Feats Reforged 4

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FEATS REFORGED IV

The Ultimate Feats of Magic

CREDITS
Designed & Written by: Neal Litherland
Additional Content by: Brian Berg
Editing: Skip Twitchell
Cover Design: Brian Berg
Layout: Brian Berg
Artwork: Cover art by Storn Cook, Image Portfolio © Louis Porter, Jr. Design; interior art by Maciej Zagorski.

LEGALESE
Product Identity: The Total Party Kill Games (TPK Games) company, names and logos; the “Feats Reforged” name
and logo; all original artwork, backgrounds, and logos; all trade dress, and graphic design elements.

Open Content: All game mechanics, proper names of classes, prestige classes, archetypes, feats, skills, spells, magic
items, monsters, rituals, artifacts AND/OR the names of abilities presented within this book are open game content
as described in Section 1(d) of the License.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the
Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Publishing, LLC, and are used under the
Pathfinder Roleplaying Game Compatibility License. See http://paizo.com/pathfinderRPG/compatibility for more
information on the compatibility license.

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo
Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game.
Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder Roleplaying Game and the
Pathfinder Roleplaying Game compatibility logo are the trademarks of Paizo Publishing, LLC, and are used under
the Pathfinder Roleplaying Game compatibility license.
See http://Paizo.com/PathfinderRPG/compatibility for more information on the compatibility license.

Published by Total Party Kill Games, LLC. 1st printing, July 22, 2015.

1
BALANCE
The inevitable question is “will this unbalance my
game?” If you use this product unilaterally, the
answer is ”No”. If the monsters gain increased
effect from the Reforged feats, as well as the
players, then you should not see any tipping of the
scales, as the relative power remains
unchanged. The utility of the feats is what
increases.

Every feat should remain viable, at every level.

THE MAGIC FEATS REFORGED:

Abundant RevelatiOns

FEATS REFORGED IV
You can plumb the depths of your mystery to use
your revelations more often.
Prerequisite: Mystery class feature.
Benefit: Choose one of your revelations that has a
INTRODUCTION number of uses per day. You gain 1 additional use
per day of that revelation.
Character growth is an important aspect of any
At 7th level you gain a second additional use of
fantasy roleplaying game, and with the advent of
the selected revelation.
feats in 3rd edition D&D™, players have always had
At 14th level you gain a third additional use of the
a lot of growth potential and new abilities.
selected revelation.
Special: You can gain this feat multiple times. Its
One of the problems people discussed is that many
effects do not stack. Each time you take the feat, it
feats are static and have a diminished amount of
applies to a new revelation.
return as you advance. I decided to try something
that could change that. Feats should scale in
ability as you do, so that their level of ability Accursed Critical (Critical)
matches your own. Your spells carry an embedded curse that manifests
when they strike true.
Many of the so-called “worthless” feats have been Prerequisites: Critical Focus, ability to cast bestow
reforged, so that their abilities are on par with curse or major curse, caster level 9th.
other feats, and each feat now scales in ability with Benefit: When you confirm a critical hit with a
the characters. spell or spell-like ability, you may cast bestow
curse or major curse on that target as an
You will find that most feats now also have an immediate action. This works even with ranged
additional bonus effect at around 7th, 14th and spells. You must have bestow curse or major curse
sometimes even 20th level. This represents your prepared or otherwise available to cast, and using
increase in skill with these feats and talents. this ability casts the corresponding spell.
At 16th level you may choose to bestow two
In addition, these feats are an excellent resource if different curse effects on the target. Each effect is
you play in a low magic setting. You can focus on saved against separately, using the same DC.
allowing the players to be the heroes, relying on
their own abilities, rather than focusing on the
magic items they carry.

2
Advanced Ranger Trap
Your ranger traps are especially difficult to notice
and avoid.
Prerequisites: Trap class feature, ranger level 5th.
Benefit: Add +1 to the Difficulty Class on all
Perception and Disable Device skill checks to find
or disable the traps you make with your trap class
feature. Add a +1 to the Difficulty Class on all
saving throws against the effects of the trap you
make with your trap class feature.
At 12th level your trap making skill is without
peer. Increase the DC to perception and disable
device checks against your traps by +1, and
increase the save DC by an additional +1.
At 19th level you have learned to build fail-safes
into your traps that make them nearly impossible
to tamper with. If a disable device check fails by 2
or more then the trap automatically goes off.

AntagOnize
Whether with biting remarks or hurtful words, you
are adept at making creatures angry with you.
Benefit: You can make Diplomacy and Intimidate
checks to make creatures respond to you with
hostility. No matter which skill you use,
antagonizing a creature takes a standard action
that does not provoke attacks of opportunity, and
has a DC equal to 10+ the target's Hit Dice + the
Accursed Hex target's Wisdom modifier. You cannot make this
check against a creature that does not understand
You can make a second attempt at failed hexes.
you or has an Intelligence score of 3 or lower.
Prerequisite: Hex class feature.
Before you make these checks, you may make a
Benefit: When you target a creature with a hex
Sense Motive check (DC 20) as a swift action to
that cannot target the same creature more than
gain an insight bonus on these Diplomacy or
once per day, and that creature succeeds at its
Intimitade checks equal to your Charisma bonus
saving throw against the hex's effect, you can
which lasts until the end of your next turn. The
target the creature with the same hex a second
benefits you gain for this check depend on the skill
time before the end of your next turn. If the
you use. This is a mind-affecting effect.
second attempt fails, you can make no further
attempts to target that creature with the same hex
Diplomacy: You fluster your enemy. For the next
for 1 day.
minute, the target takes a –2 penalty on all attacks
At 9th level the DC to resist your hex upon the
rolls made against creatures other than you and
second use increases by 1.
has a 10% spell failure chance on all spells that do
At 16th level you can make a third attempt on a
not target you or that have you within their area
creature who has successfully resisted your hex in a
of effect.
single 24 hour period.
Intimidate: The creature flies into a rage. On its
Normal: You can only target a creature with these
next turn, the target must attempt to make a
hexes once per day.
melee attack against you, make a ranged attack
against you, target you with a spell, or include you
in the area of a spell.

3
The effect ends if the creature is prevented from the next round. When a creature takes acid or fire
attacking you or attempting to do so would harm damage from the affected spell, that creature takes
it (for example, if you are on the other side of a damage equal to 2× the spell's actual level at the
chasm or a wall of fire). If it cannot attack you on start of its next turn. The damage is acid or fire, as
its turn, you may make the check again as an determined by the spell's descriptor. If a burning
immediate action to extend the effect for 1 round spell has both the fire and acid descriptor, the
(but cannot extend it thereafter). The effect ends caster chooses what kind of damage is dealt by the
as soon as the creature attacks you. Once you have burning spell effect. A burning spell uses up a slot
targeted a creature with this ability, you cannot two levels higher than the spell's actual level.
target it again for 1 day. At 7th level damage caused by fire or acid spells
At 7th level you may make the sense motive modified by Burning Spell ignore 10 points of
check as a free action. energy resistance.
At 14th level you may attempt the second action At 14th level creatures who have immunity to the
as a swift action if the first action failed (using a energy type still suffer half damage from the effect
swift action to make a diplomacy check in the when modified with the Burning Spell feat.
event your intimidate check fails, or vice versa).
Channeled Shield Wall
Blighted Critical (Critical) You draw upon your channel energy to enhance
With a critical hit from a spell or spell-like ability, the protective ability of your shield and those of
you give the target a minor spellblight. allies while they are adjacent to you.
Prerequisites: Caster level 5th. Prerequisites: Channel energy 3d6, proficiency
Benefit: Whenever you confirm a critical hit with with a shield.
a touch spell, ranged touch spell, or spell-like Benefit: As a swift action, you can spend a use of
ability against an opponent, the victim gains a your channel energy to grant yourself a +2
random minor spellblight. deflection bonus while using a shield. This bonus
At 12th level the victim gains two randomly lasts 1 minute per cleric level or effective cleric
determined minor spellblights. level. While you benefit from this bonus, allies
Special: You can apply the effects of only one with shields also gain a +2 deflection bonus while
critical feat to a given critical hit unless you possess they are adjacent to you.
Critical Mastery. At 12th level you gain a +4 deflection bonus
instead of a +2 while using a shield. Adjacent allies
Blighted Critical Mastery gain a +3 instead of a +2.
You control the type of spellblight your critical hits At 19th level you also gain DR 3/evil if you
give your opponent. channel positive energy, and DR 3/good if you
Prerequisites: Blighted Critical, caster level 9th. channel negative energy.
Benefit: Whenever you apply a spellblight by way
of the Blighted Critical or Greater Blighted critical COncussive Spell (Metamagic)
feat, you can choose the spellblight you apply You cause creatures to be disoriented when you
rather than determining it randomly. affect them with a spell that has the sonic
At 16th level you may choose to inflict two minor descriptor.
spellblights in place of a major spellblight. You Benefit: With sonic damage comes a concussive
may do this for any number of major spellblights wave of energy that rattles creatures affected by
you inflict. the spell.
A concussive spell causes creatures that take
Burning Spell (Metamagic) damage from a spell that has the sonic descriptor
You cause creatures to take extra damage when to take a –2 penalty on attack rolls, saving throws,
you affect them with a spell that has the acid or skill checks, and ability checks for a number of
fire descriptor. rounds equal to the actual spell level of the spell.
Benefit: The acid or fire effects of the affected A concussive spell only affects spells with the sonic
spell adhere to the creature, causing more damage

