Pathfinder Reference Document
Pathfinder Reference Document

Feats

Feats represent special tricks and edges that characters have acquired though training, luck, or a quirk of birth. They grant abilities and benefits in certain situations.

Types of Feats

Though most of the feats presented in this chapter are general and have no special rules governing them, some feats belong to one or more categories of feats that share special rules. A feat's type or types appear in parentheses after the feat's name. The following types of feats can be found in this chapter.

Combat Feats

Brawlers, fighters, gunslingers, swashbucklers, and warpriests can select combat feats as bonus feats. Members of other classes can take combat feats, provided they meet the prerequisites.

Panache Feats

Panache feats interact with the swashbuckler's panache class ability or the panache granted by the Amateur Swashbuckler feat. Swashbucklers can take panache feats as bonus feats.

Style Feats

Style feats were introduced in Pathfinder Roleplaying Game: Ultimate Combat. The style feats presented in this chapter are based on fighting styles more appropriate to the brawler's rough-and-tumble combat disciplines.

As a swift action, you can enter the stance employed by the fighting style that a style feat embodies. Although you cannot use a style feat before combat begins, the style you are in persists until either you use a swift action to switch styles or the end of the combat encounter, whichever occurs first. You can use a feat that has a style feat as a prerequisite only while you are in the stance of the associated style.

The styles presented in this book follow, along with specific feat paths—feats that complement each style.

Grabbing Style: This discipline is a wrestling and grappling style that favors powerful one-handed grabs, fast repositioning of those grabbed, and the ability to move and damage one or two opponents.

Feat Path: Grabbing Style, Grabbing Drag, Grabbing Master.

Jabbing Style: This style favors rapid punches and kicks, typically while the fighter circles her foe. Many of these land in the same area, delivering more pain with each successive hit, or in debilitating areas of the body.

Feat Path: Jabbing Style, Jabbing Dancer, Jabbing Master.

Pummeling Style: Powerful and seemingly wild haymaker punches and extended kicks are the hallmark of this style. Deeply rooted in its martial philosophy is the concept that landing one mighty strike in the right area will send an opponent sprawling.

Feat Path: Pummeling Style, Pummeling Bully, Pummeling Charge.

Teamwork Feats

Teamwork feats grant significant bonuses, but they function only under specific circumstances. In most cases, these feats require an ally with the same feat to have a specific position on the battlefield. Teamwork feats provide no benefits if the given conditions are not met. Allies who are paralyzed, stunned, unconscious, or otherwise unable to act do not count for the purposes of these feats. Cavaliers, hunters, and inquisitors have special class abilities that allow them to use teamwork feats even if their allies don't have those feats.

Feats that Grant Extra Uses

Feats that grant extra uses of class abilities, like Extra Channel or Extra Rage, effectively grant the affected ability a pool of additional uses each day. If you have levels in multiple classes that have the same ability (or abilities that are counted as others for the purposes of meeting feat prerequisites, like the skald's raging song counting as bardic performance), this single pool applies to all those abilities together, and doesn't grant extra uses to each one separately. You may spend this pool of uses each day on any of these abilities in whatever manner you choose.

For example, if you have levels in both barbarian and bloodrager and you take the Extra Rage feat, you gain 6 extra rounds that you can either use to rage or bloodrage or split between the two. The feat does not give both an extra 6 rounds of rage and 6 rounds of bloodrage—it gives you exactly 6 rounds each day that you can use for either one of these abilities. One day, you might use 4 of these rounds for rage and 2 on bloodrage; the next day, you might use 3 on each.

Feat Descriptions

The feats in this book are summarized on the table below. Note that the prerequisites and benefits of the feats listed in this table are abbreviated for ease of reference. See the feats' descriptions for full details.

The following format is used for all feat descriptions.

Feat Name: The line that bears the feat's name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.

Prerequisite: This line lists a minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required to take the feat. This entry is absent if a feat has no prerequisites. A feat can have more than one prerequisite.

Benefit: This benefit is what a feat enables the character ("you" in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated in the description.

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

Special: Additional unusual facts about the feat.

