40th

Devil, ice (gelugon)
Lawful evil
21st

Giant, cloud
Neutral evil
24th

Demon, glabrezu
Chaotic evil
23rd

Demon, succubus
Chaotic evil
12th


Dragon, wyrm white
Chaotic evil
41th



benefit:
Benefit: Gain a +1 bonus on all attacks.

full_text:
Epic Prowess [Epic]
Benefit: Gain a +1 bonus on all attacks.


Special: A character can gain this feat multiple times. Its effects stack.


benefit:
You can expend your psionic focus to greater effect.
Benefit: When you expend your psionic focus, you can simultaneously use two feats that require a psionic focus to be expended, instead of just one. The feats must be stackable. You must still spend the requisite power points required to use each metapsionic feat, and you cannot exceed the power point limit set by your manifester level.

special:
You can take this feat multiple times. Each time you do so, you can simultaneously use one additional feat that requires a psionic focus to be expended.

full_text:
Epic Psionic Focus [Epic, Psionic]
You can expend your psionic focus to greater effect.
Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class.


Benefit: When you expend your psionic focus, you can simultaneously use two feats that require a psionic focus to be expended, instead of just one. The feats must be stackable. You must still spend the requisite power points required to use each metapsionic feat, and you cannot exceed the power point limit set by your manifester level.


Special: You can take this feat multiple times. Each time you do so, you can simultaneously use one additional feat that requires a psionic focus to be expended.


benefit:
Benefit: The character gains a +4 bonus on all Reflex saving throws.

full_text:
Epic Reflexes [Epic]
Benefit: The character gains a +4 bonus on all Reflex saving throws.


benefit:
Benefit: The character gains a +4 bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks.

full_text:
Epic Reputation [Epic]
Benefit: The character gains a +4 bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Perform checks.


benefit:
Benefit: The character gains a +10 bonus on all skill checks with that skill.

special:
A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different skill.

full_text:
Epic Skill Focus [Epic]
Prerequisite: 20 ranks in the skill selected.


Benefit: The character gains a +10 bonus on all skill checks with that skill.


Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different skill.


benefit:
Benefit: The character's speed increases by 30 feet. This benefit does not stack with increased speed granted by magic items or nonpermanent magical effects.

special:
This feat only functions when the character is wearing medium armor, light armor, or no armor.

full_text:
Epic Speed [Epic]
Prerequisites: Dex 21, Run.


Benefit: The character's speed increases by 30 feet. This benefit does not stack with increased speed granted by magic items or nonpermanent magical effects.


Special: This feat only functions when the character is wearing medium armor, light armor, or no armor.


prerequisite:
Greater Spell Focus and Spell Focus in the school selected, ability to cast at least one 9th-level spell of the school to be chosen.

benefit:
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic the character selects to focus on. This stacks with the bonuses from Spell Focus and Greater Spell Focus.

special:
A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different school of magic.

full_text:
Epic Spell Focus [Epic]
Prerequisites: Greater Spell Focus and Spell Focus in the school selected, ability to cast at least one 9th-level spell of the school to be chosen.


Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic the character selects to focus on. This stacks with the bonuses from Spell Focus and Greater Spell Focus.


Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different school of magic.


prerequisite:
Greater Spell Penetration, Spell Penetration.

benefit:
Benefit: The character gets a +2 bonus on caster level checks to beat a creature's spell resistance. This stacks with the bonuses from Spell Penetration and Greater Spell Penetration.

full_text:
Epic Spell Penetration [Epic]
Prerequisites: Greater Spell Penetration, Spell Penetration.


Benefit: The character gets a +2 bonus on caster level checks to beat a creature's spell resistance. This stacks with the bonuses from Spell Penetration and Greater Spell Penetration.


prerequisite:
Spellcraft 24 ranks, Knowledge (arcana) 24 ranks, ability to cast 9th-level arcane spells. OR Spellcraft 24 ranks, Knowledge (religion) 24 ranks, ability to cast 9th-level divine spells. OR Spellcraft 24 ranks, Knowledge (nature) 24 ranks, ability to cast 9th-level divine spells.

benefit:
Benefit: The character may develop and cast epic spells.  If the character is an arcane spellcaster, he or she may cast a number of epic spells per day equal to his or her ranks in Knowledge (arcana) divided by 10. If the character is a divine spellcaster, he or she may cast a number of epic spells per day equal to his or her ranks in Knowledge (religion) or Knowledge (nature) divided by 10.

special:
If the character meets more than one set of prerequisites, the limit on the number of spells he or she may cast per day is cumulative.

full_text:
Epic Spellcasting [Epic]
Prerequisite: Spellcraft 24 ranks, Knowledge (arcana) 24 ranks, ability to cast 9th-level arcane spells. OR Spellcraft 24 ranks, Knowledge (religion) 24 ranks, ability to cast 9th-level divine spells. OR Spellcraft 24 ranks, Knowledge (nature) 24 ranks, ability to cast 9th-level divine spells.


Benefit: The character may develop and cast epic spells.  If the character is an arcane spellcaster, he or she may cast a number of epic spells per day equal to his or her ranks in Knowledge (arcana) divided by 10. If the character is a divine spellcaster, he or she may cast a number of epic spells per day equal to his or her ranks in Knowledge (religion) or Knowledge (nature) divided by 10.


Special: If the character meets more than one set of prerequisites, the limit on the number of spells he or she may cast per day is cumulative.


benefit:
Benefit: The character gains +30 hit points.

full_text:
Epic Toughness [Epic]
Benefit: The character gains +30 hit points.


Special: A character can gain this feat multiple times. Its effects stack.


benefit:
Benefit: Add a +2 bonus to all attack rolls the character makes using the selected weapon.

special:
A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat it applies to a different type of weapon.

full_text:
Epic Weapon Focus [Epic]
Prerequisite: Weapon Focus in the chosen weapon.


Benefit: Add a +2 bonus to all attack rolls the character makes using the selected weapon.


Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat it applies to a different type of weapon.


prerequisite:
Epic Weapon Focus, Weapon Focus, Weapon Specialization (all in the chosen weapon).

benefit:
Benefit: Add +4 to all damage the character deals using the selected weapon. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet.

special:
A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different type of weapon.

full_text:
Epic Weapon Specialization [Epic]
Prerequisites: Epic Weapon Focus, Weapon Focus, Weapon Specialization (all in the chosen weapon).


Benefit: Add +4 to all damage the character deals using the selected weapon. If the weapon is a ranged weapon, the damage bonus only applies if the target is within 30 feet.


Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different type of weapon.


benefit:
Benefit: The character gains a +4 bonus on all Will saving throws.

full_text:
Epic Will [Epic]
Benefit: The character gains a +4 bonus on all Will saving throws.


prerequisite:
Dex 21, Wis 19, Deflect Arrows, Improved Unarmed Strike.

benefit:
Benefit: The character can deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows.

full_text:
Exceptional Deflection [Epic]
Prerequisites: Dex 21, Wis 19, Deflect Arrows, Improved Unarmed Strike.


Benefit: The character can deflect any ranged attacks (including spells that require ranged touch attacks) as if they were arrows.


benefit:
Benefit: Add one-half the maximum result of the character's race's maximum age modifier to the character's normal middle age, old, and venerable age categories. Calculate the character's maximum age using the new venerable number. This feat can't lower the character's current age category.

full_text:
Extended Life Span [Epic]
Benefit: Add one-half the maximum result of the character's race's maximum age modifier to the character's normal middle age, old, and venerable age categories. Calculate the character's maximum age using the new venerable number. This feat can't lower the character's current age category.


Special: A character can gain this feat multiple times. Its effects stack.


choice:
One arcane spell the character knows of 8th level or lower

prerequisite:
Int 25 (if the character's spellcasting is controlled by Intelligence) or Cha 25 (if the character's spellcasting is controlled by Charisma).

benefit:
Benefit: Choose one arcane spell the character knows of 8th level or lower. The character's familiar can now use this spell once per day as a spell-like ability, at a caster level equal to the character's caster level. A character cannot bestow a spell to his or her familiar if the spell normally has a material component cost of more than 1 gp or an XP cost.

special:
A character can gain this feat multiple times. Each time the character takes the feat, he or she can give his or her familiar a different spell-like ability or another daily use of the same spell-like ability.

full_text:
Familiar Spell [Epic]
Prerequisite: Int 25 (if the character's spellcasting is controlled by Intelligence) or Cha 25 (if the character's spellcasting is controlled by Charisma).


Benefit: Choose one arcane spell the character knows of 8th level or lower. The character's familiar can now use this spell once per day as a spell-like ability, at a caster level equal to the character's caster level. A character cannot bestow a spell to his or her familiar if the spell normally has a material component cost of more than 1 gp or an XP cost.


Special: A character can gain this feat multiple times. Each time the character takes the feat, he or she can give his or her familiar a different spell-like ability or another daily use of the same spell-like ability.


benefit:
Benefit: The character gains fast healing 3, or the character's existing fast healing increases by 3. This feat does not stack with fast healing granted by magic items or nonpermanent magical effects.

special:
This feat may be taken multiple times. Its effects stack.

full_text:
Fast Healing [Epic]
Prerequisite: Con 25.


Benefit: The character gains fast healing 3, or the character's existing fast healing increases by 3. This feat does not stack with fast healing granted by magic items or nonpermanent magical effects.


Special: This feat may be taken multiple times. Its effects stack.


prerequisite:
Ability to wild shape into a Diminutive creature.

benefit:
Benefit: The character can use his or her wild shape to take the shape of a Fine animal.

normal:
Without this feat, a character cannot wild shape into an animal smaller than Tiny size.

full_text:
Fine Wild Shape [Wild] [Epic]
Prerequisite: Ability to wild shape into a Diminutive creature. 


Benefit: The character can use his or her wild shape to take the shape of a Fine animal.


Normal: Without this feat, a character cannot wild shape into an animal smaller than Tiny size.


prerequisite:
Forge Ring, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks.

benefit:
Benefit: The character can forge magic rings that exceed the normal limits for such items.

full_text:
Forge Epic Ring [Item Creation] [Epic]
Prerequisites: Forge Ring, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks.