4
descriptor. A concussive spell uses up a spell slot gain the benefit of your bloodline power. Creating
two levels higher than the spell's actual level. a sanguine elixir takes 1 hour, and requires special
At 7th level a Concussive Spell has a chance to oils and distillates worth 100 gp, and when you
deafen an opponent for a number of rounds equal make the sanguine elixir, you lose access to the
to the spell’s modified level. Any creature affected bloodline power until the next time you clear your
by a Concussive Spell must make a Fortitude save mind to regain spell slots.
with a DC equal to 10 + spell level + your class’s When a creature drinks a sanguine elixir, it can
spellcasting attribute modifier (intelligence for activate the bloodline power any time before the
wizards and magi, wisdom for clerics, charisma for end of its next turn, as if it had access to that
sorcerers and oracles, etc.). Creatures who are bloodline power. A creature that drinks the elixir
immune to being deafened, plants, and those with cannot gain the benefit if its character level does
no discernible anatomy are also immune to this not equal or exceed the minimum level of the
effect. bloodline power. Any level-dependent effects use
At 14th level creatures who fail this save are the character level of the creature that drinks the
permanently deafened. sanguine elixir, or your sorcerer level, whichever is
lower. Drinking a sanguine elixir is just like
Create ReliQuary Arms and Shields drinking a potion. A sanguine elixir is treated as a
Your magical creations are infused with divine magic item with your caster level.
power. Sanguine elixirs are extremely unstable. They lose
Prerequisites: Craft Magic Arms and Armor, ability their potency 1 day after they are created.
to cast consecrate or desecrate. At 19th level you may imbue two bloodline
Benefit: When you craft a magic weapon, magic powers into a sanguine elixir (if you choose), and
armor, or magic shield, you may add one casting the elixir must be activated within a number of
of consecrate or desecrate as part of the item rounds equal to your sorcerer level after it has
crafting process. This increases the item's price by been drunk.
250 gp. The item becomes a reliquary and can be
used as a holy (or unholy) symbol divine focus of Defending EidOlOn
your deity. If you cast consecrate or desecrate, You have trained your eidolon to protect you.
your reliquary counts as a permanent fixture for Prerequisite: Shield ally feature.
that spell while it remains in the spell's area. Benefit: Whenever you are adjacent to your
At 10th level while you are carrying a reliquary eidolon, you can choose for the eidolon to take a
item you created and within the area of a –1 penalty on melee attack rolls and combat
consecrate or desecrate effect that you created the maneuver checks to gain a +1 dodge bonus to
save DCs of holy/unholy spells you cast increases your Armor Class. When your eidolon's base
by +2. attack bonus reaches +5, and for every +5
At 17th level any consecrate/desecrate effects that thereafter, the penalty increases by –1 and the
use your reliquary as a fixture may center on the dodge bonus increases by +1. You must choose to
reliquary, moving with you instead of remaining use this feat when your eidolon is making an
stationary. attack or full-attack action with melee or natural
weapons, and its effect lasts until your eidolon's
Create Sanguine Elixir next turn, or until you are no longer adjacent to
You can condense a fraction of your bloodline's the eidolon, whichever occurs first.
power into a powerful elixir. At 11th level if your eidolon fights defensively and
Prerequisites: Cha 15, Brew Potion, Craft you are adjacent to it then both of you receive a
(alchemy) 12 ranks, sorcerer level 3rd. +1 bonus to your AC. This ability is applicable any
Benefit: Once per day, when you clear your mind time your eidolon fights defensively.
to regain spell slots, you can create a sanguine At 18th level the total penalties your eidolon takes
elixir. When you do, pick one of your bloodline when using the Defending Eidolon feat are
powers. You transfer that power into a small reduced by two.
potion that any creature can drink to temporarily

5
Deny Death not a spell or special ability), the familiar throws
Your ki is so strong that it can deny death. itself in the way of the attack as an immediate
Prerequisite: Ki pool, Endurance action. If it makes a Reflex saving throw (DC =
Benefit: As long as you have 1 ki point in your ki damage dealt), it takes all the damage from the
pool, when you fail your Constitution check to attack; if it fails, it takes half damage and you take
stabilize, you do not lose 1 hit point. If you half damage.
succeed at the check, you can spend 1 ki point to The familiar must be aware of the attack and able
heal 1d6 hit points. If you roll a natural 20 on the to react to it in order to use this ability, and it can
check to stabilize, you can spend 1 ki point to heal only do this once per day—if it is denied its
2d6 hit points of damage instead. Dexterity bonus to AC, it can't use this ability.
At 11th level you may spend 1 ki point after failing Since this effect would not normally allow the
a Constitution check to stabilize as a free action to familiar to make a Reflex save for half damage, its
regain consciousness and act normally for 1 round. improved evasion ability does not apply on this
After a single round you fall unconscious again. saving throw.
At 18th level as long as you have at least 1 ki At 9th level the tumor familiar only suffers half
point in your ki pool your hit points must be the damage of the attack on a successful Reflex
reduced to twice your Constitution score in order saving throw (the master still takes no damage).
for you to die. At 16th level the tumor familiar may intercept
spells that require an attack roll.
Detect Expertise
You can detect the mystic specialty of a foe.
Prerequisites: Int 13; ability to cast detect chaos,
detect evil, detect good, detect law, or detect
magic.
Benefit: When you use any of the spells listed in
this feat's prerequisites to detect a creature's
alignment or its magic, you have a chance of
detecting what spellcasting expertise it has. After
you observe a creature with the detect spell for 3
rounds, it must make a Will save (DC 10 + 1/2
your caster level + your Intelligence modifier). If it
fails the saving throw, you learn what bloodlines,
domains, hexes, schools, or mysteries (if any) the
creature possesses. If the creature makes its save, it
is immune to the effects of this feat for 24 hours.
At 7th level you may use this ability on the same
creature one extra time in any given 24-hour
period.
At 11th level you only need to observe a creature
for 1 round in order to determine any spellcasting
expertise it has (though the creature still receives a
Will save).

Die fOr YOur Master


Your tumor familiar goes to any length to save
your life. Divine Interference
Prerequisites: Tumor familiar alchemist discovery. You can convert a spell to interfere with an
Benefit: If your tumor familiar is attached, and enemy's attack.
you would be reduced to 0 or fewer hit points by Prerequisites: Divine spellcaster, caster level 10th.
damage in combat (from a weapon or other blow,

6
Benefit: As an immediate action, when an enemy you do not have the Silent Spell or Still Spell
within 30 feet hits an ally with an attack, you can metamagic feats.
sacrifice a prepared divine spell or (if you are a At 14th level an Echoing Spell only takes up a
spontaneous caster) an unused spell slot and make spell slot 2 levels higher than the spell’s actual level
the enemy reroll the attack roll. The second attack instead of three.
roll takes a penalty equal to the level of the spell
you sacrifice. You must sacrifice a spell of 1st-level Eldritch Heritage
or higher to use this ability. Whether or not the You are descended from a long line of sorcerers,
second attack is successful, you cannot use this and some portion of their power flows in your
effect on the same creature again for 1 day. veins.
At 17th level the penalty the enemy takes is equal Prerequisites: Cha 13, Skill Focus with the class skill
to twice the level of the spell or spell slot of bloodline selected for this feat (see below),
sacrificed. character level 3rd.
Benefit: Select one sorcerer bloodline. You must
DragOnbane Aura have Skill focus in the class skill that bloodline
Those within your dragonbane aura gain the same grants to a sorcerer at 1st level (for example, Heal
protection that you do. for the celestial bloodline). This bloodline cannot
Prerequisites: Aura of courage class feature, caster be a bloodline you already have. You gain the
level 8th. first-level bloodline power for the selected
Benefit: When fighting dragons, your aura of bloodline. For purposes of using that power, treat
courage expands to a 20-foot-radius emanation, your sorcerer level as equal to your character level
and allies in the aura gain a morale bonus on – 2, even if you have levels in sorcerer. You do
saving throws against dragon breath equal to your not gain any of the other bloodline abilities.
aura of courage's bonus against fear effects. At 10th level you gain one of the bloodline’s
At 18th level allies within your aura of courage bonus feats that you meet the prerequisites for.
are immune to any auras from creatures of the At 17th level you gain a second bonus feat from
dragon subtype. your bloodline. You do not need to meet the
Normal: The aura of courage is a 10-foot-radius prerequisites for this second feat.
emanation, and grants a +4 morale bonus on fear
effects. Ensemble (TeamwOrk)
You can create an ensemble of skilled and amateur
EchOing Spell (Metamagic) performers to aid you in your performance.
You have learned how to release most, but not all, Prerequisites: Perform 5 ranks
of a spell's potential when you cast it. Benefit: When you are performing, allies within
Benefit: When you cast an echoing spell, it does 20 feet who also have this feat can aid you with
not disappear entirely from memory, and you can your Perform checks (including those made as part
cast it one additional time during that day. No of bardic performance) as if they were aiding
effect that allows you to reprepare or recast a spell another as an immediate action. The allies make
can affect the echoed spell. If you prepare spells, their aid another rolls before you make your
this second casting does not require you to prepare check. No more than four allies can grant you a
it in another spell slot. If you spontaneously cast bonus with aid another. Allies aiding you do not
spells, this second casting does not expend another need to use the same category of the Perform skill
available spell slot. An echoing spell uses up a spell that you are using in order to aid you.
slot three levels higher than the spell's actual level. Special: If you possess one or more levels of the
At 7th level the echoes in your head are so strong bard class, you can choose any one ally within 20
you can cast the spell with fewer required feet to be part of the ensemble. The ally is
components. The second casting of a spell considered to have the ensemble teamwork feat
modified by Echoing Spell may be cast as if it were for the purposes of aiding your performance.
modified by either Still Spell or Silent Spell, even if At 12th level if you possess one or more levels of
the bard class you can choose any two allies within

