# feat

prerequisite:
Dex 19, three or more arms, Improved Multiweapon Fighting, Multiweapon Fighting, base attack bonus +15.

benefit:
Benefit: The creature may make up to three extra attacks with each extra offhand weapon it wields, albeit at a -10 penalty on the third attack with each weapon.

special:
This feat replaces the Greater Two-Weapon Fighting feat for creatures with more than two arms.

full_text:
Greater Multiweapon Fighting [General]
Prerequisites: Dex 19, three or more arms, Improved Multiweapon Fighting, Multiweapon Fighting, base attack bonus +15.


Benefit: The creature may make up to three extra attacks with each extra offhand weapon it wields, albeit at a -10 penalty on the third attack with each weapon.


Special: This feat replaces the Greater Two-Weapon Fighting feat for creatures with more than two arms.


prerequisite:
Fly speed, Dodge, Flyby Attack, Mobility.

benefit:
Benefit: If the standard action taken by a creature during a round in which it uses Flyby Attack is a melee attack, the creature provokes no attacks of opportunity from moving out of squares threatened by its target.

normal:
Without this feat, a creature making an attack as part of a Flyby Attack maneuver provokes attacks of opportunity as normal from moving out of squares threatened by its target.

full_text:
Improved Flyby Attack [General]
Prerequisite: Fly speed, Dodge, Flyby Attack, Mobility.


Benefit: If the standard action taken by a creature during a round in which it uses Flyby Attack is a melee attack, the creature provokes no attacks of opportunity from moving out of squares threatened by its target.


Normal: Without this feat, a creature making an attack as part of a Flyby Attack maneuver provokes attacks of opportunity as normal from moving out of squares threatened by its target.


prerequisite:
Three or more natural weapons, Multiattack

benefit:
Benefit: The creature's secondary attacks with natural weapons have no penalty. They still add only one-half the creature's Strength bonus, if any, to damage dealt.

normal:
Without this feat, the creature's secondary natural attacks have a -5 penalty (or a -2 penalty if it has the Multiattack feat).

full_text:
Improved Multiattack [General]
Prerequisite: Three or more natural weapons, Multiattack


Benefit: The creature's secondary attacks with natural weapons have no penalty. They still add only one-half the creature's Strength bonus, if any, to damage dealt.


Normal: Without this feat, the creature's secondary natural attacks have a -5 penalty (or a -2 penalty if it has the Multiattack feat).


prerequisite:
Dex 15, three or more arms, Multiweapon Fighting, base attack bonus +9.

benefit:
Benefit: In addition to the single extra attack a creature gets with each extra weapon from Multiweapon Fighting, it gets a second attack with each extra weapon, albeit at a -5 penalty.

normal:
With only Multiweapon Fighting, a creater can only get a single attack with each extra weapon.

special:
This feat replaces the Improved Two-Weapon Fighting feat for creatures with more than two arms.

full_text:
Improved Multiweapon Fighting [General]
Prerequisites: Dex 15, three or more arms, Multiweapon Fighting, base attack bonus +9.


Benefit: In addition to the single extra attack a creature gets with each extra weapon from Multiweapon Fighting, it gets a second attack with each extra weapon, albeit at a -5 penalty.


Normal: With only Multiweapon Fighting, a creater can only get a single attack with each extra weapon.


Special: This feat replaces the Improved Two-Weapon Fighting feat for creatures with more than two arms.


prerequisite:
A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or a class level that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

benefit:
Benefit: What the feat enables the character ('you' in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.
In general, having a feat twice is the same as having it once.

normal:
What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

special:
Additional facts about the feat that may be helpful when you decide whether to acquire the feat.

full_text:
Feat Name [Type of Feat]
Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or a class level that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.


Benefit: What the feat enables the character ('you' in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.
In general, having a feat twice is the same as having it once.


Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.


Special: Additional facts about the feat that may be helpful when you decide whether to acquire the feat.


benefit:
Benefit: You get a +2 bonus on all Jump checks and Tumble checks.

full_text:
Acrobatic [General]
Benefit: You get a +2 bonus on all Jump checks and Tumble checks.


benefit:
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks.

full_text:
Agile [General]
Benefit: You get a +2 bonus on all Balance checks and Escape Artist checks.


benefit:
Benefit: You get a +2 bonus on all Listen checks and Spot checks.

special:
The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm's reach.

full_text:
Alertness [General]
Benefit: You get a +2 bonus on all Listen checks and Spot checks.


Special: The master of a familiar gains the benefit of the Alertness feat whenever the familiar is within arm's reach.


benefit:
Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks.

full_text:
Animal Affinity [General]
Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks.


prerequisite:
Armor Proficiency (light), Armor Proficiency (medium).

special:
Fighters, paladins, and clerics automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it.

full_text:
Armor Proficiency (Heavy) [General]
Prerequisites: Armor Proficiency (light), Armor Proficiency (medium).


Benefit: See Armor Proficiency (light).


Normal: See Armor Proficiency (light).


Special: Fighters, paladins, and clerics automatically have Armor Proficiency (heavy) as a bonus feat. They need not select it.


benefit:
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.

normal:
A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.

special:
All characters except wizards, sorcerers, and monks automatically have Armor Proficiency (light) as a bonus feat. They need not select it.

full_text:
Armor Proficiency (Light) [General]
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.


Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.


Special: All characters except wizards, sorcerers, and monks automatically have Armor Proficiency (light) as a bonus feat. They need not select it.


special:
Fighters, barbarians, paladins, clerics, druids, and bards automatically have Armor Proficiency (medium) as a bonus feat. They need not select it.

full_text:
Armor Proficiency (Medium) [General]
Prerequisite: Armor Proficiency (light).


Benefit: See Armor Proficiency (light).


Normal: See Armor Proficiency (light).


Special: Fighters, barbarians, paladins, clerics, druids, and bards automatically have Armor Proficiency (medium) as a bonus feat. They need not select it.


benefit:
Benefit: You get a +2 bonus on all Climb checks and Swim checks.

full_text:
Athletic [General]
Benefit: You get a +2 bonus on all Climb checks and Swim checks.


benefit:
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

full_text:
Augment Summoning [General]
Prerequisite: Spell Focus (conjuration).


Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.


benefit:
Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.

normal:
Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

special:
The Blind-Fight feat is of no use against a character who is the subject of a blink spell.A fighter may select Blind-Fight as one of his fighter bonus feats.

full_text:
Blind-Fight [General]
Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.
You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.


Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.


Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
A fighter may select Blind-Fight as one of his fighter bonus feats.


benefit:
Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x ?its caster level x 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.

full_text:
Brew Potion [Item Creation]
Prerequisite: Caster level 3rd.


Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes one day. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level x ?its caster level x 50 gp. To brew a potion, you must spend 1/25 of this base price in XP and use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Any potion that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when creating the potion.


benefit:
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

special:
A fighter may select Cleave as one of his fighter bonus feats.

full_text:
Cleave [General]
Prerequisites: Str 13, Power Attack.


Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.


Special: A fighter may select Cleave as one of his fighter bonus feats.


benefit:
Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.

full_text:
Combat Casting [General]
Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.


benefit:
Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

normal:
A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.

special:
A fighter may select Combat Expertise as one of his fighter bonus feats.

full_text:
Combat Expertise [General]
Prerequisite: Int 13.


Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.


Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.


Special: A fighter may select Combat Expertise as one of his fighter bonus feats.


benefit:
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.

normal:
A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.

special:
The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.A fighter may select Combat Reflexes as one of his fighter bonus feats.A monk may select Combat Reflexes as a bonus feat at 2nd level.

full_text:
Combat Reflexes [General]
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.


Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.


Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
A fighter may select Combat Reflexes as one of his fighter bonus feats.
A monk may select Combat Reflexes as a bonus feat at 2nd level.


benefit:
Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features' total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.

full_text:
Craft Magic Arms and Armor [Item Creation]
Prerequisite: Caster level 5th.


Benefit: You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features' total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.


benefit:
Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod's base price.

full_text:
Craft Rod [Item Creation]
Prerequisite: Caster level 9th.


Benefit: You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod's base price.


benefit:
Benefit: You can create any staff whose prerequisites you meet.
Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges.
Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff's base price.

full_text:
Craft Staff [Item Creation]
Prerequisite: Caster level 12th.


Benefit: You can create any staff whose prerequisites you meet.
Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges.
Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff's base price.


benefit:
Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level x ?the spell level x 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.
Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.

full_text:
Craft Wand [Item Creation]
Prerequisite: Caster level 5th.


Benefit: You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level x ?the spell level x 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.
Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.


benefit:
Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item's price in XP and use up raw materials costing half of this price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one.

full_text:
Craft Wondrous Item [Item Creation]
Prerequisite: Caster level 3rd.


Benefit: You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item's price in XP and use up raw materials costing half of this price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one.


benefit:
Benefit: You get a +2 bonus on all Disguise checks and Forgery checks.

full_text:
Deceitful [General]
Benefit: You get a +2 bonus on all Disguise checks and Forgery checks.


benefit:
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can't be deflected.

special:
A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites.A fighter may select Deflect Arrows as one of his fighter bonus feats.

full_text:
Deflect Arrows [General]
Prerequisites: Dex 13, Improved Unarmed Strike.


Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can't be deflected.


Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she does not meet the prerequisites.
A fighter may select Deflect Arrows as one of his fighter bonus feats.


benefit:
Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.

full_text:
Deft Hands [General]
Benefit: You get a +2 bonus on all Sleight of Hand checks and Use Rope checks.


benefit:
Benefit: When reduced to between -1 and -9 hit points, you automatically become stable. You don't have to roll d% to see if you lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.

normal:
A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying.

full_text:
Diehard [General]
Prerequisite: Endurance.


Benefit: When reduced to between -1 and -9 hit points, you automatically become stable. You don't have to roll d% to see if you lose 1 hit point each round.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.


Normal: A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying.


benefit:
Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks.

full_text:
Diligent [General]
Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks.


benefit:
Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.

special:
A fighter may select Dodge as one of his fighter bonus feats.

full_text:
Dodge [General]
Prerequisite: Dex 13.


Benefit: During your action, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.
A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.


Special: A fighter may select Dodge as one of his fighter bonus feats.


benefit:
Benefit: All variable, numeric effects of an empowered spell are increased by one-half.
Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.

full_text:
Empower Spell [Metamagic]
Benefit: All variable, numeric effects of an empowered spell are increased by one-half.
Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.


benefit:
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

normal:
A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.

special:
A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.

full_text:
Endurance [General]
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.


Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.


Special: A ranger automatically gains Endurance as a bonus feat at 3rd level. He need not select it.


benefit:
Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell's actual level.
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.

full_text:
Enlarge Spell [Metamagic]
Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell's actual level.
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.


benefit:
Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.

full_text:
Eschew Materials [General]
Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component. (The casting of the spell still provokes attacks of opportunity as normal.) If the spell requires a material component that costs more than 1 gp, you must have the material component at hand to cast the spell, just as normal.


prerequisite:
Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe).

benefit:
Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.
Benefit: You make attack rolls with the weapon normally.

normal:
A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.

special:
You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the dwarven waraxe has an additional prerequisite of Str 13.A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats.

full_text:
Exotic Weapon Proficiency [General]
Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.
Prerequisite: Base attack bonus +1 (plus Str 13 for bastard sword or dwarven waraxe).


Benefit: You make attack rolls with the weapon normally.


Normal: A character who uses a weapon with which he or she is not proficient takes a -4 penalty on attack rolls.


Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the dwarven waraxe has an additional prerequisite of Str 13.
A fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats.


benefit:
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.

full_text:
Extend Spell [Metamagic]
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.


benefit:
Benefit: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.
If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day.

normal:
Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier.

special:
You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.

full_text:
Extra Turning [General]
Prerequisite: Ability to turn or rebuke creatures.


Benefit: Each time you take this feat, you can use your ability to turn or rebuke creatures four more times per day than normal.
If you have the ability to turn or rebuke more than one kind of creature each of your turning or rebuking abilities gains four additional uses per day.


Normal: Without this feat, a character can typically turn or rebuke undead (or other creatures) a number of times per day equal to 3 + his or her Charisma modifier.


Special: You can gain Extra Turning multiple times. Its effects stack. Each time you take the feat, you can use each of your turning or rebuking abilities four additional times per day.


benefit:
Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.

special:
A fighter may select Far Shot as one of his fighter bonus feats.

full_text:
Far Shot [General]
Prerequisite: Point Blank Shot.


Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.


Special: A fighter may select Far Shot as one of his fighter bonus feats.


benefit:
Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place.
Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.

full_text:
Forge Ring [Item Creation]
Prerequisite: Caster level 12th.


Benefit: You can create any ring whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp in its base price. To craft a ring, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
You can also mend a broken ring if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to forge that ring in the first place.
Some magic rings incur extra costs in material components or XP, as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.


prerequisite:
Str 13, Cleave, Power Attack, base attack bonus +4.

benefit:
Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.

special:
A fighter may select Great Cleave as one of his fighter bonus feats.

full_text:
Great Cleave [General]
Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.


Benefit: This feat works like Cleave, except that there is no limit to the number of times you can use it per round.


Special: A fighter may select Great Cleave as one of his fighter bonus feats.


benefit:
Benefit: You get a +2 bonus on all Fortitude saving throws.

full_text:
Great Fortitude [General]
Benefit: You get a +2 bonus on all Fortitude saving throws.


choice:
A school of magic to which you already have applied the Spell Focus feat

benefit:
Choose a school of magic to which you already have applied the Spell Focus feat.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

special:
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.

full_text:
Greater Spell Focus [General]
Choose a school of magic to which you already have applied the Spell Focus feat.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.


Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic to which you already have applied the Spell Focus feat.


benefit:
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.

full_text:
Greater Spell Penetration [General]
Prerequisite: Spell Penetration.


Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.


prerequisite:
Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

benefit:
Benefit: You get a third attack with your off-hand weapon, albeit at a -10 penalty.

special:
A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats.An 11th-level ranger who has chosen the two-weapon combat style is treated as having Greater Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

full_text:
Greater Two-Weapon Fighting [General]
Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.


Benefit: You get a third attack with your off-hand weapon, albeit at a -10 penalty.


Special: A fighter may select Greater Two-Weapon Fighting as one of his fighter bonus feats.
An 11th-level ranger who has chosen the two-weapon combat style is treated as having Greater Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.


choice:
One type of weapon for which you have already selected Weapon Focus

prerequisite:
Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.

benefit:
Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below).

special:
You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon.A fighter may select Greater Weapon Focus as one of his fighter bonus feats.

full_text:
Greater Weapon Focus [General]
Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
 Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.


Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus (see below).


Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter must have Greater Weapon Focus with a given weapon to gain the Greater Weapon Specialization feat for that weapon.
A fighter may select Greater Weapon Focus as one of his fighter bonus feats.


choice:
One type of weapon for which you have already selected Weapon Specialization

prerequisite:
Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.

benefit:
Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization (see below).

special:
You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.A fighter may select Greater Weapon Specialization as one of his fighter bonus feats.

full_text:
Greater Weapon Specialization [General]
Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.
 Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.


Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization (see below).


Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Greater Weapon Specialization as one of his fighter bonus feats.


benefit:
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.

full_text:
Heighten Spell [Metamagic]
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.


benefit:
Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.

special:
A fighter may select Improved Bull Rush as one of his fighter bonus feats.

full_text:
Improved Bull Rush [General]
Prerequisites: Str 13, Power Attack.


Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.


Special: A fighter may select Improved Bull Rush as one of his fighter bonus feats.


benefit:
Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

normal:
Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.

full_text:
Improved Counterspell [General]
Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.


Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.


prerequisite:
Proficient with weapon, base attack bonus +8.

benefit:
Choose one type of weapon.
Benefit: When using the weapon you selected, your threat range is doubled.

special:
You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.This effect doesn't stack with any other effect that expands the threat range of a weapon.A fighter may select Improved Critical as one of his fighter bonus feats.

full_text:
Improved Critical [General]
Choose one type of weapon.
Prerequisite: Proficient with weapon, base attack bonus +8.


Benefit: When using the weapon you selected, your threat range is doubled.


Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.
This effect doesn't stack with any other effect that expands the threat range of a weapon.
A fighter may select Improved Critical as one of his fighter bonus feats.


benefit:
Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.

special:
A fighter may select Improved Disarm as one of his fighter bonus feats.A monk may select Improved Disarm as a bonus feat at 6th level, even if she does not meet the prerequisites.

full_text:
Improved Disarm [General]
Prerequisites: Int 13, Combat Expertise.


Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.


Normal: See the normal disarm rules.


Special: A fighter may select Improved Disarm as one of his fighter bonus feats.
A monk may select Improved Disarm as a bonus feat at 6th level, even if she does not meet the prerequisites.


choice:
A familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil)

prerequisite:
Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

benefit:
This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.
Benefit: When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).

Familiar
Alignment
Arcane Spellcaster Level


Shocker lizard
Neutral
5th

Stirge
Neutral
5th

Formian worker
Lawful neutral
7th

Imp
Lawful evil
7th

Pseudodragon
Neutral good
7th


Quasit
Chaotic evil
7th

Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).
The list in the table above presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master's alignment the only possible categorization. For instance, improved familiars could be assigned by the master's creature type or subtype, as shown below.

Familiar
Type/Subtype
Arcane Spellcaster Level


Celestial hawk1
Good
3rd

Fiendish Tiny viper snake2
Evil
3rd

Air elemental, Small
Air
5th

Earth elemental, Small
Earth
5th

Fire elemental, Small
Fire
5th

Shocker lizard
Electricity
5th

Water elemental, Small
Water
5th

Homunculus3
Undead
7th

Ice mephit
Cold
7th


1 Or other celestial animal from the standard familiar list.

2 Or other fiendish animal from the standard familiar list.


3 The master must first create the homunculus, substituting ichor or another part of the master's body for blood if necessary.


full_text:
Improved Familiar [General]
This feat allows spellcasters to acquire a new familiar from a nonstandard list, but only when they could normally acquire a new familiar.
Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).


Benefit: When choosing a familiar, the creatures listed below are also available to the spellcaster. The spellcaster may choose a familiar with an alignment up to one step away on each of the alignment axes (lawful through chaotic, good through evil).

Familiar
Alignment
Arcane Spellcaster Level


Shocker lizard
Neutral
5th

Stirge
Neutral
5th

Formian worker
Lawful neutral
7th

Imp
Lawful evil
7th

Pseudodragon
Neutral good
7th


Quasit
Chaotic evil
7th

Improved familiars otherwise use the rules for regular familiars, with two exceptions: If the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).
The list in the table above presents only a few possible improved familiars. Almost any creature of the same general size and power as those on the list makes a suitable familiar. Nor is the master's alignment the only possible categorization. For instance, improved familiars could be assigned by the master's creature type or subtype, as shown below.

Familiar
Type/Subtype
Arcane Spellcaster Level


Celestial hawk1
Good
3rd

Fiendish Tiny viper snake2
Evil
3rd

Air elemental, Small
Air
5th

Earth elemental, Small
Earth
5th

Fire elemental, Small
Fire
5th

Shocker lizard
Electricity
5th

Water elemental, Small
Water
5th

Homunculus3
Undead
7th

Ice mephit
Cold
7th


1 Or other celestial animal from the standard familiar list.

2 Or other fiendish animal from the standard familiar list.


3 The master must first create the homunculus, substituting ichor or another part of the master's body for blood if necessary.



benefit:
Benefit: You can make a Bluff check to feint in combat as a move action.

normal:
Feinting in combat is a standard action.A fighter may select Improved Feint as one of his fighter bonus feats.

full_text:
Improved Feint [General]
Prerequisites: Int 13, Combat Expertise.


Benefit: You can make a Bluff check to feint in combat as a move action.


Normal: Feinting in combat is a standard action.
A fighter may select Improved Feint as one of his fighter bonus feats.


benefit:
Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

normal:
Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.

special:
A fighter may select Improved Grapple as one of his fighter bonus feats.A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites.

full_text:
Improved Grapple [General]
Prerequisites: Dex 13, Improved Unarmed Strike.


Benefit: You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.


Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.


Special: A fighter may select Improved Grapple as one of his fighter bonus feats.
A monk may select Improved Grapple as a bonus feat at 1st level, even if she does not meet the prerequisites.


benefit:
Benefit: You get a +4 bonus on initiative checks.

special:
A fighter may select Improved Initiative as one of his fighter bonus feats.

full_text:
Improved Initiative [General]
Benefit: You get a +4 bonus on initiative checks.


Special: A fighter may select Improved Initiative as one of his fighter bonus feats.


benefit:
Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.

normal:
Without this feat, the target of an overrun can choose to avoid you or to block you.

special:
A fighter may select Improved Overrun as one of his fighter bonus feats.

full_text:
Improved Overrun [General]
Prerequisites: Str 13, Power Attack.


Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.


Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.


Special: A fighter may select Improved Overrun as one of his fighter bonus feats.


prerequisite:
Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.

benefit:
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

normal:
See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.

special:
A fighter may select Improved Precise Shot as one of his fighter bonus feats.An 11th-level ranger who has chosen the archery combat style is treated as having Improved Precise Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

full_text:
Improved Precise Shot [General]
Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.


Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.


Normal: See the normal rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.


Special: A fighter may select Improved Precise Shot as one of his fighter bonus feats.
An 11th-level ranger who has chosen the archery combat style is treated as having Improved Precise Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.


benefit:
Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.

normal:
Without this feat, a character who performs a shield bash loses the shield's shield bonus to AC until his or her next turn.

special:
A fighter may select Improved Shield Bash as one of his fighter bonus feats.

full_text:
Improved Shield Bash [General]
Prerequisite: Shield Proficiency.


Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.


Normal: Without this feat, a character who performs a shield bash loses the shield's shield bonus to AC until his or her next turn.


Special: A fighter may select Improved Shield Bash as one of his fighter bonus feats.


benefit:
Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.
You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.

normal:
Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.

special:
A fighter may select Improved Sunder as one of his fighter bonus feats.

full_text:
Improved Sunder [General]
Prerequisites: Str 13, Power Attack.


Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity.
You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.


Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.


Special: A fighter may select Improved Sunder as one of his fighter bonus feats.


benefit:
Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt.

normal:
Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.

special:
At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites.A fighter may select Improved Trip as one of his fighter bonus feats.

full_text:
Improved Trip [General]
Prerequisites: Int 13, Combat Expertise.


Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt.


Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.


Special: At 6th level, a monk may select Improved Trip as a bonus feat, even if she does not have the prerequisites.
A fighter may select Improved Trip as one of his fighter bonus feats.


benefit:
Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.

full_text:
Improved Turning [General]
Prerequisite: Ability to turn or rebuke creatures.


Benefit: You turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability.


prerequisite:
Dex 17, Two-Weapon Fighting, base attack bonus +6.

benefit:
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.

normal:
Without this feat, you can only get a single extra attack with an off-hand weapon.

special:
A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats.A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

full_text:
Improved Two-Weapon Fighting [General]
Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.


Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.


Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.


Special: A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats.
A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.


benefit:
Benefit: You are considered to be armed even when unarmed -that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.

normal:
Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

special:
A monk automatically gains Improved Unarmed Strike as a bonus feat at 1st level. She need not select it.A fighter may select Improved Unarmed Strike as one of his fighter bonus feats.

full_text:
Improved Unarmed Strike [General]
Benefit: You are considered to be armed even when unarmed -that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.
In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.


Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.


Special: A monk automatically gains Improved Unarmed Strike as a bonus feat at 1st level. She need not select it.
A fighter may select Improved Unarmed Strike as one of his fighter bonus feats.


benefit:
Benefit: You get a +2 bonus on all Gather Information checks and Search checks.

full_text:
Investigator [General]
Benefit: You get a +2 bonus on all Gather Information checks and Search checks.


benefit:
Benefit: You get a +2 bonus on all Will saving throws.

full_text:
Iron Will [General]
Benefit: You get a +2 bonus on all Will saving throws.


benefit:
Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See the table below for what sort of cohort and how many followers the character can recruit.


Leadership Modifiers: Several factors can affect a character's Leadership score, causing it to vary from the base score (character level + Cha modifier). A character's reputation (from the point of view of the cohort or follower he is trying to attract) raises or lowers his Leadership score:

Leader's Reputation
Modifier


Great renown
+2

Fairness and generosity
+1

Special power
+1

Failure
-1

Aloofness
-1


Cruelty
-2

Other modifiers may apply when the character tries to attract a cohort:

The Leader . . .
Modifier


Has a familiar, special mount, or animal companion
-2

Recruits a cohort of a different alignment
-1

Caused the death of a cohort
-2*


* Cumulative per cohort killed.

Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the following modifiers that apply.

The Leader . . .
Modifier


Has a stronghold, base of operations, guildhouse, or the like
+2

Moves around a lot
-1


Caused the death of other followers
-1.


Leadership Score
Cohort Level
-- Number of Followers 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

Leadership Score: A character's base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect a character's Leadership score, as detailed above.
Cohort Level: The character can attract a cohort of up to this level. Regardless of a character's Leadership score, he can only recruit a cohort who is two or more levels lower than himself. The cohort should be equipped with gear appropriate for its level. A character can try to attract a cohort of a particular race, class, and alignment. The cohort's alignment may not be opposed to the leader's alignment on either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if he recruits a cohort of an alignment different from his own.
Cohorts earn XP as follows:
The cohort does not count as a party member when determining the party's XP.
Divide the cohort's level by the level of the PC with whom he or she is associated (the character with the Leadership feat who attracted the cohort).
Multiply this result by the total XP awarded to the PC and add that number of experience points to the cohort's total.
If a cohort gains enough XP to bring it to a level one lower than the associated PC's character level, the cohort does not gain the new level-its new XP total is 1 less than the amount needed attain the next level.
Number of Followers by Level: The character can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they're generally low-level NPCs. Because they're generally five or more levels behind the character they follow, they're rarely effective in combat.
Followers don't earn experience and thus don't gain levels. However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You don't consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.)

full_text:
Leadership [General]
Prerequisite: Character level 6th.


Benefits: Having this feat enables the character to attract loyal companions and devoted followers, subordinates who assist her. See the table below for what sort of cohort and how many followers the character can recruit.


Leadership Modifiers: Several factors can affect a character's Leadership score, causing it to vary from the base score (character level + Cha modifier). A character's reputation (from the point of view of the cohort or follower he is trying to attract) raises or lowers his Leadership score:

Leader's Reputation
Modifier


Great renown
+2

Fairness and generosity
+1

Special power
+1

Failure
-1

Aloofness
-1


Cruelty
-2

Other modifiers may apply when the character tries to attract a cohort:

The Leader . . .
Modifier


Has a familiar, special mount, or animal companion
-2

Recruits a cohort of a different alignment
-1

Caused the death of a cohort
-2*


* Cumulative per cohort killed.

Followers have different priorities from cohorts. When the character tries to attract a new follower, use any of the following modifiers that apply.

The Leader . . .
Modifier


Has a stronghold, base of operations, guildhouse, or the like
+2

Moves around a lot
-1


Caused the death of other followers
-1.


Leadership Score
Cohort Level
-- Number of Followers 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

Leadership Score: A character's base Leadership score equals his level plus any Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but the character must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect a character's Leadership score, as detailed above.
Cohort Level: The character can attract a cohort of up to this level. Regardless of a character's Leadership score, he can only recruit a cohort who is two or more levels lower than himself. The cohort should be equipped with gear appropriate for its level. A character can try to attract a cohort of a particular race, class, and alignment. The cohort's alignment may not be opposed to the leader's alignment on either the law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if he recruits a cohort of an alignment different from his own.
Cohorts earn XP as follows:
The cohort does not count as a party member when determining the party's XP.
Divide the cohort's level by the level of the PC with whom he or she is associated (the character with the Leadership feat who attracted the cohort).
Multiply this result by the total XP awarded to the PC and add that number of experience points to the cohort's total.
If a cohort gains enough XP to bring it to a level one lower than the associated PC's character level, the cohort does not gain the new level-its new XP total is 1 less than the amount needed attain the next level.
Number of Followers by Level: The character can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they're generally low-level NPCs. Because they're generally five or more levels behind the character they follow, they're rarely effective in combat.
Followers don't earn experience and thus don't gain levels. However, when a character with Leadership attains a new level, the player consults the table above to determine if she has acquired more followers, some of which may be higher level than the existing followers. (You don't consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.)


benefit:
Benefit: You get a +2 bonus on all Reflex saving throws.

full_text:
Lightning Reflexes [General]
Benefit: You get a +2 bonus on all Reflex saving throws.


benefit:
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.

full_text:
Magical Aptitude [General]
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.


prerequisite:
Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6

benefit:
Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).
Damage reduction and other resistances apply separately against each arrow fired.

special:
Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.A fighter may select Manyshot as one of his fighter bonus feats.A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

full_text:
Manyshot [General]
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6


Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).
For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).
Damage reduction and other resistances apply separately against each arrow fired.