Benefit: The character can forge magic rings that exceed the normal limits for such items.


benefit:
Benefit: The character can use your wild shape to take the shape of a Gargantuan animal.

normal:
Without this feat, a character cannot wild shape into an animal greater than Huge size.

full_text:
Gargantuan Wild Shape [Wild] [Epic]
Prerequisite: Ability to wild shape into a Huge animal.


Benefit: The character can use your wild shape to take the shape of a Gargantuan animal.


Normal: Without this feat, a character cannot wild shape into an animal greater than Huge size.


benefit:
Benefit: The character's Charisma increases by 1 point.

full_text:
Great Charisma [Epic]
Benefit: The character's Charisma increases by 1 point.


Special: A character can gain this feat multiple times. Its effects stack.


benefit:
Benefit: The character's Constitution increases by 1 point.

full_text:
Great Constitution [Epic]
Benefit: The character's Constitution increases by 1 point.


Special: A character can gain this feat multiple times. Its effects stack.


benefit:
Benefit: The character's Dexterity increases by 1 point.

full_text:
Great Dexterity [Epic]
Benefit: The character's Dexterity increases by 1 point.


Special: A character can gain this feat multiple times. Its effects stack.


benefit:
Benefit: The character's Intelligence increases by 1 point.

full_text:
Great Intelligence [Epic]
Benefit: The character's Intelligence increases by 1 point.


Special: A character can gain this feat multiple times. Its effects stack.


prerequisite:
Cha 25, smite ability (from class feature or domain granted power).

benefit:
Benefit: Whenever the character makes a successful smite attack, add twice the appropriate level to damage (rather than just the character's level).

special:
A character may select this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

full_text:
Great Smiting [Epic]
Prerequisites: Cha 25, smite ability (from class feature or domain granted power).


Benefit: Whenever the character makes a successful smite attack, add twice the appropriate level to damage (rather than just the character's level).


Special: A character may select this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.


benefit:
Benefit: The character's Strength increases by 1 point.

full_text:
Great Strength [Epic]
Benefit: The character's Strength increases by 1 point.


Special: A character can gain this feat multiple times. Its effects stack.


benefit:
Benefit: The character's Wisdom increases by 1 point.

full_text:
Great Wisdom [Epic]
Benefit: The character's Wisdom increases by 1 point.


Special: A character can gain this feat multiple times. Its effects stack.


prerequisite:
Perform 30 ranks, bardic music class feature.

benefit:
Benefit: The number of allies the character can affect with his or her inspire competence or inspire greatness bardic music ability doubles. When inspiring competence in multiple allies, the character can choose different skills to inspire for different allies.

special:
A character can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

full_text:
Group Inspiration [Epic]
Prerequisite: Perform 30 ranks, bardic music class feature.


Benefit: The number of allies the character can affect with his or her inspire competence or inspire greatness bardic music ability doubles. When inspiring competence in multiple allies, the character can choose different skills to inspire for different allies.


Special: A character can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.


prerequisite:
Deafening Song, Perform 27 ranks, bardic music class feature.

benefit:
Benefit: The character can use song or poetics to hinder enemy spellcasters within a 30-foot spread from the character. To successfully cast a spell within this area, a spellcaster must make a Concentration check as if he or she were casting defensively, and all such checks have a penalty equal to half the character's level. The character can choose to exclude any characters from this effect. The character may sing, play, or recite a hindering song while taking other mundane actions, but not magical ones (see the bard's inspire courage ability for more details). The character may keep up the hindering song for a maximum of 10 rounds. Using the hindering song counts as one of the character's uses of song or poetics for the day.

full_text:
Hindering Song [Epic]
Prerequisite: Deafening Song, Perform 27 ranks, bardic music class feature.


Benefit: The character can use song or poetics to hinder enemy spellcasters within a 30-foot spread from the character. To successfully cast a spell within this area, a spellcaster must make a Concentration check as if he or she were casting defensively, and all such checks have a penalty equal to half the character's level. The character can choose to exclude any characters from this effect. The character may sing, play, or recite a hindering song while taking other mundane actions, but not magical ones (see the bard's inspire courage ability for more details). The character may keep up the hindering song for a maximum of 10 rounds. Using the hindering song counts as one of the character's uses of song or poetics for the day.


prerequisite:
Smite evil class feature, any good alignment.

benefit:
Benefit: Any weapon the character wields is treated as a holy weapon (is good-aligned and deals an extra 2d6 points of damage against creatures of evil alignment). If the weapon already has an alignment, this feat has no effect on the weapon.

full_text:
Holy Strike [Epic]
Prerequisites: Smite evil class feature, any good alignment.


Benefit: Any weapon the character wields is treated as a holy weapon (is good-aligned and deals an extra 2d6 points of damage against creatures of evil alignment). If the weapon already has an alignment, this feat has no effect on the weapon.


prerequisite:
Eschew Materials, Spellcraft 25 ranks, ability to cast 9th-level arcane or divine spells.

benefit:
Benefit: The character may cast spells without any material components. This feat does not affect the need for a focus or divine focus.

full_text:
Ignore Material Components [Epic]
Prerequisites: Eschew Materials, Spellcraft 25 ranks, ability to cast 9th-level arcane or divine spells.


Benefit: The character may cast spells without any material components. This feat does not affect the need for a focus or divine focus.


choice:
An alignment-based domain (Chaos, Evil, Good, or Law) to which the character has access

prerequisite:
Access to domain of Chaos, Evil, Good, or Law, alignment must match domain chosen, ability to cast 9th-level divine spells.

benefit:
Benefit: Select an alignment-based domain (Chaos, Evil, Good, or Law) to which the character has access. The character casts spells with that alignment descriptor at +3 caster level.

special:
This benefit overrides (does not stack with) the granted powers of the Chaos, Evil, Good, and Law domains. A character may select this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different alignment-based domain to which the character has access.

full_text:
Improved Alignment-Based Casting [Epic]
Prerequisites: Access to domain of Chaos, Evil, Good, or Law, alignment must match domain chosen, ability to cast 9th-level divine spells.


Benefit: Select an alignment-based domain (Chaos, Evil, Good, or Law) to which the character has access. The character casts spells with that alignment descriptor at +3 caster level.


Special: This benefit overrides (does not stack with) the granted powers of the Chaos, Evil, Good, and Law domains. A character may select this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different alignment-based domain to which the character has access.


prerequisite:
Dex 19, Wis 19, Point Blank Shot, Precise Shot, arrow of death class feature.

benefit:
Benefit: Add +2 to the DC of the character's arrows of death. This feat may be taken multiple times. Its effects stack.

full_text:
Improved Arrow of Death [Epic]
Prerequisites: Dex 19, Wis 19, Point Blank Shot, Precise Shot, arrow of death class feature.


Benefit: Add +2 to the DC of the character's arrows of death. This feat may be taken multiple times. Its effects stack.


benefit:
Benefit: The character's aura of courage grants a +8 morale bonus on saving throws against fear effects.

full_text:
Improved Aura of Courage [Epic]
Prerequisite: Cha 25, aura of courage class ability.


Benefit: The character's aura of courage grants a +8 morale bonus on saving throws against fear effects.


benefit:
Benefit: The character's aura of despair causes a -4 morale penalty on all saving throws.

full_text:
Improved Aura of Despair [Epic]
Prerequisite: Cha 25, aura of despair class ability.


Benefit: The character's aura of despair causes a -4 morale penalty on all saving throws.


benefit:
Benefit: The character doesn't incur attacks of opportunity for casting spells when threatened.

full_text:
Improved Combat Casting [Epic]
Prerequisites: Combat Casting, Concentration 25 ranks.


Benefit: The character doesn't incur attacks of opportunity for casting spells when threatened.


benefit:
Benefit: There is no limit to the number of attacks of opportunity the character can make in one round. (the character still can't make more than one attack of opportunity for a given oppertunity.)

full_text:
Improved Combat Reflexes [Epic]
Prerequisites: Dex 21, Combat Reflexes.


Benefit: There is no limit to the number of attacks of opportunity the character can make in one round. (the character still can't make more than one attack of opportunity for a given oppertunity.)


benefit:
Benefit: The range of the character's darkvision doubles. This feat does not stack with darkvision granted by magic items or nonpermanent magical effects.

special:
This feat may be taken multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.

full_text:
Improved Darkvision [Epic]
Prerequisite: Darkvision.


Benefit: The range of the character's darkvision doubles. This feat does not stack with darkvision granted by magic items or nonpermanent magical effects.


Special: This feat may be taken multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.


prerequisite:
Death attack class feature, sneak attack +5d6.

benefit:
Benefit: Add +2 to the DC of the character's death attack.

full_text:
Improved Death Attack [Epic]
Prerequisites: Death attack class feature, sneak attack +5d6.


Benefit: Add +2 to the DC of the character's death attack.


Special: This feat may be taken multiple times. Its effects stack.


prerequisite:
Wis 25, ability to wild shape into an elemental.

benefit:
Benefit: The character's ability to wild shape into an elemental is expanded to include all elemental creatures (not just air, earth, fire, and water elementals) of any size that the character can take when using wild shape to become an animal. The character gains all extraordinary and supernatural abilities of the elemental whose form he or she takes.

normal:
Without this feat, a character may only wild shape into a Small, Medium-size, or Large air, earth, fire, or water elemental.

full_text:
Improved Elemental Wild Shape [Wild] [Epic]
Prerequisites: Wis 25, ability to wild shape into an elemental.


Benefit: The character's ability to wild shape into an elemental is expanded to include all elemental creatures (not just air, earth, fire, and water elementals) of any size that the character can take when using wild shape to become an animal. The character gains all extraordinary and supernatural abilities of the elemental whose form he or she takes.


Normal: Without this feat, a character may only wild shape into a Small, Medium-size, or Large air, earth, fire, or water elemental.


benefit:
Benefit: Add +1 to the bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and damage rolls against all the character's favored enemies.

full_text:
Improved Favored Enemy [Epic]
Prerequisite: Five or more favored enemies.


Benefit: Add +1 to the bonus on Bluff, Listen, Sense Motive, Spot, and Survival checks and damage rolls against all the character's favored enemies.


Special: This feat may be taken multiple times. Its effects stack.


benefit:
Benefit: As Heighten Spell, but there is no limit to the level to which the character can heighten the spell.

normal:
Without this feat, a spell can only be heightened to a maximum of 9th level.

full_text:
Improved Heighten Spell [Epic]
Prerequisites: Heighten Spell, Spellcraft 20 ranks.