7
30 feet to be part of the ensemble, and these allies Extra Arcana
are considered to have the ensemble teamwork You have unlocked the secret of a new magus
feat for the purposes of aiding your performance. arcana.
Even if you do not have levels of the bard class, all Prerequisite: Magus arcana class feature.
allies who aid your performance grant a +3 Benefit: You gain one additional magus arcana.
instead of the usual +2. You must meet all the prerequisites for this magus
At 19th level all allies who aid your performance arcana.
grant a +4 bonus instead of a +2 bonus. At 10th level a magus may exchange this magus
arcana for any other magus arcana he qualifies for.
EvOLved Familiar At 17th level a magus selects a single arcana. This
Your familiar is different from others of its kind. arcana may be used one extra time per day. A
Prerequisites: Int 13, Cha 13, familiar class feature. single arcana cannot be modified more than once
Benefit: Select an evolution from the list of 1-point in this way.
evolutions available to a summoner's eidolon. Special: You can gain this feat multiple times. Its
Your familiar has this evolution. The familiar must effects stack, granting a new arcana each time you
conform to any limitations of the evolution. For gain this feat.
instance, no familiars can benefit from the mount
evolution and only familiars with wings can take Extra Arcane POOl
the wing buffet evolution. You have learned how to draw more power from
If you gain a new familiar, your old familiar loses your arcane pool.
all evolutions, and you can select a new 1-point Prerequisite: Arcane pool class feature.
evolution for the new familiar. Benefit: Your arcane pool increases by 2.
Special: You can gain this feat multiple times. Its At 7th level your arcane pool increases by 1
effects stack, granting a new 1-point evolution to additional point.
your familiar each time you gain this feat. At 14th level the cost of abilities that use points
At 7th level your familiar gains a second 1-point from your arcane pool are reduced by 1, to a
evolution. minimum of 1 point.
At 14th level your familiar gains a 2-point Special: You can gain this feat multiple times. Its
evolution. effects stack, granting you an increase to your
arcane pool each time you take this feat.
ExplOit LOre
You can use your knowledge of a creature's Extended Bane
weaknesses to deliver a driving and relentless Your dedication knows no limit. Your wrath dies
assault against it. hard.
Prerequisites: Monster lore class feature, base Prerequisite: Bane class feature.
attack bonus +11. Benefit: Add your Wisdom bonus to the number
Benefit: Once per day, when you successfully of rounds per day that you can use your bane
identify all abilities and weaknesses of a creature ability.
using the appropriate Knowledge check, you gain At 12th level you may activate and switch the
a +2 bonus on attack and damage rolls against bane’s creature type as a free action.
that creature for 1 minute. If you identify the At 19th level also add your intelligence modifier
abilities and weaknesses of numerous creatures, to the number of rounds per day you can use your
you must pick one creature to be the target of this bane ability.
effect.
At 18th level if you identify the abilities and
Extra Cantrips Or OrisOns
weaknesses of numerous creatures you may apply
this bonus against all of them. The total bonus still You are a master of minor spells.
only lasts for one minute. Prerequisites: Ability to cast cantrips or orisons.
Benefit: Add two cantrips to your cantrips known
or two orisons to your orisons known.

8
At 7th level increase the number of cantrips or Eyes Of Judgment
orisons you can prepare for the day by 2. The true motives of creatures cannot escape your
At 14th level increase your caster level by 2 and discerning gaze.
the save DC by 2 when using cantrips or orisons. Prerequisites: Detect alignment class feature, caster
You must choose one. You may take this feat level 6th.
multiple times, but you may only modify cantrips Benefit: When using your detect alignment class
or orisons in this way once. feature, you may spend 3 rounds studying a
Special: You can take this feat multiple times. Each creature within 60 feet. You cannot take any other
time you do, add two cantrips or orisons to your actions while doing this. After that time has
spells known. passed, you learn the alignment of the creature.
At 13th level you only need to spend a standard
Extra EvOlutiOn action per turn to study the target. You may take
Your eidolon has more evolutions. other actions, but must still study the target for 3
Prerequisite: Eidolon class feature. rounds to learn the creature’s alignment.
Benefit: Your eidolon's evolution pool increases At 20th level you only need to spend a single
by 1. standard action to learn a creature’s alignment.
Special: This evolution can be taken once at 1st
level, and again at 5th, 10th, 15th and 20th. Fast Empathy
At 7th level add a second point to your eidolon’s Your empathic attunement to nature connects you
evolution pool. swiftly with bestial minds.
At 14th level add a third point to your eidolon’s Prerequisites: Handle Animal 5 ranks, wild
evolution pool. empathy class feature.
Benefit: Using wild empathy is a standard action
Extra Ranger Trap for you.
You can use ranger traps more often. At 12th level using wild empathy is a move action
Prerequisite: Trap class feature. for you.
Benefit: You can set ranger traps two additional At 19th level using wild empathy is a swift action
times per day. for you.
At 12th level you can set ranger traps two Normal: Using wild empathy requires 1 minute.
additional times per day, which stacks with the
initial feat for a total of 4 additional uses. FavOred Judgment
At 19th level add +2 to all DCs to spot, evade, Your judgment against a particular type of creature
and disable your ranger traps. is particularly harsh.
Prerequisites: Wis 13, judgment class feature.
Extra SummOns Benefit: Select a favored race from the ranger's
You can summon monsters more often each day. favored enemies chart. Any sacred or profane
Prerequisites: Ability to cast summon monster as a bonus you gain from a judgment is 1 higher for
spell-like ability, summoner 1st. attacks you make against or take from creatures
Benefit: You gain 1 additional use of your that match the selected favored enemy.
summon monster spell-like ability per day. At 7th level the bonus you gain from a judgment
At 7th level gain an additional use of your is 2 higher for attacks you make against or take
summon monster spell-like ability per day. from creatures that match the selected favored
At 14th level treat your caster level as 1 higher enemy instead of 1.
when using your summon monster spell-like At 14th level the bonus you gain from a judgment
ability. is 3 higher for attacks you make against or take
Special: You can take this feat multiple times, but from creatures that match the selected favored
it can only be taken once for every five summoner enemy instead of 2.
levels you possess. Special: You can gain this feat multiple times. Its
effects do not stack. Each time you take the feat, it
applies to a different favored enemy.

9
Fearless Aura damage from the affected spell to become dazzled
Your aura of courage becomes more potent, as for a number of rounds equal to the actual level of
your steadfast resolve is also manifested by your the spell. A flaring spell only affects spells with a
allies. fire, light, or electricity descriptor. A flaring spell
Prerequisites: Aura of courage class feature, caster uses up a spell slot one level higher than the spell's
level 8th. actual level.
Benefit: Your aura of courage expands to a 20- At 7th level a creature is dazzled for a number of
foot-radius emanation. Allies within the aura are rounds equal to twice the spell’s actual level.
immune to fear effects. At 14th level a creature is blinded for a number of
At 15th level allies within your aura are also rounds equal to half the spell’s level, and then
immune to charm spells and spell-like abilities. dazzled for a number of rounds equal to twice the
Normal: The aura of courage affects each ally spell’s actual level. The blinded condition may be
within 10 feet, and grants a +4 morale bonus on negated if the target makes a fortitude save with a
saving throws against fear effects. DC equal to 10 + your Int, Cha, or Wis modifier
(for wizards, sorcerers, clerics, etc.) + the spell’s
actual level.
Fire Music
Your ability to command fire and bardic music has
created a strange blend of both magics.
FOcused EidOlOn
Prerequisites: Spellcraft 5 ranks, ability to cast Your bond with your eidolon helps to focus your
bard spells, ability to cast an arcane fire spell from concentration.
some other spellcasting class. Prerequisite: Shield ally class feature.
Benefit: When you cast a bard spell that deals Benefit: While you are adjacent to your eidolon,
damage, you may replace the spell's normal you receive a +4 bonus on concentration checks.
damage with fire damage or split the spell's At 11th level while you are adjacent to your
damage so that half of it is the normal damage eidolon you receive a +6 on concentration checks
type and half is fire damage. instead of a +4.
If you cast a summon monster spell as a bard At 18th level while you are adjacent to your
spell, you may choose to give the summoned eidolon you also gain +2 to your armor class
creature a fiery appearance, which gives it fire against attacks of opportunity.
resistance 5 and adds +1 fire damage to all of its
natural attacks. The creature sheds dim light in a 5- Gliding Steps
foot radius. This aspect of the feat has no effect if You skate across the surface of the earth as if
the creature already has the fire subtype. gliding on ice.
When you use this feat, the affected spell gains the Prerequisites: Dodge, Mobility, Nimble Moves, ki
fire descriptor. pool.
At 12th level any monster to whom you give a Benefit: If you have at least one ki in your ki
fiery appearance instead gains fire resistance 10 pool, when you move you do not provoke attacks
and adds 1d6 fire damage to all of its natural of opportunity when leaving the first square of
attacks. that movement. You can spend 1 ki point to avoid
At 19th level all fire damage dealt by bard spells provoking attacks of opportunity during that
increases by +1 per die of the spell’s damage. entire move.
At 11th level if you have at least 1 ki in your ki
Flaring Spell (Metamagic) pool then when you move you do not provoke
You dazzle creatures when you affect them with a attacks of opportunity when leaving the first two
spell that has the fire, light, or electricity squares of that movement.
descriptor. At 18th level you may treat 15 feet of difficult
Benefit: The electricity, fire, or light effects of the terrain as if it were normal terrain as long as you
affected spell create a flaring that dazzles creatures have 1 ki in your pool. If you spend a ki point you
that take damage from the spell. A flare spell may treat all difficult terrain as normal terrain for 1
causes a creature that takes fire or electricity round.