Special: Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.
A fighter may select Manyshot as one of his fighter bonus feats.
A 6th-level ranger who has chosen the archery combat style is treated as having Manyshot even if he does not have the prerequisites for it, but only when he is wearing light or no armor.


benefit:
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Benefit: You make attack rolls with the selected weapon normally.

normal:
When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

special:
Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat.You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.A cleric who chooses the War domain automatically gains the Martial Weapon Proficiency feat related to his deity's favored weapon as a bonus feat, if the weapon is a martial one. He need not select it.

full_text:
Martial Weapon Proficiency [General]
Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
Benefit: You make attack rolls with the selected weapon normally.


Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.


Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat.
You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.
A cleric who chooses the War domain automatically gains the Martial Weapon Proficiency feat related to his deity's favored weapon as a bonus feat, if the weapon is a martial one. He need not select it.


benefit:
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level.
An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.

full_text:
Maximize Spell [Metamagic]
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level.
An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.


benefit:
Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.

special:
A fighter may select Mobility as one of his fighter bonus feats.

full_text:
Mobility [General]
Prerequisites: Dex 13, Dodge.


Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.
Dodge bonuses stack with each other, unlike most types of bonuses.


Special: A fighter may select Mobility as one of his fighter bonus feats.


benefit:
Benefit: The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.

special:
A fighter may select Mounted Archery as one of his fighter bonus feats.

full_text:
Mounted Archery [General]
Prerequisites: Ride 1 rank, Mounted Combat.


Benefit: The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.


Special: A fighter may select Mounted Archery as one of his fighter bonus feats.


benefit:
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll. (Essentially, the Ride check result becomes the mount's Armor Class if it's higher than the mount's regular AC.)

special:
A fighter may select Mounted Combat as one of his fighter bonus feats.

full_text:
Mounted Combat [General]
Prerequisite: Ride 1 rank.


Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll. (Essentially, the Ride check result becomes the mount's Armor Class if it's higher than the mount's regular AC.)


Special: A fighter may select Mounted Combat as one of his fighter bonus feats.


benefit:
Benefit: You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.

full_text:
Natural Spell [General]
Prerequisites: Wis 13, wild shape ability.


Benefit: You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.


benefit:
Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks.

full_text:
Negotiator [General]
Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks.


benefit:
Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks.

full_text:
Nimble Fingers [General]
Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks.


benefit:
Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks.

full_text:
Persuasive [General]
Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks.


benefit:
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

special:
A fighter may select Point Blank Shot as one of his fighter bonus feats.

full_text:
Point Blank Shot [General]
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.


Special: A fighter may select Point Blank Shot as one of his fighter bonus feats.


benefit:
Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

special:
If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)A fighter may select Power Attack as one of his fighter bonus feats.

full_text:
Power Attack [General]
Prerequisite: Str 13.


Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.


Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
A fighter may select Power Attack as one of his fighter bonus feats.


benefit:
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.

special:
A fighter may select Precise Shot as one of his fighter bonus feats.

full_text:
Precise Shot [General]
Prerequisite: Point Blank Shot.


Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.


Special: A fighter may select Precise Shot as one of his fighter bonus feats.


benefit:
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

normal:
Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.

special:
A fighter may select Quick Draw as one of his fighter bonus feats.

full_text:
Quick Draw [General]
Prerequisite: Base attack bonus +1.


Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).


Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.


Special: A fighter may select Quick Draw as one of his fighter bonus feats.


benefit:
Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.

special:
This feat can't be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.

full_text:
Quicken Spell [Metamagic]
Benefit: Casting a quickened spell is a free action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. You may cast only one quickened spell per round. A spell whose casting time is more than 1 full round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.


Special: This feat can't be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), since applying a metamagic feat to a spontaneously cast spell automatically increases the casting time to a full-round action.


choice:
A type of crossbow (hand, light, or heavy)

prerequisite:
Weapon Proficiency (crossbow type chosen).

benefit:
Choose a type of crossbow (hand, light, or heavy).
Benefit: The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.
If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.

normal:
A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.

special:
You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.A fighter may select Rapid Reload as one of his fighter bonus feats.

full_text:
Rapid Reload [General]
Choose a type of crossbow (hand, light, or heavy).
Prerequisite: Weapon Proficiency (crossbow type chosen).


Benefit: The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.
If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.


Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.


Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.
A fighter may select Rapid Reload as one of his fighter bonus feats.


benefit:
Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.

special:
A fighter may select Rapid Shot as one of his fighter bonus feats.A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.

full_text:
Rapid Shot [General]
Prerequisites: Dex 13, Point Blank Shot.


Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.


Special: A fighter may select Rapid Shot as one of his fighter bonus feats.
A 2nd-level ranger who has chosen the archery combat style is treated as having Rapid Shot, even if he does not have the prerequisites for it, but only when he is wearing light or no armor.


benefit:
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.

special:
A fighter may select Ride-by Attack as one of his fighter bonus feats.

full_text:
Ride-by Attack [General]
Prerequisites: Ride 1 rank, Mounted Combat.


Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.


Special: A fighter may select Ride-by Attack as one of his fighter bonus feats.


benefit:
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

normal:
You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

full_text:
Run [General]
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.


Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.


benefit:
Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level x ?its caster level x 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.

full_text:
Scribe Scroll [Item Creation]
Prerequisite: Caster level 1st.


Benefit: You can create a scroll of any spell that you know. Scribing a scroll takes one day for each 1,000 gp in its base price. The base price of a scroll is its spell level x ?its caster level x 25 gp. To scribe a scroll, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
Any scroll that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component or pay the XP when scribing the scroll.


benefit:
Benefit: You get a +2 bonus on all Heal checks and Survival checks.

full_text:
Self-Sufficient [General]
Benefit: You get a +2 bonus on all Heal checks and Survival checks.


benefit:
Benefit: You can use a shield and take only the standard penalties.

normal:
When you are using a shield with which you are not proficient, you take the shield's armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.

special:
Barbarians, bards, clerics, druids, fighters, paladins, and rangers automatically have Shield Proficiency as a bonus feat. They need not select it.

full_text:
Shield Proficiency [General]
Benefit: You can use a shield and take only the standard penalties.


Normal: When you are using a shield with which you are not proficient, you take the shield's armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.


Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers automatically have Shield Proficiency as a bonus feat. They need not select it.


prerequisite:
Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4.

benefit:
Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

special:
A fighter may select Shot on the Run as one of his fighter bonus feats.

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Shot on the Run [General]
Prerequisites: Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4.


Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.


Special: A fighter may select Shot on the Run as one of his fighter bonus feats.


benefit:
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.

special:
Bard spells cannot be enhanced by this metamagic feat.

full_text:
Silent Spell [Metamagic]
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.


Special: Bard spells cannot be enhanced by this metamagic feat.


benefit:
Benefit: You make attack rolls with simple weapons normally.

special:
All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not select this feat.

full_text:
Simple Weapon Proficiency [General]
Benefit: You make attack rolls with simple weapons normally.


Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.


Special: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not select this feat.


benefit:
Choose a skill.
Benefit: You get a +3 bonus on all checks involving that skill.

special:
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

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Skill Focus [General]
Choose a skill.
Benefit: You get a +3 bonus on all checks involving that skill.


Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.


prerequisite:
Dex 15, Deflect Arrows, Improved Unarmed Strike.

benefit:
Benefit: When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use.
You must have at least one hand free (holding nothing) to use this feat.

special:
A fighter may select Snatch Arrows as one of his fighter bonus feats.

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Snatch Arrows [General]
Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.


Benefit: When using the Deflect Arrows feat you may catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back at the original attacker (even though it isn't your turn) or kept for later use.
You must have at least one hand free (holding nothing) to use this feat.


Special: A fighter may select Snatch Arrows as one of his fighter bonus feats.


benefit:
Choose a school of magic.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

special:
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

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Spell Focus [General]
Choose a school of magic.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.


Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.


choice:
A number of spells equal to your Intelligence modifier that you already know

benefit:
Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.

normal:
Without this feat, you must use a spellbook to prepare all your spells, except read magic.

full_text:
Spell Mastery [Special]
Prerequisite: Wizard level 1st.


Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.


Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.


benefit:
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

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Spell Penetration [General]
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.


prerequisite:
Ride 1 rank, Mounted Combat, Ride-by Attack.

benefit:
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

special:
A fighter may select Spirited Charge as one of his fighter bonus feats.

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Spirited Charge [General]
Prerequisites: Ride 1 rank, Mounted Combat, Ride-by Attack.


Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).


Special: A fighter may select Spirited Charge as one of his fighter bonus feats.


prerequisite:
Dex 13, Dodge, Mobility, base attack bonus +4.

benefit:
Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

special:
A fighter may select Spring Attack as one of his fighter bonus feats.

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Spring Attack [General]
Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.


Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.
You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.


Special: A fighter may select Spring Attack as one of his fighter bonus feats.


benefit:
Benefit: You get a +2 bonus on all Hide checks and Move Silently checks.

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Stealthy [General]
Benefit: You get a +2 bonus on all Hide checks and Move Silently checks.


benefit:
Benefit: A stilled spell can be cast with no somatic components.
Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level.

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Still Spell [Metamagic]
Benefit: A stilled spell can be cast with no somatic components.
Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level.


prerequisite:
Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

benefit:
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can't act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

special:
A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.A fighter may select Stunning Fist as one of his fighter bonus feats.

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Stunning Fist [General]
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.


Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can't act, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.


Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if she does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to her monk level, plus one more time per day for every four levels she has in classes other than monk.
A fighter may select Stunning Fist as one of his fighter bonus feats.


special:
A character may gain this feat multiple times. Its effects stack.

full_text:
Toughness [General]
Benefit: You gain +3 hit points.


Special: A character may gain this feat multiple times. Its effects stack.


benefit:
Benefit: You can use a tower shield and suffer only the standard penalties.

normal:
A character who is using a shield with which he or she is not proficient takes the shield's armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.

special:
Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.

full_text:
Tower Shield Proficiency [General]
Prerequisite: Shield Proficiency.


Benefit: You can use a tower shield and suffer only the standard penalties.


Normal: A character who is using a shield with which he or she is not proficient takes the shield's armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.


Special: Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.


benefit:
Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:

Surface
Survival DC
Surface Survival
DC


Very soft ground
5
Firm ground
15


Soft ground
10
Hard ground
20

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
Several modifiers may apply to the Survival check, as given on the table below.

Condition
Survival DC Modifier


Every three creatures in the group being tracked
-1

Size of creature or creatures being tracked:1

Fine
+8

Diminutive
+4

Tiny
+2

Small
+1

Medium
+0

Large
-1

Huge
-2

Gargantuan
-4

Colossal
-8

Every 24 hours since the trail was made
+1

Every hour of rain since the trail was made
+1

Fresh snow cover since the trail was made
+10

Poor visibility:2

Overcast or moonless night
+6

Moonlight
+3

Fog or precipitation
+3

Tracked party hides trail (and moves at half speed)
+5


1 For a group of mixed sizes, apply only the modifier for the largest size category.


2 Apply only the largest modifier from this category.

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.

normal:
Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature's passage using the DCs given above, but you can't use Search to follow tracks, even if someone else has already found them.

special:
A ranger automatically has Track as a bonus feat. He need not select it.This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.

full_text:
Track [General]
Benefit: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow.
You move at half your normal speed (or at your normal speed with a -5 penalty on the check, or at up to twice your normal speed with a -20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table below:

Surface
Survival DC
Surface Survival
DC


Very soft ground
5
Firm ground
15


Soft ground
10
Hard ground
20

Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty floors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
Hard Ground: Any surface that doesn't hold footprints at all, such as bare rock or an indoor floor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
Several modifiers may apply to the Survival check, as given on the table below.

Condition
Survival DC Modifier


Every three creatures in the group being tracked
-1

Size of creature or creatures being tracked:1

Fine
+8

Diminutive
+4

Tiny
+2

Small
+1

Medium
+0

Large
-1

Huge
-2

Gargantuan
-4

Colossal
-8

Every 24 hours since the trail was made
+1

Every hour of rain since the trail was made
+1

Fresh snow cover since the trail was made
+10

Poor visibility:2

Overcast or moonless night
+6

Moonlight
+3

Fog or precipitation
+3

Tracked party hides trail (and moves at half speed)
+5


1 For a group of mixed sizes, apply only the modifier for the largest size category.


2 Apply only the largest modifier from this category.

If you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes (indoors) of searching.


Normal: Without this feat, you can use the Survival skill to find tracks, but you can follow them only if the DC for the task is 10 or lower. Alternatively, you can use the Search skill to find a footprint or similar sign of a creature's passage using the DCs given above, but you can't use Search to follow tracks, even if someone else has already found them.


Special: A ranger automatically has Track as a bonus feat. He need not select it.
This feat does not allow you to find or follow the tracks made by a subject of a pass without trace spell.


benefit:
Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.

special:
A fighter may select Trample as one of his fighter bonus feats.

full_text:
Trample [General]
Prerequisites: Ride 1 rank, Mounted Combat.


Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.


Special: A fighter may select Trample as one of his fighter bonus feats.


benefit:
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

special:
A fighter may select Two-Weapon Defense as one of his fighter bonus feats.

full_text:
Two-Weapon Defense [General]
Prerequisites: Dex 15, Two-Weapon Fighting.


Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.


Special: A fighter may select Two-Weapon Defense as one of his fighter bonus feats.


benefit:
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

normal:
If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

special:
A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.

full_text:
Two-Weapon Fighting [General]
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Prerequisite: Dex 15.


Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.


Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)


Special: A 2nd-level ranger who has chosen the two-weapon combat style is treated as having Two-Weapon Fighting, even if he does not have the prerequisite for it, but only when he is wearing light or no armor.
A fighter may select Two-Weapon Fighting as one of his fighter bonus feats.


benefit:
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

special:
A fighter may select Weapon Finesse as one of his fighter bonus feats.Natural weapons are always considered light weapons.

full_text:
Weapon Finesse [General]
Prerequisite: Base attack bonus +1.


Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.


Special: A fighter may select Weapon Finesse as one of his fighter bonus feats.
Natural weapons are always considered light weapons.


prerequisite:
Proficiency with selected weapon, base attack bonus +1.

benefit:
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.

special:
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.

full_text:
Weapon Focus [General]
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
 Prerequisites: Proficiency with selected weapon, base attack bonus +1.


Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.


Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the Weapon Specialization feat for that weapon.


choice:
One type of weapon for which you have already selected the Weapon Focus feat

prerequisite:
Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.

benefit:
Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.
Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.

special:
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.A fighter may select Weapon Specialization as one of his fighter bonus feats.

full_text:
Weapon Specialization [General]
Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.
 Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.


Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.


Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
A fighter may select Weapon Specialization as one of his fighter bonus feats.


prerequisite:
Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.

benefit:
Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

special:
A fighter may select Whirlwind Attack as one of his fighter bonus feats.

full_text:
Whirlwind Attack [General]
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.


Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.


Special: A fighter may select Whirlwind Attack as one of his fighter bonus feats.


benefit:
Benefit: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. A widened spell uses up a spell slot three levels higher than the spell's actual level.
Spells that do not have an area of one of these four sorts are not affected by this feat.

full_text:
Widen Spell [Metamagic]
Benefit: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. A widened spell uses up a spell slot three levels higher than the spell's actual level.
Spells that do not have an area of one of these four sorts are not affected by this feat.


benefit:
Choose one of the creature's special attacks.
Benefit: Add +2 to the DC for all saving throws against the special attack on which the creature focuses.

special:
A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different special attack.

full_text:
Ability Focus [General]
Choose one of the creature's special attacks.
Prerequisite: Special attack.


Benefit: Add +2 to the DC for all saving throws against the special attack on which the creature focuses.


Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat it applies to a different special attack.


prerequisite:
Str 25, Power Attack, Improved Bull Rush, size Large or larger.

benefit:
Benefit: As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creature's choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

full_text:
Awesome Blow [General, Fighter]
Prerequisites: Str 25, Power Attack, Improved Bull Rush, size Large or larger.


Benefit: As a standard action, the creature may choose to subtract 4 from its melee attack roll and deliver an awesome blow. If the creature hits a corporeal opponent smaller than itself with an awesome blow, its opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of the attacking creature's choice and fall prone. The attacking creature can only push the opponent in a straight line, and the opponent can't move closer to the attacking creature than the square it started in. If an obstacle prevents the completion of the opponent's move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.


prerequisite:
Craft Magic Arms and Armor, Craft Wondrous Item.

benefit:
Benefit: A creature with this feat can create any construct whose prerequisites it meets. Enchanting a construct takes one day for each 1,000 gp in its market price. To enchant a construct, a spellcaster must spend 1/25 the item's price in XP and use up raw materials costing half of this price (see individual construct monster entries for details).
A creature with this feat can repair constructs that have taken damage. In one day of work, the creature can repair up to 20 points of damage by expending 50 gp per point of damage repaired.
A newly created construct has average hit points for its Hit Dice.

full_text:
Craft Construct [Item Creation]
Prerequisites: Craft Magic Arms and Armor, Craft Wondrous Item.


Benefit: A creature with this feat can create any construct whose prerequisites it meets. Enchanting a construct takes one day for each 1,000 gp in its market price. To enchant a construct, a spellcaster must spend 1/25 the item's price in XP and use up raw materials costing half of this price (see individual construct monster entries for details).
A creature with this feat can repair constructs that have taken damage. In one day of work, the creature can repair up to 20 points of damage by expending 50 gp per point of damage repaired.
A newly created construct has average hit points for its Hit Dice.


choice:
One of the creature's spell-like abilities, subject to the restrictions below

prerequisite:
Spell-like ability at caster level 6th or higher.

benefit:
Benefit: Choose one of the creature's spell-like abilities, subject to the restrictions below. The creature can use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
When a creature uses an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased by one half. Saving throws and opposed rolls are not affected. Spell-like abilities without random variables are not affected.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) -2. For a summary, see the table in the description of the Quicken Spell-Like Ability feat.

special:
This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities.

full_text:
Empower Spell-Like Ability [General]
Prerequisite: Spell-like ability at caster level 6th or higher.


Benefit: Choose one of the creature's spell-like abilities, subject to the restrictions below. The creature can use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
When a creature uses an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased by one half. Saving throws and opposed rolls are not affected. Spell-like abilities without random variables are not affected.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) -2. For a summary, see the table in the description of the Quicken Spell-Like Ability feat.


Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities.


benefit:
Benefit: When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.

normal:
Without this feat, the creature takes a standard action either before or after its move.

full_text:
Flyby Attack [General]
Prerequisite: Fly speed.


Benefit: When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.


Normal: Without this feat, the creature takes a standard action either before or after its move.


benefit:
Benefit: When flying, the creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability.
If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so.
If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Those caught in the cloud must succeed on a Concentration check (DC 10 + 1/2 creature's HD) to cast a spell.

normal:
Without this feat, a creature must keep moving while flying unless it has perfect maneuverability.

full_text:
Hover [General]
Prerequisite: Fly speed.


Benefit: When flying, the creature can halt its forward motion and hover in place as a move action. It can then fly in any direction, including straight down or straight up, at half speed, regardless of its maneuverability.
If a creature begins its turn hovering, it can hover in place for the turn and take a full-round action. A hovering creature cannot make wing attacks, but it can attack with all other limbs and appendages it could use in a full attack. The creature can instead use a breath weapon or cast a spell instead of making physical attacks, if it could normally do so.
If a creature of Large size or larger hovers within 20 feet of the ground in an area with lots of loose debris, the draft from its wings creates a hemispherical cloud with a radius of 60 feet. The winds so generated can snuff torches, small campfires, exposed lanterns, and other small, open flames of non-magical origin. Clear vision within the cloud is limited to 10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At 25 feet or more, creatures have total concealment (50% miss chance, and opponents cannot use sight to locate the creature).
Those caught in the cloud must succeed on a Concentration check (DC 10 + 1/2 creature's HD) to cast a spell.


Normal: Without this feat, a creature must keep moving while flying unless it has perfect maneuverability.


benefit:
Benefit: The creature's natural armor bonus increases by 1.

special:
A creature can gain this feat multiple times. Each time the creature takes the feat its natural armor bonus increases by another point.

full_text:
Improved Natural Armor [General]
Prerequisites: Natural armor, Con 13.


Benefit: The creature's natural armor bonus increases by 1.


Special: A creature can gain this feat multiple times. Each time the creature takes the feat its natural armor bonus increases by another point.


choice:
One of the creature's natural attack forms

benefit:
Benefit: Choose one of the creature's natural attack forms. The damage for this natural weapon increases by one step, as if the creature's size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.

full_text:
Improved Natural Attack [General]
Prerequisite: Natural weapon, base attack bonus +4.


Benefit: Choose one of the creature's natural attack forms. The damage for this natural weapon increases by one step, as if the creature's size had increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6, 8d6, 12d6.
A weapon or attack that deals 1d10 points of damage increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8.


benefit:
Benefit: The creature's secondary attacks with natural weapons take only a -2 penalty.

normal:
Without this feat, the creature's secondary attacks with natural weapons take a -5 penalty.

full_text:
Multiattack [General]
Prerequisite: Three or more natural attacks.


Benefit: The creature's secondary attacks with natural weapons take only a -2 penalty.


Normal: Without this feat, the creature's secondary attacks with natural weapons take a -5 penalty.


benefit:
Benefit: Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with off hands.

normal:
A creature without this feat takes a -6 penalty on attacks made with its primary hand and a -10 penalty on attacks made with its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting.

special:
This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.

full_text:
Multiweapon Fighting [General]
Prerequisites: Dex 13, three or more hands.


Benefit: Penalties for fighting with multiple weapons are reduced by 2 with the primary hand and reduced by 6 with off hands.


Normal: A creature without this feat takes a -6 penalty on attacks made with its primary hand and a -10 penalty on attacks made with its off hands. (It has one primary hand, and all the others are off hands.) See Two-Weapon Fighting.


Special: This feat replaces the Two-Weapon Fighting feat for creatures with more than two arms.


choice:
One of the creature's spell-like abilities, subject to the restrictions described below

prerequisite:
Spell-like ability at caster level 10th or higher.

benefit:
Benefit: Choose one of the creature's spell-like abilities, subject to the restrictions described below. The creature can use that ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
Using a quickened spell-like ability is a free action that does not provoke an attack of opportunity. The creature can perform another action-including the use of another spell-like ability-in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) -4. For a summary, see the table below.
In addition, a spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.

normal:
Normally the use of a spell-like ability requires a standard action and provokes an attack of opportunity unless noted otherwise.

special:
This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities.


Empower and Quicken Spell-Like Ability 



Spell Level
Caster Level to Empower
Caster Level to Quicken



0
4th
8th



1st
6th
10th



2nd
8th
12th



3rd
10th
14th



4th
12th
16th



5th
14th
18th



6th
16th
20th



7th
18th
-



8th
20th
-




9th
-
-

full_text:
Quicken Spell-Like Ability [General]
Prerequisite: Spell-like ability at caster level 10th or higher.


Benefit: Choose one of the creature's spell-like abilities, subject to the restrictions described below. The creature can use that ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
Using a quickened spell-like ability is a free action that does not provoke an attack of opportunity. The creature can perform another action-including the use of another spell-like ability-in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round.
The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) -4. For a summary, see the table below.
In addition, a spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.


Normal: Normally the use of a spell-like ability requires a standard action and provokes an attack of opportunity unless noted otherwise.


Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities.

Empower and Quicken Spell-Like Ability

Spell Level
Caster Level to Empower
Caster Level to Quicken

0
4th
8th

1st
6th
10th

2nd
8th
12th

3rd
10th
14th

4th
12th
16th

5th
14th
18th

6th
16th
20th

7th
18th
-

8th
20th
-


9th
-
-



benefit:
Benefits: The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's breath weapon, if it has one.
The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.

full_text:
Snatch [General]
Prerequisite: Size Huge or larger.


Benefits: The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's breath weapon, if it has one.
The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.


benefit:
Benefits: A flying creature with this feat can change direction quickly once each round as a free action. This feat allows it to turn up to 180 degrees regardless of its maneuverability, in addition to any other turns it is normally allowed. A creature cannot gain altitude during a round when it executes a wingover, but it can dive.
The change of direction consumes 10 feet of flying movement.

full_text:
Wingover [General]
Prerequisite: Fly speed.


Benefits: A flying creature with this feat can change direction quickly once each round as a free action. This feat allows it to turn up to 180 degrees regardless of its maneuverability, in addition to any other turns it is normally allowed. A creature cannot gain altitude during a round when it executes a wingover, but it can dive.
The change of direction consumes 10 feet of flying movement.


benefit:
Your melee or ranged attack overcomes your opponent's alignment-based damage reduction and deals additional damage.
Benefit: When you take this feat, choose either chaos, good, evil or law. (Your choice must match one of your alignment components. Once you've made this alignment choice, it cannot be changed.
To use this feat, you must expend your psionic focus. When you make a successful melee or ranged attack, you deal an extra 1d6 points of damage, and your attack is treated as either a good, evil, chaotic, or lawful attack (depending on your original choice) for the purpose of overcoming damage reduction.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

full_text:
Aligned Attack [Psionic]
Your melee or ranged attack overcomes your opponent's alignment-based damage reduction and deals additional damage.
Prerequisite: Base attack bonus +6.


Benefit: When you take this feat, choose either chaos, good, evil or law. (Your choice must match one of your alignment components. Once you've made this alignment choice, it cannot be changed.
To use this feat, you must expend your psionic focus. When you make a successful melee or ranged attack, you deal an extra 1d6 points of damage, and your attack is treated as either a good, evil, chaotic, or lawful attack (depending on your original choice) for the purpose of overcoming damage reduction.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.


benefit:
Your spells are more potent when used against psionic characters and creatures.
Benefit: You get a get a +2 bonus on caster level checks made to overcome a psionic creature's power resistance.
This bonus stacks with the bonus conferred by Spell Penetration and Greater Spell Penetration. Moreover, whenever a psionic creature attempts to dispel a spell you cast, it makes its manifester level check against a DC of 13 + its manifester level.
The benefits of this feat apply only to power resistance.
The bonus does not apply to spell resistance. This is an exception to the psionics-magic transparency rule.

special:
You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).

full_text:
Antipsionic Magic [General]
Your spells are more potent when used against psionic characters and creatures.
Prerequisite: Spellcraft 5 ranks.


Benefit: You get a get a +2 bonus on caster level checks made to overcome a psionic creature's power resistance.
This bonus stacks with the bonus conferred by Spell Penetration and Greater Spell Penetration. Moreover, whenever a psionic creature attempts to dispel a spell you cast, it makes its manifester level check against a DC of 13 + its manifester level.
The benefits of this feat apply only to power resistance.
The bonus does not apply to spell resistance. This is an exception to the psionics-magic transparency rule.


Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).


benefit:
You have a knack for psionic self-sufficiency.
Benefit: You get a +2 bonus on all Autohypnosis checks and Knowledge (psionics) checks.

full_text:
Autonomous [General]
You have a knack for psionic self-sufficiency.
Benefit: You get a +2 bonus on all Autohypnosis checks and Knowledge (psionics) checks.


benefit:
You can expand your power point total at the expense of your health.
Benefit: You can recover 2 power points by taking 1 point of ability burn damage to each of your three ability scores: Strength, Dexterity, and Constitution.
You can recover additional power points for a proportional cost to Strength, Dexterity, and Constitution. These recovered points are added to your power point reserve as if you had gained them by resting overnight.

special:
Only living creatures can use this feat. You can take advantage of this feat only while in your own body.

full_text:
Body Fuel [Psionic]
You can expand your power point total at the expense of your health.
Benefit: You can recover 2 power points by taking 1 point of ability burn damage to each of your three ability scores: Strength, Dexterity, and Constitution.
You can recover additional power points for a proportional cost to Strength, Dexterity, and Constitution. These recovered points are added to your power point reserve as if you had gained them by resting overnight.


