Feats

Sub-Categories
Tail Things
Pattern Feats
Command Feats
Shout Feats
Combat Feats
Item Creation Feats
General Feats

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Tail Feats: Each tail feat extends a character's maximum life span by 100 years. Taking a tail feat causes a character to grow an additional tail, or change an existing one. The benefits, apart from the increased life span, of tail feats are only available while this tail is present, and an individual tail can power no more than one tail feat. If a character loses a tail, a new one of the same variety will regrow the next time they level up, if more than one tail is lost they choose which one regrow when leveling up, a regeneration spell may also regrow lost tails. A character may have no more than 1/2 their level(roundup) tail feats.

 

Shifting tail [tail]

Prerequisites: none

Benefit: you may take on a specific human form, as alter self/alter sex (as appropriate), except you may remain in this form indefinitely and it does not adjust your statistics. You gain a number of shift charges per day equal to 1/2 your tail feats. You may expend any number of these charges to cast beast shape x, where x is the number of charges spent.

Special: Kitsune receive this feat for free instead of their racial shapeshifting ability

Pin:(20,000gp) When you utilize your shifting tail you may have your equipment shift with you, becoming an equivalent item on your new form and continuing to function, instead of merging into your new form and ceasing to function while merged.

 

Shadow tail [tail]

Prerequisites: None

Benefit: your illusion [shadow] patterns are 10% more effective for every 4 tail feats you possess. Typically this means the spell is 10% more real, though some spells may be more effective in some other manner

Pin:(20,000gp) You gain the Shadow Weave feat.

 

Enchanting tail [tail]

Prerequisites: None

Benefit: you gain several spell like abilities based on your number of tail feats, as described below. You may have no more than one target affected by any one of these abilities at a time.

1 tail feat: CHARM ANIMAL 3/DAY

3 tail feats: Charm person 1/day

6 tail feats: Charm monster 1/day

9 tail feats: Dominate person 1/day

12 tail feats: Dominate monster 1/day

Pin:(40,000gp) Constant Detect Desires spell

 

Fire tail [tail]

Prerequisites: None

Benefit: you gain several special abilities based on your number of tail feats, as described below.

1 tail feat: FOXFIRE 3/DAY

3 tail feats: your Foxfire ability is now at will, And you may enhance it as if it were a weapon by enhancing a large pearl worth at least 2,000gp. This costs twice as much as enhancing a regular weapon, and has twice as many challenges as its cost would imply. This pearl need not be an actual pearl, and may be made out of any special material that weapons may be made of, applying its effects to your foxfire, but costing as much as two weapons.

6 tail feats: your Foxfire ability gains an enhancement bonus equal to ½ your number of tail feats, and adds your charisma modifier to damage

9 tail feats: once per round as a free action you may make an attack with a Foxfire.

12 tail feats: You may have up to your charisma modifier castings of your Foxfire ability active at once, with a maximum of 3 free action attacks. You may fire multiple Foxfires with a single attack roll, up to one per casting, this does not provide any bonus to hit or damage, but the attack gains a 5’ radius burst for each Foxfire used, each target except the target is permitted a reflex save to take just the bonus damage from your charisma.

Pin:(8,000gp) Your foxfire ability benefits from the Searing spell metamagic feat, as if applied by a metamagic rod.

 

Folding tail [tail]

Prerequisites: None

Benefit: you gain several special abilities based on your number of tail feats, as described below.

1 tail feat: Teleport to a location within sight and your movement speed instead of a movement action tail feat times per day

3 tail feats: Haste(sp) 1/day

6 tail feats:Flee the scene(sp) as a move action ⅓ tail feat times per day – Dimension door and leave behind a major image of you for one round that reacts as if you were concentrating on it

9 tail feats: Sudden Quicken any spell or spell like ability 1/day this does not increase the slot used

12 tail feats: SUMMON FUTURE SELF 1/DAY

Pin:(15,000gp) You gain the benefits of the rapid metamagic feat

 

Illusionary tail [tail]

Prerequisites: None

Benefit: you gain several special abilities based on your number of tail feats, as described below.

1 tail feat: Silent Image(sp) 1/2 tail feat times per day

3 tail feats: Minor Image(sp) 1/3 tail feat times per day

6 tail feats: Silent Image(sp) 1/4 tail feat times per day

9 tail feats: Mirage arcana –  1/5 tail feat times per day

12 tail feats: illusionary reality 1/day – This ability functions as the spell mirage arcana heightened to a 9th-level spell, except the changes created are quasi-real, like those created by shadow conjuration. A creature that interacts with reshaped reality may make a Will save to see through the semi-real illusion. Terrain can provide concealment, and against foes who do not make the Will save to see through the facade, reshaped reality can provide cover. For disbelievers, quasi-real objects and terrain have only 20% normal hardness and hit points, and break DCs are 10 lower than normal. Dangerous terrain cannot exceed 5d6 points of damage per round (1d6 per round against disbelievers). This ability cannot damage existing structures, nor does it function in areas where planar travel is prohibited.