10
Grant Initiative Greater MERCY
Not only are you a master at taking the initiative, Your mercy has incredible recuperative properties.
but you can also grant it to someone else. Prerequisites: Cha 13, lay on hands class feature,
Prerequisites: Cunning initiative class feature. mercy class feature.
Benefit: At the start of each encounter, you can Benefit: When you use your lay on hands ability
either choose to keep the bonus granted to you by and the target of that ability does not have any
your Wisdom modifier on initiative checks or conditions your mercies can remove, it instead
choose to give that bonus to one of your allies heals an additional +1d6 points of damage.
that you can see. You must make this choice At 10th level when you use your lay on hands
before you or the ally you are granting the bonus ability and the target does not have any conditions
to makes the initiative check. your mercies can remove, it instead heals an
At 9th level you can either grant your entire additional +2d6 instead of +1d6 points of
Cunning Initiative bonus to one of your allies that damage.
you can see, or grant each of your allies one half At 17th level even when your mercy does remove
of the bonus (rounded down). This decision must conditions from the target your lay on hands still
be made before initiative is rolled. heals an additional +1d6 points of damage.
At 16th level whenever you keep your Cunning
Initiative bonus you may also grant one half of its Greater Spell SpecializatiOn
value to an ally that you can see before initiative is You can sacrifice a prepared spell in order to
rolled. spontaneously cast your specialized spell.
Prerequisites: Int 13, Spell Focus, Spell
Greater Blighted Critical (Critical) Specialization, able to prepare 5th-level spells.
Your critical hit from a spell or spell-like ability Benefit: By sacrificing a prepared spell of the same
afflicts the target with a major spellblight. or higher level than your specialized spell, you
Prerequisites: Blighted Critical, caster level 12th. may spontaneously cast your specialized spell. The
Benefit: Whenever you confirm a critical hit with specialized spell is treated as its normal level,
a touch spell, ranged touch spell, or spell-like regardless of the spell slot used to cast it. You may
ability against an opponent, the victim gains a add a metamagic feat to the spell by increasing the
random major spellblight. spell slot and casting time, just like a cleric
At 19th level the creature gains the effects of 2 spontaneously casting a cure or inflict spell with a
major spellblights. metamagic feat.
Special: You can only apply the effects of one At 16th level adding metamagic feats to your
critical feat to a given critical hit unless you possess specialized spells no longer increases the casting
Critical Mastery. time. It still increases the level of the slot required
for the spell, however.
Greater Eldritch Heritage*
Your discovered bloodline power reaches its
Greater Wild Empathy
zenith. Your natural empathy stretches across the world of
Prerequisites: Cha 17, Eldritch Heritage, Improved nature.
Eldritch Heritage, character level 17th. Prerequisites: Knowledge (nature) 5 ranks, wild
Benefit: You gain an additional power from the empathy class feature.
bloodline you selected with the Eldritch Heritage Benefit: You gain a +2 insight bonus on wild
feat. You gain a 15th-level (or lower) sorcerer empathy checks, and you may use wild empathy
bloodline power that you do not already have. to duplicate an Intimidate check rather than a
For purposes of using that power, treat your Diplomacy check. In addition, choose one of the
character level as your sorcerer level for all your following kinds of creatures: elementals, fey,
sorcerer bloodline powers granted by this feat, lycanthropes, plants, or vermin. You may influence
Eldritch Heritage, and Improved Eldritch Heritage. creatures of that type with wild empathy, if their
*This feat does not scale. Intelligence score is 1 or 2, or they do not possess

11
an Intelligence score. Once you choose the type of implanted bomb no longer counts toward your
creature, it cannot be changed. total number of bombs.
At 12th level you gain a +4 insight bonus on wild At 19th level you can implant a bomb into a
empathy checks instead of a +2. helpless or willing creature in 1 minute. Doing so
At 19th level gain an additional type of creature increases the Heal check required to perform the
you can influence from the list. surgery by +10.
Special: You may select this feat more than once.
Each time, you may choose an additional creature ImprOved Eldritch Heritage
type to influence. The power of your discovered bloodline continues
to grow.
Implant BOmb Prerequisites: Cha 15, Eldritch Heritage, character
You can attach a bomb to a creature that explodes level 11th.
when the creature dies or after 24 hours. Benefit: You gain either the 3rd-level or the 9th-
Prerequisites: Heal 5 ranks, delayed bomb level power (your choice) of the bloodline you
alchemist discovery. selected with the Eldritch Heritage feat. For
Benefit: You may implant a bomb in a willing or purposes of using that power, treat your sorcerer
helpless creature (a mindless creature under your level as equal to your character level – 2, even if
control, such as a zombie, counts as willing for this you have levels in sorcerer. You do not gain any
purpose). This takes 1 hour and expends 1 use of of the other bloodline abilities.
your bomb ability for the day. When the At 18th level you gain the Bloodline Arcana for
implanted creature dies or is destroyed, the bomb your sorcerer bloodline.
detonates in the creature's square as if it were a Special: You may select this feat multiple times. Its
delayed bomb set by you (though you can set the effects do not stack. Each time you select the feat,
bomb's damage to less than your normal bomb it applies to a different bloodline power for that
damage). You can use any bomb-affecting bloodline available at sorcerer level 3 or 9.
discoveries on this implanted bomb (acid bomb,
frost bomb, smoke bomb, and so on) as normal.
The bomb automatically detonates 24 hours after
you implant it in the creature.
If you expend 150 gp worth of alchemical
reagents per die of the bomb's damage (for
example, 750 gp for a 5d6 bomb), the bomb does
not automatically detonate after 24 hours, and
only detonates if the creature dies or is destroyed
(24 hours after implantation, this bomb no longer
counts toward your daily total).
Implanting a bomb is as invasive as using the Heal
skill to treat deadly wounds and leaves surgical
scars unless the creature is healed by magic or
abilities such as regeneration or fast healing. Some
creatures (such as oozes, elementals, and creatures
with the incorporeal quality) cannot have bombs
implanted in them. Removing an implanted bomb
requires a Heal check to treat deadly wounds,
followed by a dispel magic spell or Disable Device
check to neutralize the bomb (DC = 11 +
alchemist's caster level).
At 12th level you may choose to have the
implanted bomb last for up to one week before
automatic detonation without any additional
alchemical reagents. After the first 24 hours the

12
ImprOved MOnster LOre higher than normal. If you have multiple
You are obsessed with the abilities and weaknesses judgments active at the same time, this benefit
of monsters. applies to all of them.
Prerequisite: Monster lore class feature. At 7th level all mechanical benefits of a judgment
Benefit: You gain a sacred bonus on all skill checks increase by +2 during your Judgment Surge.
to identify the abilities and weaknesses of creatures At 14th level your Judgment Surge lasts for 5
equal to 1/2 your level in classes that grant you the rounds per day. These rounds need not be
monster lore class feature. consecutive, but must be declared at the start of
At 7th level you gain an additional +2 insight your turn as a free action.
bonus on all skill checks to identify the abilities and
weaknesses of creatures. Ki Stand
At 14th level even obscure monsters are not If an opponent knocks you down, you swiftly
beyond your personal study. Reduce the base DC rebound with an attack.
to identify the abilities and weaknesses of any Prerequisite: Ki pool.
monster by 5. Benefit: While you have at least 1 ki point in your
ki pool, you can stand up as a swift action that
Insightful Gaze provokes attacks of opportunity. You may spend
In your personal interactions, you notice what 1 point of your ki pool to stand up as a swift
others don't. It's hard to get anything past you. action without provoking attacks of opportunity.
Prerequisites: Stern gaze class feature, Sense At 11th level you may stand up as a free action
Motive 5 ranks. that provokes attacks of opportunities instead of a
Benefit: Whenever you make a Sense Motive swift action. You may spend 1 point of your ki
check to oppose someone's Bluff check, you can pool to not provoke attacks of opportunity while
roll two dice and take the higher result. standing up.
At 12th level you gain a +2 insight bonus on Sense At 19th level you no longer provoke attacks of
Motive checks to oppose a Bluff check. opportunity when standing from prone as long as
At 19th level all Bluff checks that attempt to you have 1 ki point in your ki pool.
deceive you suffer a -5 penalty. Attempts to pass
on secret messages to you gain a +5 bonus as you Learn Ranger Trap
are skilled at deciphering true meanings. You learn how to create one kind of ranger trap.
Prerequisites: Survival 5 ranks.
Intimidating Gaze Benefit: Select one ranger trap. You may use this
There is something in your eyes that scares people. trap a number of times per day equal to your
Prerequisites: Cha 13+, stern gaze class feature, Wisdom bonus (minimum 1). The DC for your trap
Intimidate 5 ranks. is equal to 10 + 1/2 your character's level + your
Benefit: Once per day, as a free action, when Wisdom bonus, and it lasts 1 day per two
making an Intimidate skill check, you can roll two character levels.
dice and take the higher result. If you are not a ranger, you can only set
At 12th level gain a +2 insight bonus to Intimidate extraordinary traps with this feat; like all
checks. extraordinary ranger traps, this decreases the trap
At 19th level you know how to really get to DC by 2.
people. The DC to Intimidate any creature without At 12th level learn a second ranger trap.
the Stern Gaze class feature is reduced by 5. At 19th level add your Intelligence modifier as
well as your Wisdom modifier to the DC of your
ranger traps.
Judgment Surge
Special: A ranger may use ranger traps a number
Once per day, the power of your faith surges, of times per day equal to 1/2 his ranger level plus
further empowering your judgments. his Wisdom bonus. See the description of ranger
Prerequisites: Judgment class feature. traps for durations.
Benefit: Once per day, you can treat your class
level for your judgment class feature as if it were 3