Special: Only living creatures can use this feat. You can take advantage of this feat only while in your own body.


benefit:
Your astral constructs have more abilities.
Benefit: When you create an astral construct, you can give it one additional special ability from any menu that the construct currently has an ability from.

full_text:
Boost Construct [Psionic]
Your astral constructs have more abilities.
Benefit: When you create an astral construct, you can give it one additional special ability from any menu that the construct currently has an ability from.


benefit:
Your powers sometimes bypass barriers.
Benefit: To use this feat, you must expend your psionic focus. You can attempt to manifest your powers against targets that are sheltered behind a wall or force effect. Your power briefly skips through the Astral Plane to bypass the barrier.
The strength and thickness of the barrier determine your chance of success. To successfully bypass the barrier with your power, you make a Psicraft check against a DC equal to 10 + the hardness of the barrier + 1 per foot of thickness (minimum 1). Assign a hardness of 20 to barriers without a hardness rating, such as force effects (or a wall of ectoplasm). Force walls or walls of ectoplasm are assumed to have less than 1 foot of thickness unless noted otherwise.
If a power requires line of sight (which includes most powers that affect a target or targets instead of an area), you cannot manifest it as a burrowing power unless you can somehow see the target, such as with clairvoyant sense. Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level.

full_text:
Burrowing Power [Metapsionic]
Your powers sometimes bypass barriers.
Benefit: To use this feat, you must expend your psionic focus. You can attempt to manifest your powers against targets that are sheltered behind a wall or force effect. Your power briefly skips through the Astral Plane to bypass the barrier.
The strength and thickness of the barrier determine your chance of success. To successfully bypass the barrier with your power, you make a Psicraft check against a DC equal to 10 + the hardness of the barrier + 1 per foot of thickness (minimum 1). Assign a hardness of 20 to barriers without a hardness rating, such as force effects (or a wall of ectoplasm). Force walls or walls of ectoplasm are assumed to have less than 1 foot of thickness unless noted otherwise.
If a power requires line of sight (which includes most powers that affect a target or targets instead of an area), you cannot manifest it as a burrowing power unless you can somehow see the target, such as with clairvoyant sense. Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level.


benefit:
You can manifest powers that arc to hit other targets in addition to the primary target.
Benefit: To use this feat, you must expend your psionic focus. You can chain any power that affects a single target and that deals either acid, cold, electricity, fire, or sonic damage. After the primary target is struck, the power can arc to a number of secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).
Each target gets to make a saving throw, if one is allowed by the power. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).
Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level.

full_text:
Chain Power [Metapsionic]
You can manifest powers that arc to hit other targets in addition to the primary target.
Benefit: To use this feat, you must expend your psionic focus. You can chain any power that affects a single target and that deals either acid, cold, electricity, fire, or sonic damage. After the primary target is struck, the power can arc to a number of secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).
Each target gets to make a saving throw, if one is allowed by the power. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).
Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level.


benefit:
The turbulence of your thoughts prevents others from gaining insight into your actions.
Benefit: Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against you.
The benefit of this feat applies only to insight bonuses gained from psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule.

full_text:
Chaotic Mind [General]
The turbulence of your thoughts prevents others from gaining insight into your actions.
Prerequisite: Chaotic alignment, Cha 15.


Benefit: Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against you.
The benefit of this feat applies only to insight bonuses gained from psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule.


Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).


benefit:
You are skilled at using optical tricks to make yourself seem to be where you are not.
Benefit: You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.

full_text:
Cloak Dance [General]
You are skilled at using optical tricks to make yourself seem to be where you are not.
Prerequisites: Hide 10 ranks, Perform (dance) 2 ranks.


Benefit: You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.


benefit:
Your mind is better able to resist psionics than normal.
Benefit: You get a +2 bonus on all saving throws to resist powers.
The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule.

full_text:
Closed Mind [General]
Your mind is better able to resist psionics than normal.
Benefit: You get a +2 bonus on all saving throws to resist powers.
The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule.


Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).


benefit:
You are adept at manifesting powers in combat.
Benefit: You get a +4 bonus on Concentration checks made to manifest a power or use a psi-like ability while on the defensive or while you are grappling or pinned.

full_text:
Combat Manifestation [Psionic]
You are adept at manifesting powers in combat.
Benefit: You get a +4 bonus on Concentration checks made to manifest a power or use a psi-like ability while on the defensive or while you are grappling or pinned.


benefit:
You can create psionic cognizance crystals that store power points.
Benefit: You can create a cognizance crystal. Doing so takes one day for each 1,000 gp in its base price. The base price of a cognizance crystal is equal to the highest-level power it could manifest using all its stored power points, squared, multiplied by 1,000 gp. To create a cognizance crystal, you must spend 1/25 of its base price in XP and use up raw materials costing one-half its base price.

full_text:
Craft Cognizance Crystal [Item Creation]
You can create psionic cognizance crystals that store power points.
Prerequisite: Manifester level 3rd.


Benefit: You can create a cognizance crystal. Doing so takes one day for each 1,000 gp in its base price. The base price of a cognizance crystal is equal to the highest-level power it could manifest using all its stored power points, squared, multiplied by 1,000 gp. To create a cognizance crystal, you must spend 1/25 of its base price in XP and use up raw materials costing one-half its base price.


benefit:
You can create slender crystal wands called dorjes than manifest powers when charges are expended.
Benefit: You can create a dorje of any psionic power you know (barring exceptions, such as bestow power, as noted in a power's description). Crafting a dorje takes one day for each 1,000 gp in its base price. The base price of a dorje is its manifester level x the power level x 750 gp. To craft a dorje, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
A newly created dorje has 50 charges.
Any dorje that stores a power with an XP cost also carries a commensurate cost. In addition to the XP cost derived from the base price, you must pay fifty times the XP cost.

full_text:
Craft Dorje [Item Creation]
You can create slender crystal wands called dorjes than manifest powers when charges are expended.
Prerequisite: Manifester level 5th.


Benefit: You can create a dorje of any psionic power you know (barring exceptions, such as bestow power, as noted in a power's description). Crafting a dorje takes one day for each 1,000 gp in its base price. The base price of a dorje is its manifester level x the power level x 750 gp. To craft a dorje, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
A newly created dorje has 50 charges.
Any dorje that stores a power with an XP cost also carries a commensurate cost. In addition to the XP cost derived from the base price, you must pay fifty times the XP cost.


benefit:
You can create psicrowns, which have multiple psionic effects.
Benefit: You can create any psicrown whose prerequisites you meet. Crafting a psicrown takes one day for each 1,000 gp in its base price. To craft a psicrown, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. Some psicrowns incur extra costs in XP as noted in their descriptions. These costs are in addition to those derived from the psicrown's base price.

full_text:
Craft Psicrown [Item Creation]
You can create psicrowns, which have multiple psionic effects.
Prerequisite: Manifester level 12th.


Benefit: You can create any psicrown whose prerequisites you meet. Crafting a psicrown takes one day for each 1,000 gp in its base price. To craft a psicrown, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. Some psicrowns incur extra costs in XP as noted in their descriptions. These costs are in addition to those derived from the psicrown's base price.


benefit:
You can create psionic weapons, armor, and shields.
Benefit: You can create any psionic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its psionic features. To enhance a weapon, you must spend 1/25 of its features' total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken psionic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enhance that item in the first place.

full_text:
Craft Psionic Arms and Armor [Item Creation]
You can create psionic weapons, armor, and shields.
Prerequisite: Manifester level 5th.


Benefit: You can create any psionic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its psionic features. To enhance a weapon, you must spend 1/25 of its features' total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken psionic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enhance that item in the first place.


prerequisite:
Craft Psionic Arms and Armor, Craft Universal Item.

benefit:
You can create golems and other psionic automatons that obey your orders.
Benefit: You can create any psionic construct whose prerequisites you meet. Creating a construct takes one day for each 1,000 gp in its base price. To create a construct, you must spend 1/25 of the construct's base price in XP and use up raw materials costing one-half of this price. A newly created construct has average hit points for its Hit Dice.

full_text:
Craft Psionic Construct [Item Creation]
You can create golems and other psionic automatons that obey your orders.
Prerequisites: Craft Psionic Arms and Armor, Craft Universal Item.


Benefit: You can create any psionic construct whose prerequisites you meet. Creating a construct takes one day for each 1,000 gp in its base price. To create a construct, you must spend 1/25 of the construct's base price in XP and use up raw materials costing one-half of this price. A newly created construct has average hit points for its Hit Dice.


benefit:
You can create universal psionic items.
Benefit: You can create any universal psionic item whose prerequisites you meet. Crafting a universal psionic item takes one day for each 1,000 gp in its base price. To craft a universal psionic item, you must spend 1/25 of the item's base price in XP and use up raw materials costing one-half of this price.
You can also mend a broken universal item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some universal items incur extra costs in XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one.

full_text:
Craft Universal Item [Item Creation]
You can create universal psionic items.
Prerequisite: Manifester level 3rd.


Benefit: You can create any universal psionic item whose prerequisites you meet. Crafting a universal psionic item takes one day for each 1,000 gp in its base price. To craft a universal psionic item, you must spend 1/25 of the item's base price in XP and use up raw materials costing one-half of this price.
You can also mend a broken universal item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some universal items incur extra costs in XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one.


benefit:
You empty your mind of all distracting emotion, becoming an instrument of deadly precision.
Benefit: You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack's extra damage dice. You must keep the result of the reroll, even if it is another 1.

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Deadly Precision [General]
You empty your mind of all distracting emotion, becoming an instrument of deadly precision.
Prerequisite: Dex 15, base attack bonus +5.


Benefit: You have deadly accuracy with your sneak attacks. You can reroll any result of 1 on your sneak attack's extra damage dice. You must keep the result of the reroll, even if it is another 1.


prerequisite:
Str 13, Psionic Weapon, base attack bonus +5.

benefit:
You can strike your foe with a melee weapon as if making a touch attack.
Benefit: To use this feat, you must expend your psionic focus. You can resolve your attack with a melee weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

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Deep Impact [Psionic]
You can strike your foe with a melee weapon as if making a touch attack.
Prerequisite: Str 13, Psionic Weapon, base attack bonus +5.


Benefit: To use this feat, you must expend your psionic focus. You can resolve your attack with a melee weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.


benefit:
You can manifest powers that go off up to 5 rounds later.
Benefit: To use this feat, you must expend your psionic focus. You can manifest a power as a delayed power. A delayed power doesn't activate immediately. When you manifest the power, you choose one of three trigger mechanisms: (1) The power activates when you take a standard action to activate it; (2) It activates when a creature enters the area that the power will affect (only powers that affect areas can use this trigger condition); or (3) It activates on your turn after 5 rounds pass. If you choose one of the first two triggers and the conditions are not met within 5 rounds, the power activates automatically on the fifth round.
Only area and personal powers can be delayed.
Any decisions you would make about the delayed power, including attack rolls, designating targets, or determining or shaping an area, are decided when the power is manifested. Any effects resolved by those affected by the power, including saving throws, are decided when the delay period ends.
A delayed power can be dispelled normally during the delay, and can be detected normally in the area or on the target by the use of powers that can detect psionic effects.
Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level.

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Delay Power [Metapsionic]
You can manifest powers that go off up to 5 rounds later.
Benefit: To use this feat, you must expend your psionic focus. You can manifest a power as a delayed power. A delayed power doesn't activate immediately. When you manifest the power, you choose one of three trigger mechanisms: (1) The power activates when you take a standard action to activate it; (2) It activates when a creature enters the area that the power will affect (only powers that affect areas can use this trigger condition); or (3) It activates on your turn after 5 rounds pass. If you choose one of the first two triggers and the conditions are not met within 5 rounds, the power activates automatically on the fifth round.
Only area and personal powers can be delayed.
Any decisions you would make about the delayed power, including attack rolls, designating targets, or determining or shaping an area, are decided when the power is manifested. Any effects resolved by those affected by the power, including saving throws, are decided when the delay period ends.
A delayed power can be dispelled normally during the delay, and can be detected normally in the area or on the target by the use of powers that can detect psionic effects.
Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level.


benefit:
You can manifest powers to greater effect.
Benefit: To use this feat, you must expend your psionic focus.
You can empower a power. All variable, numeric effects of an empowered power are increased by one-half. An empowered power deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Augmented powers can also be empowered (multiply 1-1/2 times the damage total of the augmented power). Saving throws and opposed checks (such as the one you make when you manifest dispel psionics) are not affected, nor are powers without random variables.
Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level.

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Empower Power [Metapsionic]
You can manifest powers to greater effect.
Benefit: To use this feat, you must expend your psionic focus.
You can empower a power. All variable, numeric effects of an empowered power are increased by one-half. An empowered power deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so forth, as appropriate. Augmented powers can also be empowered (multiply 1-1/2 times the damage total of the augmented power). Saving throws and opposed checks (such as the one you make when you manifest dispel psionics) are not affected, nor are powers without random variables.
Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level.


benefit:
You can manifest powers farther than normal.
Benefit: To use this feat, you must expend your psionic focus. You can alter a power with a range of close, medium, or long to increase its range by 100%. An enlarged power with a range of close has a range of 50 feet + 5 feet per level, a medium-range power has a range of 200 feet + 20 feet per level, and a long-range power has a range of 800 feet + 80 feet per level.
Powers whose ranges are not defined by distance, as well as powers whose ranges are not close, medium, or long, are not affected.
Using this feat does not increase the power point cost of the power.

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Enlarge Power [Metapsionic]
You can manifest powers farther than normal.
Benefit: To use this feat, you must expend your psionic focus. You can alter a power with a range of close, medium, or long to increase its range by 100%. An enlarged power with a range of close has a range of 50 feet + 5 feet per level, a medium-range power has a range of 200 feet + 20 feet per level, and a long-range power has a range of 800 feet + 80 feet per level.
Powers whose ranges are not defined by distance, as well as powers whose ranges are not close, medium, or long, are not affected.
Using this feat does not increase the power point cost of the power.


choice:
Any power, including powers from another discipline's list or even from another class's list

benefit:
You learn another power.
Benefit: Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest. You can choose any power, including powers from another discipline's list or even from another class's list.

special:
You can gain this feat multiple times. Each time, you learn one new power at any level up to one less than the highest-level power you can manifest.

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Expanded Knowledge [Psionic]
You learn another power.
Prerequisites: Manifester level 3rd.


Benefit: Add to your powers known one additional power of any level up to one level lower than the highest-level power you can manifest. You can choose any power, including powers from another discipline's list or even from another class's list.


Special: You can gain this feat multiple times. Each time, you learn one new power at any level up to one less than the highest-level power you can manifest.


benefit:
You can manifest powers that last longer than normal.
Benefit: To use this feat, you must expend your psionic focus.
You can manifest an extended power. An extended power lasts twice as long as normal. A power with a duration of concentration, instantaneous, or permanent is not affected by this feat.
Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level.

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Extend Power [Metapsionic]
You can manifest powers that last longer than normal.
Benefit: To use this feat, you must expend your psionic focus.
You can manifest an extended power. An extended power lasts twice as long as normal. A power with a duration of concentration, instantaneous, or permanent is not affected by this feat.
Using this feat increases the power point cost of the power by 2. The power's total cost cannot exceed your manifester level.


prerequisite:
Dex 13, Point Blank Shot, Psionic Shot, base attack bonus +5.

benefit:
You can strike your foe with a ranged weapon as if making a touch attack.
Benefit: To use this feat, you must expend your psionic focus. You can resolve your ranged attack as a ranged touch attack.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

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Fell Shot [Psionic]
You can strike your foe with a ranged weapon as if making a touch attack.
Prerequisite: Dex 13, Point Blank Shot, Psionic Shot, base attack bonus +5.


Benefit: To use this feat, you must expend your psionic focus. You can resolve your ranged attack as a ranged touch attack.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.


benefit:
You can sense the stress points on others' weapons.
Benefit: To use this feat, you must expend your psionic focus.
When you strike at an opponent's weapon, you ignore half of the weapon's total hardness (round down). Total hardness includes any magical or psionic enhancements possessed by the weapon that increase its hardness.

special:
You can also sense the stress points in any hard construction, such as wooden doors or stone walls, and can ignore half of the object's total hardness (round down) when attacking that object.

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Focused Sunder [Psionic]
You can sense the stress points on others' weapons.
Prerequisite: Str 13, Power Attack, Improved Sunder.


Benefit: To use this feat, you must expend your psionic focus.
When you strike at an opponent's weapon, you ignore half of the weapon's total hardness (round down). Total hardness includes any magical or psionic enhancements possessed by the weapon that increase its hardness.


Special: You can also sense the stress points in any hard construction, such as wooden doors or stone walls, and can ignore half of the object's total hardness (round down) when attacking that object.


benefit:
You are able to resist psionic attacks with extreme force of will.
Benefit: Once per round, when targeted by a psionic effect that allows a Reflex save or a Fortitude save, you can instead make a Will saving throw to avoid the effect.
The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule.

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Force of Will [General]
You are able to resist psionic attacks with extreme force of will.
Prerequisite: Iron Will.


Benefit: Once per round, when targeted by a psionic effect that allows a Reflex save or a Fortitude save, you can instead make a Will saving throw to avoid the effect.
The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule.


Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).


benefit:
Your deadly strikes against incorporeal foes always find their mark.
Benefit: You must be psionically focused to use this feat. When you make a melee attack or a ranged attack against an incorporeal creature, you can make two rolls to check for the miss chance. If either is successful, the attack is treated as if it were made with a ghost touch weapon for the purpose of affecting the creature. Your weapon or natural weapon actually appears to become briefly incorporeal as the attack is made.

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Ghost Attack [Psionic]
Your deadly strikes against incorporeal foes always find their mark.
Prerequisite: Base attack bonus +3.


Benefit: You must be psionically focused to use this feat. When you make a melee attack or a ranged attack against an incorporeal creature, you can make two rolls to check for the miss chance. If either is successful, the attack is treated as if it were made with a ghost touch weapon for the purpose of affecting the creature. Your weapon or natural weapon actually appears to become briefly incorporeal as the attack is made.


prerequisite:
Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6.

benefit:
You are skilled at firing many arrows at once, even at different opponents.
Benefit: When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage.

special:
A fighter may select this feat as one of his fighter bonus feats.

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Greater Manyshot [General]
You are skilled at firing many arrows at once, even at different opponents.
Prerequisites: Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack bonus +6.


Benefit: When you use the Manyshot feat, you can fire each arrow at a different target instead of firing all of them at the same target. You make a separate attack roll for each arrow, regardless of whether you fire them at separate targets or the same target. Your precision-based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage.


Special: A fighter may select this feat as one of his fighter bonus feats.


benefit:
Your powers are especially potent at breaking through power resistance.
Benefit: To use this feat, you must expend your psionic focus (see the Concentration skill description). You get a +8 bonus on manifester level checks to overcome a creature's power resistance. This bonus overlaps with the bonus from Power Penetration.

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Greater Power Penetration [Psionic]
Your powers are especially potent at breaking through power resistance.
Prerequisite: Power Penetration.


Benefit: To use this feat, you must expend your psionic focus (see the Concentration skill description). You get a +8 bonus on manifester level checks to overcome a creature's power resistance. This bonus overlaps with the bonus from Power Penetration.


prerequisite:
Power Specialization, Weapon Focus (ray), manifester level 12th.

benefit:
You deal more damage with your powers.
Benefit: Your powers that deal damage deal an extra 2 points of damage. This damage stacks with other bonuses on damage rolls to powers, including the one from Power Specialization. The damage bonus applies only if the target or targets are within 30 feet.

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Greater Power Specialization [Psionic]
You deal more damage with your powers.
Prerequisites: Power Specialization, Weapon Focus (ray), manifester level 12th.


Benefit: Your powers that deal damage deal an extra 2 points of damage. This damage stacks with other bonuses on damage rolls to powers, including the one from Power Specialization. The damage bonus applies only if the target or targets are within 30 feet.


benefit:
You can use meditation to focus your powers.
Benefit: When you use the Psionic Endowment feat, you add +2 to the save DC of a power you manifest instead of +1.

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Greater Psionic Endowment [Psionic]
You can use meditation to focus your powers.
Prerequisite: Psionic Endowment.


Benefit: When you use the Psionic Endowment feat, you add +2 to the save DC of a power you manifest instead of +1.


prerequisite:
Str 13, Psionic Fist, base attack bonus +5.

benefit:
You can charge your unarmed strike or natural weapon with additional damage potential.
Benefit: When you use the Psionic Fist feat, your unarmed attack or attack with a natural weapon deals an extra 4d6 points of damage instead of an extra 2d6 points.

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Greater Psionic Fist [Psionic]
You can charge your unarmed strike or natural weapon with additional damage potential.
Prerequisite: Str 13, Psionic Fist, base attack bonus +5.


Benefit: When you use the Psionic Fist feat, your unarmed attack or attack with a natural weapon deals an extra 4d6 points of damage instead of an extra 2d6 points.


prerequisite:
Point Blank Shot, Psionic Shot, base attack bonus +5.

benefit:
You can charge your ranged attacks with additional damage potential.
Benefit: When you use the Psionic Shot feat, your ranged attack deals an extra 4d6 points of damage instead of an extra 2d6 points.

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Greater Psionic Shot [Psionic]
You can charge your ranged attacks with additional damage potential.
Prerequisite: Point Blank Shot, Psionic Shot, base attack bonus +5.


Benefit: When you use the Psionic Shot feat, your ranged attack deals an extra 4d6 points of damage instead of an extra 2d6 points.


benefit:
You can charge your melee weapon with additional damage potential.
Benefit: When you use the Psionic Weapon feat, your attack with a melee weapon deals an extra 4d6 points of damage instead of an extra 2d6 points.

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Greater Psionic Weapon [Psionic]
You can charge your melee weapon with additional damage potential.
Prerequisite: Str 13, Psionic Weapon, base attack bonus +5.


Benefit: When you use the Psionic Weapon feat, your attack with a melee weapon deals an extra 4d6 points of damage instead of an extra 2d6 points.


benefit:
Your mind recoils violently against those who use psionics against you.
Benefit: Whenever you are subject to a power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving throw against a DC of 10 + 1/2 your character level + your Charisma bonus or take 2d6 points of damage.
The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule.

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Hostile Mind [General]
Your mind recoils violently against those who use psionics against you.
Prerequisite: Cha 15.


Benefit: Whenever you are subject to a power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving throw against a DC of 10 + 1/2 your character level + your Charisma bonus or take 2d6 points of damage.
The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule.


Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).


benefit:
You can create power stones to store psionic powers.
Benefit: You can create a power stone of any power that you know. Encoding a power stone takes one day for each 1,000 gp in its base price. The base price of a power stone is the level of the stored power x its manifester level x 25 gp. To imprint a power stone, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
Any power stone that stores a power with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the XP when encoding the stone.

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Imprint Stone [Item Creation]
You can create power stones to store psionic powers.
Prerequisite: Manifester level 1st.


Benefit: You can create a power stone of any power that you know. Encoding a power stone takes one day for each 1,000 gp in its base price. The base price of a power stone is the level of the stored power x its manifester level x 25 gp. To imprint a power stone, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
Any power stone that stores a power with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the XP when encoding the stone.


benefit:
You can upgrade your psicrystal.
Benefit: You can implant another personality fragment in your psicrystal. You gain the benefits of both psicrystal personalities. Your psicrystal's personality adjusts and becomes a blend between all implanted personality fragments. From now on, when determining the abilities of your psicrystal, treat your manifester level as one higher than your normal manifester level.

special:
You can gain this feat multiple times. Each time, you implant a new personality fragment in your psicrystal, from which you derive the noted benefits, and you treat your level as one higher for the purpose of determining your psicrystal's abilities.

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Improved Psicrystal [Psionic]
You can upgrade your psicrystal.
Prerequisites: Psicrystal Affinity.


Benefit: You can implant another personality fragment in your psicrystal. You gain the benefits of both psicrystal personalities. Your psicrystal's personality adjusts and becomes a blend between all implanted personality fragments. From now on, when determining the abilities of your psicrystal, treat your manifester level as one higher than your normal manifester level.


Special: You can gain this feat multiple times. Each time, you implant a new personality fragment in your psicrystal, from which you derive the noted benefits, and you treat your level as one higher for the purpose of determining your psicrystal's abilities.


benefit:
You know when others lie.
Benefit: To use this feat, you must expend your psionic focus.
You gain a +10 bonus on a Sense Motive check to oppose a Bluff check.
You must decide whether or not to use this feat prior to making a Sense Motive check. If your check fails, or if the opponent isn't lying, you still expend your psionic focus.

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Inquisitor [Psionic]
You know when others lie.
Prerequisite: Wis 13.


Benefit: To use this feat, you must expend your psionic focus.
You gain a +10 bonus on a Sense Motive check to oppose a Bluff check.
You must decide whether or not to use this feat prior to making a Sense Motive check. If your check fails, or if the opponent isn't lying, you still expend your psionic focus.


benefit:
You can manifest powers to maximum effect.
Benefit: To use this feat, you must expend your psionic focus.
You can maximize a power. All variable, numeric effects of a power modified by this feat are maximized. A maximized power deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, and so on, as appropriate. Saving throws and opposed checks are not affected, nor are powers without random variables.
Augmented powers can be maximized; a maximized augmented power deals the maximum damage (or cures the maximum hit points, and so on) of the augmented power.
An empowered and maximized power gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.
Using this feat increases the power point cost of the power by 4. The power's total cost cannot exceed your manifester level.

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Maximize Power [Metapsionic]
You can manifest powers to maximum effect.
Benefit: To use this feat, you must expend your psionic focus.
You can maximize a power. All variable, numeric effects of a power modified by this feat are maximized. A maximized power deals maximum damage, cures the maximum number of hit points, affects the maximum number of targets, and so on, as appropriate. Saving throws and opposed checks are not affected, nor are powers without random variables.
Augmented powers can be maximized; a maximized augmented power deals the maximum damage (or cures the maximum hit points, and so on) of the augmented power.
An empowered and maximized power gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.
Using this feat increases the power point cost of the power by 4. The power's total cost cannot exceed your manifester level.


benefit:
You can make amazing jumps.
Benefit: To use this feat, you must expend your psionic focus. You gain a +10 bonus on a Jump check.

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Mental Leap [Psionic]
You can make amazing jumps.
Prerequisite: Str 13, Jump 5 ranks.


Benefit: To use this feat, you must expend your psionic focus. You gain a +10 bonus on a Jump check.


benefit:
Your mind is armored against mental intrusion.
Benefit: Against psionic attacks that do not employ an energy type to deal damage you gain damage reduction 3/-. In addition, when you are hit with ability damage (but not ability drain or ability burn damage) from a psionic attack, you take 3 points less than you would normally take.
The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule.

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Mental Resistance [General]
Your mind is armored against mental intrusion.
Prerequisite: Base Will save bonus +2.


Benefit: Against psionic attacks that do not employ an energy type to deal damage you gain damage reduction 3/-. In addition, when you are hit with ability damage (but not ability drain or ability burn damage) from a psionic attack, you take 3 points less than you would normally take.
The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule.


Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).


benefit:
You can gain a supernatural ability of a metamorphed form.
Benefit: Each time you change your form, such as through the metamorphosis power, you gain one of the new form's supernatural abilities, if it has any.
No matter how many times you manifest the metamorphosis power on a given day, you can gain only a total of three supernatural ability transfers per day.
You gain only three uses of the metamorphic ability per day, even if the creature into which you metamorph has a higher limit on uses (You are still subject to other restrictions on the use of the ability.) The save DC to resist a supernatural ability gained through Metamorphic Transfer (if it is an attack) is 10 + your Cha modifier + 1/2 your Hit Dice.

normal:
You cannot use the supernatural abilities of creatures whose form you assume.

special:
You can gain this feat multiple times. Each time, you can gain one additional supernatural ability.

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Metamorphic Transfer [Psionic]
You can gain a supernatural ability of a metamorphed form.
Prerequisite: Wis 13, manifester level 5th.


Benefit: Each time you change your form, such as through the metamorphosis power, you gain one of the new form's supernatural abilities, if it has any.
No matter how many times you manifest the metamorphosis power on a given day, you can gain only a total of three supernatural ability transfers per day.
You gain only three uses of the metamorphic ability per day, even if the creature into which you metamorph has a higher limit on uses (You are still subject to other restrictions on the use of the ability.) The save DC to resist a supernatural ability gained through Metamorphic Transfer (if it is an attack) is 10 + your Cha modifier + 1/2 your Hit Dice.


Normal: You cannot use the supernatural abilities of creatures whose form you assume.


Special: You can gain this feat multiple times. Each time, you can gain one additional supernatural ability.


benefit:
Your ability damage heals more rapidly.
Benefit: You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus.

normal:
You heal ability damage and ability burn damage at a rate of 1 point per day.

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Mind Over Body [General]
Your ability damage heals more rapidly.
Prerequisite: Con 13.


Benefit: You heal ability damage and ability burn damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus.


Normal: You heal ability damage and ability burn damage at a rate of 1 point per day.


benefit:
Your ability to concentrate is as keen as an arrowhead, allowing you to gain your psionic focus even in the most turbulent situations.
Benefit: You gain a +4 bonus on Concentration checks you make to become psionically focused.

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Narrow Mind [Psionic]
Your ability to concentrate is as keen as an arrowhead, allowing you to gain your psionic focus even in the most turbulent situations.
Prerequisite: Wis 13.


Benefit: You gain a +4 bonus on Concentration checks you make to become psionically focused.


benefit:
You are naturally able to reroute your memory, mind, and skill expertise.
Benefit: You immediately gain an extra 5 skill points. You spend these skill points as normal. If you spend them on a cross-class skills they count as 1/2 ranks. You cannot exceed the normal maximum ranks for your level in any skill.

special:
You can gain this feat multiple times. Each time, you immediately gain another 5 skill points.

full_text:
Open Minded [General]
You are naturally able to reroute your memory, mind, and skill expertise.
Benefit: You immediately gain an extra 5 skill points. You spend these skill points as normal. If you spend them on a cross-class skills they count as 1/2 ranks. You cannot exceed the normal maximum ranks for your level in any skill.