Advanced Class Guide Feats
FeatPrerequisitesBenefit
Aberrant Tumor Aberrant bloodline Gain a tumor familiar
Amateur Investigator Int 13, 1 rank in at least one Knowledge skill, no levels in a class that has inspiration Gain a minor pool of inspiration for use with Knowledge, Linguistics, or Spellcraft checks
Studied Combatant Amateur Investigator, base attack bonus +6 Expend inspiration to gain a limited version of studied combat
Improved Studied Combatant Int 13, Studied Combatant, base attack bonus +8 Studied strike grants a +4 bonus on attack rolls and damage rolls
Amateur Swashbuckler* No levels in a class that has panache Gain a minor pool of panache to use with a 1st-level swashbuckler deed of your choice
Animal Soul Animal companion or mount class feature You can shrug off spells that don't work on animals
Anticipate Dodge* Dodge, Mobility; base attack bonus +7, brawler level 4th, or monk level 4th Gain up to a +2 bonus on attack rolls against creatures with a dodge bonus
Counter Reflexes* Anticipate Dodge Opponents with Mobility do not gain a bonus when they provoke attacks of opportunity from you
Barroom Brawler* Base attack bonus +4 Once per day, gain the use of a combat feat you don't possess for 1 minute
Battle Cry* Cha 13; base attack bonus +5 or Perform (act, oratory, or sing) 5 ranks Let out a cry that grants allies a +1 bonus on attack rolls and +4 bonus on saves against fear
Befuddling Strike* Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 Confuse opponent with unarmed strike
Believer's Boon Wis 13, alignment must be within one step of your deity's Gain the use of a 1st-level cleric domain ability
Believer's Hands Believer's Boon, must be lawful good Use lay on hands once per day
Blasting Charge Base attack bonus +7, ability to cast 2nd-level bloodrager spells, bloodrage class feature Expend a bloodrager spell slot while bloodraging to add force damage to your charge attack
Blessed Striker Base attack bonus +11, ability to cast divine spells, alignment must be within one step of your deity's Your attacks are considered to have the alignments you share with your deity
Blooded Arcane Strike* Arcane Strike, bloodrage class feature Gain the benefits of Arcane Strike while bloodraging
Bookish Rogue Minor magic rogue talent Change your rogue talent spell-like abilities with study
Canny Tumble* Dodge, Mobility, Acrobatics 5 ranks Gain a bonus on melee attack rolls when you use Acrobatics to avoid attacks of opportunity
Channeled Blessing Blessings class feature, channel energy class feature Bestow a blessing on an ally when you channel energy
Channeling Force* Ability to cast one force spell, channel energy class feature Spend channel energy to deal extra force damage with weapon attacks
Counterpunch* Dex 18, Combat Reflexes, Improved Unarmed Strike, Weapon Focus (unarmed strike), base attack bonus +16 or brawler level 12th When you fight unarmed and a foe misses with all melee attacks, it provokes attacks of opportunity from you
Dazing Fist* Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +4 Daze with unarmed strikes
Disable Dweomer Disable Device 5 ranks, Use Magic Device 5 ranks, trapfinding Use Disable Device to suppress magic items
Disheartening Display* Dazzling Display, Weapon Focus, base attack bonus +6, proficiency with selected weapon Use Dazzling Display to increase a fear effect
Divine Protection Cha 13, Knowledge (religion) 5 ranks Gain a bonus equal to your Charisma bonus on a saving throw
Draining Strike* Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8 Cause fatigue with unarmed strikes
Dual Enhancement Two-Weapon Fighting; divine bond (weapon) or sacred weapon class feature Imbue two weapons with divine bond or sacred weapon instead of just one
Energy Channel Channel energy class feature; Air, Earth, Fire, or Water domain or blessing Spend channel energy to deal extra energy damage with weapon attacks
Esoteric Linguistics Skill Focus (Linguistics) Use Linguistics in place of some Use Magic Device and Spellcraft checks
Evolved Companion Cha 13, animal companion class feature Companion gains a 1-point eidolon evolution
Evolved Summoned Monster Augmented Summoning, Spell Focus (conjuration), ability to cast summon monster I Summoned monster gains a 1-point eidolon evolution
Expanded Preparation Arcanist level 1st Gain extra spell slots