13
Life Lure Oracular IntuitiOn
Your channeled positive energy is irresistibly sweet You are highly sensitive to magic and changes in a
to nearby undead. person's demeanor.
Prerequisite: Channel positive energy class feature. Prerequisite: Mystery class feature.
Benefit: As a standard action, you can channel Benefit: You get a +2 bonus on Sense Motive
positive energy to fascinate all undead within 30 checks and Spellcraft checks. If you have 10 or
feet for a number of rounds equal to your more ranks in one of these skills, the bonus
Charisma modifier (minimum of 1). Undead that increases to +4 for that skill.
succeed at a Will save (DC 10 + 1/2 your cleric At 7th level the DC to affect you with Intimidate
level + your Charisma modifier) are unaffected. checks raises by +2.
Channeling energy for this purpose does not heal At 14th level you may use Zone of Truth as a spell
or harm creatures. like ability a number of times per day equal to
At 7th level undead no longer add their channel your charisma modifier.
resistance to saves against this effect.
At 14th level add your Wisdom modifier as well Painful AnchOr
as your Charisma modifier to the save DC of your Evil outsiders take damage when they attempt to
life lure. connect to other planes.
Prerequisite: Anchoring aura class feature.
MOOnlight SummOns Benefit: When an evil outsider uses a calling,
Your summoned minions are infused with the summoning, or teleportation effect, or any ability
power of the moon. that physically transports a creature to or from
Prerequisites: Spell Focus (conjuration), able to another plane (such as blink or etherealness)
cast summon nature's ally. within your anchoring aura, it takes damage equal
Benefit: Creatures you summon shed light as a to 4d8 + your Charisma modifier. This damage
light spell. They are immune to confusion and comes from holy power and is not subject to
sleep effects, and their natural weapons are treated damage reduction, energy immunities, or energy
as silver for the purpose of overcoming damage resistances.
reduction. At 15th level the DC for creatures to succeed at
At 7th level all creatures you summon gain DR extradimensional travel within your anchoring
5/silver. aura increases by +2.
At 14th level you may cast summon nature’s ally
as a standard action instead of a full round action Piercing Spell (Metamagic)
if you can see the moon. Your studies have helped you develop methods to
overcome spell resistance.
Mystic Stride Benefit: When you cast a piercing spell against a
Enchanted vegetation does not bar your path. target with spell resistance, it treats the spell
Prerequisites: Dex 15, Nimble Moves, woodland resistance of the target as 5 lower than its actual
stride class feature. SR. A piercing spell uses up a spell slot one level
Benefit: You can move at full speed even through higher than the spell's actual level.
thorns, briars, and overgrown areas that are At level 7 your knowledge of spell resistance has
enchanted or magically manipulated to impede become intimate. Gain a +2 insight bonus to caster
motion, even if those areas confer the entangled level checks made to overcome spell resistance.
condition. At 14th level a Piercing Spell does not lengthen
At 14th level you may confer this ability to 1 ally, the casting time of the spell, though it still uses a
provided that ally stays within 5 feet of you. spell slot one level higher.
Normal: Woodland stride does not apply to
thorns, briars, and overgrowth areas that are Planar PreservatiOnist
enchanted or magically manipulated. You know how to preserve and reconstitute
extraplanar monsters as well as normal animals.
Prerequisite: Preservationist alchemist archetype.

14
Benefit: For every summon nature's ally extract Special: You can gain this feat multiple times. Its
you know, you learn the equivalent summon effects do not stack. Each time you take the feat, it
monster spell as an extract. If you later learn other applies to two new skills.
summon nature's ally extracts, you automatically
learn the equivalent summon monster spell as an PrOphetic VisiOnary
extract. Your oracular abilities give you a glimpse into the
At 7th level you have learned to re-bottle your future.
summoned allies. If a summoned creature still has Prerequisite: Mystery class feature.
rounds left in its duration you may, as a full-round Benefit: Once per day, you can enter a deep
action, re-bottle that creature. This doesn’t extend trance to receive a vision of the future. The trance
the extract’s life beyond 24 hours, and when you lasts for 10 minutes, during which time you can
open a partially-used bottled ally it has all of the take no other actions. If you are interrupted, you
same conditions, damage, etc. that it had when it must begin again. When you come out of the
was re-bottled. trance, you know whether a particular action in
At 14th level you have mastered the secrets of the immediate future will bring good or bad
preserving creatures. You can release or re-bottle results, as an augury spell with a 70% chance of
your summoned allies as a standard action. success.
At 7th level you may attempt a prophetic vision
POwerful Shape twice per day.
Your wild shapes are mighty and muscular. At 14th level your visions act as an augury spell
Prerequisites: Wild shape class feature, druid level with an 80% chance of success.
8th.
Benefit: When in wild shape, treat your size as Pure Faith
one category larger for the purpose of calculating Not only are you immune to disease, like most
CMB, CMD, carrying capacity, and any size-based paladins, but you also are highly resilient to
special attacks you use or that are used against you poisons.
(such as grab, swallow whole, and trample). Prerequisite: Divine health class feature.
At 15th level you may choose to increase your Benefit: You gain a +4 sacred bonus to saving
size category by 1 as per the spell enlarge person throws against poison.
when you use your wild shape ability. At 9th level you gain immunity to poisons.
At 16th level allies within your aura are affected
PrOdigy by your purity. They gain a +4 sacred bonus on
You are naturally skilled at arts, professions, and saving throws against poison.
the acquisition of knowledge.
Benefit: Choose two Craft, Perform, or Profession Quarterstaff Master (COmbat)
skills in any combination (two Craft skills, a Craft You can wield a quarterstaff as either a two-
skill and a Perform skill, and so on). You receive a handed or one-handed weapon.
+2 bonus on checks with these skills. If you have Prerequisites: Weapon Focus (quarterstaff), base
10 or more ranks in any one of these skills, the attack bonus +5.
bonus increases to +4 for that skill. Benefit: By employing a number of different
At 7th level you’ve become so prolific in your stances and techniques, you can wield a
knowledge that you may make Profession skill quarterstaff as a one-handed weapon. At the start
checks even if you aren’t trained in those skills. of your turn, you decide whether or not you are
At 14th level you gain a +3 bonus on all going to wield the quarterstaff as a one-handed or
Profession, Craft, and Perform skills just as if they two-handed weapon. When you wield it as a one-
were trained class skills, even if you have no ranks handed weapon, your other hand is free, and you
in them. This bonus does not stack with the +3 cannot use the staff as a double weapon. You can
you receive for actually putting ranks into a class take the feat Weapon Specialization in the
skill. quarterstaff even if you have no levels in fighter.

15
At 12th level you may take Greater Weapon At 16th level the power of your god protects you;
Focus and Greater Weapon Specialization, even if you provoke no attacks of opportunity from any
you have no ranks in fighter. You must meet all target during a Radiant Charge.
other prerequisites.
At 19th level a quarterstaff counts as a light RemOte BOmb
weapon when you wield it in one hand for the You can set off your delayed bombs at great
purposes of two-weapon fighting penalties. distances.
Prerequisite: Delayed bomb discovery.
Quick Channel Benefit: The maximum delay for your delayed
Your divine energies flash with dazzling speed. bombs increases to a number of minutes equal to
Prerequisites: Knowledge (religion) 5 ranks, your level.
channel energy class feature. If you have line of effect to your delayed bomb,
Benefit: You may channel energy as a move you may detonate it earlier than its preset time by
action by spending 2 daily uses of that ability. making a DC 20 Intelligence check; the DC
At 12th level you may channel energy as a swift increases by +1 for every 10 feet of distance
action by spending 2 daily uses of that ability. between you and the bomb.
At 19th level you may channel energy as a swift At 15th level you may detonate your delayed
action for only a single use of the ability. bomb from anywhere you have line of effect by
making a DC 10 Intelligence check; the DC
Quick Wild Shape increases by +1 for every 10 feet of distance
You sacrifice power for speed in changing form. between you and the bomb.
Prerequisites: Wild shape class feature, caster level
8th. Resilient EidOlOn
Benefit: You can wild shape as a move action or a Your link with your eidolon is strong enough that
swift action. However, you are limited to forms it can remain with you for a short time after you
available to a druid two levels lower when fall unconscious or are killed.
changing form as a move action, or four levels Prerequisite: Eidolon class feature.
lower as a swift action. Benefit: If you are knocked unconscious, fall
At 14th level you are limited to forms available to asleep, or are killed, your eidolon remains for a
a druid one level lower when changing as a move number of rounds equal to your summoner level
action, or two levels lower when changing as a before it is banished. If you are brought back to
swift action. consciousness before this duration expires, your
eidolon is not banished. If the duration expires
Radiant Charge before you are brought back to consciousness,
When you charge, you do so with the power of your eidolon is banished normally.
faith. At 7th level your eidolon remains for a number of
Prerequisite: Lay on hands class feature. minutes equal to your summoner level if you are
Benefit: When you hit with a charge attack, you knocked unconscious, fall asleep, or are killed.
can expend all of your remaining uses of lay on At 14th level your eidolon is not banished when
hands to deal extra damage equal to 1d6 per use you fall asleep (including magical sleep or poison
of lay on hands expended + your Charisma bonus. effects that cause you to fall asleep). Being
This damage comes from holy power and is not knocked unconscious by damage, or being killed,
subject to damage reduction, energy immunities, will still cause it to be banished after a number of
or energy resistances. minutes equal to your summoner level.
At 9th level you deal 1d8 per use of lay on hands Normal: An eidolon is immediately banished
expended + your Charisma modifier as a bonus when its summoner is unconscious, asleep, or
when Radiant Charge is used against an outsider killed.
with the (evil) subtype, an evil-aligned dragon, or
an undead creature.