Special: You can gain this feat multiple times. Each time, you immediately gain another 5 skill points.


benefit:
You can make power-enhanced attacks of opportunity.
Benefit: To use this feat, you must expend your psionic focus. When you make an attack of opportunity, you can use any power you know with a range of touch, if you have at least one hand free.
Manifesting this power is an immediate action.
You cannot use this feat with a touch power whose manifesting time is longer than 1 full-round action.
Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level.

normal:
Attacks of opportunity can be made only with melee weapons.

full_text:
Opportunity Power [Metapsionic]
You can make power-enhanced attacks of opportunity.
Benefit: To use this feat, you must expend your psionic focus. When you make an attack of opportunity, you can use any power you know with a range of touch, if you have at least one hand free.
Manifesting this power is an immediate action.
You cannot use this feat with a touch power whose manifesting time is longer than 1 full-round action.
Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level.


Normal: Attacks of opportunity can be made only with melee weapons.


benefit:
You burn your life force to strengthen your powers.
Benefit: While manifesting a power, you can increase your effective manifester level by one, but in so doing you take 1d8 points of damage. At 8th level, you can choose to increase your effective manifester level by two, but you take 3d8 points of damage. At 15th level, you can increase your effective manifester level by three, but you take 5d8 points of damage.
The effective increase in manifester level increases the number of power points you can expend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration, and overcoming power resistance.

normal:
Your manifester level is equal to your total levels in classes that manifest powers.

full_text:
Overchannel [Psionic]
You burn your life force to strengthen your powers.
Benefit: While manifesting a power, you can increase your effective manifester level by one, but in so doing you take 1d8 points of damage. At 8th level, you can choose to increase your effective manifester level by two, but you take 3d8 points of damage. At 15th level, you can increase your effective manifester level by three, but you take 5d8 points of damage.
The effective increase in manifester level increases the number of power points you can expend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration, and overcoming power resistance.


Normal: Your manifester level is equal to your total levels in classes that manifest powers.


benefit:
Your powers are especially potent, breaking through power resistance more readily than normal.
Benefit: To use this feat, you must expend your psionic focus. You get a +4 bonus on manifester level checks made to overcome a creature's power resistance.

full_text:
Power Penetration [Psionic]
Your powers are especially potent, breaking through power resistance more readily than normal.
Benefit: To use this feat, you must expend your psionic focus. You get a +4 bonus on manifester level checks made to overcome a creature's power resistance.


prerequisite:
Weapon Focus (ray), manifester level 4th.

benefit:
You deal more damage with your powers.
Benefit: With rays and ranged touch attack powers that deal damage, you deal an extra 2 points of damage. If you expend your psionic focus when you manifest a ray or a ranged touch attack power that deals damage, you add your key ability bonus to the damage (instead of adding 2).

full_text:
Power Specialization [Psionic]
You deal more damage with your powers.
Prerequisites: Weapon Focus (ray), manifester level 4th.


Benefit: With rays and ranged touch attack powers that deal damage, you deal an extra 2 points of damage. If you expend your psionic focus when you manifest a ray or a ranged touch attack power that deals damage, you add your key ability bonus to the damage (instead of adding 2).


benefit:
You have created a psicrystal.
Benefit: This feat allows you to gain a psicrystal.

full_text:
Psicrystal Affinity [Psionic]
You have created a psicrystal.
Prerequisites: Manifester level 1st.


Benefit: This feat allows you to gain a psicrystal.


prerequisite:
Psicrystal Affinity, manifester level 3rd.

benefit:
Your psicrystal has advanced enough that it can hold a psionic focus that you store within it.
Benefit: You can spend a full-round action attempting to psionically focus your psicrystal. At any time when you need to expend your psionic focus, you can expend your psicrystal's psionic focus instead, as long as the crystal is within 5 feet of you. Psionically focusing your psicrystal works just like focusing yourself. The psicrystal cannot focus itself-only the owner can spend the time to focus the crystal.

full_text:
Psicrystal Containment [Psionic]
Your psicrystal has advanced enough that it can hold a psionic focus that you store within it.
Prerequisites: Psicrystal Affinity, manifester level 3rd.


Benefit: You can spend a full-round action attempting to psionically focus your psicrystal. At any time when you need to expend your psionic focus, you can expend your psicrystal's psionic focus instead, as long as the crystal is within 5 feet of you. Psionically focusing your psicrystal works just like focusing yourself. The psicrystal cannot focus itself-only the owner can spend the time to focus the crystal.


benefit:
You have a knack for psionic endeavors.
Benefit: You get a +2 bonus on all Psicraft checks and Use Psionic Device checks.

full_text:
Psionic Affinity [General]
You have a knack for psionic endeavors.
Benefit: You get a +2 bonus on all Psicraft checks and Use Psionic Device checks.


benefit:
Your mind reinforces your body.
Benefit: When you take this feat, you gain 2 hit points for each psionic feat you have (including this one). Whenever you take a new psionic feat, you gain 2 more hit points.

full_text:
Psionic Body [Psionic]
Your mind reinforces your body.
Benefit: When you take this feat, you gain 2 hit points for each psionic feat you have (including this one). Whenever you take a new psionic feat, you gain 2 more hit points.


benefit:
You can charge in a crooked line.
Benefit: To use this feat, you must expend your psionic focus. When you charge, you can make one turn of up to 90 degrees during your movement. All other restrictions on charges still apply; for instance, you cannot pass through a square that blocks or slows movement, or that contains a creature. You must have line of sight to the opponent at the start of your turn.

full_text:
Psionic Charge [Psionic]
You can charge in a crooked line.
Prerequisite: Dex 13, Speed of Thought.


Benefit: To use this feat, you must expend your psionic focus. When you charge, you can make one turn of up to 90 degrees during your movement. All other restrictions on charges still apply; for instance, you cannot pass through a square that blocks or slows movement, or that contains a creature. You must have line of sight to the opponent at the start of your turn.


benefit:
You are proficient at dodging blows.
Benefit: You must be psionically focused to use this feat. You receive a +1 dodge bonus to your Armor Class. This bonus stacks with the bonus from the Dodge feat (but only applies on attacks made by the opponent you have designated).

full_text:
Psionic Dodge [Psionic]
You are proficient at dodging blows.
Prerequisite: Dex 13, Dodge.


Benefit: You must be psionically focused to use this feat. You receive a +1 dodge bonus to your Armor Class. This bonus stacks with the bonus from the Dodge feat (but only applies on attacks made by the opponent you have designated).


benefit:
You can endow your manifestations with more concentrated focus.
Benefit: To use this feat, you must expend your psionic focus. You add 1 to the save DC of a power you manifest.

full_text:
Psionic Endowment [Psionic]
You can endow your manifestations with more concentrated focus.
Benefit: To use this feat, you must expend your psionic focus. You add 1 to the save DC of a power you manifest.


benefit:
You can charge your unarmed strike or natural weapon with additional damage potential.
Benefit: To use this feat, you must expend your psionic focus. Your unarmed strike or attack with a natural weapon deals an extra 2d6 points of damage.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

full_text:
Psionic Fist [Psionic]
You can charge your unarmed strike or natural weapon with additional damage potential.
Prerequisite: Str 13.


Benefit: To use this feat, you must expend your psionic focus. Your unarmed strike or attack with a natural weapon deals an extra 2d6 points of damage.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.


benefit:
You are anathema to psionic creatures and characters.
Benefit: When a foe strikes you in melee combat, the foe immediately loses its psionic focus, if any. Also, if you are the target of a power, the manifester of the power must spend an additional number of power points equal to your Wisdom bonus, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power.

full_text:
Psionic Hole [General]
You are anathema to psionic creatures and characters.
Prerequisite: Con 15.


Benefit: When a foe strikes you in melee combat, the foe immediately loses its psionic focus, if any. Also, if you are the target of a power, the manifester of the power must spend an additional number of power points equal to your Wisdom bonus, or the power fails (all the power points spent on the power are still lost). This extra cost does not count toward the maximum power points a manifester can spend on a single power.


Special: You cannot take or use this feat if you have the ability to use powers (if you have a power point reserve or psi-like abilities).


benefit:
You can focus your mind faster than normal, even under duress.
Benefit: You can take a move action to become psionically focused.

normal:
A character without this feat must take a full-round action to become psionically focused.

full_text:
Psionic Meditation [Psionic]
You can focus your mind faster than normal, even under duress.
Prerequisite: Wis 13, Concentration 7 ranks.


Benefit: You can take a move action to become psionically focused.


Normal: A character without this feat must take a full-round action to become psionically focused.


benefit:
You can charge your ranged attacks with additional damage potential.
Benefit: To use this feat, you must expend your psionic focus. Your ranged attack deals +2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

full_text:
Psionic Shot [Psionic]
You can charge your ranged attacks with additional damage potential.
Prerequisite: Point Blank Shot.


Benefit: To use this feat, you must expend your psionic focus. Your ranged attack deals +2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.


benefit:
You gain additional power points to supplement those you already had.
Benefit: When you take this feat for the first time, you gain 2 power points.

special:
You can take this feat multiple times. Each time you take the feat after the first time, the number of power points you gain increases by 1.

full_text:
Psionic Talent [Psionic]
You gain additional power points to supplement those you already had.
Prerequisite: Having a power point reserve.


Benefit: When you take this feat for the first time, you gain 2 power points.


Special: You can take this feat multiple times. Each time you take the feat after the first time, the number of power points you gain increases by 1.


benefit:
You can charge your melee weapon with additional damage potential.
Benefit: To use this feat, you must expend your psionic focus.
Your attack with a melee weapon deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

full_text:
Psionic Weapon [Psionic]
You can charge your melee weapon with additional damage potential.
Prerequisite: Str 13.


Benefit: To use this feat, you must expend your psionic focus.
Your attack with a melee weapon deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.


benefit:
You can manifest a power with a moment's thought.
Benefit: To use this feat, you must expend your psionic focus. You can quicken a power. You can perform another action, even manifest another power, in the same round that you manifest a quickened power. You can manifest only one quickened power per round. A power whose manifesting time is longer than 1 round cannot be quickened.
Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level.
Manifesting a quickened power does not provoke attacks of opportunity.

full_text:
Quicken Power [Metapsionic]
You can manifest a power with a moment's thought.
Benefit: To use this feat, you must expend your psionic focus. You can quicken a power. You can perform another action, even manifest another power, in the same round that you manifest a quickened power. You can manifest only one quickened power per round. A power whose manifesting time is longer than 1 round cannot be quickened.
Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level.
Manifesting a quickened power does not provoke attacks of opportunity.


benefit:
Your wounds heal rapidly.
Benefit: You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution  bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus.

full_text:
Rapid Metabolism [General]
Your wounds heal rapidly.
Prerequisite: Con 13.


Benefit: You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution  bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus.


benefit:
You can shift your focus from defense to offense.
Benefit: When you use the attack action or full attack action in melee, you can take a penalty of -4 to your Armor Class and add a +2 bonus on your melee attack roll. The bonus on attack rolls and penalty to Armor Class last until the beginning of your next turn.

full_text:
Reckless Offense [General]
You can shift your focus from defense to offense.
Prerequisite: Base attack bonus +1.


Benefit: When you use the attack action or full attack action in melee, you can take a penalty of -4 to your Armor Class and add a +2 bonus on your melee attack roll. The bonus on attack rolls and penalty to Armor Class last until the beginning of your next turn.


prerequisite:
Point Blank Shot, Psionic Shot, Fell Shot, base attack bonus +3.

benefit:
You can return incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.
Benefit: To use this feat, you must expend your psionic focus and have at least one hand free. Once per round when you would normally be hit by a projectile or a thrown weapon no more than one size category larger than your size, you can deflect the attack so that you take no damage from it. The attack is deflected back at your attacker, using the attack bonus of the original attack on you. You must be aware of the attack and not flat-footed. Attempting to return a shot is a free action.

special:
If you also have the Deflect Arrows feat, the deflected attack is made with the original attack bonus plus your Dexterity bonus.

full_text:
Return Shot [Psionic]
You can return incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.
Prerequisite: Point Blank Shot, Psionic Shot, Fell Shot, base attack bonus +3.


Benefit: To use this feat, you must expend your psionic focus and have at least one hand free. Once per round when you would normally be hit by a projectile or a thrown weapon no more than one size category larger than your size, you can deflect the attack so that you take no damage from it. The attack is deflected back at your attacker, using the attack bonus of the original attack on you. You must be aware of the attack and not flat-footed. Attempting to return a shot is a free action.


Special: If you also have the Deflect Arrows feat, the deflected attack is made with the original attack bonus plus your Dexterity bonus.


benefit:
You can create psionic tattoos, which store powers within their designs.
Benefit: You can create a psionic tattoo of any power of 3rd level or lower that you know and that targets one or more creatures. Scribing a psionic tattoo takes one day. When you create a psionic tattoo, you set the manifester level. The manifester level must be sufficient to manifest the power in question and no higher than your own level. The base price of a psionic tattoo is its power level x its manifester level x 50 gp. To scribe a tattoo, you must spend 1/25 of this base price in XP and use up raw materials (special inks, masterwork needles, and so on) costing one-half of this base price.
When you create a psionic tattoo, you make any choices that you would normally make when manifesting the power.
When its wearer physically activates the tattoo, the wearer is the target of the power.
Any psionic tattoo that stores a power with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the XP when creating the tattoo.

full_text:
Scribe Tattoo [Item Creation]
You can create psionic tattoos, which store powers within their designs.
Prerequisite: Manifester level 3rd.


Benefit: You can create a psionic tattoo of any power of 3rd level or lower that you know and that targets one or more creatures. Scribing a psionic tattoo takes one day. When you create a psionic tattoo, you set the manifester level. The manifester level must be sufficient to manifest the power in question and no higher than your own level. The base price of a psionic tattoo is its power level x its manifester level x 50 gp. To scribe a tattoo, you must spend 1/25 of this base price in XP and use up raw materials (special inks, masterwork needles, and so on) costing one-half of this base price.
When you create a psionic tattoo, you make any choices that you would normally make when manifesting the power.
When its wearer physically activates the tattoo, the wearer is the target of the power.
Any psionic tattoo that stores a power with an XP cost also carries a commensurate cost. In addition to the costs derived from the base price, you must pay the XP when creating the tattoo.


benefit:
You are skilled at dodging past charging opponents and taking advantage when they miss.
Benefit: You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat.

full_text:
Sidestep Charge [General]
You are skilled at dodging past charging opponents and taking advantage when they miss.
Prerequisite: Dex 13, Dodge.


Benefit: You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity. This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat.


benefit:
The energy of your mind energizes the alacrity of your body.
Benefit: As long as you are psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet.

full_text:
Speed of Thought [Psionic]
The energy of your mind energizes the alacrity of your body.
Prerequisite: Wis 13.


Benefit: As long as you are psionically focused and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet.


benefit:
You can affect two targets with a single ray.
Benefit: To use this feat, you must expend your psionic focus. You can split psionic rays you manifest. The split ray affects any two targets that are both within the power's range and within 30 feet of each other. If the ray deals damage, each target takes as much damage as a single target would take.
Using this feat increases the power point cost of the power by 2.

full_text:
Split Psionic Ray [Metapsionic]
You can affect two targets with a single ray.
Prerequisite: Any other metapsionic feat.


Benefit: To use this feat, you must expend your psionic focus. You can split psionic rays you manifest. The split ray affects any two targets that are both within the power's range and within 30 feet of each other. If the ray deals damage, each target takes as much damage as a single target would take.
Using this feat increases the power point cost of the power by 2.


benefit:
You can prevent foes from fleeing or closing.
Benefit: When a foe's movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.
Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).

normal:
Attacks of opportunity cannot halt your foes in their tracks.

full_text:
Stand Still [General]
You can prevent foes from fleeing or closing.
Prerequisite: Str 13.


Benefit: When a foe's movement out of a square you threaten grants you an attack of opportunity, you can give up that attack and instead attempt to stop your foe in his tracks. Make your attack of opportunity normally. If you hit your foe, he must succeed on a Reflex save against a DC of 10 + your damage roll (the opponent does not actually take damage), or immediately halt as if he had used up his move actions for the round.
Since you use the Stand Still feat in place of your attack of opportunity, you can do so only a number of times per round equal to the number of times per round you could make an attack of opportunity (normally just one).


Normal: Attacks of opportunity cannot halt your foes in their tracks.


benefit:
You can overchannel powers with less cost to yourself.
Benefit: To use this feat, you must expend your psionic focus. When manifesting a power of 3rd level or lower, you do not take damage from overchanneling.

full_text:
Talented [Psionic]
You can overchannel powers with less cost to yourself.
Prerequisite: Overchannel.


Benefit: To use this feat, you must expend your psionic focus. When manifesting a power of 3rd level or lower, you do not take damage from overchanneling.


benefit:
You can manifest a power simultaneously with another power just like it.
Benefit: To use this feat, you must expend your psionic focus. You can twin a power. Manifesting a power altered by this feat causes the power to take effect twice on the area or target, as if you were simultaneously manifesting the same power two times on the same location or target. Any variables in the power (such as duration, number of targets, and so on) are the same for both of the resulting powers. The target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a twinned psionic charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect).
Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level.

full_text:
Twin Power [Metapsionic]
You can manifest a power simultaneously with another power just like it.
Benefit: To use this feat, you must expend your psionic focus. You can twin a power. Manifesting a power altered by this feat causes the power to take effect twice on the area or target, as if you were simultaneously manifesting the same power two times on the same location or target. Any variables in the power (such as duration, number of targets, and so on) are the same for both of the resulting powers. The target experiences all the effects of both powers individually and receives a saving throw (if applicable) for each. In some cases, such as a twinned psionic charm, failing both saving throws results in redundant effects (although, in this example, any ally of the target would have to succeed on two dispel attempts to free the target from the charm effect).
Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level.


benefit:
You can make an unarmed strike or use a natural weapon against your foe as if delivering a touch attack.
Benefit: To use this feat, you must expend your psionic focus. You can resolve your unarmed strike or attack with a natural weapon as a touch attack.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

full_text:
Unavoidable Strike [Psionic]
You can make an unarmed strike or use a natural weapon against your foe as if delivering a touch attack.
Prerequisite: Str 13, Psionic Fist, base attack bonus +5.


Benefit: To use this feat, you must expend your psionic focus. You can resolve your unarmed strike or attack with a natural weapon as a touch attack.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.


benefit:
Disabling conditions do not hold you back.
Benefit: To use this feat, you must expend your psionic focus. Your mental strength is enough to overcome some otherwise disabling conditions. You can manifest an unconditional power when you are dazed, confused,  nauseated, or stunned.
Only personal powers and powers that affect your person can be manifested as unconditional powers.
Using this feat increases the power point cost of the power by 8. The power's total cost cannot exceed your manifester level.

full_text:
Unconditional Power [Metapsionic]
Disabling conditions do not hold you back.
Benefit: To use this feat, you must expend your psionic focus. Your mental strength is enough to overcome some otherwise disabling conditions. You can manifest an unconditional power when you are dazed, confused,  nauseated, or stunned.
Only personal powers and powers that affect your person can be manifested as unconditional powers.
Using this feat increases the power point cost of the power by 8. The power's total cost cannot exceed your manifester level.


benefit:
You can run on walls for brief distances.
Benefit: While you are psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.

special:
You can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows you to make an attack from the wall against a foe standing on the ground who is within the area you threaten; however, if you are somehow prevented from completing your move, you fall. Likewise, you could tumble along the wall to avoid attacks of opportunity.

full_text:
Up the Walls [Psionic]
You can run on walls for brief distances.
Prerequisite: Wis 13.


Benefit: While you are psionically focused, you can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.


Special: You can take other move actions in conjunction with moving along a wall. For instance, the Spring Attack feat allows you to make an attack from the wall against a foe standing on the ground who is within the area you threaten; however, if you are somehow prevented from completing your move, you fall. Likewise, you could tumble along the wall to avoid attacks of opportunity.


benefit:
You can increase the area of your powers.
Benefit: To use this feat, you must expend your psionic focus. You can alter a burst, emanation, line, or spread-shaped power to increase its area. (Powers that do not have an area of one of these four sorts are not affected by this feat.) Any numeric measurements of the power's area increase by 100%.
Using this feat increases the power point cost of the power by 4. The power's total cost cannot exceed your manifester level.

full_text:
Widen Power [Metapsionic]
You can increase the area of your powers.
Benefit: To use this feat, you must expend your psionic focus. You can alter a burst, emanation, line, or spread-shaped power to increase its area. (Powers that do not have an area of one of these four sorts are not affected by this feat.) Any numeric measurements of the power's area increase by 100%.
Using this feat increases the power point cost of the power by 4. The power's total cost cannot exceed your manifester level.


benefit:
Your mind wakes to a previously unrealized talent for psionics.
Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.

full_text:
Wild Talent [General]
Your mind wakes to a previously unrealized talent for psionics.
Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You do not, however, gain the ability to manifest powers simply by virtue of having this feat.


benefit:
Your vicious attacks wound your foe.
Benefit: To use this feat, you must expend your psionic focus. You can make an attack with such vicious force that you wound your opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.

full_text:
Wounding Attack [Psionic]
Your vicious attacks wound your foe.
Prerequisite: Base attack bonus +8.


Benefit: To use this feat, you must expend your psionic focus. You can make an attack with such vicious force that you wound your opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your psionic focus.


# item

prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy

full_text:
Acid Warding: The armor absorbs the first 50 points of acid damage per round that the wearer would normally take (similar to the resist energy spell).
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +6 bonus.


full_text:
Cold Warding: The armor absorbs the first 50 points of cold damage per round that the wearer would normally take (similar to the resist energy spell).
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +6 bonus.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shield, wall of force

full_text:
Exceptional Arrow Deflection: This shield functions like a shield of arrow deflection except that it can deflect any type of ranged attack (including spells that require a ranged touch attack) as if it were an arrow. Any time the bearer would normally be struck by a ranged attack, he or she can make a Reflex saving throw (DC 20). If the ranged attack has an enhancement bonus (or a spell level), the DC increases by that amount. If he or she succeeds, the shield deflects the attack. The bearer must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action.
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shield,  wall of force; Market Price: +8 bonus.


full_text:
Fire Warding: The armor absorbs the first 50 points of fire damage per round that the wearer would normally take (similar to the resist energy spell).
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +6 bonus.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, stoneskin, wish, or miracle

full_text:
Great Invulnerability: This suit of armor or shield grants the wearer damage reduction. The damage reduction can be 10/magic, 15/magic, 5/epic, or 10/epic, depending on the armor.
Caster Level: 19th (10/magic), 20th (15/magic), 21st (5/epic), 22nd (10/epic); Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, stoneskin,  wish,  or miracle; Market Price:+4 bonus (10/magic), +5 bonus (15/magic), +6 bonus (5/epic), +7 bonus (10/epic).


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, spell turning

full_text:
Great Reflection: Any time its bearer of this shield is targeted with a spell, it automatically reflects the spell back at the caster (as the spell turning spell). The wearer can lower or raise this effect as a free action (thus allowing beneficial spells in as desired).
Caster Level: 25th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, spell turning; Market Price: +10 bonus.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, spell resistance

full_text:
Great Spell Resistance: This suit of armor or shield grants the wearer spell resistance. The spell resistance can be 21, 23, 25, or 27, depending on the armor.
Caster Level: 21st (SR 21), 22nd (SR 23), 23rd (SR 25), 24th (SR 27); Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, spell resistance; Market Price: +6 bonus (SR 21), +7 bonus (SR 23), +8 bonus (SR 25), +9 bonus (SR 27).


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from arrows, shield

full_text:
Infinite Arrow Deflection: This shield functions like a shield of arrow deflection, though it can deflect any number of projectiles or thrown weapons each round. Any time the bearer would normally be struck by a ranged weapon, he or she can make a Reflex saving throw (DC 20). If the ranged weapon has an enhancement bonus, the DC increases by that amount. If he or she succeeds, the shield deflects the weapon. The bearer must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Exceptional ranged weapons, such as boulders hurled by giants or ranged spells,  can't be deflected.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from arrows,  shield; Market Price: +6 bonus.


prereq:
Prereq-uisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy

full_text:
Lightning Warding: The armor absorbs the first 50 points of lightning damage per round that the wearer would normally take (similar to the resist energy spell).
Caster Level: 21st; Prereq-uisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +6 bonus.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, greater dispel magic

full_text:
Negating: Immediately after the wearer of this armor is hit with a magic weapon, the armor casts greater dispel magic on the weapon. (In the case of projectile weapons, the armor casts greater dispel magic on the weapon that fired the projectile if it is in range. If it is out of range, the armor does nothing.) No weapon can be affected by the armor more than once per day (regardless of the success of the dispel check).
Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, greater dispel magic; Market Price: +5 bonus.


full_text:
Sonic Warding: The armor absorbs the first 50 points of sonic damage per round that the wearer would normally take (similar to the resist energy spell).
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: +6 bonus.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, greater dispel magic, stoneskin, wish or miracle

full_text:
Antimagic Armor: This +1 negating full plate armor of invulnerability is crafted of adamantine (and thus has damage reduction 3/-). The armor provides a -5 penalty on dispel checks made against it or its wearer.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, greater dispel magic,  stoneskin,  wish or miracle; Market Price: 871,500 gp; Cost to Create: 436,500 gp + 18,700 XP.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, creator must be evil, energy drain

full_text:
Armor of the Abyssal Horde: This+6 full plate armor's clawed gauntlets are effectively +4 keen weapons (1d10/19-20) that afflict the target as if she had been struck by an energy drain spell (Fortitude negates DC 23). The armor bestows two negative levels on any nonevil creature wearing it. These negative levels persist as long as the armor is worn and disappear when the armor is removed. The negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the armor is worn.
Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, creator must be evil, energy drain; Market Price: 768,260 gp; Cost to Create: 385,260 gp + 17,660 XP.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, creator must be good, magic circle against evil

full_text:
Armor of the Celestial Battalion: This+7 chainmail is so fine and light that it can be worn under normal clothing without revealing its presence. It has a maximum Dexterity bonus of +10, no armor check penalty, and an arcane spell failure chance of 10%. It is considered light armor, and it allows the wearer to fly at will (as the fly spell). Furthermore, the wearer is at all times surrounded by a magic circle against evil effect (as the spell) which, if dispelled, can be created again as a free action.
Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, creator must be good, magic circle against evil; Market Price: 616,300 gp; Cost to Create: 308,300 gp + 16,160 XP.


full_text:
Bulwark of the Great Dragon: This +6 heavy shield bears the image of a dragon's head. Three times per day, the bearer of the shield can command it to belch forth a breath weapon of the appropriate type. The range of this breath weapon is 80 feet (if a line) or 40 feet (if a cone). Regardless of the type, the breath weapon deals 20d6 points of damage. In addition, the shield provides the bearer with resistance 50 to the energy type that matches its breath weapon. To determine what type of dragon shield is found, roll d% and consult the following table:

d%
Color
Breath


01-10
Black
Line of acid

11-20
Blue
Line of lightning

21-30
Brass
Line of fire

31-40
Bronze
Line of lightning

41-50
Copper
Line of acid

51-60
Gold
Cone of fire

61-70
Green
Cone of corrosive (acid) gas

71-80
Red
Cone of fire

81-90
Silver
Cone of cold


91-100
White
Cone of cold

Caster Level: 20th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy; Market Price: 1,612,970 gp; Cost to Create: 806,570 gp + 26,128 XP.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy, shapechange

full_text:
Dragonskin Armor: This+5 full plate armor is crafted from the hide of a great wyrm dragon. At the wearer's command, the armor sprouts enormous dragon wings, allowing the wearer to fly at a speed of 90 feet (clumsy) for a total of 4 hours each day. The armor also grants immunity to a specific type of energy, based on the color of dragon that supplied the armor. Roll d% on the following table to determine the color and immunity.