Extended Animal Focus Animal focus class feature Add your Wisdom modifier to the number of minutes per day you can use animal focus
Extra Arcanist Exploit Arcanist exploit class feature Gain an additional arcanist exploit
Extra Channel Channel energy class feature Channel energy two additional times per day
Extra Hex Hex class feature Gain one additional hex
Extra Inspiration Amateur Investigator or inspiration class feature Gain three uses of inspiration
Extra Investigator Talent Investigator talent class feature Gain an additional investigator talent
Extra Martial Flexibility Martial flexibility class feature Gain three uses of martial flexibility
Extra Reservoir Arcane reservoir class feature Gain 3 more points in your arcane reservoir
Extra Slayer Talent Slayer talent class feature Gain an additional slayer talent
Favored Enemy Spellcasting Ability to cast spells Spell DCs are 1 higher for your chosen enemy
Faerie's Strike* Nature Magic or the ability to cast druid or ranger spells; Vital Strike, Knowledge (nature) 5 ranks Illuminate foes with Vital Strike
Flexible Hex Wandering hex class feature Change wandering hex with a swift action
Flexible Wizardry Spell Mastery, wizard level 1st Prepare some spells flexibly
Improved Flexible Wizardry Flexible Wizardry, wizard level 8th Flexibly prepare more spells
Focused Inspiration Inspiration class feature, keen recollection class feature Roll d8s or higher when you use inspiration on chosen skills
Force Dash Base attack bonus +3, ability to cast 2nd-level arcane spells, ability to cast at least one arcane force spell Lose a prepared spell or a spell slot to increase your speed
Formula Recollection Spellcraft 5 ranks, keen recollection class feature When a spell is cast, record its formula later
Grasping Strike* Nature Magic or the ability to cast druid or ranger spells; Vital Strike Entangle those you hit with Vital Strike
Gruesome Slaughter* Intimidating Prowess, Killing Flourish, Intimidate 11 ranks, slayer level 11th Creatures demoralized by Killing Flourish could become sickened
Improved Awesome Blow* Str 13; Awesome Blow or awesome blow class feature; Power Attack +2 on awesome blow combat maneuver checks and to CMD against such attacks, and movement due to awesome blow provokes from allies
Improved Dirge of Doom Ability to perform dirge of doom Dirge of doom expands to 60 feet and can cause fear up to frightened
Greater Dirge of Doom Improved Dirge of Doom, ability to perform dirge of doom Your dirge effects linger and can cause fear up to panicked
Insightful Delivery Poison use class feature, studied strike +4d6 Increase the DC of poison delivered with studied strike
Inspired Alchemy Ability to create 2nd-level extracts, alchemy class feature, inspiration class feature Spend time and inspiration to recreate a consumed extract
Inspired by Fear Ability to perform dirge of doom You and allies in your dirge of doom effect gain a +4 bonus against fear
Inspired Strike Inspiration and studied combat class features Expend inspiration to increase the damage dealt with the studied combat
Intimidating Performance Ability to start performances or raging song as move action, bardic performance or raging song class feature Demoralize foes with a successful Perform check
Kick Up* Dex 12, Acrobatic, Acrobatics 1 rank, slayer level 1st or swashbuckler level 1st Retrieve an unattended item as a swift action
Killing Flourish* Intimidating Prowess, Intimidate 4 ranks, slayer level 4th When melee attacks reduce a foe to fewer than 0 hit points, demoralize those around you
Lay of the Land Animal focus class feature, wild empathy class feature Gain lesser version of favored terrain class feature
Lunging Spell Touch Spellcraft 6 ranks Increase reach of spell's touch attack by 5 feet
Manifested Blood Cha 13; draconic or elemental bloodline Surround yourself with an element associated with your bloodline to gain resistance against its energy and deal damage to attackers
Merciless Butchery* Dastardly Finish, sneak attack +5d6, studied target class feature Attempt a coup de grace against a cowering, helpless, or stunned studied target as a standard action
Nature Magic Knowledge (nature) 1 rank Gain know direction as a constant spell-like ability and use one other druid orison once per day
Orator Skill Focus (Linguistics) Use Linguistics instead of Bluff, Diplomacy, and Intimidate in some instances
Paralyzing Strike* Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +14 Paralyze with unarmed strikes