16
Reward Of Grace replaces the initial bonus granted by Reward of
When you lay on hands, divine energy ripples Life.
through you, granting you grace. At 16th level when you use lay on hands to heal a
Prerequisite: Lay on hands class feature. creature other than yourself you may also remove
Benefit: Each time you use your lay on hands one condition from yourself using a Mercy just as
ability, you gain a +1 sacred bonus on all attack if you were the recipient of the lay on hands.
rolls for 1 round.
At 9th level each time you use your lay on hands RicOchet Splash WeapOn
ability you also gain a +1 sacred bonus on damage Even when your thrown splash weapons miss, they
rolls for 1 round. are especially dangerous.
At 16th level your sacred bonus on attack and Prerequisites: Dex 13, Throw Anything.
damage rolls granted by using your lay on hands Benefit: Whenever your splash weapon misses
ability increases to +2. and the misdirection roll indicates it lands in a
square occupied by a creature, you may make an
Reward Of Life attack roll (at a –5 penalty) as if you had thrown
When you lay on hands, you are also healed. the splash weapon at that creature. If this attack
Prerequisite: Lay on hands class feature. roll succeeds, the splash weapon hits and the
Benefit: Each time you use your lay on hands creature takes full damage instead of splash
ability to heal a creature other than yourself, you damage. Squares adjacent to this creature still take
heal a number of hit points equal to your splash damage as normal.
Charisma bonus. This ability has no effect if you At 7th level when you make your attack roll at a
use lay on hands to harm undead. -5 penalty and hit, you may choose to have your
At 9th level when you use lay on hands to heal a splash weapon bounce from the secondary target
creature other than yourself you heal a number of and into any square up to 10 feet away. If there is
hit points equal to your Charisma modifier, plus an a target in that square you must make another
additional +1 per d6 of your lay on hands. This attack roll at a -10 in order to hit that target. If you

17
miss then the splash weapon simply lands in that At 14th level treat your caster level as 2 higher for
square and does splash damage as normal. the purposes of determining the strength of
At 14th level you may purposefully bounce a creatures you can summon instead of 1 higher.
splash weapon off of a target and into another
square. This allows you to ricochet a splash Sense Link
weapon off of a wall and around a corner, for When you and your eidolon share senses, your
example. This follows the same mechanics as if you combined minds grant you exceptional powers of
had missed, including the secondary attack at a -5 observation.
penalty to hit a target in the secondary square, Prerequisite: Bond senses class feature.
except you may determine where the splash Benefit: When sharing the senses of your eidolon,
weapon ricochets to. You must have line of sight you gain a +4 competence bonus on Perception
to the target in order to use this ability. checks for the duration of your bond senses ability.
Normal: A thrown splash weapon that misses At 8th level the summoner may use this ability to
deals splash damage in the square where it lands call on any special senses his eidolon possesses
and in adjacent squares. (scent, darkvision, etc.). While this is happening
the eidolon sees through the summoner’s senses
Rime Spell (Metamagic) instead of the other way around.
Creatures damaged by your spells with the cold At 15th level whenever a summoner ceases a
descriptor become entangled. senses bond with his eidolon, there are lingering
Benefit: The frost of your cold spell clings to the effects. If the summoner chooses, he may continue
target, impeding it for a short time. A rime spell to use one of the eidolon’s unique senses which
causes creatures that take cold damage from the the summoner does not naturally possess for a
spell to become entangled for a number of rounds number of rounds equal to his summoner level.
equal to the original level of the spell.
This feat only affects spells with the cold Shaping FOcus
descriptor. A rime spell uses up a spell slot one Your powers of shapeshifting outstrip your
level higher than the spell's actual level. dabbling in the druidic faith.
At 7th level creatures affected by a Rime Spell are Prerequisites: Wild shape class feature, Knowledge
also fatigued for a number of rounds equal to the (nature) 5 ranks.
spell’s actual level. Creatures with resistance or Benefit: If you are a multiclassed druid, your wild
immunity to cold ignore this ability. shape ability is calculated as though your druid
At 14th level your Rime Spells possess truly arctic level were four higher, to a maximum level equal
hearts. Spells modified by this feat ignore 5 points to your character level.
of cold resistance, and deal half damage even to At 11th level your druid level is considered six
creatures immune to cold. higher instead of four higher, to a maximum of
your character level.
Sacred SummOns At 18th level your character level is considered to
The minions of your divine patron stand ready to be your druid level for the purposes of your wild
answer your call. shape class feature.
Prerequisites: Aura class feature, ability to cast Special: This feat has no effect if you are not a
summon monster. multiclassed druid.
Benefit: When using summon monster to summon
creatures whose alignment subtype or subtypes Sin Seer
exactly match your aura, you may cast the spell as Unlike others who have taken the oath against
a standard action instead of with a casting time of undeath, your preoccupation with the undead
1 round. does not cloud your view of good and evil.
At 7th level treat your caster level as 1 higher for Prerequisite: Detect undead paladin class feature.
the purposes of determining the strength of Benefit: You gain the detect evil class feature. You
creatures you can summon. may use it or the detect undead class feature, but
not at the same time.

18
At 7th level you may use detect evil and detect The creature must have at least half as many Hit
undead simultaneously, though it takes a full Dice as your sorcerer level, and you cannot use
round action to detect both at once. this ability to gain another usage of a bloodline
At 14th level you may activate both detect evil power you have not used yet today.
and detect undead with a single, standard action. At 14th level whenever you confirm a critical hit
You may then spend a move action to focus both with a spell or bloodline power, you may regain a
detections on a single person or object as if you usage of one bloodline power under the same
had studied it for three rounds. conditions as above.

SkeletOn SummOner Spell Bluff


The walking dead respond to your call. You know the principles of arcane dueling and,
Prerequisites: Spell Focus (necromancy), ability to when fighting other spellcasters, you have learned
cast summon monster. to hide the true nature of your spells until the last
Benefit: Add “human skeleton” to the list of possible moment.
creatures you can summon with summon monster Prerequisites: Bluff 5 ranks, Spellcraft 5 ranks.
I and “human skeletal champion” to the list of Benefit: If another spellcaster tries to counterspell
creatures you can summon with summon monster your casting, she adds +4 to her Spellcraft DC
III. when trying to determine your spell.
Once per day, when you cast summon monster, Because you have studied how to mask the
you may summon a skeletal version of one of the recognizable elements of your spellcasting, you
creatures on that spell's summoning list (apply the gain a +2 bonus on your Spellcraft checks to
skeleton template to that creature to create this identify and counter an opponent's spell if it is a
monster). spell you know or have in your spellbook.
At 7th level you may summon a skeletal version At 12th level you have studied magic so
of one of the creatures on that spell’s summoning extensively that you gain no negatives when
list twice per day, instead of once. dueling a caster whose spells are modified by Silent
At 14th level treat your caster level as 1 higher for Spell or Still Spell. If a spell is modified by both
the purpose of summoning skeletal monsters you still cannot identify it as it’s being cast.
(whether human skeletons, or a monster with the At 19th level another spellcaster attempting to
skeleton template). counterspell you adds +6 to her Spellcraft DC
when attempting to determine your spell instead
SOrcerOus BlOOdstrike of +4.
You can regain power when you kill a creature.
Prerequisites: Cha 13, sorcerer bloodline class Spell Hex
feature. You can transform a 1st-level spell into a hex.
Benefit: Once per day, as an immediate action Prerequisite: Major hex class feature.
upon reducing a creature to 0 or fewer hit points Benefit: Select one 1st-level spell in the class that
with one of your sorcerer spells, you can regain grants you the major hex class feature. You can
one usage of a sorcerer bloodline power that has a learn that spell as a hex, and can use that hex three
limited number of uses per day. The slain creature times per day. This is a spell-like ability. You use
must have at least half as many Hit Dice as your your class level in the major-hex-granting class as
sorcerer level. You cannot use this feat to gain your caster level for the spell hex. The spell hex
another usage of a bloodline power that you have uses your hex DC instead of its original spell DC.
not yet used today. If the spell is a touch spell and you miss the
At 7th level you may regain one usage of a creature, you cannot target the creature with that
sorcerer bloodline power if you use one of your spell hex again for 24 hours. If the spell allows a
bloodline powers to reduce a creature to 0 or saving throw to negate or take a partial effect
fewer hit points. The power you regain one usage from the spell, and the target succeeds at that
of does not necessarily need to be the one you saving throw, it cannot be affected by the spell hex
reduced the creature to 0 or fewer hit points with.