d%
Color
Immunity


01-10
Black
Acid

11-20
Blue
Lightning

21-30
Brass
Fire

31-40
Bronze
Lightning

41-50
Copper
Acid

51-60
Gold
Fire

61-70
Green
Acid

71-80
Red
Fire

81-90
Silver
Cold


91-100
White
Cold

The wearer of the armor takes a -4 circumstance penalty on Diplomacy checks with dragons, but gains a +4 circumstance bonus on Intimidate checks against dragons.
Caster Level: 24th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from energy,  shapechange; Market Price: 564,550 gp; Cost to Create: 283,250 gp + 15,629 XP.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shapechange or wild shape ability

full_text:
Shapeshifter's Armor: This suit of +6 hide armor grants its full Armor Class bonus regardless of any form the wearer takes (with polymorph,  shapechange,  wild shape,  or similar abilities).
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shapechange or wild shape ability; Market Price: 400,165 gp; Cost to Create: 200,165 gp + 14,000 XP.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, charm monster, sympathy

full_text:
Warlord's Breastplate: This +6 mithral breastplate has an armor check penalty of -1, a maximum Dexterity bonus of +5, and an arcane spell failure chance of 15%. It is considered light armor and weighs 15 pounds. It grants the wearer a +4 enhancement bonus to Charisma and allows the wearer to attract and lead a number of followers as if he or she had the Leadership feat (though this power doesn't allow the wearer to attract a cohort). If the wearer already has the Leadership feat, this armor has no cumulative effect on his or her followers.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, charm monster,  sympathy; Market Price: 416,200 gp; Cost to Create: 210,200 gp + 14,120 XP.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, acid fog

full_text:
Acidic Blast: On command, an acidic blast weapon drips acid (though this deals no damage to the wielder). On any hit, this acid splashes the creature struck, dealing +3d6 points of bonus acid damage. On a successful critical hit it instead deals +6d6 points of acid damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus acid damage upon their ammunition.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, acid fog; Market Price: +6 bonus.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, word of chaos

full_text:
Anarchic Power: This weapon is chaos-aligned and thus bypasses the corresponding damage reduction. When a weapon of anarchic power strikes a lawful target, this power deals +3d6 points of bonus chaotic damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of chaotic damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is x3, or +12d6 and four negative levels if the critical multiplier is x4). The weapon bestows three negative levels on any lawful creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the anarchic power upon their ammunition. This special ability does not stack with the nonepic anarchic special ability. 
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, word of chaos; Market Price: +8 bonus.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, dictum

full_text:
Axiomatic Power: This weapon is lawful-aligned and thus bypasses the corresponding damager reduction. When a weapon of axiomatic power strikes a chaotic target, this power erupts forth and deals +3d6 points of bonus lawful damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of lawful damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is x3, or +12d6 and four negative levels if the critical multiplier is x4). The weapon bestows three negative levels on any chaotic creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the lawful power upon their ammunition. This special ability does not stack with the nonepic axiomatic special ability.
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, dictum; Market Price: +8 bonus.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, discern location

full_text:
Distant Shot: A distant shot weapon can be used against any target within line of sight at no penalty for range.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, discern location; Market Price: +6 bonus.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, summon monster IX

full_text:
Dread: A dread weapon excels at attacking one type of creature. Against its designated foe, its effective enhancement bonus is +4 better than its normal enhancement bonus. Further, it deals +4d6 points of bonus damage against the foe, and if it scores a successful critical hit against the foe, that creature must make a Fortitude save (DC 27) or be destroyed instantly and turned to dust. (This even affects creatures immune to critical hits or death magic.) To randomly determine a dread weapon's designated foe, roll on the following table.
Caster Level: 22nd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, summon monster IX; Market Price: +7 bonus.

d%
Designated Foe
d%
Designated Foe


01-05
Aberrations
58-60
Humanoids, orc

06-09
Animals
61-65
Magical beasts

10-16
Constructs
66-70
Monstrous humanoids

17-22
Dragons
71-72
Oozes

23-27
Elementals
73
Outsiders, air

28-32
Fey
74-76
Outsiders, chaotic

33-39
Giants
77
Outsiders, earth

40
Humanoids, aquatic
78-80
Outsiders, evil

41-42
Humanoids, dwarf
81
Outsiders, fire

43-44
Humanoids, elf
82-84
Outsiders, good

45
Humanoids, gnoll
85-87
Outsiders, lawful

46
Humanoids, gnome
88
Outsiders, water

47-49
Humanoids, goblinoid
89-90
Plants

50
Humanoids, halfling
91-98
Undead

51-54
Humanoids, human
99-100
Vermin


55-57
Humanoids, reptilian



prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, animate objects

full_text:
Everdancing: An everdancing weapon is much like a dancing weapon, though it can be loosed with a free action and will fight as long as desired. It can move up to 60 feet away from its owner. Its owner can instruct it to move to a different target as a move-equivalent action. If its owner is rendered unconscious or otherwise unable to direct it, it will fight the same opponent as long as that opponent is conscious and within range. The owner of an everdancing weapon can grasp it again as a free action (assuming it is within reach).
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, animate objects; Market Price: +8 bonus.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, fireball

full_text:
Fiery Blast: On command, a fiery blast weapon is sheathed in fire (though this deals no damage to the wielder). On any hit, this fire engulfs the creature struck, dealing +3d6 points of bonus fire damage. On a successful critical hit it instead deals +6d6 points of fire damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus fire damage upon their ammunition.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, fireball; Market Price: +6 bonus.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, holy word

full_text:
Holy Power: This weapon is good-aligned and thus bypasses the corresponding damager reduction. When a weapon of holy power strikes an evil target, this power erupts forth and deals +3d6 points of bonus holy (good) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of holy (good) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is x3, or +12d6 and four negative levels if the critical multiplier is x4). The weapon bestows three negative levels on any evil creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the holy power upon their ammunition. This special ability does not stack with the nonepic holy special ability.
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, holy word; Market Price: +8 bonus.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, cone of cold

full_text:
Icy Blast: On command, an icy blast weapon is sheathed in icy cold (though this deals no damage to the wielder). On any hit, this cold washes over the creature struck, dealing+3d6 points of bonus cold damage. On a successful critical hit it instead deals +6d6 points of cold damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus cold damage upon their ammunition.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, cone of cold; Market Price: +6 bonus.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, lightning bolt

full_text:
Lightning Blast: On command, a lightning blast weapon crackles with electrical energy (though this deals no damage to the wielder). On any hit, lightning coruscates around the creature struck, dealing +3d6 points of bonus electricity damage. On a successful critical hit it instead deals +6d6 points of electricity damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus electricity damage upon their ammunition.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, lightning bolt; Market Price: +6 bonus.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, true resurrection

full_text:
Mighty Disruption: Any undead creature struck in combat must succeed at a Fortitude save (DC 21) or be destroyed. A weapon of mighty disruption must be a bludgeoning weapon. (If this property is rolled for a piercing or slashing weapon, reroll.)
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, true resurrection; Market Price: +6 bonus.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shout

full_text:
Sonic Blast: On command, a sonic blast weapon emits a low thrumming hum (though this deals no damage to the wielder). On any hit, this becomes a thunderous roar that deals +3d6 points of bonus sonic damage to the creature struck. On a successful critical hit it instead deals +6d6 points of sonic damage (or +9d6 if the critical multiplier is x3, or +12d6 if the critical multiplier is x4). Bows, crossbows, and slings with this special ability bestow the bonus sonic damage upon their ammunition.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shout; Market Price: +6 bonus.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shades

full_text:
Triple-Throw: This special ability can only be placed on a weapon that can be thrown. (If this property is rolled for a weapon that cannot be thrown, reroll.) A triple-throw weapon creates two duplicates of itself when thrown. Both the original and the duplicate weapons attack separately (at the same attack bonus). Regardless of the success of any of the attacks, the duplicates immediately disappear after the attack is completed. Any bonuses on damage due to accuracy or precision (including those from sneak attacks, the Precise Shot feat, or the ranger's favored enemy bonus) apply only to the original weapon's damage, not to the duplicates.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, shades; Market Price: +6 bonus.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, true seeing

full_text:
Unerring Accuracy: Ranged attacks made with this weapon negate the AC bonus granted by any cover short of total cover.  The weapon's ranged attacks also ignore any miss chance from concealment (including total concealment, but the must still aim his or her attacks at the correct square).
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, true seeing; Market Price: +6 bonus.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, unholy word

full_text:
Unholy Power: This weapon is evil-aligned and this bypasses the corresponding damage reduction. When a weapon of unholy power strikes a good target, this power erupts forth and deals +3d6 points of bonus unholy (evil) damage to the target, and the target gains one negative level (Fortitude DC 23 to remove 24 hours later). On a successful critical hit it instead deals +6d6 points of unholy (evil) damage and bestows two negative levels (or +9d6 and three negative levels if the critical multiplier is x3, or +12d6 and four negative levels if the critical multiplier is x4). The weapon bestows three negative levels on any good creature attempting to wield it. These negative levels remain as long as the weapon is in hand and disappear when the weapon is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings with this special ability bestow the unholy power upon their ammunition. This special ability does not stack with the nonepic unholy special ability.
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, unholy word; Market Price: +8 bonus.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, inflict moderate wounds

full_text:
Backstabber: This +6 short sword adds +2d6 to the wielder's sneak attack damage. If the wielder does not have the sneak attack ability, this weapon does not grant it.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, inflict moderate wounds; Market Price: 770,310 gp; Cost to Create: 385,310 gp + 17,700 XP.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, rage, mass charm monster

full_text:
Chaosbringer: This +6 greataxe of anarchic power grants its wielder the ability to fly into a rage (identical to a barbarian's rage) once per day (or one additional time per day if the wielder already has the rage class feature). If the wielder has the greater rage class feature, the weapon also grants the wielder the Incite Rage epic feat.
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, rage,  mass charm monster; Market Price: 4,025,350 gp; Cost to Create: 2,012,850 gp + 50,250 XP.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, bull's strength, keen edge, true seeing

full_text:
Elven Greatbow: In the hands of any nonelf, this bow performs only as a +2 composite longbow. In the hands of an elf, this weapon functions as a +5 composite longbow of unerring accuracy with a Strength bonus that matches its elven wielder's current Strength at all times. Furthermore, any arrows loosed from the bow are considered keen, regardless of the enhancement bonus of the arrow fired.
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, bull's strength,  keen edge,  true seeing; Market Price: 2,900,400 gp; Cost to Create: 1,450,400 gp + 39,400 XP.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, animate objects, haste, shield (or shield of faith)

full_text:
Everwhirling Chain: This +4 defending everdancing spiked chain of speed continuously twitches in its wielder's hands. The wielder of the everwhirling chain can use it to make any number of attacks of opportunity per round (as if he or she had the Improved Combat Reflexes feat).
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, animate objects,  haste,  shield (or shield of faith); Market Price: 5,220,325 gp; Cost to Create: 2,610,325 gp + 52,200 XP.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, death ward, plane shift, summon monster IX, creator must be able to turn undead

full_text:
Finaldeath: This +5 undead dread ghost touch morningstar also grants its wielder immunity to energy drain attacks. Furthermore, if its wielder is capable of turning undead, he or she gains the Positive Energy Aura feat.
Caster Level: 22nd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, death ward,  plane shift,  summon monster IX,  creator must be able to turn undead; Market Price: 3,580,308 gp; Cost to Create: 1,790,308 gp + 45,800 XP.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, binding

full_text:
Gripsoul: Gripsoul is a +6 keen long-sword,  but instead of dealing additional damage on a critical hit, the weapon imprisons the victim in a gem set in the pommel of the sword as per a binding spell heightened to 16th level (DC 30). The same is true of any blow that would otherwise kill a foe or knock him or her unconscious. Only one creature can be so held, but the wielder can release the bound soul at any time with a command word.
Caster Level: 27th; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, binding; Market Price: 1,856,500 gp; Cost to Create: 934,500 gp + 28,440 XP.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, holy aura, holy smite, holy word

full_text:
Holy Devastator: In the hands of any character other than a paladin, this sword performs as a +3 holy longsword. In the hands of a paladin, this weapon functions as a +7 longsword of holy power and grants a +5 sacred bonus on the wielder's saving throws against spells with the evil descriptor or spells cast by evil characters. If the paladin wielder smites evil with the holy devastator,  he or she adds twice his or her paladin level to damage (rather than his or her paladin level).
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, holy aura,  holy smite,  holy word; Market Price: 4,620,315 gp; Cost to Create: 2,310,315 gp + 56,200 XP.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, disintegrate

full_text:
Mace of Ruin: This +7 heavy mace ignores the hardness or damage reduction of any object or creature it strikes. Furthermore, the weapon can deal critical hits to objects and constructs as if they were living creatures.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, disintegrate; Market Price: 1,000,312 gp; Cost to Create: 500,312 gp + 20,000 XP.


full_text:
Quarterstaff of Alacrity: Both ends of this +5 quarterstaff of speed have equal enhancement and special powers, meaning that it allows an additional attack with each end every round. While the Quarterstaff of alacrity is held, it grants its wielder a +5 resistance bonus on Reflex saves. It also deflects ranged weapons as if the wielder had the Deflect Arrows and Infinite Deflection feats.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, protection from arrows,  shield; Market Price: 462,600 gp; Cost to Create: 231,600 gp + 14,620 XP.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Spell Focus (Necromancy), energy drain

full_text:
Souldrinker: This +5 bastard sword bestows 2d4 negative levels on its target whenever it deals damage, just as if its target had been struck by the energy drain spell. Each negative level bestowed grants the wielder 5 temporary hit points. One day after being struck, the subject must make a Fortitude save (DC 25) for each negative level or lose a level. If this sword's power causes a character to have negative levels at least equal to his or her current level, the character is instantly slain and the wielder gains an additional 10 temporary hit points. Temporary hit points gained from this weapon last for a maximum of 1 hour.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Spell Focus (Necromancy), energy drain; Market Price: 478,335 gp; Cost to Create: 239,315 gp + 14,780 XP.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, blindness/deafness, call lightning or lightning bolt, control winds, fly, protection from energy

full_text:
Stormbrand: This +4 thundering shocking burst greatsword allows its wielder to fly at will (as the fly spell). Furthermore, the wielder can move normally (including flying) even in the strongest winds. When the weapon is drawn, the wielder gains electricity resistance 30 and sonic resistance 30.
Caster Level: 21st; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, blindness/deafness,  call lightning or lightning bolt,  control winds,  fly,  protection from energy; Market Price: 235,350 gp; Cost to Create: 117,850 gp + 12,350 XP.


prereq:
Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, blasphemy, unholy aura, unholy blight

full_text:
Unholy Despoiler: In the hands of any character other than a blackguard, this sword performs as a +3 unholy longsword. In the hands of a blackguard, this weapon functions as a +7 longsword of unholy power and grants a +5 profane bonus on the wielder's saving throws against spells with the good descriptor or spells cast by good characters. If a blackguard wielder smites good with the unholy despoiler, he or she adds twice his or her blackguard level to damage (rather than his or her blackguard level).
Caster Level: 23rd; Prerequisites: Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, blasphemy,  unholy aura,  unholy blight; Market Price: 4,650,315 gp; Cost to Create: 2,325,315 gp + 56,500 XP.


full_text:
Universal Energy Resistance, Minor: This ring functions as a ring of minor energy resistance for all types of energy: fire, cold, electricity, acid, and sonic. When the wearer would normally take such damage, subtract 10 points of damage per round from the amount before applying. This is a nonepic magic item.
Caster Level: 15th; Prerequisites: Forge Ring, protection from energy; Market Price: 84,000 gp.


prereq:
Forge Ring, Forge Epic Ring, shield of law, creator must be lawful

full_text:
Adamant Law:  The wearer of this ring is constantly sheathed in a shield of law effect. It bestows one negative level on any chaotic creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.
Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, shield of law,  creator must be lawful; Market Price: 250,000 gp.


prereq:
Forge Ring, Forge Epic Ring, cloak of chaos, creator must be chaotic

full_text:
Chaotic Fury: The wearer of this ring is constantly sheathed in a cloak of chaos effect. It bestows one negative level on any lawful creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.
Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, cloak of chaos,  creator must be chaotic; Market Price: 250,000 gp.


prereq:
Forge Ring, Forge Epic Ring, protection from energy

full_text:
Energy Immunity: This band continually provides the wearer with immunity to a single type of energy: fire, cold, electricity, acid, or sonic. The wearer takes no damage from the energy of the specific type.
Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, protection from energy; Market Price: 240,000 gp. Epic


full_text:
Protection: This ring offers continual magical protection in the form of a deflection bonus to Armor Class of +6 or higher.
Caster Level: 20th: Prerequisites: Forge Ring, Forge Epic Ring, shield of faith,  creator's caster level must be three times the ring's bonus; Market Price: 720,000 gp (+6), 980,000 gp (+7), 1,280,000 gp (+8), 1,620,000 gp (+9), 2,000,000 gp (+10).


full_text:
Epic Wizardry: Like the ring of wizardry,  this ring comes in a variety of types useful only to arcane spellcasters. The wearer's arcane spells per day are doubled for one particular spell level. An epic ring of wizardry V doubles 5th-level spells, an epic ring of wizardry VI doubles 6th-level spells, an epic ring of wizardry VII doubles 7th-level spells, an epic ring of wizardry VIII doubles 8th-level spells, and an epic ring of wizardry IX doubles 9th-level spells. Bonus spells from high ability scores, school specialization, or any other source are not doubled.
Caster Level: 23rd (epic wizardry V), 26th (epic wizardry VI), 29th (epic wizardry VII), 32nd (epic wizardry VIII), 35th (epic wizardry IX); Prerequisites: Forge Ring, Forge Epic Ring, wish; Market Price: 250,000 gp (epic wizardry V), 360,000 gp (epic wizardry VI), 490,000 gp (epic wizardry VII), 640,000 gp (epic wizardry VIII), 810,000 gp (epic wizardry IX).


prereq:
Forge Ring, Forge Epic Ring, unholy aura, creator must be evil

full_text:
Ineffable Evil: The wearer of this ring is constantly sheathed in an unholy aura effect. It bestows one negative level on any good creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the ring is worn.
Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, unholy aura,  creator must be evil; Market Price: 250,000 gp.


full_text:
Ironskin: This ring grants its wearer damage reduction 15/adamantine.
Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, iron body; Market Price: 400,000 gp.


full_text:
Rapid Healing: This ring grants a living wearer fast healing 3. It must be worn for 24 hours before its powers activate, and if removed it will not function again until it has been worn for 24 hours by the same individual.
Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, regenerate; Market Price: 300,000 gp.


full_text:
Sequestering: This ring becomes invisible when worn. Upon command, the wearer gains the benefits of a sequester spell (though he or she does not become comatose as normal for the spell).
Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, sequester; Market Price: 300,000 gp.


full_text:
Universal Energy Immunity: This ring functions as a ring of energy immunity for all types of energy- fire, cold, electricity, acid, and sonic. The wearer takes no damage from energy of any of these types.
Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, protection from energy; Market Price: 2,160,000 gp.


full_text:
Universal Energy Resistance, Greater: This ring functions as a ring of greater energy resistance for all types of energy-fire, cold, electricity, acid, and sonic. When the wearer would normally take such damage, subtract 30 points of damage per round from the amount before applying.
Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, protection from energy; Market Price: 308,000 gp; Cost to Create: 154,000 gp + 13,080 XP.


prereq:
Forge Ring, Forge Epic Ring, holy aura, creator must be good

full_text:
Virtuous Good: The wearer of this ring is constantly sheathed in a holy aura effect. It bestows one negative level on any evil creature that puts it on. The negative level remains as long as the ring is worn and disappears when the ring is removed. This negative level never results in actual level loss, but it cannot be over-come in any way (including restoration spells) while the ring is worn.
Caster Level: 15th; Prerequisites: Forge Ring, Forge Epic Ring, holy aura,  creator must be good; Market Price: 250,000 gp; Cost to Create: 125,000 gp + 12,500 XP.


prereq:
Forge Ring, Forge Epic Ring, iron body, shatter

full_text:
Weaponbreaking: A ring of weaponbreaking is identical to a ring of ironskin,  and has one additional power. Any weapon that successfully strikes the wearer must also make a Fortitude saving throw (DC 20) or be shattered into pieces.
Caster Level: 20th; Prerequisites: Forge Ring, Forge Epic Ring, iron body,  shatter; Market Price: 600,000 gp; Cost to Create: 300,000 gp + 16,000 XP.


prereq:
Craft Universal Item, Craft Epic Universal Item, great emulation

full_text:
Epic Psionics: This special crystal ring comes in a variety of types useful only to psionic characters (characters who have power points per day). The wearer's total power points per day are increased, depending on the ring. The points granted are not bonus points-while the ring is worn, it actually increases the wearer's points per day, but a night's rest is required before gaining access to the increased power point per day total. (Power points are not actually stored in the ring, as would be the case for a crystal capacitor. Instead, the ring grants power points by magnifying the manifester's own power.)
A ring of epic psionics V increases the wearer's daily power points by 43 points, a ring of epic psionics VI grants 63 power points, a ring of epic psionics VII grants 87 power points, a ring of epic psionics VIII grants 115 points, and a ring of epic psionics IX grants 147 power points.
Manifester Level: 23rd (epic psionics V), 26th (epic psionics VI), 29th (epic psionics VII), 32nd (epic psionics VIII), 35th (epic psionics IX); Prerequisites: Craft Universal Item, Craft Epic Universal Item, great emulation; Market Price: 250,000 gp (epic psionics V), 360,000 gp (epic psionics VI), 490,000 gp (epic psionics VII), 640,000 gp (epic psionics VIII), 810,000 gp (epic psionics IX).


prereq:
Craft Rod, Craft Epic Rod, Craft Magic Arms and Armor, clenched fist, passwall, telepathic bond, transmute rock to mud

full_text:
Besiegement:  This rod functions as a +3 light mace. In addition, it is useful for besieging fortifications. Whenever the wielder makes a charge attack, the rod improves to a +6 weapon. Twice per day, the rod can create a battering ram that lasts for 24 rounds. This ram can strike once per round, dealing 20 points of damage with each hit. It cannot be used to target individuals, only fortifications. It can be damaged by normal means (65 hp, AC 22), and disintegrate or dispel magic destroys it. The rod also has the following powers: Siege Engine: One heavy catapult, two light catapults, or three siege towers may be generated with each use of this power. Each weapon created lasts for 12 hours.  The power can be used three times per day. Ammunition for 20 shots is included with each weapon created.
Transmute Rock to Mud: This power can be used three times per day (caster level 24th, save DC 17).
Caster Level: 24th; Prerequisites: Craft Rod, Craft Epic Rod, Craft Magic Arms and Armor, clenched fist,  passwall,   telepathic bond,  transmute rock to mud; Market Price: 447,745 gp; Cost to Create: 224,025 gp + 14,474 XP.


prereq:
Craft Rod, Craft Epic Rod, Empower Spell, Maximize Spell, empowered maximized spell turning

full_text:
Epic Absorption: Like a rod of absorption,  this rod draws single-target or ray spells and spell-like abilities into itself, nullifying the effect and storing the potential spell levels until the wielder releases the energy in the form of spells of his or her own. Spells of any level (including those boosted beyond 9th level by metamagic) can be absorbed, although epic spells cannot. The rod absorbs a maximum of 150 spell levels and can thereafter only discharge any remaining potential it might have. The rod cannot be recharged.
Caster Level: 23rd; Prerequisites: Craft Rod, Craft Epic Rod, Empower Spell, Maximize Spell, empowered maximized spell turning; Market Price: 1,500,000 gp.


full_text:
Epic Cancellation: This rod's touch drains an item of all magical properties, including the magical energy in epic magic items (but not most artifacts). The item touched gets a Will saving throw (DC 26). If a creature is holding the magic item at the time, then the item can use the holder's Will save bonus in place of its own. In such cases, contact is established by making a melee touch attack roll. Upon draining three items, the rod becomes brittle and useless. Drained items can only be restored by wish,  miracle,  or epic spells specifically designed to restore lost power. A rod of epic cancellation can neutralize a normal sphere of annihilation without itself being cancelled.
Caster Level: 25th; Prerequisites: Craft Rod, Craft Epic Rod, dispel magic; Market Price: 330,000 gp.


prereq:
Craft Rod, Craft Epic Rod, Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, cure critical wounds, inflict critical wounds, bull's strength, fireball, dominate person, power word stun

full_text:
Epic Might: This rod is similar to a rod of lordly might,  although it is far more powerful. It is larger than its normal counterpart, and it is constructed of adamantine rather than normal metal. It has six buttons, several spell-like functions, and several mundane uses, and it can also be used as a magic weapon of various sorts.
The following spell-like functions of the rod can each be used once per day.

  Dominate Person: Touched foe is recipient of a dominate person spell, if the wielder so commands (Will save DC 24). The wielder must choose to use this power and then succeed with a melee touch attack to activate the power. If the attack fails, the effect is lost.

  Stun: Upon command, all enemies viewing the rod are stunned, as per the power word,  stun spell (10-foot maximum range, Will save DC 24). Invoking this power is a standard action.

  Damage: Upon command, the rod deals 10d8 points of damage to an opponent on a successful touch attack and cures the wielder of a like amount of damage (Will save DC 26). The wielder must choose to use this power before attacking, as with dominate person.


The following weapon uses of the rod have no limits on their use.

  In its normal form, the rod can be used as a +6 heavy mace. 

  When button 1 is pushed, the rod becomes a +3 longsword of fiery blasting. 

  When button 2 is pushed, the rod becomes a +8 battleaxe. 

  When button 3 is pushed, the rod becomes a +10 shortspear or +10 longspear.


The following mundane uses of the rod also have no limits on their use.

  Climbing pole/ladder: When button 4 is pushed, a spike that can anchor in granite is extruded from the ball, while the other end sprouts three sharp hooks. The rod lengthens to anywhere between 5 and 150 feet in a single round, stopping when button 4 is pushed again. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, in staggered progression. The rod is firmly held by the spike and hooks and can bear up to 10,000 pounds. The wielder can retract the pole by pushing button 5.

  The ladder function can be used to force open doors. The wielder plants the rod's base 30 feet or less from the portal to be forced and in line with it, then pushes button 4. The force exerted has a Strength bonus of+24.

  When button 6 is pushed, the rod indicates magnetic north and gives the wielder a knowledge of his or her approximate depth beneath the surface or height above it.


Caster Level: 30th; Prerequisites: Craft Rod, Craft Epic Rod, Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, cure critical wounds,  inflict critical wounds,  bull's strength,  fireball,  dominate person,  power word stun; Market Price: 4,293,432 gp; Cost to Create: 2,151,372 gp + 52,841 XP.


prereq:
Craft Rod, Craft Epic Rod, dispel magic, limited wish or miracle

full_text:
Epic Negation: This rod negates the spell or spell-like function or functions of magic items, including epic magic items (but not artifacts). The wielder points the rod at the magic item, and a beam shoots forth to touch the target device, attacking as a ray (a ranged touch attack). The ray negates any currently active item function and has a 75% chance to negate any other spell or spell-like functions of that device, regardless of the level or power of the functions, for 2d4 rounds. To negate instantaneous effects, the rod wielder needs to have readied an action. The target item gets no saving throw or means to resist this effect. The rod can function three times per day.
Caster Level: 24th; Prerequisites: Craft Rod, Craft Epic Rod, dispel magic,  limited wish or miracle; Market Price: 446,000 gp.


prereq:
Craft Rod, Craft Epic Rod, Improved Heighten Spell, improved heightened mass charm

full_text:
Epic Rulership: This rod appears to be a royal scepter worth at least 25,000 gp in materials and work-manship alone. The wielder can command the obedience and fealty of creatures within 360 feet when he or she activates the device (a standard action). Creatures totaling 900 Hit Dice can be ruled, but creatures with Intelligence scores of 17 or higher are entitled to a Will saving throw (DC 29) to negate the effect. Ruled creatures obey the wielder as if he or she were their absolute sovereign. Still, if the wielder gives a command that is contrary to the nature of the creatures commanded, the magic is broken. The rod can be used for 1,500 total minutes before crumbling to dust. This duration need not be continuous.
Caster Level: 25th; Prerequisites: Craft Rod, Craft Epic Rod, Improved Heighten Spell, improved heightened mass charm; Market Price: 575,000 gp; Cost to Create: 300,000 gp + 15,500 XP.


full_text:
Epic Spellcaster: This magnificent adamantine rod grants its wielder a +10 insight bonus on Spellcraft checks made to cast epic spells for as long as he or she holds or carries the rod.
Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod; Market Price: 245,400 gp.


prereq:
Craft Rod, Craft Epic Rod, fabricate, mage's magnificent mansion

full_text:
Epic Splendor: This rod grants its wielder a +8 enhancement bonus to Charisma for as long as he or she holds or carries the item. Three times per day, the rod creates and garbs him or her in clothing of the finest fabrics, plus adornments of fur and jewels. Apparel created by the rod can remain in existence up to 24 hours. The value of the garb ranges from 70,000 to 100,000 gp (1d4+6 x10,000 gp)-10,000 gp for the fabric, 50,000 gp for the furs, and the rest for jewel trim (maximum of 40 gems, maximum value 1,000 gp each). In addition, the rod can, once per week, create a palatial mansion in any floor plan the user desires. The mansion is palatial, able to accommodate up to 250 people, housing them in private chambers and serving them fine banquets. The mansion lasts for three days, after which time it, and everything originally in it (including items removed from the mansion), disappear.
Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod, fabricate,  mage's magnificent mansion; Market Price: 297,400 gp; Cost to Create: 191,200 gp + 12,124 XP.


full_text:
Excellent Magic: Once per day when casting a nonepic or epic spell that has an experience point component, the rod supplies up to 2,000 XP, not the caster. If more experience points are required to cast the spell, the caster provides them. As a special use of the rod, the caster can substitute the power inherent in the rod for the experience point development cost of an epic spell. Doing so drains all the power from the rod, rendering it useless.
Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod; Market Price: 650,000 gp; Cost to Create: 325,000 gp + 26,000 XP.


prereq:
Craft Rod, Craft Epic Rod, Craft Magic Arms and Armor, inter-posing hand, create food and water, major creation, wall of iron, wall of stone

full_text:
Fortification: This rod functions as a +3 light mace. In addition, it is useful for the construction and defense of fortifications. Whenever the wielder is benefiting from cover, the rod improves that to nine-tenths cover (+10 cover AC bonus and +4 cover Reflex save bonus; failure on the save results in half damage and success results in no damage). Three times per day, the rod can create food and water, as per the cleric spell, for twenty-four people. The rod also has the following powers: Fortify: Four times per day, a stone wall can be created that is 12 inches thick, 10 feet high, and 30 feet long. This wall has a parapet and battlements across the top. (Alternatively, the power can be used to mend a broken existing wall. The gap to be filled can be no more than 300 square feet in area.) In addition, once per day, a great door of iron can be created that is set into one of the newly created walls. This door, 4 inches thick, may be a double door, a drawbridge, or a portcullis, as chosen by the wielder. Siege Engine: One heavy catapult, two light catapults, or three ballistae may be generated with each use of this power. The power can be used four times per day. Ammunition for 20 shots is included with each weapon created.
Caster Level: 24th; Prerequisites: Craft Rod, Craft Epic Rod, Craft Magic Arms and Armor, inter-posing hand,  create food and water,  major creation,  wall of iron,  wall of stone; Market Price: 465,665 gp; Cost to Create: 231,985 gp + 14,634 XP.


prereq:
Craft Rod, Craft Epic Rod, iron body, resistance, spell resistance

full_text:
Invulnerability: When held, this rod grants its wielder the following powers.