Pin:(15,000gp)Your outline turns insubstantial whenever you are in combat, providing you with concealment (20% miss chance for attacks against you) as long as you have rolled initiative (after surprise round, or during a surprise round in which you act)

 

Beguiler’s tail [tail]

Prerequisites: None

Benefit: Add ⅓ your number of tail feats to the DC of your enchantment patterns, this benefit does not stack with spell focus (or similar feats), but if you have spell focus(enchantment) and at least 6 tail feats you may expend two spell slots or uses of an enchantment ability when weaving or preparing an enchantment pattern or Spell like ability to have it take effect twice, requiring targets to save twice.

Pin:(20,000gp) You gain the Spell Focus, Power focus, or Maneuver focus (Enchantment) feat, as appropriate

 

Illusionist’s tail [tail]

Prerequisites: None

Benefit: Add ⅓ your number of tail feats to the DC of your illusion patterns, this benefit does not stack with spell focus(or similar feats), but if you have spell focus(illusion) and at least 6 tail feats you may expend two spell slots or uses of an illusion ability when weaving or preparing an illusion pattern or Spell like ability to have it take effect twice, requiring targets to save twice.

Pin:(20,000gp) You gain the Spell Focus, Power focus, or Maneuver focus (Illusion) feat, as appropriate

 

Controller’s tail [tail]

Prerequisites: None

Benefit: Tail feat times per day you may have any illusion pattern or spell like ability you cast act like shadow conjuration, it gains the [shadow] descriptor, and may mimic any conjuration, evocation, or transmutation spell of up to one rank lower than the illusion pattern used to weave it, and it is 10% real per level of the illusion pattern, but for the purposes of interacting with targets who have not been affected by one of your enchantment patterns or spell like abilities within the past 24 hours the spell has a save dc of 0 and is 0% real.

Pin:(10,000gp) You gain the Enhanced Shadow Reality feat, but it only works when your controllers tail feat would.

 

Divine Fox [tail]

Prerequisites: 9 tail feats

Benefit: Rather than causing you to grow a tail, this feat turns your fur golden. pick one tail feat you have, you count as having two additional tail feats for that feat. You no longer need to make concentration checks to cast enchantment pattern. you may concentrate on illusion pattern as a move or swift action, though you still may not concentrate on more than one pattern at once. You may expend a spell or spell slot to regain a number of shift charges equal to the spell level. You may expend 2 power points to regain a shift charge. If you would die of old age, you instead ascend to the appropriate plane as a deity of divine rank 1, your divine rank does not apply on planes that are not divinely morphic.

Pin:(Set Effect) Once per day become a divine rank 1 deity with no domains, portfolio, salient divine abilities, or godly realm; surround yourself with winds of vengeance that function normally except for doing your foxfire damage as an immediate action instead of the normal 5d8; create a storm of vengeance around yourself that that requires no concentration, does fire damage instead of acid damage, summons shadow spears instead of lightning bolts (piercing damage, 80% real shadow constructs), and hails your foxfire instead of normal hail; you take 1 point of ability burn to strength and constitution each round this effect remains active. You may end this effect at any time, but you are rendered helpless for one round after you do so, nauseated for 2 rounds after that, and sickened for 3 rounds after that.

Metapattern control [Metapattern]Your insights into multiple methods of pattern weaving allow you to interweave their abilities.
Prerequisites: able to weave patterns of two different sources.
Benefit: You may treat your patterns as if they were of any of your sources when determining if your feats and class features would affect them, thus a wilder/arcanist could wild surge a burning hands spell, or use their consume spells feature to convert their power points into arcane reservoir points. Two power points is equivalent to one spell rank for these purposes, and so you could apply your metapsionic and metamagic feats to your spells and powers respecively by increasing the rank of the modified spell by 1 per 2 power points normally required, or by spending 2 power points per rank adjustment of the metamagic feat. This does not allow you to spend power points to cast spells with metapsionic feats or expend spell slots to apply metamagic feats to powers.

Mythic Metapattern control [Metapattern]Your insights into multiple methods of pattern weaving allow you to interweave their abilities.
Prerequisites: Metapattern control
Benefit: You may apply a metapsionic feat to any non-psionic pattern you weave by expending a number of power points equal to the rank of the spell in addition to paying the normal cost of the feat. You may apply a metamagic feat to any non-magical pattern you weave by expending a spell slot equal to half the effective rank of the pattern, plus the rank adjustment of the feat.