Quicken Blessing Access to blessing's major power, blessings class feature Choose a blessing and spend two uses to call upon it as a swift action
Rage Casting Blood casting class feature Sacrifice hit points for bloodrager spell potency
Raging Absorption Ability to cast 4th-level bloodrager spells, bloodrage class feature Absorb arcane energy from damaging spells to refuel bloodrage
Raging Blood Eldritch Heritage or sorcerer bloodline class feature Enter a lesser bloodrage
Raging Concentration Blood casting class feature While bloodraging, add your morale bonus to Constitution to concentration checks
Ranged Study Weapon Focus with chosen weapon, studied combat class feature Choose a ranged weapon and use studied combat with that weapon
Reactive Healing Quick Channel or Quicken Spell; channel energy or lay on hands class feature When reduced to 0 hp or fewer, use channel energy or lay on hands to heal yourself as immediate action
Reckless Rage Power Attack; rage or raging song class feature Take a penalty on attack rolls to deal more damage while raging
Recovered Rage Rage or raging song class feature Regain rage or raging song with each foe you reduce to 0 or fewer hit points
Resilient Armor Divine bond (armor or shield) or sacred armor class feature Gain DR against some attacks
Riving Strike* Arcane Strike Those damaged by your Arcane Strike take a penalty on saves against spells and spell-like abilities
Seething Hatred* Studied target class feature Select a favored enemy and gain greater benefits when such a creature is your studied target
Extreme Prejudice* Seething Hatred, sneak attack +3d6, studied target class feature When you succeed at a sneak attack with Seething Hatred, roll d8s for damage instead of d6s
Seize Advantage* Opportune parry and riposte deed Add foe's Power Attack damage to your riposte
Silent Kill* Stealth 12 ranks, assassinate advanced slayer talent or ninja master trick Kill during the surprise round and slip back into shadows
Skald's Vigor Raging song class feature Gain fast healing while raging and performing or performing raging song
Greater Skald's Vigor Skald's Vigor, Perform (sing) 10 ranks Allies share the fast healing of Skald's Vigor
Skilled Rager Rage class feature Pick a skill and use it while raging
Slashing Grace* Dex 13, Weapon Finesse, Weapon Focus with selected weapon Treat a slashing weapon as a piercing melee weapon
Slayer's Feint* Dex 15, Acrobatic or slayer level 1st, Combat Expertise, Acrobatics 1 rank Use Acrobatics instead of Bluff to feint
Slow Faller Acrobatics 5 ranks or slow fall class feature Gain or improve the slow fall ability
Spirit Talker Hex class feature; shaman level 6th or witch level 6th Commune with a spirit to gain temporary use of one of its hexes
Spirit's Gift Ability to acquire an animal companion or a familiar Commune with a spirit to grant your animal companion or familiar a shaman spirit augmentation
Spiritual Guardian Ability to cast spiritual weapon or spiritual ally, spirit magic class feature Increase the attack power of your spirit spells
Spontaneous Nature's Ally Knowledge (nature) 5 ranks, ability to spontaneously cast cure or inflict spells, Animal or Plant domain Lose a spell slot to spontaneously cast a summon nature's ally spell of the same level
Staggering Fist* Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +2 Stagger foes with unarmed strikes
Stalker's Focus Knowledge (nature) 3 ranks, Survival 3 ranks, no levels in a class that has the animal focus class feature Gain an animal focus for you or your animal companion
Steadfast Personality Use your Charisma modifier on saves against mind-affecting effects
Stouthearted Raging song class feature Use raging song to reroll failed saves against fear effects
Surprise Maneuver Combat Expertise; sneak attack +3d6 or studied strike +3d6 Gain a bonus on combat maneuver checks against flanked foes and those denied their Dex bonus to AC
Talented Magician Major magic rogue talent, minor magic rogue talent Gain additional uses of spell-like abilities
Twinned Feint* Cha 13 After succeeding at a feint, you can attempt a feint against a second target
Twist Away Evasion Use Reflex in place of Fortitude as an immediate action
Undersized Mount* Ride 1 rank Ride creatures of your size
Unfettered Familiar Caster level 5th, ability to acquire a familiar Bestow touch spells on your familiar from a distance