Benefit: As Heighten Spell, but there is no limit to the level to which the character can heighten the spell.


Normal: Without this feat, a spell can only be heightened to a maximum of 9th level.


benefit:
Benefit: The character's unarmed strikes are treated as epic magic weapons for the purposes of damage reduction.

full_text:
Improved Ki Strike [Epic]
Prerequisites: Wis 21, ki strike (adamantine).


Benefit: The character's unarmed strikes are treated as epic magic weapons for the purposes of damage reduction.


benefit:
Benefit: The range of the character's low-light vision doubles. This feat does not stack with low-light vision granted by magic items or nonpermanent magical effects.

full_text:
Improved Low-Light Vision [Epic]
Prerequisite: Low-light vision.


Benefit: The range of the character's low-light vision doubles. This feat does not stack with low-light vision granted by magic items or nonpermanent magical effects.


Special: This feat may be taken multiple times. Its effects stack. Remember that two doublings equals a tripling, and so on.


benefit:
You increase your power point reserve.
Benefit: When you select this feat, you gain 19 power points.

special:
You can gain this feat multiple times. Each time you do so, you gain an additional number of power points equal to your previous benefit +2.

full_text:
Improved Manifestation [Epic, Psionic]
You increase your power point reserve.
Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class.


Benefit: When you select this feat, you gain 19 power points.


Special: You can gain this feat multiple times. Each time you do so, you gain an additional number of power points equal to your previous benefit +2.


prerequisite:
Dex 19, base attack bonus +21, Many-shot, Point Blank Shot, Rapid Shot

benefit:
Benefits: As Manyshot, but the number of arrows the character can fire is limited only by his or her base attack bonus (two arrows, plus one arrow for every 5 points of base attack bonus above +6).

normal:
With the Manyshot feat, the character is limited to a maximum of four arrows fired (when the character's base attack bonus is +16 or higher).

special:
Regardless of the number of arrows the character fires, he or she only applies precision-based damage (such as sneak attack damage or the ranger's favored enemy bonus) once. If the character scores a critical hit, only one of the arrows deals critical damage (character's choice); all others deal normal damage.

full_text:
Improved Manyshot [Epic]
Prerequisites: Dex 19, base attack bonus +21, Many-shot, Point Blank Shot, Rapid Shot


Benefits: As Manyshot, but the number of arrows the character can fire is limited only by his or her base attack bonus (two arrows, plus one arrow for every 5 points of base attack bonus above +6).


Special: Regardless of the number of arrows the character fires, he or she only applies precision-based damage (such as sneak attack damage or the ranger's favored enemy bonus) once. If the character scores a critical hit, only one of the arrows deals critical damage (character's choice); all others deal normal damage.


Normal: With the Manyshot feat, the character is limited to a maximum of four arrows fired (when the character's base attack bonus is +16 or higher).


prerequisite:
Four metamagic feats, Spellcraft 30 ranks.

benefit:
Benefit: The spell slot modifier of all the character's metamagic feats is reduced by one level, to a minimum of +1. This feat has no effect on metamagic feats whose spell slot modifier is +1 or less.

special:
A character can gain this feat multiple times. The effects stack, though a character can't reduce any metamagic feat's spell slot modifier to less than +1.

full_text:
Improved Metamagic [Epic]
Prerequisites: Four metamagic feats, Spellcraft 30 ranks.


Benefit: The spell slot modifier of all the character's metamagic feats is reduced by one level, to a minimum of +1. This feat has no effect on metamagic feats whose spell slot modifier is +1 or less.


Special: A character can gain this feat multiple times. The effects stack, though a character can't reduce any metamagic feat's spell slot modifier to less than +1.


prerequisite:
Character level 21st, four metapsionic feats, Psicraft 30 ranks.

benefit:
You can manifest powers using metapsionic feats more easily than normal.
Benefit: Metapsionic powers you manifest cost 2 power points less than normal (to a minimum of 1 power point).
This feat has no effect on metapsionic powers that inflate the cost by only 2 power points.

special:
You can gain this feat multiple times. The effects stack, though you can't lower the cost of any metapsionic power to less than 1 power point.

full_text:
Improved Metapsionics [Epic, Psionic]
You can manifest powers using metapsionic feats more easily than normal.
Prerequisites: Character level 21st, four metapsionic feats, Psicraft 30 ranks.


Benefit: Metapsionic powers you manifest cost 2 power points less than normal (to a minimum of 1 power point).
This feat has no effect on metapsionic powers that inflate the cost by only 2 power points.


Special: You can gain this feat multiple times. The effects stack, though you can't lower the cost of any metapsionic power to less than 1 power point.


benefit:
Benefit: Add +1d6 to the character's sneak attack damage.

full_text:
Improved Sneak Attack [Epic]
Prerequisite: Sneak attack +8d6.


Benefit: Add +1d6 to the character's sneak attack damage.


Special: This feat may be taken multiple times. Its effects stack.


choice:
One spell slot per day of any level up to one level higher than the highest-level spell the character can already cast in a particular class

prerequisite:
Ability to cast spells of the normal maximum spell level in at least one spellcasting class.

benefit:
Benefit: When the character selects this feat, he or she gains one spell slot per day of any level up to one level higher than the highest-level spell the character can already cast in a particular class. The character must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If the character has a high enough ability modifier to gain one or more bonus spells for this spell level, he or she also gains the bonus spells for this spell level. The character must use the spell slot as a member of the class in which he or she can already cast spells of the normal maximum spell level.


Spell Slots Above 9th Level
The Improved Spell Capacity feat allows characters to gain spell slots above 9th level (which can be used to hold lower-level spells or spells whose level has been increased beyond 9th by the use of metamagic feats).
A character with a very high score in the ability associated with his or her spellcasting (Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for bards and sorcerers) may receive bonus spells of those levels, as shown on Table: Expanded Ability Modifiers and Bonus Spells, but only if they already have at least one spell slot of that level (such as from the Improved Spell Capacity feat). A character without any spell slots of a level can't receive any bonus spells of that level, even if the appropriate ability score is high enough to award them.
Even though the table only includes ability scores up to 61 and spell slots up to 25th level, the progression continues infinitely in both directions. For ability scores beyond 61, or for spell slots above 25th level, expand the table to follow the same patterns as shown.
Table: Expanded Ability Modifiers and Bonus Spells

--------------- Spells per Day -------------------

Score
Modifier
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
21st
22nd
23rd
24th
25th


10-11
+0
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

12-13
+1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

14-15
+2
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

16-17
+3
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

18-19
+4
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

20-21
+5
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

22-23
+6
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

24-25
+7
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

26-27
+8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

28-29
+9
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

30-31
+10
1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

32-33
+11
1
1
-
-
-
-
-
-
-
-
-
-
-
-
-
-

34-35
+12
1
1
1
-
-
-
-
-
-
-
-
-
-
-
-
-

36-37
+13
1
1
1
1
-
-
-
-
-
-
-
-
-
-
-
-

38-39
+14
2
1
1
1
1
-
-
-
-
-
-
-
-
-
-
-

40-41
+15
2
2
1
1
1
1
-
-
-
-
-
-
-
-
-
-

42-43
+16
2
2
2
1
1
1
1
-
-
-
-
-
-
-
-
-

44-45
+17
2
2
2
2
1
1
1
1
-
-
-
-
-
-
-
-

46-47
+18
3
2
2
2
2
1
1
1
1
-
-
-
-
-
-
-

48-49
+19
3
3
2
2
2
2
1
1
1
1
-
-
-
-
-
-

50-51
+20
3
3
3
2
2
2
2
1
1
1
1
-
-
-
-
-

52-53
+21
3
3
3
3
2
2
2
2
1
1
1
1
-
-
-
-

54-55
+22
4
3
3
3
3
2
2
2
2
1
1
1
1
-
-
-

56-57
+23
4
4
3
3
3
3
2
2
2
2
1
1
1
1
-
-

58-59
+24
4
4
4
3
3
3
3
2
2
2
2
1
1
1
1
-

60-61
+25
4
4
4
4
3
3
3
3
2
2
2
2
1
1
1
1


etc. . .


special:
A character can gain this feat multiple times.

full_text:
Improved Spell Capacity [Epic]
Prerequisite: Ability to cast spells of the normal maximum spell level in at least one spellcasting class.


Benefit: When the character selects this feat, he or she gains one spell slot per day of any level up to one level higher than the highest-level spell the character can already cast in a particular class. The character must still have the requisite ability score (10 + spell level) in order to cast any spell stored in this slot. If the character has a high enough ability modifier to gain one or more bonus spells for this spell level, he or she also gains the bonus spells for this spell level. The character must use the spell slot as a member of the class in which he or she can already cast spells of the normal maximum spell level.


Special: A character can gain this feat multiple times.