  +5 enhancement bonus to natural armor.

  +5 resistance bonus on saving throws.

  Damage reduction 15/adamantine.

  Immunity to critical hits.

  Spell resistance 32.


Caster Level: 20th; Prerequisites: Craft Rod, Craft Epic Rod, iron body,  resistance,  spell resistance; Market Price: 600,000 gp.


prereq:
Craft Rod, Craft Epic Rod, nightmare, permanency, wail of the banshee

full_text:
Nightmares: Anyone who comes within 20 feet of the wielder of this rod feels a grave sense of unease. Each person so affected must make a Will save (DC 17) or suffer the effects of a nightmare spell the next time he or she falls asleep. The wielder is immune to this effect. Three times per day, the wielder can utter a command word that causes the rod to emit a horrid, inhuman scream. Up to twenty of the closest creatures within a 30-foot radius who hear this terrible wail believe that their worst nightmares have become reality and suffer the effects of a wail of the banshee spell (DC 23).
Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod, nightmare,  permanency,  wail of the banshee; Market Price: 284,000 gp.


prereq:
Craft Rod, Craft Epic Rod, Improved Heighten Spell, improved heightened gate

full_text:
Paradise: This item creates a nondimensional space, similar in effect to a rod of security. However, the rod's possessor and up to 999 other creatures can stay in complete safety for up to 1,000 days divided by the number of creatures affected. Natural healing takes place at five times the normal pace. The rod functions like its nonepic counterpart in all other ways.
Caster Level: 24th; Prerequisites: Craft Rod, Craft Epic Rod, Improved Heighten Spell, improved heightened gate; Market Price: 610,000 gp.


prereq:
Craft Rod, Craft Epic Rod, find the path, freedom of movement, pass without trace, wall of stone

full_text:
The Path: This rod serves as an aid to trailblazing and travel. It grants the wielder a +30 enhancement bonus on Wilderness Lore checks for tracking and Intuit Direction checks. The handle of the rod is hollow, functioning like a telescope. When the wielder peers through it, the limits of vision are three times normal (and spotting distances for encounters are tripled). In addition, the telescoping handle enables the wielder to view things as though affected by a true seeing spell. The rod also has the following powers. Map: Three times per day a section of the rod unrolls like a scroll from a tube, revealing a map of the surrounding area, centered on the location of the rod. The area shown on the map covers an area as small as 50 feet in radius to as large as 24 miles in radius, zooming in or out with a set of command words. The map reveals natural topography and all types of structures (even hidden ones), but it will not show the location of creatures.
Passage: Three times per day, this power allows the wielder and up to five others in a 20-foot radius to move unhindered through natural plant growth or bodies of water (as per the freedom of movement spell).
Bridge: Once per day, this power allows the user to create a 5-foot-wide, 40-foot-long stone cause-way across chasms and canyons. The bridge created lasts for 1 hour.
Pass without Trace: Once per day, this power can be used on the wielder and twenty others, for 21 minutes. It is otherwise as the spell of the same name (caster level 24th).
Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod, find the path,  freedom of movement,  pass without trace,  wall of stone; Market Price: 306,870 gp.


prereq:
Craft Rod, Craft Epic Rod, animate dead, control undead, slay living

full_text:
Restless Death: The holder of this rod can rebuke or control undead as if he or she were four levels higher. (The rod doesn't grant the ability to rebuke or control undead if the holder doesn't already have it.) In addition, the wielder may speak a command word to cast animate dead. Any skeletons or zombies animated by the rod's power are automatically controlled by the rod, up to the rod's maximum limit of 42 HD, and they follow the orders of the rod's wielder. These undead don't count toward the wielder's limit of controlled undead. Finally, the wielder can speak a second command word to cast slay living (heightened to 10th level; DC 25).
Caster Level: 21st; Prerequisites: Craft Rod, Craft Epic Rod, animate dead,  control undead,  slay living; Market Price: 625,000 gp.


prereq:
Craft Rod, Craft Epic Rod, Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Improved Heighten Spell, improved heightened polymorph, creator must be same alignment as dragon type

full_text:
Wyrm: Any of the various rods in this series functions as a +5 quarterstaff. Upon casting the rod to the ground (a standard action) and uttering a command word, the rod grows into a specific type of dragon (depending on the specific type of rod) by the end of the round. The dragon created is a wyrm and obeys the commands of the owner. The dragon returns to rod form (a full-round action) whenever the wielder desires, or whenever it moves farther than 500 feet from the owner. If the dragon form is slain, it returns to rod form and cannot be activated again for three days. A wyrm rod only functions if the possessor is of the same alignment as the dragon type.
Caster Level: 34th (white or brass), 35th (black or copper), 36th (green or bronze), 37th (blue or silver), 38th (red or gold); Prerequisites: Craft Rod, Craft Epic Rod, Craft Magic Arms and Armor, Craft Epic Magic Arms and Armor, Improved Heighten Spell, improved heightened polymorph,  creator must be same alignment as dragon type; Market Price: 1,458,200 gp (brass or white), 1,562,600 gp (black or copper), 1,670,600 gp (bronze or green), 1,782,200 gp (blue or silver), 1,897,400 gp (gold or red); Cost to Create: 729,400 gp + 24,576 XP (brass or white), 781,600 gp + 25,620 XP (black or copper), 835,600 gp + 26,700 XP (bronze or green), 891,400 gp + 27,816 XP (blue or silver), 949,000 gp + 28,968 XP (gold or red).


prereq:
Craft Staff, Craft Epic Staff, Intensify Spell, chain lightning, meteor swarm, sunburst

full_text:
Cosmos:  This staff allows use of the following spells.

  Chain lightning (intensified, 1 charge, DC 29)

  Meteor swarm (intensified, 1 charge, DC 34)

  Sunburst (intensified, 1 charge, DC 32)


Caster Level: 27th; Prerequisites: Craft Staff, Craft Epic Staff, Intensify Spell, chain lightning,  meteor swarm,  sunburst; Market Price: 683,437 gp.


prereq:
Craft Staff, Craft Epic Staff, Heighten Spell, demand, dominate monster, geas, mass charm monster

full_text:
Domination: This staff allows use of the following heightened spells.

  Dominate monster (1 charge, DC 33)

  Demand (1 charge, DC 32)

  Mass charm monster (1 charge, DC 32)

  Geas (heightened, 1 charge, DC 33)


Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, Heighten Spell, demand,  dominate monster,  geas,  mass charm monster; Market Price: 464,400 gp.


prereq:
Craft Staff, Craft Epic Staff, Extend Spell, Heighten Spell, Improved Heighten Spell, Intensify Spell, Spell Focus (Evocation), continual flame, delayed blast fireball, meteor swarm, protection from energy, summon monster IX, wall of fire

full_text:
Fiery Power: This +5 flaming quarterstaff grants its wielder fire resistance 30 whenever held. In addition, it has the following powers.

  Wall of fire (extended, 1 charge, DC 18)

  Delayed blast fireball (intensified to 240 points of damage, 2 charges, DC 22)

  Meteor swarm(heightened to 12th, 2 charges, DC 30)

  Summon monster IX (extended, 2 charges, elder fire elemental only) A staff of fiery power can be broken in a retributive strike. The breaking of the staff must be purposeful and declared by the wielder. All charges currently in the staff are instantly released in a 30-foot- radius globe. All within 10 feet of the broken staff take points of damage equal to eight times the number of charges in the staff, those between 11 feet and 20 feet away take six times the number of charges in damage, and those 21 feet to 30 feet distant take four times the number of charges in damage. Successful Reflex saving throws (DC 17) reduce the damage sustained by half. The character breaking the staff has a 50% chance of traveling to another plane of existence; if he or she does not, the explosive release of spell energy destroys him or her. After all charges are used up from the staff, it remains a +5 quarterstaff with no special abilities. (Once empty of charges, it cannot be broken in a retributive strike.)


Caster Level: 25th; Prerequisites: Craft Staff, Craft Epic Staff, Extend Spell, Heighten Spell, Improved Heighten Spell, Intensify Spell, Spell Focus (Evocation), continual flame,  delayed blast fireball,  meteor swarm,  protection from energy,  summon monster IX,  wall of fire; Market Price: 500,000 gp.


prereq:
Craft Staff, Craft Epic Staff, Enlarge Spell, Extend Spell, Intensify Spell, creeping doom, command plants, elemental swarm, shambler

full_text:
The Hierophants: This staff allows use of the following spells.

  Creeping doom (enlarged, extended, 1 charge, DC 23)

  Command plants (enlarged, extended, 1 charge, DC 25)

  Elemental swarm (intensified, 2 charges, DC 34)

  Shambler (intensified, 2 charges, DC 34)


Caster Level: 27th; Prerequisites: Craft Staff, Craft Epic Staff, Enlarge Spell, Extend Spell, Intensify Spell, creeping doom,  command plants,  elemental swarm,  shambler; Market Price: 501,187 gp.


prereq:
Craft Staff, Craft Epic Staff, Quicken Spell, crushing hand, forcecage, shield

full_text:
Mighty Force: This staff has three powers.

  Shield (quickened, 1 charge, may be activated once per round)

  Forcecage (1 charge)

  Crushing hand (1 charge)


Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, Quicken Spell, crushing hand,  forcecage,  shield; Market Price: 265,000 gp.


prereq:
Craft Staff, Craft Epic Staff, Heighten Spell, Improved Heighten Spell, earthquake, fire storm, summon monster I (or summon nature's ally I), whirlwind

full_text:
Nature's Fury: This +5 aberration bane quarterstaff allows use of the following spells.

  earthquake (1 charge)

  Whirlwind (heightened to 10th level, 1 charge, DC 25)

  Fire storm (heightened to 10th level, 1 charge, DC 25)


After all charges are used up from a staff of nature's fury,  it remains a +5 quarterstaff with no special abilities.
Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, Heighten Spell, Improved Heighten Spell, earthquake,  fire storm,  summon monster I (or summon nature's ally I), whirlwind; Market Price: 500,000 gp.


prereq:
Craft Staff, Craft Epic Staff, Intensify Spell, Heighten Spell, Improved Heighten Spell, circle of death, create greater undead, finger of death, soul bind

full_text:
Necromancy: This staff allows use of the following spells.

  Circle of death (intensified, 2 charges, DC 29)

  Create greater undead (1 charge)

  Finger of death (improved heightened to 16th, 2 charges, DC 34)

  Soul bind (improved heightened to 16th, 2 charges, DC 34). The soul trapped through the use of the soul bind spell is trapped in the staff rather than a gem. Only by breaking the staff can the souls be freed.


Caster Level: 27th; Prerequisites: Craft Staff, Craft Epic Staff, Intensify Spell, Heighten Spell, Improved Heighten Spell, circle of death,  create greater undead,  finger of death,  soul bind; Market Price: 1,505,312 gp; Cost to Create: 1,290,156 gp + 14,303 XP.


prereq:
Craft Staff, Craft Epic Staff, gate, greater planar ally, greater planar binding, protection from energy

full_text:
Planar Might: The wielder of this powerful staff is immune to the effects of any planar alignment traits, as well as the positive-dominant and negative-dominant traits or a plane. It also allows use of the following spells.

  greater planar ally (1 charge)

  Greater planar binding (1 charge)

  Gate (1 charge)


When using the greater planar ally power, the character must still bargain with the called creature.
In addition to its other powers, a staff of planar might is a +5 outsider bane quarterstaff (roll 1d4 to determine what alignment of outsiders the staff's bane power works against: 1=chaotic, 2=evil, 3=good, 4=lawful). After all charges are used up from a staff of planar might,  it remains a +5 quarterstaff with no special abilities.
Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, gate,  greater planar ally,  greater planar binding,  protection from energy; Market Price: 460,000 gp.


prereq:
Craft Staff, Craft Epic Staff, Extend Spell, prismatic sphere, prismatic spray, prismatic wall

full_text:
Prism: This staff allows use of the following spells.

  Prismatic sphere (extended, 1 charge, DC 25)

  Prismatic spray (extended, 1 charge, DC 22)

  Prismatic wall (extended, 1 charge, DC 23)


Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, Extend Spell, prismatic sphere,  prismatic spray,  prismatic wall; Market Price: 326,812 gp.


prereq:
Craft Staff, Craft Epic Staff, Enhance Spell, Heighten Spell, Intensify Spell, Quicken Spell, fireball, magic missile

full_text:
Rapid Barrage: Either of the staff's two powers can be activated as a free action (though the staff may only be activated once per round).

  Magic missile (intensified, quickened, 1 charge, 5 missiles dealing 10 points of damage each)

  Fireball (heightened to 6th, enhanced, quickened, 1 charge, 20d6 damage, DC 19)


Caster Level: 25th; Prerequisites: Craft Staff, Craft Epic Staff, Enhance Spell, Heighten Spell, Intensify Spell, Quicken Spell, fireball,  magic missile; Market Price: 417,750 gp.


prereq:
Craft Staff, Craft Epic Staff, freezing sphere, resilient sphere, telekinetic sphere

full_text:
Spheres: This staff allows use of the following spells.

  Freezing sphere (1 charge, DC 19)

  Resilient sphere (1 charge, DC 16)

  Telekinetic sphere (1 charge, DC 22)


Caster Level: 21st; Prerequisites: Craft Staff, Craft Epic Staff, freezing sphere,  resilient sphere,  telekinetic sphere; Market Price: 228,375 gp.


prereq:
Craft Staff, Craft Epic Staff, Extend Spell, extended wall of force, wall of iron, wall of stone

full_text:
Walls: This staff allows use of the following spells.

  Wall of iron (1 charge)

  Wall of stone (1 charge)

  Wall of force (1 charge)


Caster Level: 30th; Prerequisites: Craft Staff, Craft Epic Staff, Extend Spell, extended wall of force,  wall of iron,  wall of stone; Market Price: 275,625 gp.


prereq:
Craft Staff, Craft Epic Staff, Extend Spell, Intensify Spell, cone of cold, ice storm, freezing sphere, wall of ice

full_text:
Winter: This staff allows the use of the following spells.

  Cone of cold (intensified, 2 charges, DC 28)

  Ice storm (intensified, 2 charges, DC 26)

  Freezing sphere (intensified, 2 charges, DC 29)

  Wall of ice (1 charge)


Caster Level: 24th; Prerequisites: Craft Staff, Craft Epic Staff, Extend Spell, Intensify Spell, cone of cold,  ice storm,  freezing sphere,  wall of ice; Market Price: 292,500 gp.


prereq:
Craft Wondrous Item, Craft Epic Wondrous Item, barkskin, creator's caster level must be three times the amulet's bonus

full_text:
Amulet of Epic Natural Armor:  This amulet toughens the wearer's body and flesh, giving him or her an enhancement bonus to his or her natural armor of +6 or higher, depending on the type of amulet.
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, barkskin,  creator's caster level must be three times the amulet's bonus; Market Price: 720,000 gp (+6), 980,000 gp (+7), 1,280,000 gp (+8), 1,620,000 gp (+9), 2,000,000 gp (+10); Weight: -.


prereq:
Craft Wondrous Item, Craft Epic Wondrous Item, bull's strength

full_text:
Belt of Epic Strength: This belt adds an enhancement bonus of +8 or higher to the wearer's Strength score.
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, bull's strength; Market Price: 640,000 gp (+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: 1 lb.


prereq:
Craft Wondrous Item, Craft Epic Wondrous Item, cat's grace, expeditious retreat, haste, jump

full_text:
Boots of Swiftness: These shoes grant their wearer a +6 enhancement bonus to Dexterity. The wearer's speed doubles (this does not stack with any magical or supernatural enhancement to speed), he or she gains the evasion ability (as the rogue class feature), and the wearer's jumping distance is not limited by his or her height. The wearer gains a +20 competence bonus on Balance, Climb, Jump, and Tumble checks. Three times per day, the wearer can utter a command word to activate the boots' haste power (as the haste spell, lasts 20 rounds).
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, cat's grace,  expeditious retreat,  haste,  jump; Market Price: 256,000 gp; Weight: 1 lb.


prereq:
Craft Wondrous Item, Craft Epic Wondrous Item, mage armor, creator's caster level must be twice the bracers' bonus

full_text:
Bracers of Epic Armor: These items surround the wearer with an invisible but tangible field of force, granting him or her an armor bonus of +11 or higher, just as though he or she were wearing armor. Both bracers must be worn for the magic to be effective.
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, mage armor,  creator's caster level must be twice the bracers' bonus; Market Price: 1,210,000 (+11), 1,440,000 (+12), 1,690,000 gp (+13), 1,960,000 (+14), 2,250,000 gp (+15); Weight: 1 lb.


prereq:
Craft Wondrous Item, Craft Epic Wondrous Item, endurance

full_text:
Bracers of Epic Health: These grant the wearer an enhancement bonus of +8 or higher to Constitution.
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, endurance; Market Price: 640,000 gp (+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: 1 lb.


prereq:
Craft Wondrous Item, Craft Epic Wondrous Item, bull's strength, endurance, enlarge

full_text:
Bracers of Relentless Might: These bracers grant a +12 enhancement bonus to the wearer's Strength and Constitution. The wearer is treated as two size categories larger than normal (to a maximum of Colossal) for purposes of combat-related opposed checks that apply a modifier based on size, such as bull rush, grapple, and trip.
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, bull's strength,  endurance,  enlarge; Market Price: 4,384,000 gp; Weight: 1 lb.


prereq:
Craft Wondrous Item, Craft Epic Wondrous Item, heroes' feast

full_text:
Cabinet of Feasting: This cabinet has the ability to produce a feast for up to forty people, three times per day. Merely opening the doors of the cabinet reveals platters of food of all types and flavors of the very freshest sort. The meal has all the qualities and benefits of that produced by a heroes' feast spell.
Caster Level: 40th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, heroes' feast; Market Price: 288,000 gp; Weight: 20 lb.


prereq:
Craft Wondrous Item, Craft Epic Wondrous Item, charm monster

full_text:
Cloak of Epic Charisma: When worn, this cloak grants a +8 or higher enhancement bonus to a character's Charisma score.
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, charm monster; Market Price: 640,000 gp (+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: 1 lb.


prereq:
Craft Wondrous Item, Craft Epic Wondrous Item, resistance, creator's caster level must be three times the cloak's bonus

full_text:
Cloak of Epic Resistance: These garments offer magic protection in the form of a +6 or higher resistance bonus on all saving throws (Fortitude, Reflex, and Will).
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, resistance,  creator's caster level must be three times the cloak's bonus; Market Price: 360,000 (+6), 490,000 (+7), 640,000 gp (+8), 810,000 (+9), 1,000,000 gp (+10); Weight: 1 lb.


prereq:
Craft Wondrous Item, Craft Epic Wondrous Item, gate

full_text:
Gate Key: When properly operated, the gate key can be used to attune any bounded space, such as a doorway or a cave opening, to another bounded space on another plane of existence previously visited by the wielder. When two bounded spaces are attuned, an interdimensional portal springs up at each location, and the two portals are connected. When the wielder creates a pair of portals, he or she also establishes the necessary key that travelers must have to access the portal. Possible keys include nothing, a pearl, a particular hair color, or even the Gate key itself. Up to sixty different pairs of portals can be attuned in this manner. Once all sixty pairs of portals are created, the key cannot create additional gates, though it may still be the necessary key to access some or all of the portals. To any creature without the proper key, the interdimensional portals are not visible (through True seeing or similar magic reveals their presence).
Caster Level: 21st; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, gate; Market Price: 378,000 gp; Weight: 1 lb.


prereq:
Craft Wondrous Item, Craft Epic Wondrous Item, cat's grace

full_text:
Gloves of Epic Dexterity: These gloves add an enhancement bonus of +8 or higher to the wearer's Dexterity score.
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, cat's grace; Market Price: 640,000 gp (+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: -.


prereq:
Craft Wondrous Item, Craft Epic Wondrous Item, commune or legend lore

full_text:
Headband of Epic Intellect: This headband adds an enhancement bonus of +8 or higher to the wearer's Intelligence score.
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, commune or legend lore; Market Price: 640,000 gp (+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: -.


prereq:
Craft Wondrous Item, Craft Epic Wondrous Item, Ride skill, haste, spell resistance

full_text:
Horseshoes of the Peerless Steed: These horseshoes magically adhere to the feet of any hoofed creature. Anyone riding the creature gains a +10 competence bonus on Ride checks and is treated as having ranks in the appropriate Ride skill (and thus does not take the -5 penalty for riding an unfamiliar mount). The horseshoes grant the creature (or its rider, as appropriate) the effects of the Trample, Ride-by Attack, and Spirited Charge feats. The wearer of the horseshoes gains spell resistance 32 against enchantment effects. In addition, the ground speed of the creature wearing the horseshoes doubles.
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, Ride skill, haste,  spell resistance; Market Price: 217,000 gp; Weight: 1 lb. each.


prereq:
Craft Wondrous Item, Craft Epic Wondrous Item, spell resistance

full_text:
Mantle of Epic Spell Resistance: This garment is worn over normal clothing or armor. It grants the wearer spell resistance 40.
Caster Level: 29th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, spell resistance; Market Price: 290,000 gp; Weight: 1 lb.


prereq:
Craft Wondrous Item, Craft Epic Wondrous Item, blur, invisibility, nondetection, silence

full_text:
Mantle of Great Stealth: The wearer of this cloak gains a +30 bonus on Hide and Move Silently checks. The wearer's outline is blurry and indistinct, granting concealment (20% miss chance) at all times (as the blur spell). The mantle also grants nondetection to its wearer (as the spell).
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, blur,  invisibility,  nondetection,  silence; Market Price: 242,000 gp; Weight: 1 lb.


full_text:
Periapt of Epic Wisdom: This large pearl set on a chain grants an enhancement bonus of +8 or higher to the wearer's Wisdom score.
Caster Level: 20th; Prerequisites: Craft Wondrous Item, Craft Epic Wondrous Item, commune or legend lore; Market Price: 640,000 gp (+8), 1,000,000 gp (+10), 1,440,000 gp (+12); Weight: -.


full_text:
Axe of the Dwarvish Lords: This is a +6 keen throwing goblinoid bane dwarven waraxe. Any dwarf who holds it doubles the range of his or her darkvision. Any nondwarf who grasps the Axe takes 2 points of temporary Charisma damage; these points cannot be healed or restored in any way while the Axe is held. The current owner of the Axe gains a +10 bonus on Craft (armorsmithing, blacksmithing, gemcutting, stonemasonry, and weaponsmithing) checks. The wielder of the Axe can summon an elder earth elemental (as summon monster IX; duration 20 rounds) once per week.


full_text:
Codex of the Infinite Planes: The Codex is enormous-supposedly, it requires two strong men to lift it. No matter how many pages are turned, another always remains. Anyone opening the Codex for the first time is utterly annihilated, as with a destruction spell (Fortitude DC 30 for only 10d6 damage). Those who survive can peruse its pages and learn its powers, though not without risk. Each day spent studying the Codex allows the reader to make a Spellcraft check (DC 50) to learn one of its powers (choose the power learned randomly; add a +1 circumstance bonus on the check per additional day spent reading until a power is learned). However, each day of study also forces the reader to make a Will save (DC 30 + 1 per day of study) to avoid being driven insane (as the insanity spell). The powers of the Codex of the Infinite Planes are as follows: astral projection,  banishment,  elemental swarm,  gate,  greater planar ally,  greater planar binding,  plane shift,  and soul bind. Each is usable at will by the owner of the Codex (assuming that he or she has learned how to access the power). The Codex of the Infinite Planes has a caster level of 30th for the purposes of all powers and catastrophes, and all saving throw DCs are 20 + spell level. Activating any power requires both a Concentration check and a Spellcraft check (DC 40 + twice the spell level of the power; the character can't take 10 on this check). Any failure on either check indicates a catastrophe befalls the user (roll on the table below for the effect). A character can only incur one catastrophe per power use, even if he or she fails both checks.

d%
Catastrophe


01-25
Natural Fury: An earthquake spell centered on the reader strikes every round for 1 minute, and an intensified storm of vengeance spell is centered and targeted on the reader.

26-50
Fiendish Vengeance: A Gate opens and 1d3+1 balor demons, pit fiends, or similar evil outsiders immediately step through and attempt to destroy the owner of the Codex.

51-75
Ultimate Imprisonment: Reader's soul is captured (as trap the soul; no save allowed) in a random gem somewhere on the plane while his or her body is entombed beneath the earth (as imprisonment).


76-100
Death: The reader utters a wail of the banshee and then is subject to a destruction spell. This repeats every round for 10 rounds until the reader is dead.



full_text:
Cup and Talisman of the Demigod: The Cup is a large gem-set golden chalice requiring two hands to lift. It emits light (as the daylight spell) at all times and automatically dispels any darkness-based spells whose area it enters. If the cup is filled with holy water (requiring a full gallon), that substance will act as a potion of cure critical wounds or a potion of neutralize poison (owner's choice) if drunk. This liquid can't be saved or stored in any way. The Talisman is a small eight-pointed platinum star hanging from a chain of gold and pearls. The wearer gains a +6 enhancement bonus to Charisma and may cast remove blindness/deafness,  remove curse,  and remove disease at will. Furthermore, if the Talisman is placed within the Cup and the Cup filled with holy water, that liquid acts as a special elixir of resurrection (as the spell). This effect will function only once per month. Any evil or chaotic creature that touches the Cup or Talisman is struck with a holy word (if evil) or dictum (if chaotic) spell (or both if the creature is chaotic evil).


full_text:
Eye of the Orc: This lump of rock has a marquis-cut black sapphire set in its center, making it appear similar to a large eye. If possessed by an orc, it grants a +6 enhancement bonus to Strength and Charisma, and the orc's darkvision range is doubled. Nonorcs who possess the Eye gain a +2 enhancement bonus to Strength but take a -2 penalty to Intelligence and Charisma. Regardless of the owner's race, any weapon wielded by the owner of the Eye is considered an elf bane weapon. Furthermore, by holding the Eye before the character, he or she can perceive things as if he or she had True seeing cast upon him or her. This can be activated only once per day but lasts as long as the character concentrates on it (requiring a standard action each round).


full_text:
Golem Armor: This enormous suit of black iron +10 full plate armor increases the wearer's size by one category (to a maximum of Colossal). The wearer gains a +10 enhancement bonus to Strength and is rendered immune to mind-affecting effects, poison, disease, and similar effects. He or she is not subject to critical hits, subdual damage, ability damage, energy drain, or death from massive damage. Golem Armor is immune to rust attacks. The wearer of Golem Armor gains damage reduction 15/adamantine. He or she also cannot regain hit points by any means (mundane or magical) while the armor is worn. It requires 1 hour to don or extract oneself from Golem Armor.


full_text:
Invulnerable Coat: The Invulnerable Coat +5 chain shirt of heavy fortification. It grants its wearer damage reduction 10/epic and resistance 20 against acid, cold, electricity, fire, and sonic energy. If the wearer can turn undead, treat the wearer as having +4 class levels for purposes of caster level, turning undead, smiting evil, and laying on hands.


full_text:
Iron Gauntlet of War: The Gauntlet grants a +8 enhancement bonus to Strength. The wearer doubles the damage bonus on any smite attacks he or she makes. If the wearer has the Leadership feat, the wearer's Leadership score increases by +4, but the wearer can never attract or keep followers or cohorts who are good or chaotic. Once per day, the wielder can use implosion as a 20th-level caster (DC 23). The Iron Gauntlet of War is intelligent (Int 13, Wis 18, Cha 24, Ego 26) and lawful evil. It can communicate telepathically with its wearer, though it cannot speak. It will always seek to dominate any wearer who isn't lawful evil, forcing such an owner to commit lawful evil deeds (or else find a more suitable wearer).


full_text:
Ring of Nine Facets: This ring is set with a gem of nine facets, each one in-scribed with a different incomprehensible rune. Each day at sunrise, the gem turns to display a different facet. The active facet determines the Ring's power for that day. Each day, roll 1d10 to determine which facet (and thus which power) is active.