War Blessing Mystery or domain class feature Gain a lesser use of the blessings class feature
Weapon of the Chosen* Weapon Focus with deity's favored weapon, worship and receive spells from a deity As a swift action, your first attack with weapon counts as magical
Improved Weapon of the Chosen* Weapon of the Chosen Gain the benefits of Weapon of the Chosen until the start of your next turn
Greater Weapon of the Chosen* Improved Weapon of the Chosen Roll twice with your favored weapon and take the better roll
Winter's Strike* Nature Magic or the ability to cast druid or ranger spells; Vital Strike, Knowledge (nature) 5 ranks Target of your Vital Strike must successfully save or become fatigued
Panache Feats Prerequisites Benefits
Confounding Tumble Deed Amateur Swashbuckler or panache class feature; Canny Tumble, Acrobatics 7 ranks When you avoid attacks of opportunity and hit a foe, you can deny it its Dex bonus to AC for 1 round
Disarming Threat Deed Amateur Swashbuckler or panache class feature; Diplomacy 2 ranks, Intimidate 2 ranks Use Intimidate without making the target unfriendly
Dueling Cape Deed Amateur Swashbuckler or panache class feature; Dodge, Sleight of Hand 1 rank Use your cape as a snaring buckler
Extra Panache Amateur Swashbuckler or panache class feature Gain 2 extra panache points
Pommel Strike Deed Amateur Swashbuckler or panache class feature; base attack bonus +3 Attack with a light or one-handed piercing weapon's pommel and knock down foes
Style Feats Prerequisites Benefits
Grabbing Style* Improved Grapple; base attack bonus +6, brawler's flurry, or flurry of blows Take no penalty for grabbing a foe one-handed, retain your Dex bonus to AC when pinning
Grabbing Drag* Grabbing Style; base attack bonus +8, brawler level 4th, or monk level 4th Move farther with dragged foes
Grabbing Master* Grabbing Drag; base attack bonus +12, brawler level 8th, or monk level 8th Grab two foes instead of just one
Jabbing Style* Improved Unarmed Strike; base attack bonus +6, brawler's flurry class feature or flurry of blows class feature Gain bonus damage when two or more unarmed strikes hit the same opponent during your turn
Jabbing Dancer* Dodge, Jabbing Style, Mobility; base attack bonus +9, monk level 5th, or brawler level 5th Move 5 feet without provoking attacks of opportunity whenever you hit with an unarmed strike.
Jabbing Master* Power Attack, Jabbing Dancer; base attack bonus +12, monk level 8th, or brawler level 8th Increase the damage dealt with Jabbing Style
Pummeling Style* Improved Unarmed Strike, base attack bonus +6, brawler's flurry, or flurry of blows Combine your unarmed strikes together
Pummeling Bully* Improved Reposition, Improved Trip, Pummeling Style; base attack bonus +9, brawler level 5th, or monk level 5th When using Pummeling Style, attempt a reposition or trip combat maneuver as a free action
Pummeling Charge* Pummeling Style; base attack bonus +12, brawler level 8th, or monk level 8th Pummel after a charge
Teamwork Feats Prerequisites Benefit
Coordinated Shot* Point-Blank Shot When an ally with this feat threatens a foe, gain a +1 bonus on ranged attack rolls, or +2 if that ally is flanking the foe
Distracting Charge* When an ally with this feat charges, you gain a +2 bonus on attack rolls against the creature charged
Improved Duck and Cover Duck and Cover When you use Duck and Cover, an ally with evasion or improved evasion takes some of the damage
Improved Spell Sharing Ability to acquire an animal companion, an eidolon, a familiar, or a special mount Divide spell duration with the companion creature
Improved Swap Places* Swap Places When you use Swap Places, your ally can be smaller or larger and your movement does not provoke attacks of opportunity
Intercept Charge* Move up to your speed to intercept charging foe as an immediate action
Pack Flanking Int 13, Combat Expertise, ability to acquire an animal companion You and your companion creature flank regardless of position
Share Healing Ability to acquire an animal companion, an eidolon, a familiar, or a special mount Share healing with your companion creature
Wounded Paw Gambit* Broken Wing Gambit, Bluff 5 ranks When you use Broken Wing Gambit, nearby allies can attempt a ranged attack against the attacker
* This is a combat feat, and can be selected as a brawler, fighter, gunslinger, swashbuckler, or warpriest bonus feat.