Spell Slots Above 9th Level
The Improved Spell Capacity feat allows characters to gain spell slots above 9th level (which can be used to hold lower-level spells or spells whose level has been increased beyond 9th by the use of metamagic feats).
A character with a very high score in the ability associated with his or her spellcasting (Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for bards and sorcerers) may receive bonus spells of those levels, as shown on Table: Expanded Ability Modifiers and Bonus Spells, but only if they already have at least one spell slot of that level (such as from the Improved Spell Capacity feat). A character without any spell slots of a level can't receive any bonus spells of that level, even if the appropriate ability score is high enough to award them.
Even though the table only includes ability scores up to 61 and spell slots up to 25th level, the progression continues infinitely in both directions. For ability scores beyond 61, or for spell slots above 25th level, expand the table to follow the same patterns as shown.
Table: Expanded Ability Modifiers and Bonus Spells

--------------- Spells per Day -------------------

Score
Modifier
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
21st
22nd
23rd
24th
25th


10-11
+0
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

12-13
+1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

14-15
+2
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

16-17
+3
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

18-19
+4
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

20-21
+5
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

22-23
+6
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

24-25
+7
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

26-27
+8
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

28-29
+9
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

30-31
+10
1
-
-
-
-
-
-
-
-
-
-
-
-
-
-
-

32-33
+11
1
1
-
-
-
-
-
-
-
-
-
-
-
-
-
-

34-35
+12
1
1
1
-
-
-
-
-
-
-
-
-
-
-
-
-

36-37
+13
1
1
1
1
-
-
-
-
-
-
-
-
-
-
-
-

38-39
+14
2
1
1
1
1
-
-
-
-
-
-
-
-
-
-
-

40-41
+15
2
2
1
1
1
1
-
-
-
-
-
-
-
-
-
-

42-43
+16
2
2
2
1
1
1
1
-
-
-
-
-
-
-
-
-

44-45
+17
2
2
2
2
1
1
1
1
-
-
-
-
-
-
-
-

46-47
+18
3
2
2
2
2
1
1
1
1
-
-
-
-
-
-
-

48-49
+19
3
3
2
2
2
2
1
1
1
1
-
-
-
-
-
-

50-51
+20
3
3
3
2
2
2
2
1
1
1
1
-
-
-
-
-

52-53
+21
3
3
3
3
2
2
2
2
1
1
1
1
-
-
-
-

54-55
+22
4
3
3
3
3
2
2
2
2
1
1
1
1
-
-
-

56-57
+23
4
4
3
3
3
3
2
2
2
2
1
1
1
1
-
-

58-59
+24
4
4
4
3
3
3
3
2
2
2
2
1
1
1
1
-

60-61
+25
4
4
4
4
3
3
3
3
2
2
2
2
1
1
1
1


etc. . .



prerequisite:
Must have spell resistance from a feat, class feature, or other permanent effect.

benefit:
Benefit: The character's spell resistance increases by +2.

full_text:
Improved Spell Resistance [Epic]
Prerequisite: Must have spell resistance from a feat, class feature, or other permanent effect.


Benefit: The character's spell resistance increases by +2.


Special: A character can gain this feat multiple times. Its effects stack.


prerequisite:
Dex 19, Wis 19, Improved Unarmed Strike, Stunning Fist.

benefit:
Benefit: Add +2 to the DC of the character's stunning attack.

full_text:
Improved Stunning Fist [Epic]
Prerequisite: Dex 19, Wis 19, Improved Unarmed Strike, Stunning Fist.


Benefit: Add +2 to the DC of the character's stunning attack.


Special: This feat may be taken multiple times. Its effects stack.


prerequisite:
Int 13, Dex 23, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack.

benefit:
Benefit: As a standard action, the character can make one melee attack for every five points of his or her base attack bonus (including epic attack bonus, round fractions down).
The character cannot attack any one opponent more than once as part of this action.  These attacks (as well as all other attacks made until the start of the character's next turn) suffer a -4 penalty.
When using the Improved Whirlwind feat, the character also forfeits any bonus or extra attacks granted by other spells or abilities (such as Cleave or the haste spell).
Since these attacks are made as part of a standard action the character can't make a 5-foot step between any two of the attacks.

normal:
Without this feat, using the Whirlwind Attack feat requires a full attack action, and the character can take a 5-foot step between any two of the attacks.

full_text:
Improved Whirlwind Attack [Epic]
Prerequisites: Int 13, Dex 23, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack.


Benefit: As a standard action, the character can make one melee attack for every five points of his or her base attack bonus (including epic attack bonus, round fractions down).
The character cannot attack any one opponent more than once as part of this action.  These attacks (as well as all other attacks made until the start of the character's next turn) suffer a -4 penalty.
When using the Improved Whirlwind feat, the character also forfeits any bonus or extra attacks granted by other spells or abilities (such as Cleave or the haste spell).
Since these attacks are made as part of a standard action the character can't make a 5-foot step between any two of the attacks.


Normal: Without this feat, using the Whirlwind Attack feat requires a full attack action, and the character can take a 5-foot step between any two of the attacks.


benefit:
Benefit: When the character enters a rage, he or she can incite a barbarian rage in any or all allies within 60 feet. (Any ally who doesn't wish to become enraged is unaffected.) The ally gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to AC, for as long as the character remains raging. The rage of affected allies lasts a number of rounds equal to 3 + their Constitution modifier, regardless of whether they remain within 60 feet of the character. This is otherwise identical with normal barbarian rage (including the fatigue at its end).

full_text:
Incite Rage [Epic]
 Prerequisites:
 Cha 25, greater rage class feature.


Benefit: When the character enters a rage, he or she can incite a barbarian rage in any or all allies within 60 feet. (Any ally who doesn't wish to become enraged is unaffected.) The ally gains +4 to Strength, +4 to Constitution, and a +2 morale bonus on Will saves, but takes a -2 penalty to AC, for as long as the character remains raging. The rage of affected allies lasts a number of rounds equal to 3 + their Constitution modifier, regardless of whether they remain within 60 feet of the character. This is otherwise identical with normal barbarian rage (including the fatigue at its end).


Special: This is a mind-affecting effect.


prerequisite:
Dex 25, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike.

benefit:
Benefit: The character may perform any number of deflections each round, as the Deflect Arrows feat.

full_text:
Infinite Deflection [Epic]
Prerequisites: Dex 25, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike.


Benefit: The character may perform any number of deflections each round, as the Deflect Arrows feat.


benefit:
Benefit: The character can use song or poetics to grant a bonus to one ability score to his or her allies. To be affected, an ally must hear the bard sing for 1 full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by command word (such as wands). Each ally to be inspired gains a +4 competence bonus to the same ability score, which the character must choose before he or she begins inspiring. Inspire excellence is a supernatural, mind-affecting ability. Use of this feat counts as one of the character's bardic music uses for the day.

special:
This feat is treated as a bardic music inspiration ability for purposes of feats that affect such abilities.

full_text:
Inspire Excellence [Epic]
Prerequisite: Perform 30 ranks, bardic music class feature.


Benefit: The character can use song or poetics to grant a bonus to one ability score to his or her allies. To be affected, an ally must hear the bard sing for 1 full round. The effect lasts as long as the bard sings and for 5 rounds after the bard stops singing (or 5 rounds after the ally can no longer hear the bard). While singing, the bard can fight but cannot cast spells, activate magic items by spell completion (such as scrolls), or activate magic items by command word (such as wands). Each ally to be inspired gains a +4 competence bonus to the same ability score, which the character must choose before he or she begins inspiring. Inspire excellence is a supernatural, mind-affecting ability. Use of this feat counts as one of the character's bardic music uses for the day.


Special: This feat is treated as a bardic music inspiration ability for purposes of feats that affect such abilities.


prerequisite:
Quick Draw, Rapid Reload, Weapon Focus (crossbow type to be selected).

benefit:
Benefit: The character may fire the selected type of crossbow at his or her full normal attack rate. Reloading the crossbow does not provoke attacks of opportunity.

special:
A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of crossbow.

full_text:
Instant Reload [Epic]
Prerequisite: Quick Draw, Rapid Reload, Weapon Focus (crossbow type to be selected).


Benefit: The character may fire the selected type of crossbow at his or her full normal attack rate. Reloading the crossbow does not provoke attacks of opportunity.


Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of crossbow.


prerequisite:
Empower Spell, Maximize Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.

benefit:
Benefit: All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell's actual level. A character can't combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.

full_text:
Intensify Spell [Metamagic] [Epic]
Prerequisites: Empower Spell, Maximize Spell, Spellcraft 30 ranks, ability to cast 9th-level arcane or divine spells.


Benefit: All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell's actual level. A character can't combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.


prerequisite:
Str 23, Wis 23, Improved Critical (unarmed strike), Improved Unarmed Strike, Stunning fist, ki strike (adamantine).

benefit:
Benefit: The character's unarmed strike has a critical threat range of 18-20 and deals slashing damage (at the character's option any attack can deal bludgeoning damage, but cannot then take advantage of the enhanced threat range). This ability doesn't stack with other abilities that expand that character's unarmed strike's threat range.

full_text:
Keen Strike [Epic]
Prerequisites: Str 23, Wis 23, Improved Critical (unarmed strike), Improved Unarmed Strike, Stunning fist, ki strike (adamantine).


Benefit: The character's unarmed strike has a critical threat range of 18-20 and deals slashing damage (at the character's option any attack can deal bludgeoning damage, but cannot then take advantage of the enhanced threat range). This ability doesn't stack with other abilities that expand that character's unarmed strike's threat range.


prerequisite:
Perform 25 ranks, bardic music class feature.

benefit:
Benefit: The effects of the character's bardic music inspiration abilities last for ten times as long as normal after he or she stops singing. This feat has no effect on inspiration abilities that have no duration after the character stops singing.

full_text:
Lasting Inspiration [Epic]
Prerequisite: Perform 25 ranks, bardic music class feature.


Benefit: The effects of the character's bardic music inspiration abilities last for ten times as long as normal after he or she stops singing. This feat has no effect on inspiration abilities that have no duration after the character stops singing.


prerequisite:
Dex 21, Balance 12 ranks, Climb 24 ranks.

benefit:
Benefit: The character can ignore any check penalties applied for accelerated climbing or rapid climbing.

normal:
Without this feat, a character takes a -5 penalty on Climb checks when attempting to cover his or her full speed in climbing distance in a round, or a -20 penalty when attempting to cover twice his or her speed in climbing distance in a round.

full_text:
Legendary Climber [Epic]
Prerequisites: Dex 21, Balance 12 ranks, Climb 24 ranks.


Benefit: The character can ignore any check penalties applied for accelerated climbing or rapid climbing.


Normal: Without this feat, a character takes a -5 penalty on Climb checks when attempting to cover his or her full speed in climbing distance in a round, or a -20 penalty when attempting to cover twice his or her speed in climbing distance in a round.


prerequisite:
Cha 25, Epic Leadership, Leadership, Diplomacy 30 ranks, must rule own kingdom and have a stronghold.

benefit:
Benefit: Multiply the number of followers of each level that the character can lead by 10. This has no effect on cohorts.

full_text:
Legendary Commander [Epic]
Prerequisites: Cha 25, Epic Leadership, Leadership, Diplomacy 30 ranks, must rule own kingdom and have a stronghold.


Benefit: Multiply the number of followers of each level that the character can lead by 10. This has no effect on cohorts.


benefit:
Benefit: The character need only move 5 feet in a straight line to make a running jump.

normal:
Without this feat, a character must move at least 20 feet in a straight line before attempting a running jump.

full_text:
Legendary Leaper [Epic]
Prerequisite: Jump 24 ranks.


Benefit: The character need only move 5 feet in a straight line to make a running jump.