1d10
Active Facet Power


1
Wearer is immune to disease

2
Wearer needs no air to survive

3
Wearer gains +5 natural armor bonus

4
Wearer gains low-light vision

5
Wearer gains fast healing 1

6
Wearer can fly at will

7
Wearer gains cold resistance 30

8
Wearer gains freedom of movement

9
Wearer gains +5 resistance bonus on saving throws


10
Wearer may select which facet is active

The wearer of the Ring can, with a great deal of mental exertion, attempt to change the active facet away from one he or she does not desire. This requires a full-round action and a Concentration check (DC 50), and deals 2d6 points of nonlethal damage regardless of success. If the save is successful, the new facet is determined randomly. If the Ring is removed, the former wearer takes 2d6 points of nonlethal damage each minute until it is replaced or until his or her nonlethal damage exceeds his or her current hit points (though the nonlethal damage resumes again immediately when the former wearer regains consciousness).


prereq:
Craft Magic Arms and Armor, resist energy

full_text:
Acid Resistance: A suit of armor or a shield with this property normally has a dull gray appearance. The armor absorbs the first 10 points of acid damage per attack that the wearer would normally take (similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000 gp.


full_text:
Acid Resistance, Improved: As acid resistance, except it absorbs the first 20 points of acid damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000 gp.


full_text:
Acid Resistance, Greater: As acid resistance, except it absorbs the first 30 points of acid damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000 gp.


prereq:
Craft Magic Arms and Armor, animate objects

full_text:
Animated: Upon command, an animated shield floats within 2 feet of the wielder, protecting her as if she were using it herself but freeing up both her hands. Only one shield can protect a character at a time. A character with an animated shield still takes any penalties associated with shield use, such as armor check penalty, arcane spell failure chance, and nonproficiency.
Strong transmutation; CL 12th; Craft Magic Arms and Armor, animate objects; Price +2 bonus.


prereq:
Craft Magic Arms and Armor, entropic shield

full_text:
Arrow Catching: A shield with this ability attracts ranged weapons to it. It has a deflection bonus of +1 against ranged weapons because projectiles and thrown weapons veer toward it. Additionally, any projectile or thrown weapon aimed at a target within 5 feet of the shield's wearer diverts from its original target and targets the shield's bearer instead. (If the wielder has total cover relative to the attacker, the projectile or thrown weapon is not diverted.) Additionally, those attacking the wearer with ranged weapons ignore any miss chances that would normally apply. Projectiles and thrown weapons that have an enhancement bonus higher than the shield's base AC bonus are not diverted to the wearer (but the shield's increased AC bonus still applies against these weapons). The wielder can activate or deactivate this ability with a command word.
Moderate abjuration; CL 8th; Craft Magic Arms and Armor, entropic shield; Price +1 bonus.


full_text:
Arrow Deflection: This shield protects the wielder as if he had the Deflect Arrows feat. Once per round when he would normally be struck by a ranged weapon, he can make a DC 20 Reflex save. If the ranged weapon has an enhancement bonus, the DC increases by that amount. If he succeeds, the shield deflects the weapon. He must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn't count as an action. Exceptional ranged weapons, such as boulders hurled by giants or acid arrows, can't be deflected.
Faint abjuration; CL 5th; Craft Magic Arms and Armor, shield; Price +2 bonus.


prereq:
Craft Magic Arms and Armor, bull's strength

full_text:
Bashing: A shield with this special ability is designed to perform a shield bash. A bashing shield deals damage as if it were a weapon of two size categories larger (a Medium light shield thus deals 1d6 points of damage and a Medium heavy shield deals 1d8 points of damage). The shield acts as a +1 weapon when used to bash. (Only light and heavy shields can have this ability.)
Moderate transmutation; CL 8th; Craft Magic Arms and Armor, bull's strength; Price +1 bonus.


prereq:
Craft Magic Arms and Armor, searing light

full_text:
Blinding: A shield with this ability flashes with a brilliant light up to twice per day upon command of the wielder. Anyone within 20 feet except the wielder must make a DC 14 Reflex save or be blinded for 1d4 rounds.
Moderate evocation; CL 7th; Craft Magic Arms and Armor, searing light; Price +1 bonus.


full_text:
Cold Resistance: A suit of armor or a shield with this property normally has a bluish, icy hue or is adorned with furs and shaggy pelts. The armor absorbs the first 10 points of cold damage per attack that the wearer would normally take (similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000 gp.


full_text:
Cold Resistance, Improved: As cold resistance, except it absorbs the first 20 points of cold damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000 gp.


full_text:
Cold Resistance, Greater: As cold resistance, except it absorbs the first 30 points of cold damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000 gp.


full_text:
Electricity Resistance: A suit of armor or a shield with this property normally has a bluish hue and often bears a storm or lightning motif. The armor absorbs the first 10 points of electricity damage per attack that the wearer would normally take (similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000 gp.


full_text:
Electricity Resistance, Improved: As electricity resistance, except it absorbs the first 20 points of electricity damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000 gp.


full_text:
Electricity Resistance, Greater: As electricity resistance, except it absorbs the first 30 points of electricity damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000 gp.


prereq:
Craft Magic Arms and Armor, ethereal jaunt

full_text:
Etherealness: On command, this ability allows the wearer of the armor to become ethereal (as the ethereal jaunt spell) once per day. The character can remain ethereal for as long as desired, but once he returns to normal, he cannot become ethereal again that day.
Strong transmutation; CL 13th; Craft Magic Arms and Armor, ethereal jaunt; Price +49,000 gp.


full_text:
Fire Resistance: A suit of armor with this ability normally has a reddish hue and often is decorated with a draconic motif. The armor absorbs the first 10 points of fire damage per attack that the wearer would normally take (similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000 gp.


full_text:
Fire Resistance, Improved: As fire resistance, except it absorbs the first 20 points of fire damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000 gp.


full_text:
Fire Resistance, Greater: As fire resistance, except it absorbs the first 30 points of fire damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000 gp.


prereq:
Craft Magic Arms and Armor, limited wish or miracle

full_text:
Fortification: This suit of armor or shield produces a magical force that protects vital areas of the wearer more effectively. When a critical hit or sneak attack is scored on the wearer, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.

Fortification Type
Chance for Normal Damage
Base Price Modifier


Light
25%
+1 bonus

Moderate
75%
+3 bonus


Heavy
100%
+5 bonus

Strong abjuration; CL 13th; Craft Magic Arms and Armor, limited wish or miracle; Price varies (see above).


prereq:
Craft Magic Arms and Armor, etherealness

full_text:
Ghost Touch: This armor or shield seems almost translucent. Both its enhancement bonus and its armor bonus count against the attacks of incorporeal creatures. It can be picked up, moved, and worn by incorporeal creatures at any time. Incorporeal creatures gain the armor or shield's enhancement bonus against both corporeal and incorporeal attacks, and they can still pass freely through solid objects.
Strong transmutation; CL 15th; Craft Magic Arms and Armor, etherealness; Price +3 bonus.


prereq:
Craft Magic Arms and Armor, disguise self

full_text:
Glamered: A suit of armor with this ability appears normal. Upon command, the armor changes shape and form to assume the appearance of a normal set of clothing. The armor retains all its properties (including weight) when glamered. Only a true seeing spell or similar magic reveals the true nature of the armor when disguised.
Moderate illusion; CL 10th; Craft Magic Arms and Armor, disguise self; Price +2,700 gp.


aura:
Strong abjuration and perhaps evocation (if miracle is used)

prereq:
Craft Magic Arms and Armor, stoneskin, wish or miracle

full_text:
Invulnerability: This suit of armor grants the wearer damage reduction of 5/magic.
Strong abjuration and perhaps evocation (if miracle is used); CL 18th; Craft Magic Arms and Armor, stoneskin,  wish or miracle; Price +3 bonus.


prereq:
Craft Magic Arms and Armor, spell turning

full_text:
Reflecting: This shield seems like a mirror. Its surface is completely reflective. Once per day, it can be called on to reflect a spell back at its caster exactly like the spell turning spell.
Strong abjuration; CL 14th; Craft Magic Arms and Armor, spell turning; Price +5 bonus.


prereq:
Craft Magic Arms and Armor, invisibility

full_text:
Shadow: This armor is jet black and blurs the wearer whenever she tries to hide, granting a +5 competence bonus on Hide checks. (The armor's armor check penalty still applies normally.)
Faint illusion; CL 5th; Craft Magic Arms and Armor, invisibility; Price +3,750 gp.


full_text:
Shadow, Improved: As shadow, except it grants a +10 competence bonus on Hide checks.
Moderate illusion; CL 10th; Craft Magic Arms and Armor, invisibility; Price +15,000 gp.


full_text:
Shadow, Greater: As shadow, except it grants a +15 competence bonus on Hide checks.
Moderate illusion; CL 15th; Craft Magic Arms and Armor, invisibility; Price +33,750 gp.


full_text:
Silent Moves: This armor is well oiled and magically constructed so that it not only makes little sound, but it dampens sound around it. It provides a +5 competence bonus on its wearer's Move Silently checks. (The armor's armor check penalty still applies normally.)
Faint illusion; CL 5th; Craft Magic Arms and Armor, silence; Price +3,750 gp.


full_text:
Silent Moves, Improved: As silent moves, except it grants a +10 competence bonus on Move Silently checks.
Moderate illusion; CL 10th; Craft Magic Arms and Armor, silence; Price +15,000 gp.


full_text:
Silent Moves, Greater: As silent moves, except it grants a +15 competence bonus on Move Silently checks.
Moderate illusion; CL 15th; Craft Magic Arms and Armor, silence; Price +33,750 gp.


full_text:
Slick: Slick armor seems coated at all times with a slightly greasy oil. It provides a +5 competence bonus on its wearer's Escape Artist checks. (The armor's armor check penalty still applies normally.)
Faint conjuration; CL 4th; Craft Magic Arms and Armor, grease; Price +3,750 gp.


full_text:
Slick, Improved: As slick, except it grants a +10 competence bonus on Escape Artist checks.
Moderate conjuration; CL 10th; Craft Magic Arms and Armor, grease; Price +15,000 gp.


full_text:
Slick, Greater: As slick, except it grants a +15 competence bonus on Escape Artist checks.
Moderate conjuration; CL 15th; Craft Magic Arms and Armor, grease; Price +33,750 gp.


full_text:
Sonic Resistance: A suit of armor or a shield with this property normally has a glistening appearance. The armor absorbs the first 10 points of sonic damage per attack that the wearer would normally take (similar to the resist energy spell).
Faint abjuration; CL 3rd; Craft Magic Arms and Armor, resist energy; Price +18,000 gp.


full_text:
Sonic Resistance, Improved: As sonic resistance, except it absorbs the first 20 points of sonic damage per attack.
Moderate abjuration; CL 7th; Craft Magic Arms and Armor, resist energy; Price +42,000 gp.


full_text:
Sonic Resistance, Greater: As sonic resistance, except it absorbs the first 30 points of sonic damage per attack.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, resist energy; Price +66,000 gp.


prereq:
Craft Magic Arms and Armor, spell resistance

full_text:
Spell Resistance: This property grants the armor's wearer spell resistance while the armor is worn. The spell resistance can be 13, 15, 17, or 19, depending on the armor.
Strong abjuration; CL 15th; Craft Magic Arms and Armor, spell resistance; Price +2 bonus (SR 13), +3 bonus (SR 15), +4 bonus (SR 17), or +5 bonus (SR 19).


prereq:
Craft Magic Arms and Armor, control undead

full_text:
Undead Controlling: The wearer of a suit of armor or a shield with this property may control up to 26 HD of undead per day, as the control undead spell. At dawn each day, the wearer loses control of any undead still under his sway. Armor or a shield with this ability appears to be made of bone; this feature is entirely decorative and has no other effect on the armor.
Strong necromancy; CL 13th; Craft Magic Arms and Armor, control undead; Price +49,000 gp.


prereq:
Craft Magic Arms and Armor, baleful polymorph

full_text:
Wild: The wearer of a suit of armor or a shield with this ability preserves his armor bonus (and any enhancement bonus) while in a wild shape. Armor and shields with this ability usually appear to be made covered in leaf patterns. While the wearer is in a wild shape, the armor cannot be seen.
Moderate transmutation; CL 9th; Craft Magic Arms and Armor, baleful polymorph; Price +3 bonus.

Table: Specific Armors

Minor
Medium
Major
Specific Armor
Market Price

01-50
01-25
-
Mithral shirt
1,100 gp

51-80
26-45
-
Dragonhide plate
3,300 gp

81-100
46-57
-
Elven chain
4,150 gp

-
58-67
-
Rhino hide
5,165 gp

-
68-82
01-10
Adamantine breastplate
10,200 gp

-
83-97
11-20
Dwarven plate
16,500 gp

-
98-100
21-32
Banded mail of luck
18,900 gp

-
-
33-50
Celestial armor
22,400 gp

-
-
51-60
Plate armor of the deep
24,650 gp

-
-
61-75
Breastplate of command
25,400 gp

-
-
76-90
Mithral full plate of speed
26,500 gp


-
-
91-100
Demon armor
52,260 gp



full_text:
Adamantine Breastplate: This nonmagical breastplate is made of adamantine, giving its wearer damage reduction of 2/-.
No aura (nonmagical); Price 10,200 gp.


full_text:
Banded Mail of Luck: Ten 100-gp gems adorn this +3 banded mail. Once per week, the armor allows its wearer to require that an attack roll made against him be rerolled. He must take whatever consequences come from the second roll. The wearer's player must decide whether to have the attack roll rerolled before damage is rolled.
Strong enchantment; CL 12th; Craft Magic Arms and Armor, bless; Price 18,900 gp; Cost 10,150 gp + 700 XP.


prereq:
Craft Magic Arms and Armor, mass charm monster

full_text:
Breastplate of Command: This finely crafted +2 breastplate radiates a powerful aura of magic. When worn, the armor bestows a dignified and commanding aura upon its owner. The wearer gains a +2 competence bonus on all Charisma checks, including turning checks and Charisma-based skill checks. The wearer also gains a +2 competence bonus to his Leadership score. Friendly troops within 360 feet of the user become braver than normal. Since the effect arises in great part from the distinctiveness of the armor, the wearer cannot hide or conceal herself in any way and still have the effect function.
Strong enchantment; CL 15th; Craft Magic Arms and Armor, mass charm monster; Price 25,400 gp; Cost 10,975 gp + 850 XP.


prereq:
Craft Magic Arms and Armor, creator must be good, fly

full_text:
Celestial Armor: This bright silver or gold +3 chainmail is so fine and light that it can be worn under normal clothing without betraying its presence. It has a maximum Dexterity bonus of +8, an armor check penalty of -2, and an arcane spell failure chance of 15%. It is considered light armor, weighs 20 pounds, and it allows the wearer to use fly on command (as the spell) once per day.
Faint transmutation [good]; CL 5th; Craft Magic Arms and Armor, creator must be good, fly; Price 22,400 gp; Cost 12,550 gp + 1,004 XP.


full_text:
Demon Armor: This plate armor is fashioned to make the wearer appear to be a demon. The helmet is shaped to look like a horned demon head, and its wearer looks out of the open, tooth-filled mouth. This +4 full plate allows the wearer to make claw attacks that deal 1d10 points of damage, strike as +1 weapons, and afflict the target as if she had been struck by a contagion spell (Fortitude DC 14 negates). Use of contagion requires a normal melee attack with the claws. The 'claws' are built into the armor's vambraces and gauntlets.
The armor bestows one negative level on any nonevil creature wearing it. This negative level persists as long as the armor is worn and disappears when the armor is removed. The negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the armor is worn.
Strong necromancy [evil]; CL 13th; Craft Magic Arms and Armor, contagion; Price 52,260 gp; Cost 26,130 gp + 2,090 XP.


full_text:
Dragonhide Plate: This suit of full plate is made of dragonhide, rather than metal, so druids can wear it. It is otherwise identical to masterwork full plate.
No aura (nonmagical); Price 3,300 gp.


full_text:
Dwarven Plate: This full plate is made of adamantine, giving its wearer damage reduction of 3/-.
No aura (nonmagical); Price 16,500 gp.


full_text:
Elven Chain: This extremely light chainmail is made of very fine mithral links. Speed while wearing elven chain is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 20%, a maximum Dexterity bonus of +4, and an armor check penalty of -2. It is considered light armor and weighs 20 pounds.
No aura (nonmagical); Price 4,150 gp.


full_text:
Mithral Full Plate of Speed: As a free action, the wearer of this fine set of +1 mithral full plate can activate it, enabling her to act as though affected by a haste spell for up to 10 rounds each day. The duration of the haste effect need not be consecutive rounds.
Speed while wearing a suit of mithral full plate is 20 feet for Medium creatures, or 15 feet for Small. The armor has an arcane spell failure chance of 25%, a maximum Dexterity bonus of +3, and an armor check penalty of -3. It is considered medium armor and weighs 25 pounds.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, haste; Price 26,500 gp.


full_text:
Mithral Shirt: This extremely light chain shirt is made of very fine mithral links. Speed while wearing a mithral shirt is 30 feet for Medium creatures, or 20 feet for Small. The armor has an arcane spell failure chance of 10%, a maximum Dexterity bonus of +6, and no armor check penalty. It is considered light armor and weighs 10 pounds.
No aura (nonmagical); Price 1,100 gp.


prereq:
Craft Magic Arms and Armor, freedom of movement, water breathing, tongues

full_text:
Plate Armor of the Deep: This +1 full plate is decorated with a wave and fish motif. The wearer of plate armor of the deep is treated as unarmored for purposes of Swim checks. The wearer can breathe underwater and can converse with any creature with a language that breathes water.
Moderate abjuration; CL 11th; Craft Magic Arms and Armor, freedom of movement,  water breathing,  tongues; Price 24,650 gp; Cost 17,150 gp + 600 XP.


full_text:
Rhino Hide: This +2 hide armor is made from rhinoceros hide. In addition to granting a +2 enhancement bonus to AC, it has a -1 armor check penalty and deals an additional 2d6 points of damage on any successful charge attack made by the wearer, including a mounted charge.
Moderate transmutation; CL 9th; Craft Magic Arms and Armor, bull's strength; Price 5,165 gp; Cost 2,665 gp + 200 XP.

Table: Specific Shields


Minor
Medium
Major
Specific Shield
Market Price

01-30
01-20
-
Darkwood buckler
205 gp

31-80
21-45
-
Darkwood shield
257 gp

81-95
46-70
-
Mithral heavy shield
1,020 gp

96-100
71-85
01-20
Caster's shield
3,153 gp

-
86-90
21-40
Spined shield
5,580 gp

-
91-95
41-60
Lion's shield
9,170 gp

-
96-100
61-90
Winged shield
17,257 gp


-
-
91-100
Absorbing shield
50,170 gp



prereq:
Craft Magic Arms and Armor, disintegrate

full_text:
Absorbing Shield: This +1 heavy steel shield is flat black and seems to absorb light. Once every two days, on command, it can disintegrate an object that it touches, as the spell but requiring a melee touch attack.
Strong transmutation; CL 17th; Craft Magic Arms and Armor, disintegrate; Price 50,170 gp; Cost 25,170 gp + 2,000 XP.


price:
3,153 gp (plus the value of the scroll spell if one is currently scribed)

prereq:
Craft Magic Arms and Armor, Scribe Scroll, creator must be at least 6th level

full_text:
Caster's Shield: This +1 light wooden shield has a small leather strip on the back on which a spellcaster can scribe a single spell as on a scroll. A spell so scribed has only half the base raw material cost. Experience point and component costs remain the same. The strip cannot accommodate spells of higher than 3rd level. The strip is reusable.
A random caster's shield has a 50% chance of having a single medium scroll spell on it. The spell is divine (01-80 on d%) or arcane (81-100).
A caster's shield has a 5% arcane spell failure chance.
Moderate abjuration; CL 6th; Craft Magic Arms and Armor, Scribe Scroll, creator must be at least 6th level; Price 3,153 gp (plus the value of the scroll spell if one is currently scribed); Cost 1,653 gp + 120 XP.


full_text:
Darkwood Buckler: This nonmagical light wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield. It weighs 2-1/2 pounds and has no armor check penalty.
No aura (nonmagical); Price 205 gp.


full_text:
Darkwood Shield: This nonmagical heavy wooden shield is made out of darkwood. It has no enhancement bonus, but its construction material makes it lighter than a normal wooden shield.
It weighs 5 pounds and has no armor check penalty.
No aura (nonmagical); Price 257 gp.


prereq:
Craft Magic Arms and Armor, summon nature's ally IV

full_text:
Lion's Shield: This +2 heavy steel shield is fashioned to appear to be a roaring lion's head. Three times per day as a free action, the lion's head can be commanded to attack (independently of the shield wearer), biting with the wielder's base attack bonus (including multiple attacks, if the wielder has them) and dealing 2d6 points of damage. This attack is in addition to any actions performed by the wielder.
Moderate conjuration; CL 10th; Craft Magic Arms and Armor, summon nature's ally IV; Price 9,170 gp; Cost 4,670 gp + 360 XP.


full_text:
Mithral Heavy Shield: This heavy shield is made of mithral and thus is much lighter than a standard steel shield. It has a 5% arcane spell failure chance and no armor check penalty. It weighs 5 pounds.
No aura (nonmagical); Price 1,020 gp.


prereq:
Craft Magic Arms and Armor, magic missile

full_text:
Spined Shield: This +1 heavy steel shield is covered in spines. It acts as a normal spiked shield. On command up to three times per day, the shield's wearer can fire one of the shield's spines. A fired spine has a +1 enhancement bonus, a range increment of 120 feet, and deals 1d10 points of damage (19-20/x2). Fired spines regenerate each day.
Moderate evocation; CL 6th; Craft Magic Arms and Armor, magic missile; Price 5,580 gp; Cost 2,740 gp + 223 XP.


full_text:
Winged Shield: This round heavy wooden shield has a +3 enhancement bonus. Small, feathered wings encircle the shield.
Once per day it can be commanded to fly (as the spell), carrying the wielder. The shield can carry up to 133 pounds and move at 60 feet per round, or up to 266 pounds and move at 40 feet per round.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, fly; Price 17,257 gp; Cost 8,628 gp and 5 sp + 690 XP.


prereq:
Craft Magic Arms and Armor, chaos hammer, creator must be chaotic

full_text:
Anarchic: An anarchic weapon is chaotically aligned and infused with the power of chaos. It makes the weapon chaos-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of lawful alignment. It bestows one negative level on any lawful creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the chaotic power upon their ammunition.
Moderate evocation [chaotic]; CL 7th; Craft Magic Arms and Armor, chaos hammer,  creator must be chaotic; Price +2 bonus.


prereq:
Craft Magic Arms and Armor, order's wrath, creator must be lawful

full_text:
Axiomatic: An axiomatic weapon is lawfully aligned and infused with the power of law. It makes the weapon law-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of chaotic alignment. It bestows one negative level on any chaotic creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the lawful power upon their ammunition.
Moderate evocation [lawful]; CL 7th; Craft Magic Arms and Armor, order's wrath,  creator must be lawful; Price +2 bonus.


prereq:
Craft Magic Arms and Armor, summon monster I

full_text:
Bane: A bane weapon excels at attacking one type or subtype of creature. Against its designated foe, its effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe. Bows, crossbows, and slings so crafted bestow the bane quality upon their ammunition. To randomly determine a weapon's designated foe, roll on the following table.

d%
Designated Foe


01-05
Aberrations

06-09
Animals

10-16
Constructs

17-22
Dragons

23-27
Elementals

28-32
Fey

33-39
Giants

40
Humanoids, aquatic

41-42
Humanoids, dwarf

43-44
Humanoids, elf

45
Humanoids, gnoll

46
Humanoids, gnome

47-49
Humanoids, goblinoid

50
Humanoids, halfling

51-54
Humanoids, human

55-57
Humanoids, reptilian

58-60
Humanoids, orc

61-65
Magical beasts

66-70
Monstrous humanoids

71-72
Oozes

73
Outsiders, air

74-76
Outsiders, chaotic

77
Outsiders, earth

78-80
Outsiders, evil

81
Outsiders, fire

82-84
Outsiders, good

85-87
Outsiders, lawful

88
Outsiders, water

89-90
Plants

91-98
Undead


99-100
Vermin

Moderate conjuration; CL 8th; Craft Magic Arms and Armor, summon monster I; Price +1 bonus.


prereq:
Craft Magic Arms and Armor, gaseous form, continual flame

full_text:
Brilliant Energy: A brilliant energy weapon has its significant portion transformed into light, although this does not modify the item's weight. It always gives off light as a torch (20-foot radius). A brilliant energy weapon ignores nonliving matter. Armor and shield bonuses to AC (including any enhancement bonuses to that armor) do not count against it because the weapon passes through armor. (Dexterity, deflection, dodge, natural armor, and other such bonuses still apply.) A brilliant energy weapon cannot harm undead, constructs, and objects. This property can only be applied to melee weapons, thrown weapons, and ammunition.
Strong transmutation; CL 16th; Craft Magic Arms and Armor, gaseous form,  continual flame; Price +4 bonus.


full_text:
Dancing: As a standard action, a dancing weapon can be loosed to attack on its own. It fights for 4 rounds using the base attack bonus of the one who loosed it and then drops. While dancing, it cannot make attacks of opportunity, and the person who activated it is not considered armed with the weapon. In all other respects, it is considered wielded or attended by the creature for all maneuvers and effects that target items. While dancing, it takes up the same space as the activating character and can attack adjacent foes (weapons with reach can attack opponents up to 10 feet away). The dancing weapon accompanies the person who activated it everywhere, whether she moves by physical or magical means. If the wielder who loosed it has an unoccupied hand, she can grasp it while it is attacking on its own as a free action; when so retrieved the weapon can't dance (attack on its own) again for 4 rounds.
Strong transmutation; CL 15th; Craft Magic Arms and Armor, animate objects; Price +4 bonus.


prereq:
Craft Magic Arms and Armor, shield or shield of faith

full_text:
Defending: A defending weapon allows the wielder to transfer some or all of the sword's enhancement bonus to his AC as a bonus that stacks with all others. As a free action, the wielder chooses how to allocate the weapon's enhancement bonus at the start of his turn before using the weapon, and the effect to AC lasts until his next turn.
Moderate abjuration; CL 8th; Craft Magic Arms and Armor, shield or shield of faith; Price +1 bonus.


full_text:
Disruption: A weapon of disruption is the bane of all undead. Any undead creature struck in combat must succeed on a DC 14 Will save or be destroyed. A weapon of disruption must be a bludgeoning weapon. (If you roll this property randomly for a piercing or slashing weapon, reroll.)
Strong conjuration; CL 14th; Craft Magic Arms and Armor, heal; Price +2 bonus.


prereq:
Craft Magic Arms and Armor, clairaudience/clairvoyance

full_text:
Distance: This property can only be placed on a ranged weapon. A weapon of distance has double the range increment of other weapons of its kind.
Moderate divination; CL 6th; Craft Magic Arms and Armor, clairaudience/clairvoyance; Price +1 bonus.


prereq:
Craft Magic Arms and Armor and flame blade, flame strike, or fireball

full_text:
Flaming: Upon command, a flaming weapon is sheathed in fire. The fire does not harm the wielder. The effect remains until another command is given. A flaming weapon deals an extra 1d6 points of fire damage on a successful hit. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.
Moderate evocation; CL 10th; Craft Magic Arms and Armor and flame blade,  flame strike,  or fireball; Price +1 bonus.


full_text:
Flaming Burst: A flaming burst weapon functions as a flaming weapon that also explodes with flame upon striking a successful critical hit. The fire does not harm the wielder. In addition to the extra fire damage from the flaming ability (see above), a flaming burst weapon deals an extra 1d10 points of fire damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of fire damage instead, and if the multiplier is x4, add an extra 3d10 points of fire damage. Bows, crossbows, and slings so crafted bestow the fire energy upon their ammunition.
Even if the flaming ability is not active, the weapon still deals its extra fire damage on a successful critical hit.
Strong evocation; CL 12th; Craft Magic Arms and Armor and flame blade,  flame strike,  or fireball; Price +2 bonus.