Block Pattern [General]
You may channel magic energy to block the effects of a spell.
Prerequisites: Iron Will, Mana Control, caster level 5th.
Benefit: When you are the target of a pattern, you may disrupt the casting and counter its effects. Make a Spellcraft, psicraft, or kicraft check, as appropriate (DC 15 + 3x the pattern's rank); this is a free action, and it does not require a readied action. If you succeed, you identify the pattern and may automatically attempt to counter it according to the normal counterpattern rules.
Special: Any time you may pick a Metapattern feat as a bonus feat, you may pick this feat instead. This Feat counts as a Metapattern feat for meeting prerequisites

Deflect Pattern [General]
You may counter a spell and choose a new target for it.
Prerequisites: Block pattern, Iron Will, Mana Control, Mirror pattern, Reflect pattern, caster level 9th.
Benefit: When you successfully counter a pattern, instead of dismissing it entirely, you may choose a new target for the pattern. If you deflect the spell, choose a new target for it. The new target must be legal and within range. The spell then takes effect normally at the new target, just as if the caster had originally chosen that target. If a spell allows multiple targets, you choose all targets.
Special: Any time you may pick a Metapattern feat as a bonus feat, you may pick this feat instead. This Feat counts as a Metapattern feat for meeting prerequisites

Mana Control [General]
You understand the flow of mana and find it easy to tap into and control.
Benefit: You prepare patterns in half the normal time. You gain a +1 bonus on Will saves.
Special: A character with this feat is exceptionally resilient to their mana being disrupted, and receives an additional +4 on saves to avoid their mana being ignited, frozen, or otherwise damaged. They also receive this bonus on saves against addiction to mana, such as that of a intertwining lotus violet vi from the west combination.  Additionally any time you may pick a Metapattern feat as a bonus feat, you may pick this feat instead. This Feat counts as a Metapattern feat for meeting prerequisites

Mirror Pattern [Metapattern]
You may channel additional energy to duplicate the effects of a pattern you just cast.
Prerequisites: Iron Will, Mana Control, weaver level 3rd.
Benefit: A mirrored pattern creates two copies of the same pattern. The two copies of the pattern resolve simultaneously and separately. They may have the same or different targets.
A mirrored spell takes up a spell slot equal to twice the original spell’s rank +1. A mirrored power costs additional power points equal to those otherwise spent to manifest the power including all other augments and metapsionic feats, +2. A mirrored maneuver or ki pattern costs a number of additional ki points equal to the maneuvers rank + 1

Reflect Pattern [Metapattern]
Instead of dissipating the energy of a countered pattern, you may reflect that pattern back upon its weaver.
Prerequisites: Block Pattern, Iron Will, Mana Control, Mirror Pattern, weaver level 7th.
Benefit: When you successfully counter a spell, instead of dismissing it entirely you may choose to retarget it
upon its caster. If you decide to refl ect the spell, the spell targets its caster if the caster is a legal target. (If the caster is not a legal target, the reflect attempt fails.) The spell then takes effect normally.

Capture Pattern [Metapattern]
You can capture patterns instead of countering them, storing them in your own mind.
Prerequisite : Mana Control, Block Pattern, Reflect Pattern, Devour Pattern.
Benefit: When you successfully counter a pattern, instead of dismissing it entirely you may instead try to capture that pattern. The pattern must be on your pattern list. Make a weaver level check (DC = 11 + the pattern's weaver level). If you
succeed, you capture the pattern in your own mind and can cast it yourself- even if it is a spell you normally do not know. Alternately, you can scribe the pattern into your spellbook or equivalent repository of known patterns. The pattern remains in your mind until hours have passed or you next prepare patterns, whichever comes first. If you fail in the attempt to capture the pattern, the pattern is still countered.

Devour Pattern [Metapattern]
You can consume the mana of patterns you dispel
Prerequisite : Mana Control, Block Pattern, Reflect Pattern.
Benefit: When you successfully counter a pattern, you gain 1d4 temporary hit points per rank of the countered pattern for one hour. These temporary hit points stack, up to a maximum of your normal hit point value.

Steal Pattern [Metapattern]
You can take the patterns of others for yourself.
Prerequisite : Mana Control, Block Pattern, Reflect Pattern.
Benefit: When you successfully dispel a pattern, you may attempt to transfer it to yourself instead of simply eliminating it. You must be a legal target for the pattern. To attempt the transfer make a second weaver level check (DC 15+ the pattern's weaver level). If you fail the pattern is not dispelled, but if you are successful the pattern now affects you instead of its original target, or is treated as if you had woven it. All other features of the pattern such as area of effect, remaining duration, or weaver level remain the same.

Transfer Pattern [Metapattern]
You can share in your stolen mana.
Prerequisite : Mana Control, Block Pattern, Reflect Pattern, Steal Pattern.
Benefit: When you successfully steal a pattern via Steal Pattern, you may transfer it to any valid target within close range of you or the original target.

Greater Pattern Specialization [General]
Your mastery with a single pattern is unmatched.
Prerequisites: Greater Pattern Focus, Pattern Focus, Pattern Specialization, weaver level 12th.
Benefit: Choose a spell with which you have Pattern Specialization and that belongs to a school in which you have Spell Focus and Greater Spell Focus. Your weaver level is considered to be 4 levels higher when casting that spell.  In addition, when you prepare that pattern with a metapattern feat, it takes up a slot two ranks lower than normal, to a minimum of its normal rank, or costs 4 fewer power points, to a minimum of the normal cost of the power with its augments, and two fewer ki, to a minimum of its normal ki cost.
The benefits of this feat do not stack with the benefits of Pattern Specialization.
For example, if Jim-jam the kobold kleric takes Greater Pattern Specialization (Dragon's Breath) (a 5th level pattern) he could prepare an Empowered Dragon's Breath as a 5th level pattern, a Maximized Dragon's Breath as a 6th level pattern, or a Maximized Empowered Dragon's Breath as an 8th level pattern.
Special: You may take this feat multiple times. Its effects do not stack. Each time it applies to a different pattern