Normal: Without this feat, a character must move at least 20 feet in a straight line before attempting a running jump.


benefit:
Benefit: The character doesn't take a penalty on Ride checks when riding a mount without a saddle (bareback).  The character never needs to make a Ride check to control a mount in combat (and even controlling a mount not trained for combat doesn't require an action).

normal:
Without this feat, a character takes a -5 penalty on Ride checks without a saddle, and must make a Ride check to control a mount in combat (and controlling a mount not trained for combat requires a move action).

full_text:
Legendary Rider [Epic]
Prerequisite: Ride 24 ranks.


Benefit: The character doesn't take a penalty on Ride checks when riding a mount without a saddle (bareback).  The character never needs to make a Ride check to control a mount in combat (and even controlling a mount not trained for combat doesn't require an action).


Normal: Without this feat, a character takes a -5 penalty on Ride checks without a saddle, and must make a Ride check to control a mount in combat (and controlling a mount not trained for combat requires a move action).


prerequisite:
Wis 25, Track, Knowledge (nature) 30 ranks, Survival 30 ranks.

benefit:
Benefit: The character can track creatures across water, under-water, or through the air. This adds the surfaces of water, underwater, and air to the list of surfaces found under the Track feat:

Surface
DC


Water
60

Underwater
80


Air
120


full_text:
Legendary Tracker [Epic]
Prerequisites: Wis 25, Track, Knowledge (nature) 30 ranks, Survival 30 ranks.


Benefit: The character can track creatures across water, under-water, or through the air. This adds the surfaces of water, underwater, and air to the list of surfaces found under the Track feat:

Surface
DC


Water
60

Underwater
80


Air
120



prerequisite:
Str 21, Dex 21, Improved Unarmed Strike, Escape Artist 15 ranks.

benefit:
Benefit: The character gains a +10 bonus on all grapple checks.

full_text:
Legendary Wrestler [Epic]
Prerequisite: Str 21, Dex 21, Improved Unarmed Strike, Escape Artist 15 ranks.


Benefit: The character gains a +10 bonus on all grapple checks.


prerequisite:
Sneak attack +8d6, crippling strike class feature.

benefit:
Benefit: Any time the character deals damage with a sneak attack, that target takes damage equal to the character's sneak attack bonus damage on the character's next turn as well.

full_text:
Lingering Damage [Epic]
Prerequisite: Sneak attack +8d6, crippling strike class feature.


Benefit: Any time the character deals damage with a sneak attack, that target takes damage equal to the character's sneak attack bonus damage on the character's next turn as well.


prerequisite:
Knowledge (nature) 24 ranks, wild shape 6/day.

benefit:
Benefit: The following magical beasts are added to the lists of animal companions from which you can select.


1st Level (no adjustment)
Stirge
Darkmantle


4th Level (-3)
Hippogriff
Shocker lizard


7th Level (-6)
Cockatrice
Ankheg
Griffon
Owlbear
Sea cat*


10th Level (-9)
Basilisk
Digerster
Girallon
Spider eater


13th Level (-12)
Bulette
Chimera
Remorhaz


16th Level (-15)
Gorgon
Gray render

special:
Creatures marked with an asterisk are available only in an aquatic environment.

full_text:
Magical Beast Companion [Wild] [Epic]
Prerequisites: Knowledge (nature) 24 ranks, wild shape 6/day.


Benefit: The following magical beasts are added to the lists of animal companions from which you can select.


1st Level (no adjustment)
Stirge
Darkmantle


4th Level (-3)
Hippogriff
Shocker lizard


7th Level (-6)
Cockatrice
Ankheg
Griffon
Owlbear
Sea cat*


10th Level (-9)
Basilisk
Digerster
Girallon
Spider eater


13th Level (-12)
Bulette
Chimera
Remorhaz


16th Level (-15)
Gorgon
Gray render


Special: Creatures marked with an asterisk are available only in an aquatic environment.


prerequisite:
Wis 25, Knowledge (nature) 27 ranks, wild shape 6/day.

benefit:
Benefit: The character can use his or her normal wild shape ability to take the form of a magical beast. The size limitation is the same as the character's limitation on animal size. The character gains all supernatural abilities of the magical beast whose form he or she takes.

full_text:
Magical Beast Wild Shape [Wild] [Epic]
Prerequisites: Wis 25, Knowledge (nature) 27 ranks, wild shape 6/day.


Benefit: The character can use his or her normal wild shape ability to take the form of a magical beast. The size limitation is the same as the character's limitation on animal size. The character gains all supernatural abilities of the magical beast whose form he or she takes.


benefit:
Benefit: When the character activates a staff, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character ahs not used for the day, though the character may lose a prepared spell to emulate a wand charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the specific spell stored in the staff, including any level-increasing metamagic enhancements. A character cannot emulate a charge for a staff function that does not match a specific spell.

full_text:
Master Staff [Epic]
Prerequisite: Craft Staff, Spellcraft 15 ranks.


Benefit: When the character activates a staff, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character ahs not used for the day, though the character may lose a prepared spell to emulate a wand charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the specific spell stored in the staff, including any level-increasing metamagic enhancements. A character cannot emulate a charge for a staff function that does not match a specific spell.


benefit:
Benefit: When the character activates a wand, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character has not used for the day, though he or she may lose a prepared spell to emulate a wand charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the spell stored in the wand, including any level-increasing metamagic enhancements.

full_text:
Master Wand [Epic]
Prerequisite: Craft Wand, Spellcraft 15 ranks.


Benefit: When the character activates a wand, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character has not used for the day, though he or she may lose a prepared spell to emulate a wand charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the spell stored in the wand, including any level-increasing metamagic enhancements.


prerequisite:
Str 21, Con 21, greater rage class feature, rage 5/day.

benefit:
Benefit: When the character rages, he or she gains a +8 bonus to Strength and Constitution and a +4 morale bonus on Will saves. (These bonuses replace the normal rage bonuses.)

full_text:
Mighty Rage [Epic]
Prerequisites: Str 21, Con 21, greater rage class feature, rage 5/day.


Benefit: When the character rages, he or she gains a +8 bonus to Strength and Constitution and a +4 morale bonus on Will saves. (These bonuses replace the normal rage bonuses.)


prerequisite:
Dex 15, Dodge, Mobility, Spring Attack, defensive stance 3/day class feature.

benefit:
Benefit: While in a defensive stance, the character may take one 5-foot adjustment each round without losing the benefits of the stance.

normal:
Without this feat, a character can't move while in a defensive stance.

full_text:
Mobile Defense [Epic]
Prerequisites: Dex 15, Dodge, Mobility, Spring Attack, defensive stance 3/day class feature.


Benefit: While in a defensive stance, the character may take one 5-foot adjustment each round without losing the benefits of the stance.


Normal: Without this feat, a character can't move while in a defensive stance.


prerequisite:
Quicken Spell, ability to cast 9th-level arcane or divine spells.

benefit:
Benefit: The character may cast one additional quickened spell in a round.

full_text:
Multispell [Epic]
Prerequisites: Quicken Spell, ability to cast 9th-level arcane or divine spells.


Benefit: The character may cast one additional quickened spell in a round.


Special: A character can gain this feat multiple times. Its effects stack.


prerequisite:
Dex 15, base attack bonus +9, three or more hands, Multiweapon Fighting.

benefit:
Benefit: If the character hits an opponent with two or more weapons (wielded in different hands) in the same round, he or she may automatically rend the opponent. This rending deals additional damage equal to the base damage of the smallest weapon that hit plus 1 1/2 times the character's Strength modifier. The character can only rend once per round, regardless of how many successful attacks he or she makes.

special:
This feat replaces the Two-Weapon Rend feat for creatures with more than two arms.

full_text:
Multiweapon Rend [Epic]
Prerequisites: Dex 15, base attack bonus +9, three or more hands, Multiweapon Fighting.


Benefit: If the character hits an opponent with two or more weapons (wielded in different hands) in the same round, he or she may automatically rend the opponent. This rending deals additional damage equal to the base damage of the smallest weapon that hit plus 1 1/2 times the character's Strength modifier. The character can only rend once per round, regardless of how many successful attacks he or she makes.


Special: This feat replaces the Two-Weapon Rend feat for creatures with more than two arms.


benefit:
Benefit: The character's bardic music can affect even those normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will saves to resist such effects.

full_text:
Music of the Gods [Epic]
Prerequisites: Cha 25, Perform 30 ranks, bardic music class feature.


Benefit: The character's bardic music can affect even those normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will saves to resist such effects.


prerequisite:
Cha 25, ability to rebuke or command undead, ability to cast inflict critical wounds, any evil alignment.

benefit:
Benefit: The character can use one rebuke or command undead attempt to unleash a wave of negative energy in a 60-foot-burst. Roll a normal rebuke (or command) check, except that the negative energy burst affects living creatures rather than undead. Any creature that would be rebuked by this result gains one negative level. Any creature that would be commanded by this check gains two negative levels. The Fortitude save DC to remove these levels one day later is equal to 10 + 1/2 the character's effective turning level + the character's Charisma modifier.

full_text:
Negative Energy Burst [Divine] [Epic]
Prerequisites: Cha 25, ability to rebuke or command undead, ability to cast inflict critical wounds, any evil alignment.


Benefit: The character can use one rebuke or command undead attempt to unleash a wave of negative energy in a 60-foot-burst. Roll a normal rebuke (or command) check, except that the negative energy burst affects living creatures rather than undead. Any creature that would be rebuked by this result gains one negative level. Any creature that would be commanded by this check gains two negative levels. The Fortitude save DC to remove these levels one day later is equal to 10 + 1/2 the character's effective turning level + the character's Charisma modifier.


prerequisite:
Str 23, Cleave, Great Cleave, Improved Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon).

benefit:
Benefit: When using the weapon the character has selected, he or she deals an extra 1d6 points of bonus damage on a successful critical hit. If the weapon's critical multiplier is x3, add +2d6 points of bonus damage instead, and if the multiplier is x4, add +3d6 points of bonus damage instead. Creatures immune to critical hits can't be affected by this feat.

full_text:
Overwhelming Critical [Epic]
Prerequisites: Str 23, Cleave, Great Cleave, Improved Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon).