19
for 24 hours, even if it is in the area of the spell to maintain concentration; if you do this, your
hex. concentration on the maintained spell ends when
At 17th level if the spell is a touch spell and you you end the bardic performance the spell is part
miss the creature it does not count against your of.
uses of that particular spell hex for the day. The At 7th level combining your casting time with a
original target still cannot be the subject of the Perform check becomes a free action instead of a
spell hex for 24 hours. swift.
At 14th level using 1 round of bardic performance
Spell SpecializatiOn to maintain a bard spell with a duration of
Select one spell. You cast that spell with greater concentration becomes a swift action instead of a
than normal power. move action.
Prerequisites: Int 13, Spell Focus.
Benefit: Select one spell of a school for which you Split Hex
have taken the Spell Focus feat. Treat your caster You can split the effect of one of your targeted
level as being two higher for all level-variable hexes, affecting another creature you can see.
effects of the spell. Prerequisite: Witch level 10th.
Every time you gain an even level in the Benefit: When you use one of your hexes (not a
spellcasting class you chose your spell from, you major hex or a grand hex) that targets a single
can choose a new spell to replace the spell selected creature, you can choose another creature within
with this feat, and that spell becomes your 30 feet of the first target to also be targeted by the
specialized spell. hex.
At 7th level you no longer provoke attacks of At 17th level you may split a hex that targets a
opportunity when casting a specialized spell. single creature between up to three creatures,
At 14th level you gain a +2 bonus for the which may be no more than 30 feet apart.
purposes of overcoming spell resistance when you
cast a specialized spell. Split MajOr Hex*
Special: You can gain this feat multiple times. Its You can split the effect of one of your targeted
effects do not stack. Each time you take the feat, it hexes, affecting another creature you can see.
applies to a different spell. Prerequisites: Split hex, caster level 18th.
Benefit: When you use one of your major hexes
SpellsOng (not a grand hex) that targets a creature, you can
You can blend the power of your performance choose another creature within 30 feet of the first
and spellcasting. target to also be targeted by the major hex.
Prerequisites: Cha 13, bardic performance class *This feat does not scale.
ability, able to cast 1st-level spells.
Benefit: You can combine your bardic SpOntaneOus MetafOcus
performance and your spellcasting in two ways. You can focus to combine one of your known
First, you can conceal the activity of casting a bard spells and metamagic feats.
spell by masking it in a performance. As a swift Prerequisites: Cha 13, one metamagic feat, able to
action, you may combine your casting time of a spontaneously cast spells.
spell with a Perform check. Observers must make a Benefit: Pick a single spell that you are able to cast
Perception or Sense Motive check opposed by spontaneously. When you apply metamagic feats
your Perform check to realize you are also casting to that spell, you can cast the spell using the
a spell. This uses 1 round of your bardic normal casting time instead of at the slower casting
performance ability, regardless of the spell's casting time.
time. At 7th level all metamagic feats you apply to this
Second, as a move action, you can use 1 round of spell increase the spell level by 1 less, to a
bardic performance to maintain a bard spell with a minimum of 1.
duration of concentration. You can cast another At 14th level you may pick a second spell you are
spell in the same round you are using bardic magic able to cast spontaneously to apply this feat to.

20
Special: You can take this feat multiple times. Each At 17th level whenever you summon multiple
time you select this feat, choose a new spell that creatures instead of a single creature, you may do
you can cast spontaneously; the feat applies to so as a standard action instead of a full round
that spell. action.

Starlight SummOns ThanatOpic Spell (Metamagic)


Your summoned minions slink along under the Your spells can pierce wards against negative
shadows of the stars. energy and even affect undead targets.
Prerequisites: Spell Focus (conjuration), able to Prerequisites: Knowledge (religion) 6 ranks, Spell
cast summon nature's ally. Focus (necromancy).
Benefit: Creatures you summon gain the Blind- Benefit: A thanatopic spell pierces defenses and
Fight feat, a +5 bonus to Perception and Stealth immunities that protect against death effects,
checks in dim light or darkness, and their natural negative levels, and energy drain, affecting the
weapons are treated as cold iron for overcoming target as if the protective barrier did not exist.
damage reduction. For example, you could cast a thanatopic
At 7th level creatures you summon gain vampiric touch or enervation spell on a target
concealment (20% miss chance) even under under the effects of death ward, and the target
normal lighting conditions. would suffer the normal effect of the spell. Saving
At 14th level creatures you summon gain the Hide throws and SR (if any) still apply.
in Plain Sight ability, allowing them to make Undead are susceptible to spells augmented by
stealth checks to hide whenever they are within 10 this feat, as it retunes the negative energy to be
feet of an area of dim light even if they have harmful to them. A thanatopic spell that would kill
nothing to hide behind. a living creature (such as by giving it negative
levels equal to its Hit Dice) destroys an undead
Sunlight SummOns (though undead such as ghosts, liches, and
Your summoned minions shine with the power of vampires may reform as normal). Undead affected
the sun. by thanatopic spells that give negative levels
Prerequisites: Spell Focus (conjuration), able to automatically make their saving throws to remove
cast summon nature's ally. negative levels after 24 hours.
Benefit: Creatures that you summon shed light as A thanatopic spell uses up a spell slot two levels
a light spell. They are immune to blinding or higher than the spell's actual level.
dazzling effects, and their natural weapons are At 13th level the DC to resist a Thanatopic Spell
treated as magical for overcoming damage goes up by +2.
reduction. At 20th level a Thanatopic Spell only uses up a
At 7th level creatures you summon are immune to spell slot one level higher than the spell’s actual
visual effects that would fascinate them. level.
At 14th level creatures you summon gain DR Normal: Defenses such as death ward negate
5/evil and add 20 feet to their movement as long death effects, negative levels, and energy drain.
as they’re within sunlight or effects that are Undead are immune to these attacks.
considered the same as sunlight.
Theurgy
SuperiOr SummOning You can blend the power of arcane and divine
You can summon more creatures. magic.
Prerequisites: Augment Summoning, caster level Prerequisites: Wis 13, Int or Cha 13, able to cast
3rd. 1st-level arcane spells, able to cast 1st-level divine
Benefit: Each time you cast a summoning spell spells.
that conjures more than one creature, add one to Benefit: You can augment the power of your
the total number of creatures summoned. divine spells with arcane energy and augment your
At 10th level add two creatures to spells that arcane spells with divine energy.
conjure more than one creature instead of one.

21
When casting a divine spell, you may sacrifice an Benefit: This feat only works on mind-affecting
arcane spell slot or arcane prepared spell of that spells. A threnodic spell affects undead creatures
spell's level or higher as a swift action. The caster (even mindless undead) as if they weren't immune
level for that divine spell increases by +1. to mind-affecting effects, but has no effect on
When casting an arcane spell, you may sacrifice a living creatures. A threnodic spell uses up a spell
divine spell slot or prepared divine spell of the slot two level higher than the spell's actual level.
same or higher level as a swift action. Half the At 13th level the DC for undead to resist a
damage dealt by the arcane spell becomes holy (if Threnodic Spell increases by +2.
you channel positive energy) or unholy (if you At 20th level a Threnodic Spell only uses up a
channel negative energy). spell slot one level higher than the spell’s actual
At 8th level you may sacrifice a divine spell slot or level.
prepared divine spell of the same or higher level as Normal: Undead are immune to mind-affecting
a swift action to add +2 to an arcane spell’s save effects.
DC. You may do the same for divine spells by
sacrificing an arcane spell or spell slot of the TOppling Spell (Metamagic)
equivalent level. Your spells with the force descriptor knock the
At 15th level you may sacrifice a divine spell slot affected creatures prone.
or prepared divine spell in order to cast any Benefit: The impact of your force spell is strong
arcane spell you have already cast that day which enough to knock the target prone. If the target
is at least 3 spell levels lower than the sacrificed takes damage, fails its saving throw, or is moved
divine spell. You may do the same with your by your force spell, make a trip check against the
arcane spells. target, using your caster level plus your casting
ability score bonus (Wisdom for clerics, Intelligence
ThOughtful Discernment for wizards, and so on). This does not provoke an
Thinking back, you discover a lie in what you once attack of opportunity. If the check fails, the target
thought to be words of truth. cannot attempt to trip you or the force effect in
Prerequisite: Discern lies class feature. response.
Benefit: Once per day as a free action, you can A toppling spell only affects spells with the force
think back about a single statement you heard in descriptor. A toppling spell uses up a spell slot one
the last day and determine if it was a lie. This acts level higher than the spell's actual level.
like the discern lies spell, but instead of affecting a At 7th level add +4 to any trip attempts made as
creature, it affects a single statement a creature has part of a Toppling Spell.
made. At 14th level a Toppling Spell may affect spells
For example, if the king told you, “My daughter is with the force or sonic descriptor.
in the monster's dungeon” before you left to find
her, as long as the king said that to you within the Tripping Staff (COmbat)
past day, you can use this feat to determine You can make a trip attack with your quarterstaff.
whether or not the king deliberately and Prerequisites: Int 13, Combat Expertise, Improved
knowingly lied to you when he made that Trip, Weapon Focus (quarterstaff), base attack
statement. bonus +6.
At 7th level you may use this ability twice per Benefit: You treat quarterstaves as if they had the
day. trip special feature.
At 14th level you may reflect on any statement At 13th level you may use any magical staff as if it
you’ve heard within the past week. was a +1 quarterstaff.
At 20th level add an additional +2 to all trip
ThrenOdic Spell (Metamagic) attempts made with a quarterstaff.
You can convert mind-affecting magic to Special: If you are a magus with the staff magus
necromantic power capable of controlling undead. archetype, you can use spellstrike on any trip
Prerequisites: Knowledge (religion) 6 ranks, Spell combat maneuver you make with the staff.
Focus (necromancy).

22
Tripping Twirl (COmbat)
You can make a trip attack with a quarterstaff on
all adjacent enemies.
Prerequisites: Int 13, Combat Expertise, Improved
Trip, Tripping Staff, Weapon Focus (quarterstaff),
Weapon Specialization (quarterstaff), base attack
bonus +12.
Benefit: As a full-round action, while wielding a
quarterstaff two-handed, you can attempt a trip
combat maneuver against each enemy adjacent to
you.
At 19th level if you are a magus using a spell with
multiple touches (such as chill touch) as part of a
spellstrike then you may apply that spell to as
many trip attempts as you have available touches.
Special: If you are a magus with the staff magus
archetype, you can use spellstrike on any one trip
combat maneuver you make with the staff.