Pattern Specialization [General]
You are especially adept with a single pattern.
Prerequisites: Pattern Focus, weaver level 4th.
Benefit: Choose a pattern that belongs to a school in which you have Spell Focus. Your weaver level is considered to be 2 levels higher when casting that spell.  In addition, when you prepare that pattern with a metapattern feat, it takes up a slot one rank lower than normal, to a minimum of its normal rank, costs 2 fewer power points, to a minimum of the normal cost of the pattern with its augments, and one less ki, to a minimum of its normal ki cost.
For example, if Jim-jam the kobold kleric takes Pattern Specialization (Dragon's Breath) (a 5th level pattern) he could prepare an Empowered Dragon's Breath as a 6th level pattern, a Maximized Dragon's Breath as a 7th level pattern, or a Maximized Empowered Dragon's Breath as a 9th level pattern.
Special: You may take this feat multiple times. Its effects do not stack. Each time it applies to a different pattern

Link Spell [Metamagic]
You can cast two spells at the same time.
Benefit: When preparing spells, you can link two spells together. These spells must then be cast at the same time; when you cast one, you automatically
cast the other. The casting time is equal to the longest casting time listed between the two spells. (For example, if one spell has a casting time of "1 standard action" and the other has a casting time of " 1 round," you need a full-round action to cast them both. ) You choose all targets normally for the spells; they can have different targets or the same targets. Each linked spell takes up a spell slot two ranks higher than normal.

Transcendent Spell [Metamagic]
Your spells can transcend normal limits
Benefits: A transcendent spell has no maximum value based on caster level. A Transcendent magic missile could create more than five magic missiles, a Transcendent fireball could deal more than 10d6 points of damage, and a Transcendent shield of faith could provide more than a +6 deflection bonus to AC. A Transcendent spell takes up a spell slot seven ranks higher than normal.

Amplify Curse [Metapattern]
Delving into the power of dark magic, you make your
curses more potent.
Prerequisites: Ability to weave any curse pattern.
Benefit: You make your curse longer and deadlier than normal. First, the duration of your curse is doubled. Second, all penalties induced by the curse are increased by 50%. Finally, the DC to resist such a curse is increased by 1. 
Amplify Curse does not cause a pattern to require a higher rank slot or any additional resources, though you may only weave one amplified curse per day.
Special: This feat may be selected multiple times, each time you do, you may apply amplify curse to one more pattern per day.

Vow Spell [Metamagic]
Upon taking a sacred vow, the target of this spell continues to gain the benefits of this spell so long as he is fulfilling his oath.
Prerequisites: Ability to cast 4th-level divine spells.
Benefit: Upon the casting of this spell, a spellcaster must spend 250 XP per rank of the spell. At the same time, the target of the spell must swear an oath to the spellcaster. The nature of the oath can be anything the target chooses, though it must be honest and must be something that caster agrees to. The oath also must be one that is significant. It is up to the GM to determine whether an oath is significant enough to gain the benefits of this spell. The oath must be made by a willing subject, who cannot be magically forced into doing it against his will. If the oath is not made or is considered insignificant, the spell automatically fails but neither the XP nor the spell slot used to cast it is lost. See the sidebar for details regarding the oath.
After the spell is cast, the target gains the benefit of the spell so long as he keeps his oath and works toward its goals. Its duration is considered permanent. Should his oath be completed or if he somehow breaks the oath, the spell effect immediately ends. Should the spell be dispelled, the target regains the benefits of the spell 1d4+1 rounds after it is dispelled. A character cannot have more spells upon him with the Vow Spell feat than his wisdom modifier divided by 2. Should he become the target of a Vow Spell which he cannot have, the spell automatically fails.
A vow spell takes up a spell slot 4 levels higher than normal. This feat can only affect spells with a duration other than instantaneous.

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Command feats refer to followers. For the purpose of Command feats a follower is anyone who is your follower or cohort by virtue of the leadership feat or similar effects, or anyone who considers you to be an appropriate leader or tactician to defer to in combat situations. No individual may benefit from more than one persons Command feats at a time, you are never your own follower, and you may not receive the benefits of a command feat from someone who is benefiting from your own command feats. Your command feats provide no benefit while you are incapacitated (such as by being unconscious, paralyzed, swallowed whole, panicked and so forth). If you have a beneficial aura from your class, such as from marshal or paladin, the radius of your command feats expands to that of your aura, and the effects of the beloved commander feat apply to your aura.

Brilliant Leadership [Command]You inspire and challenge other pattern-weavers who follow you, encouraging them to explore their talents to the fullest.
Prerequisites: able to weave 3rd-level patterns.
Benefit: Each day, all of your followers who are spellcasters gain extra pattern slots. Each follower gets one extra pattern slot; this pattern slot can be of any level that is at most two levels lower than the highest pattern level you can cast. For example, if you can cast 5th-level patterns, each of your followers gains one extra pattern slot that she can use for a 0-level, 1st-level, 2nd-level or 3rd-level pattern.