Benefit: When using the weapon the character has selected, he or she deals an extra 1d6 points of bonus damage on a successful critical hit. If the weapon's critical multiplier is x3, add +2d6 points of bonus damage instead, and if the multiplier is x4, add +3d6 points of bonus damage instead. Creatures immune to critical hits can't be affected by this feat.


Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of weapon.


benefit:
Select a special material, such as adamantine.
Benefit: The character melee weapons (including natural weapons) are treated as being crafted from the chosen special material for the purposes of bypassing the damage reduction of any creature the character strikes. None of the other special properties of special materials are gained by the character's melee weapons.

special:
A character can gain this feat multiple times. Each time the feat is selected the character selects a different special material. The character's melee attacks are treated as being crafted of all chosen materials for the purposes of bypassing damage reduction.

full_text:
Penetrate Damage Reduction [Epic]
Select a special material, such as adamantine.
Benefit: The character melee weapons (including natural weapons) are treated as being crafted from the chosen special material for the purposes of bypassing the damage reduction of any creature the character strikes. None of the other special properties of special materials are gained by the character's melee weapons.


Special: A character can gain this feat multiple times.  Each time the feat is selected the character selects a different special material.  The character's melee attacks are treated as being crafted of all chosen materials for the purposes of bypassing damage reduction.


benefit:
Benefit: The character is immune to all nonmagical diseases, as well as to all poisons whose Fortitude save DC is 25 or less.

full_text:
Perfect Health [Epic]
Prerequisite: Con 25, Great Fortitude.


Benefit: The character is immune to all nonmagical diseases, as well as to all poisons whose Fortitude save DC is 25 or less.


prerequisite:
Dex 25, three or more hands, Greater Multiweapon Fighting, Multiweapon Fighting.

benefit:
Benefit: The character can make as many attacks with each extra weapon as with his or her primary weapon, using the same base attack bonus. The character still takes the normal penalties for fighting with two weapons.

normal:
A creature without this feat can make only one attack per round with each extra weapon (or two attacks per round with each weapon if it has Multiweapon Fighting, or three attacks per round with each extra weapon if it has Greater Multiweapon Fighting). Each attack after the first extra attack has a cumulative -5 penalty.

special:
This feat replaces the Perfect Two-Weapon Fighting feat for creatures with more than two arms.

full_text:
Perfect Multiweapon Fighting [Epic]
Prerequisite: Dex 25, three or more hands, Greater Multiweapon Fighting, Multiweapon Fighting.


Benefit: The character can make as many attacks with each extra weapon as with his or her primary weapon, using the same base attack bonus. The character still takes the normal penalties for fighting with two weapons.


Normal: A creature without this feat can make only one attack per round with each extra weapon (or two attacks per round with each weapon if it has Multiweapon Fighting, or three attacks per round with each extra weapon if it has Greater Multiweapon Fighting). Each attack after the first extra attack has a cumulative -5 penalty.


Special: This feat replaces the Perfect Two-Weapon Fighting feat for creatures with more than two arms.


prerequisite:
Dex 25, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting.

benefit:
Benefit: The character can make as many attacks with his or her off-hand weapon as with his or her primary weapon, using the same base attack bonus. The character still takes the normal penalties for fighting with two weapons.

normal:
Without this feat, a character can only get a single attack with an off-hand weapon (or two attacks with an off-hand weapon if he or she has Improved Two-Weapon Fighting, or three attacks with an off-hand weapon if he or she has Greater Two-Weapon Fighting).

full_text:
Perfect Two-Weapon Fighting [Epic]
Prerequisites: Dex 25, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting.


Benefit: The character can make as many attacks with his or her off-hand weapon as with his or her primary weapon, using the same base attack bonus. The character still takes the normal penalties for fighting with two weapons.


Normal: Without this feat, a character can only get a single attack with an off-hand weapon (or two attacks with an off-hand weapon if he or she has Improved Two-Weapon Fighting, or three attacks with an off-hand weapon if he or she has Greater Two-Weapon Fighting).


prerequisite:
Spellcraft 25 ranks, ability to cast the spell to be made permanent.

benefit:
Benefit: Designate any one of the character's spells whose area is an emanation from the character. This spell's effect is permanent (though the character can dismiss or restart it as a free action). Effects that would normally dispel this spell instead suppress it for 2d4 rounds.

special:
This feat may be taken multiple times. Each time, select a different spell to become permanent.

full_text:
Permanent Emanation [Epic]
Prerequisites: Spellcraft 25 ranks, ability to cast the spell to be made permanent.


Benefit: Designate any one of the character's spells whose area is an emanation from the character. This spell's effect is permanent (though the character can dismiss or restart it as a free action). Effects that would normally dispel this spell instead suppress it for 2d4 rounds.


Special: This feat may be taken multiple times. Each time, select a different spell to become permanent.


prerequisite:
Wis 25, Cha 25, ability to turn or rebuke undead.

benefit:
Benefit: The character can turn or rebuke outsiders as if they were undead. An outsider has effective turn resistance equal to half its spell resistance (round down). If the character can turn undead, he or she turns (or destroys) all evil outsiders and rebukes (or commands) all nonevil outsiders. If the character can rebuke undead, he or she rebukes (or commands) all evil outsiders and turns (or destroys) all nonevil outsiders.

full_text:
Planar Turning [Epic]
Prerequisites: Wis 25, Cha 25, ability to turn or rebuke undead.


Benefit: The character can turn or rebuke outsiders as if they were undead. An outsider has effective turn resistance equal to half its spell resistance (round down). If the character can turn undead, he or she turns (or destroys) all evil outsiders and rebukes (or commands) all nonevil outsiders. If the character can rebuke undead, he or she rebukes (or commands) all evil outsiders and turns (or destroys) all nonevil outsiders.


prerequisite:
Knowledge (nature) 24 ranks, wild shape 4/day.

benefit:
Benefit: The character can use his or her normal wild shape ability to take the form of a plant. The size limitation is the same as the character's limitation on animal size.

full_text:
Plant Wild Shape [Wild] [Epic]
Prerequisites: Knowledge (nature) 24 ranks, wild shape 4/day.


Benefit: The character can use his or her normal wild shape ability to take the form of a plant. The size limitation is the same as the character's limitation on animal size.


prerequisite:
Int 25, Speak Language (five languages).

benefit:
Benefit: The character can speak all languages. If the character is literate, he or she can also read and write all languages (not including magical script).

full_text:
Polyglot [Epic]
Prerequisites: Int 25, Speak Language (five languages).


Benefit: The character can speak all languages. If the character is literate, he or she can also read and write all languages (not including magical script).


prerequisite:
Cha 25, ability to turn undead, ability to cast dispel evil.

benefit:
Benefit: Every undead creature that comes within 15 feet of the character is automatically affected as if the character had turned it. This doesn't cost a turning attempt, and the character doesn't have to roll turning damage (it automatically affects all undead in a 15-foot burst), but it only turns undead with Hit Dice equal to or less than the character's effective cleric level minus 10 (and automatically destroys undead with Hit Dice equal to or less than the character's effective cleric level minus 20). Just as with normal turning, the character can't affect undead that have total cover relative to him or her.

full_text:
Positive Energy Aura [Epic]
Prerequisites: Cha 25, ability to turn undead, ability to cast dispel evil. 


Benefit: Every undead creature that comes within 15 feet of the character is automatically affected as if the character had turned it. This doesn't cost a turning attempt, and the character doesn't have to roll turning damage (it automatically affects all undead in a 15-foot burst), but it only turns undead with Hit Dice equal to or less than the character's effective cleric level minus 10 (and automatically destroys undead with Hit Dice equal to or less than the character's effective cleric level minus 20). Just as with normal turning, the character can't affect undead that have total cover relative to him or her.


choice:
Two new powers at any level up to the highest level of power you can manifest

benefit:
You add two additional powers to your list of powers known.
Benefit: You learn two new powers of any level up to the highest level of power you can manifest. The powers you select must be on your class list or the list for your discipline.

special:
You can gain this feat multiple times. Each time, you learn two new powers at any level up to the highest level of power you can manifest.

full_text:
Power Knowledge [Epic, Psionic]
You add two additional powers to your list of powers known.
Prerequisites: Character level 21st, ability to manifest powers of the normal maximum power level in at least one psionic class.


Benefit: You learn two new powers of any level up to the highest level of power you can manifest. The powers you select must be on your class list or the list for your discipline.


Special: You can gain this feat multiple times. Each time, you learn two new powers at any level up to the highest level of power you can manifest.


choice:
One power you know of 8th level or lower

prerequisite:
Character level 21st, Intelligence 25 or Charisma 25 (depending on which is your key ability score for manifesting).

benefit:
Your psicrystal can manifest a power.
Benefit: Choose one power you know of 8th level or lower. Your psicrystal can now manifest this power once per day at your manifester level (the psicrystal gains sufficient power points to manifest the power once). You cannot bestow a power upon your psicrystal if the power normally has any experience point cost.

special:
You can gain this feat multiple times. Each time you take the feat, you can give your psicrystal knowledge of a new power (and it gains sufficient power points to manifest that power once).All power points gained by a psicrystal from multiple applications of this feat go into its reserve and can be used to manifest the powers it knows as you desire.

full_text:
Psicrystal Power [Epic, Psionic]
Your psicrystal can manifest a power.
Prerequisites: Character level 21st, Intelligence 25 or Charisma 25 (depending on which is your key ability score for manifesting).


Benefit: Choose one power you know of 8th level or lower. Your psicrystal can now manifest this power once per day at your manifester level (the psicrystal gains sufficient power points to manifest the power once). You cannot bestow a power upon your psicrystal if the power normally has any experience point cost.


Special: You can gain this feat multiple times. Each time you take the feat, you can give your psicrystal knowledge of a new power (and it gains sufficient power points to manifest that power once).
All power points gained by a psicrystal from multiple applications of this feat go into its reserve and can be used to manifest the powers it knows as you desire.


prerequisite:
Bardic music class feature, Perform 25 ranks

benefit:
Benefit: Double the range of any bardic music ability that has a range. (If the creature must hear the bard to be affected by the ability, that requirement doesn't change regardless of any extended range the bard's ability may have.)

full_text:
Ranged Inspiration [Epic]
Prerequisite: Bardic music class feature, Perform 25 ranks


Benefit: Double the range of any bardic music ability that has a range. (If the creature must hear the bard to be affected by the ability, that requirement doesn't change regardless of any extended range the bard's ability may have.)