Ultimate Mercy
By using lay on hands, you can bring the dead
back to life.
Prerequisites: Cha 19, Greater Mercy, lay on
hands, mercy class feature.
Benefit: You can expend 10 uses of lay on hands Normal: The aura of resolve affects each ally
to bring a single dead creature you touch back to within 10 feet, and ends when you fall
life as a raise dead spell with a caster level equal to unconscious.
your paladin level. You must provide the material
component for raise dead or choose to accept 1
temporary negative level; this level automatically Uncanny Alertness
goes away after 24 hours, never becomes a Your research into arcana and the nature of reality
permanent negative level, and cannot be has given you heightened senses.
overcome in any way except by waiting for the Prerequisite: Alertness.
duration to expire. Benefit: This feat gives you an additional +1
At 10th level you no longer take the temporary bonus on Perception and Sense Motive checks, and
negative level, even if you don’t provide the you gain a +2 bonus on saving throws against
material component. sleep and charm effects.
At 19th level you may spend 15 uses of lay on At 7th level you gain +2 on perception and Sense
hands to bring a single dead creature you touch Motive checks instead of +1, and your bonus on
back to life as a resurrection spell. saving throws against sleep and charm effects
improves to +4.
At 15th level you gain a +4 on saves against
Ultimate ResOlve
illusions, as you more easily recognize them for
Your aura of resolve does not fall with you.
what they are.
Prerequisite: Aura of resolve class feature.
Benefit: Your aura of resolve is a 20-foot
emanation, and does not end if you fall
Uncanny COncentratiOn
unconscious. You have learned to enter a deeper state when
At 15th level your aura of resolve continues to casting spells, allowing you to shrug off
emanate from you even if you die for a number of distractions, damage, weather effects, and even the
rounds equal to your paladin level. effects of other spells.

23
Prerequisite: Combat Casting. Benefit: Pick one 1st-level spell, one 2nd-level
Benefit: You do not need to make concentration spell, one 3rd-level spell, and one 4th-level spell
checks when affected by vigorous or violent from the bard, cleric, inquisitor, or oracle spell
motion or by violent weather. You gain a +2 lists. Add these spells to your paladin spell list as
bonus on all other concentration checks. paladin spells of the appropriate level. Once
At 7th level you no longer need to make chosen, these spells cannot be changed.
concentration checks while entangled. At 11th level choose an additional spell of 1st,
At 14th level you are so focused that even injury 2nd, 3rd, and 4th level from the bard, cleric,
barely registers. If you take damage while casting inquisitor, or oracle spell lists to add to your own.
only add ½ of the damage you took (rounded At 19th level you may choose to swap any spells
down) to the DC of your concentration check. you have chosen for different spells of the same
level. Once a spell has been swapped in this
Undead Master manner, it cannot be changed again.
You can marshal vast armies of the undead to
serve you. Versatile Channeler
Prerequisites: Spell focus (necromancy), the ability You can choose to channel positive and negative
to cast animate dead or command undead. energy.
Benefit: When you cast animate dead or use the Prerequisites: Channel energy class feature,
Command Undead feat, you are considered to be necromancer or neutrally aligned cleric (see
four levels higher when determining the number of below).
Hit Dice you animate. When you cast command Benefit: You may make a choice whenever you
undead, your duration is doubled. use your channel energy class feature.
At 7th level you are considered five levels higher If you normally channel positive energy, you may
instead of four when using the Command Undead choose to channel negative energy as if your
feat. effective cleric level were 2 levels lower than
At 14th level your control of the undead is nearly normal.
absolute. When you cast command undead your If you normally channel negative energy, you
duration is tripled instead of doubled. may choose to channel positive energy as if your
effective cleric level were 2 levels lower than
UnsanctiOned DetectiOn normal.
You can focus your ability to detect evil for more Having this feat means you qualify for feats and
practical or mundane purposes. abilities that have “channel positive energy” or
Prerequisite: Detect evil class feature. “channel negative energy” as a prerequisite (for
Benefit: As a swift action, you can focus the clarity example, you qualify for the Command Undead
granted by your detect evil ability to heighten feat and the Turn Undead feat).
your awareness of other things. This gives you a At 7th level you channel as if you cleric level was
+10 sacred bonus on Perception and Sense Motive 1 lower instead of 2.
checks for one round. This expends your use of the At 14th level you become truly versatile,
detect evil class ability for the next 24 hours. channeling positive and negative energy as your
At 7th level use of this power only expends your full cleric level.
use of detect evil for 12 hours instead of 24. Note: This feat only applies to necromancers,
At 14th level your focus is so keen that this ability neutral clerics who worship neutral deities, or
only expends your use of detect evil for one hour. neutral clerics who do not worship a deity—
characters who have the channel energy class
ability and have to make a choice to channel
UnsanctiOned KnOwledge
positive or negative energy at 1st level. Clerics
You have searched though forbidden texts and are whose alignment or deity makes this choice for
privy to powerful but proscribed magic. them cannot select this feat.
Prerequisites: Int 13, ability to cast 1st-level
paladin spells.

24
Vigilant EidOlOn At 14th level you may make two concentration
Your eidolon is highly observant, and its link with checks when casting defensively or while grappled
you increases your own watchfulness. and take the better a number of times per day
Prerequisite: Eidolon class feature. equal to your primary casting attribute modifier.
Benefit: While your eidolon is within your reach,
you gain a +4 bonus on Perception checks. If you Wild Speech
have 10 or more ranks in Perception, this bonus You speak with the tongue of men and beasts.
increases to +8. This does not apply if your Prerequisites: Druid level 6th, wild shape class
eidolon is helpless or unconscious. feature.
At 7th level you gain blindsense to 30 feet while Benefit: When using wild shape to take the form
your eidolon is within reach. This does not apply if in which you cannot speak (such as an animal),
your eidolon is helpless or unconscious. you are able to speak normally in any language
At 14th level you gain blindsight to 60 feet while you know. This allows you to cast spells with
your eidolon is within reach. This does not apply if verbal components, speak command words, and
your eidolon is helpless or unconscious. activate spell completion and spell trigger items.
However, it does not give you the ability to cast
VOice Of the Sibyl spells requiring somatic components unless you
Your voice is strangely compelling. also have the Natural Spell feat, or cast spells with
Prerequisite: Cha 15. material components merged into your form.
Benefit: You get a +1 bonus on all Bluff, When using wild shape to take the form of an
Diplomacy, and Perform (oratory) skill checks. If animal, you may use speak with animals to
you have 10 or more ranks in one of these skills, communicate with animals of your assumed form.
the bonus increases to +3 for that skill. You do not This is a spell-like ability with a caster level equal
get these bonuses if you do not use your voice to your druid level, and you may use it for a
when using the skill (such as using Bluff to feint in number of minutes per day equal to your druid
combat). level. These minutes do not have to be
At 7th level whenever you use your voice as part consecutive, but must be used in one-minute
of casting a compulsion spell or as part of a bardic increments.
music performance to fascinate, add +2 to the At 13th level you gain a +2 bonus on Bluff,
save DC. Diplomacy, and Intimidate skill checks made
At 14th level your bonuses on Bluff, Diplomacy, against animals of your assumed form.
and Perform (oratory) skill checks increases to +2, At 20th level you may always speak with animals
or +6 if you have 10 or more ranks in them. These of your assumed form. It remains a spell-like ability
bonuses do not apply to uses of the skill when with a caster level equal to your druid level, but it
your voice is not involved. may be used as long as you remain in the
appropriate form.
WarriOr Priest
Your religion is both a shield and a weapon in
Witch Knife
battle. You empower your witch spells by incorporating
Prerequisites: Ability to cast divine spells, domain the use of a special ceremonial knife during your
or mystery class feature. castings.
Benefit: You gain a +1 bonus on initiative checks Prerequisite: Witch class.
and a +2 bonus on concentration checks made to Benefit: Each day, when you prepare your spells,
cast a spell or use a spell-like ability when casting you can select a masterwork or magical dagger,
defensively or while grappled. transforming it into a witch knife, which serves as
At 7th level your initiative bonus increases to +2 an additional focus component for witch patron
instead of +1, and you receive a +3 bonus on spells. Add +1 to the DC of all your patron spells.
concentration checks made to cast a spell or use a At 7th level add +2 to the DC of all your patron
spell-like ability when casting defensively or while spells instead of +1.
grappled.

25
At 14th level add +1 to the DC of all your hexes,
as long as your witch knife is in your hand.

WOrd Of Healing
Using the same divine energy as your lay on hands
ability, you can heal others at a distance.
Prerequisite: Lay on hands class feature.
Benefit: You may use your lay on hands to heal
another creature at a range of 30 feet as a
standard action that does not provoke an attack of
opportunity. You must be able to speak and have
a free hand to use this ability. The target heals half
the amount they would have healed if you had
touched them, but gains the benefits of your
mercies as normal.
At 8th level your range extends to 40 feet.
At 15th level targets receive the full benefit of
your lay on hands healing.

26
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2. The License: This License applies to any Open Game Content that contains a The Book of Experimental Might. Copyright 2008, Monte J. Cook. All
notice indicating that the Open Game Content may only be used under and in rights reserved.
terms of this License. You must affix such a notice to any Open Game Content that
you Use. No terms may be added to or subtracted from this License except as Advanced Options: Witches’ Hexes. Copyright 2010, Super Genius Games. Author:
described by the License itself. No other terms or conditions may be applied to Owen K.C.
any Open Game Content distributed using this License. Stephens

3.Offer and Acceptance: By Using the Open Game Content You indicate Your Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC;
acceptance of the terms of this License. Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason
Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and
4. Grant and Consideration: In consideration for agreeing to use this License, the Russ Taylor.
Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license
with the exact terms of this License to Use, the Open Game Content. Feats Reforged IV: The Magic Feats. Copyright, 2015 Total Party Kill
Games. Author(s): Brian Berg and Neal Litherland.
5.Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your Contributions
are Your original creation and/or You have sufficient rights to grant the rights
conveyed by this License.

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