prereq:
Craft Magic Arms and Armor, chill metal or ice storm

full_text:
Frost: Upon command, a frost weapon is sheathed in icy cold. The cold does not harm the wielder. The effect remains until another command is given. A frost weapon deals an extra 1d6 points of cold damage on a successful hit. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, chill metal or ice storm; Price +1 bonus.


full_text:
Ghost Touch: A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature's 50% chance to avoid damage does not apply to attacks with ghost touch weapons.) The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as either corporeal or incorporeal at any given time, whichever is more beneficial to the wielder.
Moderate conjuration; CL 9th; Craft Magic Arms and Armor, plane shift; Price +1 bonus.


prereq:
Craft Magic Arms and Armor, holy smite, creator must be good

full_text:
Holy: A holy weapon is imbued with holy power. This power makes the weapon good-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of evil alignment. It bestows one negative level on any evil creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the holy power upon their ammunition.
Moderate evocation [good]; CL 7th; Craft Magic Arms and Armor, holy smite,  creator must be good; Price +2 bonus.


full_text:
Icy Burst: An icy burst weapon functions as a frost weapon that also explodes with frost upon striking a successful critical hit. The frost does not harm the wielder. In addition to the extra damage from the frost ability, an icy burst weapon deals an extra 1d10 points of cold damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of cold damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the cold energy upon their ammunition.
Even if the frost ability is not active, the weapon still deals its extra cold damage on a successful critical hit.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, chill metal or ice storm; Price +2 bonus.


full_text:
Keen: This ability doubles the threat range of a weapon. Only piercing or slashing weapons can be keen. (If you roll this property randomly for an inappropriate weapon, reroll.) This benefit doesn't stack with any other effect that expands the threat range of a weapon (such as the keen edge spell or the Improved Critical feat).
Moderate transmutation; CL 10th; Craft Magic Arms and Armor, keen edge; Price +1 bonus.


prereq:
Craft Magic Arms and Armor, creator must be a monk

full_text:
ki Focus: The magic weapon serves as a channel for the wielder's ki, allowing her to use her special ki attacks through the weapon as if they were unarmed attacks. These attacks include the monk's stunning attack, ki strike, and quivering palm, as well as the Stunning Fist feat. Only melee weapons can have the ki focus ability.
Moderate transmutation; CL 8th; Craft Magic Arms and Armor, creator must be a monk; Price +1 bonus.


prereq:
Craft Magic Arms and Armor, cure light wounds

full_text:
Merciful: The weapon deals an extra 1d6 points of damage, and all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until commanded to resume it. Bows, crossbows, and slings so crafted bestow the merciful effect upon their ammunition.
Faint conjuration; CL 5th; Craft Magic Arms and Armor, cure light wounds; Price +1 bonus.


prereq:
Craft Magic Arms and Armor, divine power

full_text:
Mighty Cleaving: A mighty cleaving weapon allows a wielder with the Cleave feat to make one additional cleave attempt in a round.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, divine power; Price +1 bonus.


full_text:
Returning: This special ability can only be placed on a weapon that can be thrown. A returning weapon flies through the air back to the creature that threw it. It returns to the thrower just before the creature's next turn (and is therefore ready to use again in that turn).
Catching a returning weapon when it comes back is a free action. If the character can't catch it, or if the character has moved since throwing it, the weapon drops to the ground in the square from which it was thrown.
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, telekinesis; Price +1 bonus.


full_text:
Seeking: Only ranged weapons can have the seeking ability. The weapon veers toward its target, negating any miss chances that would otherwise apply, such as from concealment. (The wielder still has to aim the weapon at the right square. Arrows mistakenly shot into an empty space, for example, do not veer and hit invisible enemies, even if they are nearby.)
Strong divination; CL 12th; Craft Magic Arms and Armor, true seeing; Price +1 bonus.


prereq:
Craft Magic Arms and Armor, call lightning or lightning bolt

full_text:
Shock: Upon command, a shock weapon is sheathed in crackling electricity. The electricity does not harm the wielder. The effect remains until another command is given. A shock weapon deals an extra 1d6 points of electricity damage on a successful hit. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.
Moderate evocation; CL 8th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price +1 bonus.


full_text:
Shocking Burst: A shocking burst weapon functions as a shock weapon that also explodes with electricity upon striking a successful critical hit. The electricity does not harm the wielder. In addition to the extra electricity damage from the shock ability, a shocking burst weapon deals an extra 1d10 points of electricity damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d10 points of electricity damage instead, and if the multiplier is x4, add an extra 3d10 points. Bows, crossbows, and slings so crafted bestow the electricity energy upon their ammunition.
Even if the shock ability is not active, the weapon still deals its extra electricity damage on a successful critical hit.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, call lightning or lightning bolt; Price +2 bonus.


full_text:
Speed: When making a full attack action, the wielder of a speed weapon may make one extra attack with it. The attack uses the wielder's full base attack bonus, plus any modifiers appropriate to the situation. (This benefit is not cumulative with similar effects, such as a haste spell.)
Moderate transmutation; CL 7th; Craft Magic Arms and Armor, haste; Price +3 bonus.


aura:
Strong evocation (plus aura of stored spell)

prereq:
Craft Magic Arms and Armor, creator must be a caster of at least 12th level

full_text:
Spell Storing: A spell storing weapon allows a spellcaster to store a single targeted spell of up to 3rd level in the weapon. (The spell must have a casting time of 1 standard action.) Any time the weapon strikes a creature and the creature takes damage from it, the weapon can immediately cast the spell on that creature as a free action if the wielder desires. (This special ability is an exception to the general rule that casting a spell from an item takes at least as long as casting that spell normally.) Once the spell has been cast from the weapon, a spellcaster can cast any other targeted spell of up to 3rd level into it. The weapon magically imparts to the wielder the name of the spell currently stored within it. A randomly rolled spell storing weapon has a 50% chance to have a spell stored in it already.
Strong evocation (plus aura of stored spell); CL 12th; Craft Magic Arms and Armor, creator must be a caster of at least 12th level; Price +1 bonus.


prereq:
Craft Magic Arms and Armor, blindness/deafness

full_text:
Thundering: A thundering weapon creates a cacophonous roar like thunder upon striking a successful critical hit. The sonic energy does not harm the wielder. A thundering weapon deals an extra 1d8 points of sonic damage on a successful critical hit. If the weapon's critical multiplier is x3, add an extra 2d8 points of sonic damage instead, and if the multiplier is x4, add an extra 3d8 points of sonic damage. Bows, crossbows, and slings so crafted bestow the sonic energy upon their ammunition. Subjects dealt a critical hit by a thundering weapon must make a DC 14 Fortitude save or be deafened permanently.
Faint necromancy; CL 5th; Craft Magic Arms and Armor, blindness/deafness; Price +1 bonus.


full_text:
Throwing: This ability can only be placed on a melee weapon. A melee weapon crafted with this ability gains a range increment of 10 feet and can be thrown by a wielder proficient in its normal use.
Faint transmutation; CL 5th; Craft Magic Arms and Armor, magic stone; Price +1 bonus.


prereq:
Craft Magic Arms and Armor, unholy blight, creator must be evil

full_text:
Unholy: An unholy weapon is imbued with unholy power. This power makes the weapon evil-aligned and thus bypasses the corresponding damage reduction. It deals an extra 2d6 points of damage against all of good alignment. It bestows one negative level on any good creature attempting to wield it. The negative level remains as long as the weapon is in hand and disappears when the weapon is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the weapon is wielded. Bows, crossbows, and slings so crafted bestow the unholy power upon their ammunition.
Moderate evocation [evil]; CL 7th; Craft Magic Arms and Armor, unholy blight,  creator must be evil; Price +2 bonus.


full_text:
Vicious: When a vicious weapon strikes an opponent, it creates a flash of disruptive energy that resonates between the opponent and the wielder. This energy deals an extra 2d6 points of damage to the opponent and 1d6 points of damage to the wielder. Only melee weapons can be vicious.
Moderate necromancy; CL 9th; Craft Magic Arms and Armor, enervation; Price +1 bonus.


prereq:
Craft Magic Arms and Armor, circle of death, keen edge

full_text:
Vorpal: This potent and feared ability allows the weapon to sever the heads of those it strikes. Upon a roll of natural 20 (followed by a successful roll to confirm the critical hit), the weapon severs the opponent's head (if it has one) from its body. Some creatures, such as many aberrations and all oozes, have no heads. Others, such as golems and undead creatures other than vampires, are not affected by the loss of their heads. Most other creatures, however, die when their heads are cut off. A vorpal weapon must be a slashing weapon. (If you roll this property randomly for an inappropriate weapon, reroll.)
Strong necromancy and transmutation; CL 18th; Craft Magic Arms and Armor,  circle of death, keen edge; Price +5 bonus.


prereq:
Craft Magic Arms and Armor, mage's sword

full_text:
Wounding: A wounding weapon deals 1 point of Constitution damage from blood loss when it hits a creature. A critical hit does not multiply the Constitution damage. Creatures immune to critical hits (such as plants and constructs) are immune to the Constitution damage dealt by this weapon.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, mage's sword; Price +2 bonus.

Table: Specific Weapons

Minor
Medium
Major
Specific Weapon
Market Price

01-15
-
-
Sleep arrow
132 gp

16-25
-
-
Screaming bolt
267 gp

26-45
-
-
Silver dagger, masterwork
322 gp

46-65
-
-
Cold iron longsword, masterwork
330 gp

66-75
01-09
-
Javelin of lightning
1,500 gp

76-80
10-15
-
Slaying arrow
2,282 gp

81-90
16-24
-
Adamantine dagger
3,002 gp

91-100
25-33
-
Adamantine battleaxe
3,010 gp

-
34-37
-
Slaying arrow (greater)
4,057 gp

-
38-40
-
Shatterspike
4,315 gp

-
41-46
-
Dagger of venom
8,302 gp

-
47-51
-
Trident of warning
10,115 gp

-
52-57
01-04
Assassin's dagger
10,302 gp

-
58-62
05-07
Shifter's sorrow
12,780 gp

-
63-66
08-09
Trident of fish command
18,650 gp

-
67-74
10-13
Flame tongue
20,715 gp

-
75-79
14-17
Luck blade (0 wishes)
22,060 gp

-
80-86
18-24
Sword of subtlety
22,310 gp

-
87-91
25-31
Sword of the planes
22,315 gp

-
92-95
32-37
Nine lives stealer
23,057 gp

-
96-98
38-42
Sword of life stealing
25,715 gp

-
99-100
43-46
oathbow
25,600 gp

-
-
47-51
Mace of terror
38,552 gp

-
-
52-57
Life-drinker
40,320 gp

-
-
58-62
Sylvan scimitar
47,315 gp

-
-
63-67
Rapier of puncturing
50,320 gp

-
-
68-73
Sun blade
50,335 gp

-
-
74-79
Frost brand
54,475 gp

-
-
80-84
Dwarven thrower
60,312 gp

-
-
85-91
Luck blade (1 wish)
62,360 gp

-
-
92-95
Mace of smiting
75,312 gp

-
-
96-97
Luck blade (2 wishes)
102,660 gp

-
-
98-99
Holy avenger
120,630 gp


-
-
100
Luck blade (3 wishes)
142,960 gp



full_text:
Adamantine Battleaxe: This nonmagical axe is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
No aura (nonmagical); Price 3,010 gp.


full_text:
Adamantine Dagger: This nonmagical dagger is made out of adamantine. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
No aura (nonmagical); Price 3,002 gp.


full_text:
Assassin's Dagger: This wicked-looking, curved +2 dagger provides a +1 bonus to the DC of a Fortitude save forced by the death attack of an assassin.
Moderate necromancy; CL 9th; Craft Magic Arms and Armor, slay living; Price 18,302 gp; Cost 9,302 gp + 720 XP.


full_text:
Dagger of Venom: This black +1 dagger has a serrated edge. It allows the wielder to use a poison effect (as the spell, save DC 14) upon a creature struck by the blade once per day. The wielder can decide to use the power after he has struck. Doing so is a free action, but the poison effect must be invoked in the same round that the dagger strikes.
Faint necromancy; CL 5th; Craft Magic Arms and Armor, poison; Price 8,302 gp; Cost 4,302 gp + 320 XP.


prereq:
Craft Magic Arms and Armor, creator must be a dwarf of at least 10th level

full_text:
Dwarven Thrower: This weapon commonly functions as a +2 warhammer. In the hands of a dwarf, the warhammer gains an additional +1 enhancement bonus (for a total enhancement bonus of +3) and gains the returning special ability. It can be hurled with a 30-foot range increment. When hurled, it deals an extra 2d8 points of damage against giants or an extra 1d8 points of damage against any other target.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, creator must be a dwarf of at least 10th level; Price 60,312 gp; Cost 30,312 gp + 2,400 XP.


prereq:
Craft Magic Arms and Armor, scorching ray, and flame blade, flame strike, or fireball

full_text:
Flame Tongue: This is a +1 flaming burst longsword. Once per day, the sword can blast forth a fiery ray at any target within 30 feet as a ranged touch attack. The ray deals 4d6 points of fire damage on a successful hit.
Moderate evocation; CL 12th; Craft Magic Arms and Armor, scorching ray,  and flame blade,  flame strike,  or fireball; Price 20,715 gp; Cost 10,515 gp + 816 XP.


prereq:
Craft Magic Arms and Armor, ice storm, dispel magic, protection from energy

full_text:
Frost Brand: This +3 frost greatsword sheds light as a torch when the temperature drops below 0°F. At such times it cannot be concealed when drawn, nor can its light be shut off. Its wielder is protected from fire; the sword absorbs the first 10 points of fire damage each round that the wielder would otherwise take.
A frost brand extinguishes all nonmagical fires in its area. As a standard action, it can also dispel lasting fire spells,  but not instantaneous effects,  though you must succeed on a dispel check (1d20 +14) against each spell to dispel it. The DC to dispel such spells is 11 + the caster level of the fire spell.
Strong evocation; CL 14th; Craft Magic Arms and Armor, ice storm,  dispel magic,  protection from energy; Price 54,475 gp; Cost 27,375 gp and 5 sp + 2179 XP.


prereq:
Craft Magic Arms and Armor, holy aura, creator must be good

full_text:
Holy Avenger: This +2 cold iron longsword becomes a +5 holy cold iron longsword in the hands of a paladin.
It provides spell resistance of 5 + the paladin's level to the wielder and anyone adjacent to her. It also enables the wielder to use greater dispel magic (once per round as a standard action) at the class level of the paladin. (Only the area dispel is possible, not the targeted dispel or counterspell versions of greater dispel magic.)
Strong abjuration; CL 18th; Craft Magic Arms and Armor, holy aura,  creator must be good; Price 120,630 gp; Cost 60,630 gp + 4,800 XP.


prereq:
Craft Magic Arms and Armor, lightning bolt

full_text:
Javelin of Lightning: This javelin becomes a 5d6 lightning bolt when thrown (Reflex DC 14 half ). It is consumed in the attack.
Faint evocation; CL 5th; Craft Magic Arms and Armor, lightning bolt; Price 1,500 gp; Cost 750 gp + 30 XP.


full_text:
Life-Drinker: This +1 greataxe is favored by undead and constructs, who do not suffer its drawback. A life-drinker bestows two negative levels on its target whenever it deals damage, just as if its target had been struck by an undead creature. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level.
Each time a life-drinker deals damage to a foe, it also bestows one negative level on the wielder. Any negative level gained by the wielder in this fashion lasts for 1 hour.
Strong necromancy; CL 13th; Craft Magic Arms and Armor, enervation; Price 40,320 gp; Cost 20,320 gp + 1,600 XP.


prereq:
Craft Magic Arms and Armor, wish or miracle

full_text:
Luck Blade: This +2 short sword gives its possessor a +1 luck bonus on all saving throws. Its possessor also gains the power of good fortune, usable once per day. This extraordinary ability allows its possessor to reroll one roll that she just made. She must take the result of the reroll, even if it's worse than the original roll. In addition, a luck blade may contain up to three wishes (when randomly rolled, a luck blade holds 1d4-1 wishes,  minimum 0). When the last wish is used, the sword remains a +2 short sword,  still grants the +1 luck bonus, and still grants its reroll power.
Strong evocation; CL 17th; Craft Magic Arms and Armor, wish or miracle; Price 22,060 gp (0 wishes), 62,360 gp (1 wish), 102,660 gp (2 wishes), 142,960 gp (3 wishes); Cost 11,030 gp + 882 XP (0 wishes), 31,180 gp + 2,494 XP (1 wish), 51,330 gp + 4,106 XP (2 wishes), 71,480 gp + 5,718 XP (3 wishes).


full_text:
Mace of Smiting: This +3 adamantine heavy mace has a +5 enhancement bonus against constructs, and any critical hit dealt to a construct completely destroys it (no saving throw). A critical hit dealt to an outsider deals x4 damage rather than x2.
Moderate transmutation; CL 11th; Craft Magic Arms and Armor, disintegrate; Price 75,312 gp; Cost 39,312 gp + 2,880 XP.


full_text:
Mace of Terror: On command, this +2 heavy mace causes the wielder's clothes and appearance to transform into an illusion of darkest horror such that living creatures in a 30-foot cone become panicked as if by a fear spell (Will DC 16 partial). They take a -2 morale penalty on saving throws, and they flee from the wielder. The wielder may use this ability up to three times per day.
Strong necromancy; CL 13th; Craft Magic Arms and Armor, fear; Price 38,552 gp; Cost 19,276 gp + 1,542 XP.


full_text:
Masterwork Cold Iron Longsword: This nonmagical longsword is crafted out of cold iron. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
No aura (nonmagical); Price 330 gp.


prereq:
Craft Magic Arms and Armor, finger of death

full_text:
Nine Lives Stealer: This longsword always performs as a +2 longsword,  but it also has the power to draw the life force from an opponent. It can do this nine times before the ability is lost. At that point, the sword becomes a simple +2 longsword (with a hint of evil about it). A critical hit must be dealt for the sword's death-dealing ability to function, and this weapon has no effect on creatures not subject to critical hits. The victim is entitled to a DC 20 Fortitude save to avoid death. If the save is successful, the sword's death-dealing ability does not function, no use of the ability is expended, and normal critical damage is determined. This sword is evil, and any good character attempting to wield it gains two negative levels. These negative levels remain as long as the sword is in hand and disappear when the sword is no longer wielded. These negative levels never result in actual level loss, but they cannot be overcome in any way (including restoration spells) while the sword is wielded.
Strong necromancy [evil]; CL 13th; Craft Magic Arms and Armor, finger of death; Price 23,057 gp; Cost 11,528 gp 5 sp + 922 XP.


prereq:
Craft Magic Arms and Armor, creator must be an elf

full_text:
Oathbow: Of elven make, this white +2 composite longbow (+2 Str bonus) whispers 'Swift defeat to my enemies' in Elven when nocked and pulled. Once per day, if the firer swears aloud to slay her target (a free action), the bow's whisper becomes the low shout 'Swift death to those who have wronged me.' Against such a sworn enemy, the bow has a +5 enhancement bonus, and arrows launched from it deal an additional 2d6 points of damage (and x4 on a critical hit instead of the normal x3). However, the bow is treated as only a masterwork weapon against all foes other than the sworn enemy, and the wielder takes a -1 penalty on attack rolls with any weapon other than the oathbow. These bonuses and penalties last for seven days or until the sworn enemy is slain or destroyed by the wielder of the oathbow,  whichever comes first.
The oathbow may only have one sworn enemy at a time. Once the wielder swears to slay a target, he cannot make a new oath until he has slain that target or seven days have passed. Even if the wielder slays the sworn enemy on the same day that he makes the oath, he cannot activate the oathbow's special power again until 24 hours have passed from the time he made the oath.
Strong evocation; CL 15th; Craft Magic Arms and Armor, creator must be an elf; Price 25,600 gp; Cost 13,100 gp + 1,000 XP.


full_text:
Rapier of Puncturing: Three times per day, this +2 wounding rapier allows the wielder to make a touch attack with the weapon that deals 1d6 points of Constitution damage by draining blood. Creatures immune to critical hits are immune to the Constitution damage dealt by this weapon.
Strong necromancy; CL 13th; Craft Magic Arms and Armor, harm; Price 50,320 gp; Cost 25,320 gp + 2,000 XP.


full_text:
Screaming Bolt: One of these +2 bolts screams when fired, forcing all enemies of the wielder within 20 feet of the path of the bolt to succeed on a DC 14 Will save or become shaken. This is a mind-affecting fear effect.
Faint enchantment; CL 5th; Craft Magic Arms and Armor, doom; Price 267gp; Cost 128 gp and 5 sp + 10 XP.


prereq:
Str 13, Craft Arms and Armor, Power Attack, Improved Sunder, shatter

full_text:
Shatterspike: Wielders without the Improved Sunder feat use Shatterspike as a +1 longsword only; wielders with the Improved Sunder feat add a +4 bonus (including the sword's +1 enhancement bonus) to the opposed roll when attempting to strike a foe's weapon. If successful, Shatterspike deals 1d8+4 points of damage plus the wielder's Strength modifier to the target weapon (the target weapon's hardness must still be overcome with each hit). Shatterspike can damage weapons with an enhancement bonus of +4 or lower.
Strong evocation; CL 13th; Str 13, Craft Arms and Armor, Power Attack, Improved Sunder, shatter; Price 4,315 gp; Cost 2,315 gp + 160 XP; Weight 4 lb.


full_text:
Shifter's Sorrow: This +1/+1 two-bladed sword has blades of alchemical silver. The weapon deals an extra 2d6 points of damage against any creature with the shapechanger subtype. When a shapechanger or a creature in an alternate form (such as a druid using wild shape) is struck by the weapon, it must make a DC 15 Will save or return to its natural form.
Strong transmutation; CL 15th; Craft Arms and Armor, baleful polymorph; Price 12,780 gp; Cost 6,780 gp + 480 XP; Weight 10 lb.


full_text:
Silver Dagger, Masterwork: This masterwork alchemical silver dagger is nonmagical. As a masterwork weapon, it has a +1 enhancement bonus on attack rolls.
No aura (nonmagical); Price 322 gp.


prereq:
Craft Magic Arms and Armor, finger of death (Slaying arrow) or heightened finger of death (greater slaying arrow)

full_text:
Slaying Arrow: This +1 arrow is keyed to a particular type or subtype of creature. If it strikes such a creature, the target must make a DC 20 Fortitude save or die (or, in the case of unliving targets, be destroyed) instantly. Note that even creatures normally exempt from Fortitude saves (undead and constructs) are subject to this attack. When keyed to a living creature, this is a death effect (and thus death ward protects a target). To determine the type or subtype of creature the arrow is keyed to, roll on the table below.
A greater slaying arrow functions just like a normal Slaying arrow,  but the DC to avoid the death effect is 23.
Strong necromancy; CL 13th; Craft Magic Arms and Armor, finger of death (Slaying arrow) or heightened finger of death (greater slaying arrow); Price 2,282 gp (Slaying arrow) or 4,057 gp (greater slaying arrow); Cost 1,144 gp 5 sp + 91 XP (Slaying arrow) or 2,032 gp + 162 XP (greater slaying arrow).

d%
Designated Type or Subtype


01-05
Aberrations

06-09
Animals

10-16
Constructs

17-22
Dragons

23-27
Elementals

28-32
Fey

33-39
Giants

40
Humanoids, aquatic

41-42
Humanoids, dwarf

43-44
Humanoids, elf

45
Humanoids, gnoll

46
Humanoids, gnome

47-49
Humanoids, goblinoid

50
Humanoids, halfling

51-54
Humanoids, human

55-57
Humanoids, reptilian

58-60
Humanoids, orc

61-65
Magical beasts

66-70
Monstrous humanoids

71-72
Oozes

73
Outsiders, air

74-76
Outsiders, chaotic

77
Outsiders, earth

78-80
Outsiders, evil

81
Outsiders, fire

82-84
Outsiders, good

85-87
Outsiders, lawful

88
Outsiders, water

89-90
Plants

91-98
Undead


99-100
Vermin



full_text:
Sleep Arrow: This +1 arrow is painted white and has white fletching. If it strikes a foe so that it would normally deal damage, it instead bursts into magical energy that deals nonlethal damage (in the same amount as would be lethal damage) and forces the target to make a DC 11 Will save or fall asleep.
Faint enchantment; CL 5th; Craft Magic Arms and Armor, sleep; Price 132 gp; Cost 69 gp 5 sp + 5 XP.


prereq:
Craft Magic Arms and Armor, daylight, creator must be good

full_text:
Sun Blade: This sword is the size of a bastard sword. However, a sun blade is wielded as if it were a short sword with respect to weight and ease of use. (In other words, the weapon appears to all viewers to be a bastard sword, and deals bastard sword damage, but the wielder feels and reacts as if the weapon were a short sword.) Any individual able to use either a bastard sword or a short sword with proficiency is proficient in the use of a sun blade. Likewise, Weapon Focus and Weapon Specialization in short sword and bastard sword apply equally, but the benefits of those feats do not stack.
In normal combat, the glowing golden blade of the weapon is equal to a +2 bastard sword. Against evil creatures, its enhancement bonus is +4. Against Negative Energy Plane creatures or undead creatures, the sword deals double damage (and x3 on a critical hit instead of the usual x2).
The blade also has a special sunlight power. Once per day, the wielder can swing the blade vigorously above her head while speaking a command word. The sunblade then sheds a bright yellow radiance that is like full daylight. The radiance begins shining in a 10-foot radius around the sword wielder and extends outward at 5 feet per round for 10 rounds thereafter, to create a globe of light with a 60-foot radius. When the wielder stops swinging, the radiance fades to a dim glow that persists for another minute before disappearing entirely. All sun blades are of good alignment, and any evil creature attempting to wield one gains one negative level. The negative level remains as long as the sword is in hand and disappears when the sword is no longer wielded. This negative level never results in actual level loss, but it cannot be overcome in any way (including restoration spells) while the sword is wielded.
Moderate evocation; CL 10th; Craft Magic Arms and Armor, daylight,  creator must be good; Price 50,335 gp; Cost 25,335 gp + 2,000 XP.


full_text:
Sword of Life Stealing: This black iron +2 longsword bestows a negative level when it deals a critical hit. The sword wielder gains 1d6 temporary hit points each time a negative level is bestowed on another. These temporary hit points last for 24 hours. One day after being struck, subjects must make a DC 16 Fortitude save for each negative level or lose a character level.
Strong necromancy; CL 17th; Craft Magic Arms and Armor, enervation; Price 25,715 gp; Cost 12,857 gp and 5 sp + 1,029 XP.


full_text:
Sword of the Planes: This longsword has an enhancement bonus of +1 on the Material Plane, but on any Elemental Plane its enhancement bonus increases to +2. (The +2 enhancement bonus also applies on the Material Plane when the weapon is used against elementals.) It operates as a +3 longsword on the Astral Plane or the Ethereal Plane or when used against opponents native to either of those planes. On any other plane, or against any outsider, it functions as a +4 longsword.
Strong evocation; CL 15th; Craft Magic Arms and Armor, plane shift; Price 22,315 gp; Cost 11,157 gp and 5 sp + 893 XP.


full_text:
Sword of Subtlety: A +1 short sword with a thin, dull gray blade, this weapon provides a +4 bonus on its wielder's attack and damage rolls when he is making a sneak attack with it.
Moderate illusion; CL 7th; Craft Magic Arms and Armor, blur; Price 22,310 gp; Cost 11,155 gp + 892 XP.


prereq:
Craft Magic Arms and Armor, divine power or creator must be a 7th-level druid

full_text:
Sylvan Scimitar: This +3 scimitar,  when used outdoors in a temperate climate, grants its wielder the use of the Cleave feat and deals an extra 1d6 points of damage.
Moderate evocation; CL 11th; Craft Magic Arms and Armor, divine power or creator must be a 7th-level druid; Price 47,315gp; Cost 23,657 gp and 5 sp + 1,893 XP.


prereq:
Craft Magic Arms and Armor, speak with animals

full_text:
Trident of Fish Command: The magical properties of this +1 trident with a 6-foot-long haft enable its wielder to charm up to 14 HD of aquatic animals (Will DC 16 negates, animals get a +5 bonus if currently under attack by the wielder or his allies), no two of which can be more than 30 feet apart. The wielder can use this effect up to three times per day. The wielder can communicate with the animals as if using a speak with animals spell. Animals making their saving throw are free of control, but they will not approach within 10 feet of the trident. The trident can be used up to three times per day.
Moderate enchantment; CL 7th; Craft Magic Arms and Armor, speak with animals; Price 18,650 gp; Cost 9,325 gp + 746 XP.