Special: A character can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.


benefit:
Benefit: The character can use any of his or her bardic music inspiration abilities as a standard action. The inspiration takes effect immediately after the character concludes the action.

full_text:
Rapid Inspiration [Epic]
Prerequisite: Perform 25 ranks, bardic music class feature.


Benefit: The character can use any of his or her bardic music inspiration abilities as a standard action. The inspiration takes effect immediately after the character concludes the action.


prerequisite:
Combat Reflexes, Perform 30 ranks, bardic music class feature.

benefit:
Benefit: The character can begin a countersong at any time, even when it isn't his or her turn (much like a wizard who has readied a counterspell action), though the character doesn't have to ready an action to do so. The character can't use Reactive Countersong at the same time he or she isusing another bardic music ability (though the character could stop the other bardic music ability to begin Reactive Countersong if so desired).

normal:
Without this feat, a character can only use counter-song on his or her turn.

full_text:
Reactive Countersong [Epic]
Prerequisite: Combat Reflexes, Perform 30 ranks, bardic music class feature.


Benefit: The character can begin a countersong at any time, even when it isn't his or her turn (much like a wizard who has readied a counterspell action), though the character doesn't have to ready an action to do so. The character can't use Reactive Countersong at the same time he or she isusing another bardic music ability (though the character could stop the other bardic music ability to begin Reactive Countersong if so desired).


Normal: Without this feat, a character can only use counter-song on his or her turn.


prerequisite:
Dex 25, Deflect Arrows, Improved Unarmed Strike.

benefit:
Benefit: When the character deflects an arrow or other ranged attack, the attack is reflected back upon the attacker at the character's base ranged attack bonus.

full_text:
Reflect Arrows [Epic]
Prerequisites: Dex 25, Deflect Arrows, Improved Unarmed Strike.


Benefit: When the character deflects an arrow or other ranged attack, the attack is reflected back upon the attacker at the character's base ranged attack bonus.


prerequisite:
Wis 19, Improved Unarmed Strike, Stunning Fist, any lawful alignment.

benefit:
Benefit: The character's unarmed strike is treated as an axiomatic weapon (it is lawfully aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment). This ability doesn't stack with similar abilities.

full_text:
Righteous Strike [Epic]
Prerequisites: Wis 19, Improved Unarmed Strike, Stunning Fist, any lawful alignment.


Benefit: The character's unarmed strike is treated as an axiomatic weapon (it is lawfully aligned and deals an extra 2d6 points of damage against creatures of chaotic alignment). This ability doesn't stack with similar abilities.


prerequisite:
Str 25, Improved Sunder, Power Attack, rage 5/day.

benefit:
Benefit: While in a rage, the character ignores the hardness of any object he or she strikes. Also, double the character's Strength bonus for the purposes of any Strength check made to break an object with sudden force rather than by dealing normal damage (including bursting bindings, such as ropes or manacles).

full_text:
Ruinous Rage [Epic]
Prerequisites: Str 25, Improved Sunder, Power Attack, rage 5/day.


Benefit: While in a rage, the character ignores the hardness of any object he or she strikes. Also, double the character's Strength bonus for the purposes of any Strength check made to break an object with sudden force rather than by dealing normal damage (including bursting bindings, such as ropes or manacles).


prerequisite:
Scribe Scroll, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks.

benefit:
Benefit: The character can scribe scrolls that exceed the normal limits for such items. Even this feat does not allow the character to scribe a scroll with an epic spell.

full_text:
Scribe Epic Scroll [Item Creation] [Epic]
Prerequisites: Scribe Scroll, Knowledge (arcana) 24 ranks, Spellcraft 24 ranks.


Benefit: The character can scribe scrolls that exceed the normal limits for such items. Even this feat does not allow the character to scribe a scroll with an epic spell.


prerequisite:
Dex 30, Hide 30 ranks, Tumble 30 ranks, improved evasion.

benefit:
Benefit: Attacks against the character have a 10% miss chance, similar to the effect of concealment. The character loses this benefit whenever he or she would lose his or her Dexterity bonus to AC.

special:
This feat may be taken multiple times. Each time it is taken, the miss chance increases by 10% to a maximum of 50% after it has been taken five times.

full_text:
Self-Concealment [Epic]
Prerequisites: Dex 30, Hide 30 ranks, Tumble 30 ranks, improved evasion.


Benefit: Attacks against the character have a 10% miss chance, similar to the effect of concealment. The character loses this benefit whenever he or she would lose his or her Dexterity bonus to AC.


Special: This feat may be taken multiple times. Each time it is taken, the miss chance increases by 10% to a maximum of 50% after it has been taken five times.


prerequisite:
Epic Weapon Focus (unarmed strike), Weapon Focus (unarmed strike), Concentration 25 ranks, ki strike (adamantine).

benefit:
Benefit: When using an unarmed strike to attempt to break an object with sudden force (rather than by dealing normal damage), make a Concentration check rather than a Strength check. The break DC remains the same. Using Shattering Strike is a full-round action that incurs attacks of opportunity. The character can't use Shattering Strike to escape bonds (unless he or she is so bound as to allow the character to make an unarmed strike against his or her bindings).

full_text:
Shattering Strike [Epic]
Prerequisites: Epic Weapon Focus (unarmed strike), Weapon Focus (unarmed strike), Concentration 25 ranks, ki strike (adamantine).


Benefit: When using an unarmed strike to attempt to break an object with sudden force (rather than by dealing normal damage), make a Concentration check rather than a Strength check. The break DC remains the same. Using Shattering Strike is a full-round action that incurs attacks of opportunity. The character can't use Shattering Strike to escape bonds (unless he or she is so bound as to allow the character to make an unarmed strike against his or her bindings).


prerequisite:
Sneak attack +8d6, opportunist class feature.

benefit:
Benefit: Any attack of opportunity the character makes is considered a sneak attack.

full_text:
Sneak Attack of Opportunity [Epic]
Prerequisites: Sneak attack +8d6, opportunist class feature.


Benefit: Any attack of opportunity the character makes is considered a sneak attack.


prerequisite:
Wis 19, ability to turn or rebuke undead.

benefit:
Benefit: The character's attacks deal damage normally against incorporeal creatures.

normal:
Without this feat, even attacks that can damage an incorporeal creature have a 50% chance to deal no damage.

full_text:
Spectral Strike [Epic]
Prerequisites: Wis 19, ability to turn or rebuke undead.


Benefit: The character's attacks deal damage normally against incorporeal creatures.


Normal: Without this feat, even attacks that can damage an incorporeal creature have a 50% chance to deal no damage.


choice:
Two new arcane spells of any level up to the maximum level he or she can cast

prerequisite:
Ability to cast spells of the maximum normal spell level of an arcane spellcasting class.

benefit:
Benefit: The character learns two new arcane spells of any level up to the maximum level he or she can cast. This feat does not grant any additional spell slots.

full_text:
Spell Knowledge [Epic]
Prerequisite: Ability to cast spells of the maximum normal spell level of an arcane spellcasting class.


Benefit: The character learns two new arcane spells of any level up to the maximum level he or she can cast. This feat does not grant any additional spell slots.


Special: A character can gain this feat multiple times.


prerequisite:
Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft 25 ranks.

benefit:
Benefit: Whenever the character is allowed an attack of opportunity, he or she may cast (and attack with) a touch spell as the character's attack of opportunity. This incurs attacks of opportunity just as if the character had cast the spell normally.

normal:
Without this feat, a character can only make a melee attack as an attack of opportunity.

full_text:
Spell Opportunity [Epic]
Prerequisites: Combat Casting, Combat Reflexes, Quicken Spell, Spellcraft 25 ranks.


Benefit: Whenever the character is allowed an attack of opportunity, he or she may cast (and attack with) a touch spell as the character's attack of opportunity. This incurs attacks of opportunity just as if the character had cast the spell normally.


Normal: Without this feat, a character can only make a melee attack as an attack of opportunity.


choice:
A spell-like ability the character knows, or a spell the character cam cast

benefit:
Benefit: Choose a spell-like ability the character knows, or a spell the character cam cast.  The character is attuned to the magic he or she chooses. If another spellcaster within 300 feet of the character uses this magic, the character also immediately gains the magic's effect as if it had been used on the character by the same caster. The character must have direct line of effect to the spellcaster in order to gain the benefit of the attuned magic (though the character does not have to know the spellcaster is present, and he or she can be flat-footed). The magic's duration, effect, and other specifics are determined by its original caster's level.

special:
A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different spell or spell-like ability.

full_text:
Spell Stowaway [Epic]
Prerequisites: Spellcraft 24 ranks, caster level 12th.


Benefit: Choose a spell-like ability the character knows, or a spell the character cam cast.  The character is attuned to the magic he or she chooses. If another spellcaster within 300 feet of the character uses this magic, the character also immediately gains the magic's effect as if it had been used on the character by the same caster. The character must have direct line of effect to the spellcaster in order to gain the benefit of the attuned magic (though the character does not have to know the spellcaster is present, and he or she can be flat-footed). The magic's duration, effect, and other specifics are determined by its original caster's level.


Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different spell or spell-like ability.


benefit:
Benefit: Any spellcaster the character threatens in melee provokes an attack of opportunity if he or she tries to cast defensively.  The character gets a +4 bonus on this attack roll.

full_text:
Spellcasting Harrier [Epic]
Prerequisite: Combat Reflexes.


Benefit: Any spellcaster the character threatens in melee provokes an attack of opportunity if he or she tries to cast defensively.  The character gets a +4 bonus on this attack roll.


prerequisite:
Wis 25, Spellcraft 30 ranks, ability to cast 9th-level divine spells.

benefit:
Benefit: Select a domain the character has access to. The character may spontaneously convert any prepared cleric spell (except a domain spell) into a domain spell of the same level in the selected domain, just as a cleric channels energy to convert spells into cure spells.

special:
A character can gain this feat multiple times. Each time a character takes the feat, it applies to a different domain.

full_text:
Spontaneous Domain Access [Epic]
Prerequisites: Wis 25, Spellcraft 30 ranks, ability to cast 9th-level divine spells.