Collective Fury [Combat, Shout, Command]The only sight scarier than one angry orc is a gang of angry orcs.
Prerequisites: Charisma 13, ability to rage, intimidating shout
Benefit: When you enter a rage, all other characters within 30 feet gain the Intimidating Shout feat until you exit your rage, but they can only use the feat if they are raging. This benefit only applies while your allies remain within the 30-foot radius; allies who enter that area after you shout do not gain the effect.

Devoted Leadership [Command]Your faith in your followers gives them the confidence they need to survive difficult situations.
Prerequisites: Charisma 13, Wisdom13
Benefit: Your followers who are within 30 feet of you gain a +1 morale bonus on all saving throws.

Precision Leadership [Command, Combat]By training your followers to coordinate their fire, you have turned individual soldiers into a single, deadly ranged weapon.
Prerequisites: Point Blank Shot.
Benefit: If a number of your followers make 
ranged attacks against the same target at the same time (by delaying or readying actions, for instance), each follower receives a +1 bonus on his damage roll for each other follower attacking at the same time. If all followers attacking at the same time are using the same type of weapon (composite longbows or flintlock pistols, for example), add together the damage from all of the successful attacks before applying damage reduction.

Enduring Leadership [Command]
Your tireless efforts are an example to your followers, and you need but a word to push them to the peak of their physical abilities.
Prerequisites: Endurance, Leadership.
Benefit: Once per day as a free action, you may inspire your followers to exceptional efforts. Each follower receives a +4 morale bonus on his initiative check, and his fastest form of movement increases by +10 feet. This movement increase is considered an enhancement bonus. If any of your followers enter a rage, they are not fatigued at the end of the rage. These benefits last for 1 round + 1 round per your Charisma modifier (minimum 1 round).

Balanced Command [Command]
Your troops take inspiration from the way you hold your body, ready to duck and dodge at an instants provocation.
Prerequisites: Base Reflex save +3
Benefit: Followers within 10' gain a +1 bonus on all reflex saves

Beloved Commander [Command]
You are so well loved by your troops that your fall ignites them into a savage fury
Prerequisites: Charisma 13+
Benefit: If you are incapacitated in combat, your followers within 30' gain a +1 bonus on attack rolls, a +2 bonus on damage rolls, a +2 bonus on will saves, and continue to receive the benefits of your command feats for a number of rounds equal to your charisma modifier.

Courageous Command [Command]
You inspire courage within your allies
Benefit: Followers within 20' gain a +4 bonus on all saves against fear

Determined Command [Command]
Your steely will is an inspiration to your troops.
Prerequisites: Base Will save +3
Benefit: Followers within 10' gain a +1 bonus on all Will saves

Ruthless Command [Command]
You do not allow your followers to grant quarter or mercy.
Benefit: Followers within 5' gain a +1 bonus on all melee damage rolls

Steadfast Command [Command]
You hold your troops firm in the face of danger, they grit their teeth and weather all threats.
Prerequisites: Base Fortitude save +3
Benefit: Followers within 10' gain a +1 bonus on all Fortitude saves

Shout Feats
Shout feats allow a character to give a resounding war cry which has a definite effect on herself, her allies and her enemies. Shouts are extraordinary, sonic, mind-affecting abilities. Unless otherwise specif ed, a shout affects creatures within a 30-foot radius from the shouting character, and its effects last for a number of rounds equal to half the shouting character’s character level (minimum 1 round). A character can shout a number of times per day equal to the number of shout feats she has; when she shouts, she can choose which of her shout feats she uses. Shouting is a free action that can be performed once per round. A character can spend a mythic power to shout one additional time per day. If they do so, the shout’s range and duration are doubled (if appropriate).

Intimidating Shout [Combat, Shout]You can terrify opponents with a fearsome battle cry.
Benefit: When you make an Intimidating Shout, opponents within 30 feet must attempt Will saves (DC 10 + half your character level + your Charisma bonus). A foe who fails this saving throw is shaken. Intimidating Shout is a fear effect.
Special: If you have 5 or more ranks in Intimidate, increase the Will save’s DC by +2.

 

Collective Fury [Combat, Shout, Command]The only sight scarier than one angry orc is a gang of angry orcs.
Prerequisites: Charisma 13, ability to rage, intimidating shout
Benefit: When you enter a rage, all other characters within 30 feet gain the Intimidating Shout feat until you exit your rage, but they can only use the feat if they are raging. This benefit only applies while your allies remain within the 30-foot radius; allies who enter that area after you shout do not gain the effect.

Battle Shout [CombatShout]
Your shout inspires your allies to give ’em hell.
Benefit: When you deliver a Battle Shout, you and all allies within 30 feet gain a +2 morale bonus on damage rolls.

Challenging Shout [Combat, Shout]
You dare your enemies to show you their mettle.
Benefit: All opponents adjacent to you must attempt Will saves (DC 10 + half your character level + your Charisma modifier). If a creature fails this save, it cannot make melee attacks against your allies — only against you. It can still make ranged attacks or cast spells against your allies, move around, use special abilities and so forth.

Demoralizing Shout [Combat Shout]
Your shout shakes your enemies’ confidence.
Benefit: When you make a Demoralizing Shout, each opponent within 30 feet takes a -2 morale penalty on damage rolls. Demoralizing Shout is a fear effect.

Inner Rage [Shout]
When you enter a rage, you can shout powerfully.
Prerequisites: Ability to rage, one shout feat.
Benefit: When you enter a rage, you can use a shout feat without using up one of your shouts per day by expending two rounds of your daily rage. However, the shout’s effects last only half as long as normal.

Triumphant Yell [Shout]
When you down a foe, your victory cry echoes across the field.
Prerequisites: One shout feat, character level 6.
Benefit: When you drop a foe (typically by dropping it below 0 hit points, or by killing it) in melee combat, you may immediately use one of your shout feats without using up one of your shouts per day. However, the shout’s effects last only half as long as normal.

Disruptive Howl [Combat, Shout]
Your mighty roar reverberates in the air around you, making pattern weaving difficult.
Prerequisites: Mighty Lungs.
Benefit: When you use Disruptive Howl, all pattern-weavers within a 30-foot burst centered on you must make a Concentration check (DC equal to 10 + 2x the pattern's level) in order to cast a spell. This effect lasts until the beginning of your next turn.

Great Howl [Shout]
The effects of your shouts last longer.
Prerequisites: Three other shout feats.
Benefit: When you use a shout feat, its effects last for a number of rounds equal to your character level.
Normal: The effects of a shout feat last for a number of rounds equal to half your character level (minimum of one round).

Improved Inner Rage [Shout]
When you enter a rage and shout, you do so with vigor rarely matched on the battlefield.
Prerequisites: Inner Rage, ability to rage, one other shout feat.
Benefit: When you use Inner Rage the shout's effects last as long as normal.
Normal: With the Inner Rage feat, the effects of your shouts when you enter a rage last only half as long as normal.

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Lion Assault [Combat]
A technique mastered by an elite order of knights from Ianus, this attack throws caution to the wind.
Prerequisites: Power Attack or Deadly Aim, base attack bonus +4.
Benefit: As a free action, you may channel your aura into your weapon, sacrificing 1d6 hit points for every point of additional damage provided by your power attack or deadly aim feat. For every 1d6 hit points you spend, you gain a +1 bonus on your next attack roll and, if you hit, a +2 bonus on the damage roll. As this hit point loss is not damage, nothing can reduce it. You can use this ability only once per round.

Mount Bond [Combat]
You have a special bond with your mount. This feat is common among the bandits of northern Chong, who form spiritual ties with their horses or tigers.
Prerequisite: Handle Animal 5 ranks, Ride 5 ranks.
Benefit: Choose one specific mount to be your bonded mount. You must ride this mount for at least two weeks before gaining the benefits of bonding. While you are riding the mount, you gain a +2 bonus on Ride checks, and both you and the mount gain a +1 bonus on attack and damage rolls. You can break the bond with your mount in order to bond with another mount, but you must spend two weeks without a bonded mount before forming a bond with a new mount. Thus, you must spend four weeks in between mounts (two weeks without a mount, then two weeks bonding to a new mount).

Racial Pride [Combat]
The pride you have in your race bolsters you in battle.
Benefit: If you are adjacent to two allies of your race, you gain a +2 morale bonus on melee attack rolls. However, when attacking a member of your own race, not only can you not receive this bonus, you also take a –1 penalty on attack rolls.

Racial Unity [Combat]
You are buoyed by the strength of the Alliance, when member races combine their strengths.
Benefit: When you are adjacent to at least two allies of races other than your own and other than each other, you gain a +2 morale bonus on melee damage rolls.

Shot in the Dark [Combat]
You can fight at range without being able to see your foes.
Prerequisites: Blind-Fight, Point Blank Shot, Precise Shot, Perception 5 ranks.
Benefit: When you use a ranged attack against an opponent up to 30 feet away, every time you miss because of concealment, you can reroll your miss chance one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you at range. 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.

War Stomp [Combat]
Using your great size and mass, you cause the ground to shudder.
Prerequisites: Str 19, Large or larger.
Benefits: You can stamp your foot or slam your fist or weapon on the ground (as a standard action), causing it to shake. All creatures smaller than you within 10 feet take half the normal damage of the attack and must make a Balance check (DC 10 + your Strength modifier) or fall prone.
Special: The powerful build racial trait applies to the effects and prerequisites of this feat.

Counterattack [Combat]
Prerequisites: Dex 13, Dodge.
Benefit: Once per round, if an opponent makes a melee attack or melee touch attack against you and misses, you may make an attack of opportunity against that opponent. You take a –4 penalty on your attack roll. Resolve and apply the effects from both attacks simultaneously.
Even if you have Combat Refl exes, you cannot use the Counterattack feat more than once per round. This feat does not grant more attacks of opportunity than you are normally allowed in a round.