Benefit: Select a domain the character has access to. The character may spontaneously convert any prepared cleric spell (except a domain spell) into a domain spell of the same level in the selected domain, just as a cleric channels energy to convert spells into cure spells.


Special: A character can gain this feat multiple times. Each time a character takes the feat, it applies to a different domain.


prerequisite:
Spellcraft 25 ranks, ability to cast the maximum normal spell level of at least one spell-casting class.

benefit:
Benefit: Select a spell the character can cast. The character may spontaneously convert any prepared spell of the selected spell's level into the selected spell, just as a cleric channels energy to convert spells into cure spells.

special:
A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different spell.

full_text:
Spontaneous Spell [Epic]
Prerequisite: Spellcraft 25 ranks, ability to cast the maximum normal spell level of at least one spell-casting class.


Benefit: Select a spell the character can cast. The character may spontaneously convert any prepared spell of the selected spell's level into the selected spell, just as a cleric channels energy to convert spells into cure spells.


Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different spell.


prerequisite:
Dex 23, Point Blank Shot, Quick Draw, Rapid Shot.

benefit:
Benefit: As a full-round action, the character may throw a light weapon at his or her full base attack bonus at each opponent within 30 feet. All light weapons thrown need not be the same type.

full_text:
Storm of Throws [Epic]
Prerequisite: Dex 23, Point Blank Shot, Quick Draw, Rapid Shot.


Benefit: As a full-round action, the character may throw a light weapon at his or her full base attack bonus at each opponent within 30 feet. All light weapons thrown need not be the same type.


benefit:
Benefit: The character gets a +8 bonus on initiative checks. This bonus overlaps (does not stack with) the bonus from Improved Initiative.

full_text:
Superior Initiative [Epic]
Prerequisite: Improved Initiative.


Benefit: The character gets a +8 bonus on initiative checks. This bonus overlaps (does not stack with) the bonus from Improved Initiative.


prerequisite:
Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used).

benefit:
Benefit: As a full-round action, the character may fire an arrow at his or her full base attack bonus at each opponent within 30 feet.

full_text:
Swarm of Arrows [Epic]
Prerequisites: Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used).


Benefit: As a full-round action, the character may fire an arrow at his or her full base attack bonus at each opponent within 30 feet.


benefit:
Benefit: While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check of become panicked (if it have HD less than your character level) or shaken (if it has HD equal to or up to twice your character level) for 4d6 rounds.  An enemy with Hit Dice greater than twice your character level is not affected by this feat.

full_text:
Terrifying Rage [Epic]
Prerequisites: Intimidate 25 ranks, rage 5/day


Benefit: While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check of become panicked (if it have HD less than your character level) or shaken (if it has HD equal to or up to twice your character level) for 4d6 rounds.  An enemy with Hit Dice greater than twice your character level is not affected by this feat.


choice:
One spell the character knows or spell-like ability the character possesses

benefit:
Benefit: Choose one spell the character knows or spell-like ability the character possesses. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. The character can dismiss his or her own spell or spell-like ability (if dismissible) or dispel his or her own tenacious magic normally.

special:
A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different spell or spell-like ability.

full_text:
Tenacious Magic [Epic]
Prerequisites: Spellcraft 15 ranks.


Benefit: Choose one spell the character knows or spell-like ability the character possesses. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. The character can dismiss his or her own spell or spell-like ability (if dismissible) or dispel his or her own tenacious magic normally.


Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different spell or spell-like ability.


benefit:
Benefit: Any weapon the character wields while in a rage is treated as a thundering weapon. The DC of the Fortitude save to resist deafness is equal to 10 + 1/2 the character's level. This ability does not stack with similar abilities.

full_text:
Thundering Rage [Epic]
Prerequisites: Str 25, rage 5/day.


Benefit: Any weapon the character wields while in a rage is treated as a thundering weapon. The DC of the Fortitude save to resist deafness is equal to 10 + 1/2 the character's level. This ability does not stack with similar abilities.


prerequisite:
Search 25 ranks, Spot 25 ranks, trapfinding class ability.

benefit:
Benefit: If the character passes within 5 feet of a trap, he or she is entitled to a Search check to notice it as if the character was actively looking for it.

full_text:
Trap Sense [Epic]
Prerequisites: Search 25 ranks, Spot 25 ranks, trapfinding class ability.


Benefit: If the character passes within 5 feet of a trap, he or she is entitled to a Search check to notice it as if the character was actively looking for it.


prerequisite:
Dex 15, base attack bonus +9, Improved Two-Weapon Fighting, Two-Weapon Fighting.

benefit:
Benefit: If the character hits an opponent with a weapon in each hand in the same round, he or she may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1 1/2 times the character's Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. The character can only rend once per round, regardless of how many successful attacks he or she makes.

full_text:
Two-Weapon Rend [Epic]
Prerequisites: Dex 15, base attack bonus +9, Improved Two-Weapon Fighting, Two-Weapon Fighting.


Benefit: If the character hits an opponent with a weapon in each hand in the same round, he or she may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1 1/2 times the character's Strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. The character can only rend once per round, regardless of how many successful attacks he or she makes.


prerequisite:
Dex 21, base attack bonus +11, Point Blank Shot, Precise Shot, Improved Precise Shot, Spot 20 ranks.

benefit:
Benefit: The character's ranged attacks ignore the miss chance granted to targets by total concealment.  The character must aim his or her attacks at the correct square to gain advantage of this feat.

normal:
Without this feat, characters suffer a 50% miss chance when making a ranged attack against a target with total concealment.

special:
A character with at least 11 levels of ranger can qualify for this feat even if he or she does not have the prerequisites for it, but can only use it when wearing light or no armor.

full_text:
Uncanny Accuracy [Epic]
Prerequisites: Dex 21, base attack bonus +11, Point Blank Shot, Precise Shot, Improved Precise Shot, Spot 20 ranks.


Benefit: The character's ranged attacks ignore the miss chance granted to targets by total concealment.  The character must aim his or her attacks at the correct square to gain advantage of this feat.


Normal: Without this feat, characters suffer a 50% miss chance when making a ranged attack against a target with total concealment.


Special: A character with at least 11 levels of ranger can qualify for this feat even if he or she does not have the prerequisites for it, but can only use it when wearing light or no armor.


prerequisite:
Cha 21, ability to rebuke or command undead.

benefit:
Benefit: The character may command up to ten times his or her level in HD of undead.

full_text:
Undead Mastery [Divine] [Epic]
Prerequisites: Cha 21, ability to rebuke or command undead.


Benefit: The character may command up to ten times his or her level in HD of undead.


prerequisite:
Smite good class feature, any evil alignment.

benefit:
Benefit: Any weapon the character wields is treated as an unholy weapon (it is evil-aligned and deals an extra 2d6 points of damage against creatures of good alignment). This ability doesn't stack with similar abilities. If the weapon already has an alignment, this feat has no effect on the weapon.

full_text:
Unholy Strike [Epic]
Prerequisites: Smite good class feature, any evil alignment.


Benefit: Any weapon the character wields is treated as an unholy weapon (it is evil-aligned and deals an extra 2d6 points of damage against creatures of good alignment). This ability doesn't stack with similar abilities. If the weapon already has an alignment, this feat has no effect on the weapon.


benefit:
Benefit: The character can use his or her normal wild shape ability to take the form of a vermin. The size limitation is the same as the character's limitation on animal size.

full_text:
Vermin Wild Shape [Wild] [Epic]
Prerequisites: Knowledge (nature) 24 ranks, wild shape 6/day.


Benefit: The character can use his or her normal wild shape ability to take the form of a vermin. The size limitation is the same as the character's limitation on animal size.


prerequisite:
Str 25, Wis 25, Improved Critical (unarmed strike), Improved Unarmed Strike, Keen Strike, Stunning Fist, ki strike (adamantine).

benefit:
Benefit: The character's unarmed strike is considered to be a slashing vorpal weapon. (At the character's option, any unarmed strike can do bludgeoning damage instead, but it loses the vorpal quality.) This ability doesn't stack with similar abilities

full_text:
Vorpal Strike [Epic]
Prerequisites: Str 25, Wis 25, Improved Critical (unarmed strike), Improved Unarmed Strike, Keen Strike, Stunning Fist, ki strike (adamantine).


Benefit: The character's unarmed strike is considered to be a slashing vorpal weapon. (At the character's option, any unarmed strike can do bludgeoning damage instead, but it loses the vorpal quality.) This ability doesn't stack with similar abilities


benefit:
Benefit: The character's aura of courage extends to all allies within 100 feet of the character.

full_text:
Widen Aura of Courage [Epic]
Prerequisite: Cha 25, aura of courage class ability.


Benefit: The character's aura of courage extends to all allies within 100 feet of the character.


benefit:
Benefit: The character's aura of despair extends to all allies within 100 feet of the character.

full_text:
Widen Aura of Despair [Epic]
Prerequisite: Cha 25, aura of despair class ability.


Benefit: The character's aura of despair extends to all allies within 100 feet of the character.


prerequisite:
Cha 25, Undead Mastery, ability to rebuke or command undead.

benefit:
Benefit: The character can use a rebuke or command undead attempt to animate corpses within range of his or her rebuke or command attempt. The character animates a total number of HD of undead equal to the number of undead that would be commanded by the character's result (though the character can't animate more undead than there are available corpses within range). The character can't animate more undead with any single attempt than the maximum number he or she can command (including any undead already under his or her command). These undead are automatically under the character's command, though his or her normal limit of commanded undead still applies. If the corpses are relatively fresh, the animated undead are zombies. Otherwise, they are skeletons.
These feats are not epic feats, so they may be selected by character any time he or she could select a new feat.

full_text:
Zone of Animation [Divine] [Epic]
Prerequisite: Cha 25, Undead Mastery, ability to rebuke or command undead.


Benefit: The character can use a rebuke or command undead attempt to animate corpses within range of his or her rebuke or command attempt. The character animates a total number of HD of undead equal to the number of undead that would be commanded by the character's result (though the character can't animate more undead than there are available corpses within range). The character can't animate more undead with any single attempt than the maximum number he or she can command (including any undead already under his or her command). These undead are automatically under the character's command, though his or her normal limit of commanded undead still applies. If the corpses are relatively fresh, the animated undead are zombies. Otherwise, they are skeletons.
These feats are not epic feats, so they may be selected by character any time he or she could select a new feat.