Defend [Combat]
You are trained to fight shoulder-to-shoulder and share the benefits of a shield with a nearby ally.
Prerequisites: Shield Proficiency, base attack bonus +2.
Benefit: When you use a shield larger than a buckler, any ally within 5 feet who is not using a shield gains a +1 shield bonus to his AC. Any ally within 5 feet who is using a shield gains a +1 circumstance bonus to AC. This bonus does not stack with itself. You do not lose your shield bonus.

Careful Strike [Combat]
You know how to take the time to line up your attacks
for the best effect.
Prerequisite: Wis 13
Benefit: You can spend a move action studying your target, which can be no more than 30 feet away. If you do, you gain a +4 bonus on attack and damage rolls against that opponent until the beginning of your next round.

Furious Charge [Combat]
Your charges are devastating.
Benefit: When you use the charge action, you gain a +2 bonus on damage rolls; and, when you reach your opponent, if your attack hits you can use one of your shout feats without using up one of your shouts per day. However, the shout’s effects last only for 1 round.
Special: You may spend a point of mythic power as you charge. If you do, you gain a +4 bonus on attack and damage rolls (instead of the normal +2), do not take a penalty to AC from charging, and your shout’s effects last as long as normal.

Mighty Lungs [Combat]
You can shout many times per day.
Prerequisite: One shout feat.
Benefit: You can shout two additional times per day.
Special: You can gain this feat multiple times; its effects stack.

Reckless Attack [Combat]
You throw caution by the wayside as you smash your opponents as hard as possible.
Prerequisite: Str 13, power attack.
Benefit: On your action, before making attack rolls for the round, you may choose to subtract a number from your AC and add the same number to all melee damage rolls. This number is always equal to the bonus damage from your power attack feat. The penalty to AC and bonus on damage apply until your next turn.

Sniper Shot [Combat]
You can make damaging, long-range shots.
Prerequisites: Point Blank Shot, base attack bonus +4.
Benefit: You can make a Sniper Shot as a full-round action with any ranged weapon. The attack’s range increment increases by half, and the weapon deals an additional +1d6 points of damage. If you score a critical hit with a sniper shot, this extra damage is not multiplied.
 

Reflective Shield [General]
You’ve learned to use your shield to better your defenses against opposing pattern-weavers.
Prerequisites: Defend, fighter level 12th.
Benefit: When using a shield and fighting defensively, or using the total defense action, you may add your shield bonus to your touch AC and one half your shield’s AC bonus as a circumstance bonus to your saving throws against patterns. You cannot use this ability if you are flatfooted or otherwise denied your dexterity bonus to AC

Parry Spell [Combat]
You gain the ability to deflect patterns away from you with an enhanced weapon.
Prerequisites: Unraveller, patterncraft 4 Ranks, Base Attack Bonus +10
Benefit: When wielding an enhancedweapon you may ready an action to parry a pattern. When you become the target of a pattern you make an attack roll opposed by the weavers patterncraft check. If you succeed there is a 25% chance the pattern is reflected back at the weaver and they are treated as the new target of the pattern with all of the original modifiers and rolls as if they had cast it on themself. Otherwise the pattern is negated and bounces off somewhere harmlessly.

Foe Hunter [Combat]
You are particularly adept at battling a certain type of creature. This may be due to lots of practice, intense hatred, special training or some other reason.
Prerequisite: Base attack bonus +4.
Benefit: Choose one type of creature, such as dragon or undead. You gain the favored enemy ability, as a first level ranger, against that type of creature.
Special: You may take this feat multiple times; each time you may choose to apply it to the same type of creature (gaining an additional +1 bonus on attack and damage rolls and a +2 bonus on skill checks against that type) or apply it to a new creature type. This feat stacks with the ranger ability of the same name

Unraveller [Combat]
The powers of the unraveller are terrifying to those with knowledge of magic, for their blows shatter the mana from a spellcaster’s body.
Prerequisites: Base attack bonus +4; Patterncraft 2 ranks.
Benefit: When you take an attack action, you may make an unravelling strike. If you hit and deal damage, you destroy one of the target’s highest-level pattern slots. The slot is expended, as if the victim had used it to weave a pattern. You cannot destroy a pattern slot of a higher level than you have ranks in in the appropriate patterncraft; you destroy the highest pattern slot possible if your ranks in pattern are lower than the target’s highest-level pattern slot. If the pattern destroyed does not normally expend a slot, such as is the case with powers, you instead destroy the resources required to weave the patter, such as power or ki points.

Feedback [Combat]
When you unravel an opponents patterns their mana does not go quietly.
Prerequisites: Unraveller, Base attack bonus +8
Benefit: When you unravel an enemies pattern with the Unraveller feat, the mana violently strikes the target, causing them to suffer an addition 1d4 points of damage per rank of the pattern. This is in addition to the damage of your attack.
Special: This feat only functions if you have no ability to weave patterns. If you have the ability to weave patterns, then as long as you have not woven any patterns in the last 24 hours, you may choose to prevent yourself from being able to weave patterns for 24 hours to be able to use this feat for that time.

Stand at Death's Door [combat]
When your aura is nearly destroyed, you can cause the remains to lash out violently along with your movements.
Prerequisites: Con 15+, Toughness, Base attack bonus +7, Maximum HP sufficient to allow a visible aura.
Benefit: Whenever your HP drops low enough that your aura is no longer visible, You may choose to have any melee attacks you make do additional damage equal to the HP you are below the threshold by, up to a maximum of 100 additional damage per turn. Doing so reduces any DR you have by 10. The HP thresholds for aura are based on your size as follows:  fine – 2, diminutive – 3, tiny – 6, Small – 12, Medium – 25, large – 50, huge – 75, gargantuan - 100, colossal – 150

While all feats in this section are related to item creation, not all of them are [Item Creation] feats. Additionally it introduces the [Alchemy] feat type, [Alchemy] feats are not item creation feats, but may be taken whenever a character would receive a bonus item creation feat. Additionally if a character would receive Brew Potion as a bonus feat they may instead select an [Alchemy] feat. see the Alchemical Products section for more details on the specialty items that this feat produces

Alchemical Specialty [Alchemy]
Some alchemists focus on certain kinds of alchemical preparations, specializing in their creation.
Prerequisites: Journeyman Alchemist, Craft (alchemy) 3 ranks.
Benefit: Choose one of the four kinds of alchemical preparation: philter, draught, alchemical oil or transmutation. You gain a +3 bonus on Craft (alchemy) checks when creating or otherwise dealing with those kinds of alchemical products. Additionally, the WBL of these products when created by you is 25% less, and you have +50 efficiency for crafting them.

Alchemist’s Constitution [Alchemy]
Alchemists know that some people have heartier constitutions, allowing them to more quickly assimilate the power of alchemical draughts.
Prerequisites: Con 13.
Benefit: You need only wait 15 minutes between taking draughts
Normal: Characters must normally wait an hour between taking draughts

Artisan Alchemist [Alchemy]
The knowledge of the artisan alchemist is vast, indeed. He is capable of creating impressively powerful substances that can heal, protect and destroy. So intense is their mastery of alchemical distillation of mana from the mundane, that their creations radiate a slight mana aura (faint, no specific school).
Prerequisites: Expert Alchemist, Journeyman Alchemist, Craft (alchemy) 7 ranks.
Benefit: You may create artisan-level alchemical products

Expert Alchemist [Alchemy]
The expert alchemist has unlocked some of the great secrets of alchemy, tapping into the techniques for creating more powerful mixtures.
Prerequisites: Journeyman Alchemist, Craft (alchemy) 4 ranks.
Benefit: You may create expert-level alchemical products

Journeyman Alchemist [Alchemy]
The journeyman alchemist, though quite a step above the common alchemist, is still an apprentice in the art of distilling down the mundane herbs and materials of the world until they have concentrated their innate mana.
Prerequisites: Craft (alchemy) 1 ranks.
Benefit: You may create journeyman-level alchemical products.

Master Alchemist [Alchemy]
A powerhouse of alchemical lore, the master alchemist wields great power. Within their knowledge is the distillation of incredibly advanced power from mundane (though often rare) objects, and the miraculous transmutation of one material into another.
Prerequisites: Artisan Alchemist, Expert Alchemist, Journeyman Alchemist, Craft (alchemy) 13 ranks.
Benefit: You may create master-level alchemical products

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Exotic Weapon Proficiency: Obdurum Weapons [General]
You can effectively wield weapons made out of obdurum.
Prerequisite: Str 15, base attack bonus +1.
Benefi t: You are proficient with obdurum versions of any weapon with which you are otherwise proficient; and when wielding a thorium weapon you may add an additional one-half your Strength bonus to damage rolls.
Normal: A character who is not proficient with obdurum weapons takes a –4 nonproficiency penalty on attack rolls with one and receives their normal Strength bonus on damage rolls. This nonproficency penalty stacks with that of the base weapon if the wielder is not proficient in that either.

Intertwined Scripture [General]
Your scripture makes your litanies weave well into eachother.
Prerequisites: Ability to weave [litany] patterns, weaver level 3rd.
Benefit: You may cast two litanies on a target instead of one.
Normal: You may normally only have one litany on one target

Mental Stamina [General] 
Your force of will allows you to overcome your physical restrictions.
Prerequisites: Mind Over Matter, you must be an undead creature.
Benefit: You use your Charisma for everything that normally uses Constitution. For example, you use your Charisma bonus to determine how long you rage (if you are a barbarian) and add your Charisma bonus to your base Fortitude saving throw. Anything that affects Constitution instead affects your Charisma (such as an amulet of health or a poison that deals Constitution damage).

Mind Over Matter [General]
Your force of will toughens your body.
Prerequisite: You must be an undead creature.
Benefit: Add your Charisma bonus to each of your current Hit Dice and to all future Hit Dice. In effect, you use your Charisma instead of your (non-existent) Constitution to determine bonus hit points.

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Feats

Scale hunt Shou Shou