Aberrant Tumor

To the surprise of others, that strange growth on you is actually your spellcasting companion.

Prerequisite: Aberrant bloodline.

Benefit: You gain a tumor familiar, as the tumor familiar alchemist discovery, with an effective alchemist level equal to the level of the class that grants your aberrant bloodline for determining the tumor familiar's abilities. If multiple classes grant you the aberrant bloodline, those class levels stack for determining your effective alchemist level.

Amateur Investigator

Your knowledge is more than plain smarts—it's inspired.

Prerequisites: Int 13, 1 rank in at least one Knowledge skill, no levels in a class that has the inspiration class feature.

Benefit: Like an investigator, you have the ability to augment your Knowledge, Linguistics, and Spellcraft checks. You gain a pool of inspiration equal to your Intelligence modifier. You can expend one use of inspiration as a free action to add 1d6 to the result of a Knowledge, Linguistics, or Spellcraft check, as long as you are trained in that skill (even if you take 10 or take 20 on that check). You make this choice after the check is rolled and before the result of the roll is revealed. You can use inspiration only once per skill check. Your pool of inspiration refreshes each day, typically after you get a restful night's sleep.

Special: If you later gain levels in a class that has the inspiration class feature, you can immediately trade this feat for the Extra Inspiration feat.

Amateur Swashbuckler (Combat)

Although you're not a swashbuckler, you have and can use panache.

Prerequisite: No levels in a class that has the panache class feature.

Benefit: You gain a small amount of panache and the ability to perform a single 1st-level swashbuckler deed. Choose a 1st-level deed from the swashbuckler's deeds class feature (you can't select opportune parry and riposte). Once chosen, this deed can't be changed.

At the start of each day, you gain 1 panache point. Throughout the day, you can gain a number of panache points, up to a maximum equal to your Charisma modifier (minimum 1). You can regain panache points as the swashbuckler's panache class feature. You can spend these points to perform the 1st-level deed you chose upon taking this feat as well as any other deeds you have gained through feats or magic items.

Special: If you later gain levels in a class that has the panache class feature, you can immediately trade this feat for the Extra Panache feat.

Animal Soul

Your close bond with an animal allows you to ignore harmful magic that cannot affect your wild side.

Prerequisite: Animal companion or mount class feature.

Benefit: You can choose not to allow spells and effects to effect you if they would not be capable of affecting both your original creature type and the animal creature type.

Anticipate Dodge (Combat)

Your knowledge of mobility and your attack prowess allow you to thwart elusive opponents.

Prerequisites: Dodge, Mobility; base attack bonus +7, brawler level 4th, or monk level 4th.

Benefit: You automatically know whether a creature you can see has a dodge bonus to its AC. You gain up to a +2 bonus on attack rolls against a target that has a dodge bonus. This bonus cannot exceed the dodge bonus of the creature you attack.

Barroom Brawler (Combat)

You have learned how to mimic the combat tricks and forms of others.

Prerequisite: Base attack bonus +4.

Benefit: Once per day as a move action, you can gain the benefit of a combat feat that you do not possess for 1 minute. You must otherwise meet all of the feat's requirements.

Special: If you have the martial flexibility class feature, this feat instead grants you one additional use per day of that ability.

Battle Cry (Combat)

Your shout heartens your allies and encourages them in the fight.

Prerequisites: Cha 13; base attack bonus +5 or Perform (act, oratory, or sing) 5 ranks.

Benefit: A number of times per day equal to your Charisma bonus, you can let out a battle cry as a swift action. When you do, allies within 30 feet who can hear you gain a +1 morale bonus on attack rolls and a +4 morale bonus on saving throws against fear. This effect lasts for 1 minute.

If an ally is under the effect of this feat and fails a saving throw against a fear effect, she can choose to end the battle cry's effect on her to reroll the failed save. The ally must take the result of the reroll, even if it's lower. Each ally can use this effect only once per use of this feat.

Befuddling Strike (Combat)

You know just where to strike to temporarily send your enemy into a confused stupor.

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

Benefit: Befuddling Strike forces a foe damaged by your unarmed attack to attempt a Fortitude saving throw (DC = 10 + 1/2 your character level + your Wisdom modifier), in addition to dealing damage normally. You must declare that you are using this feat before you make your attack roll—thus, a failed attack roll ruins the attempt. An opponent who fails this saving throw is confused for 1d4 rounds. You can attempt to use Befuddling Strike once per day for every 4 character levels you have, but you can use it no more than once per round. Constructs, incorporeal creatures, mindless creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability.

Believer's Boon

Your deity rewards you for your faithfulness and your steadfast worship.

Prerequisites: Wis 13, alignment must be within one step of your deity's.

Benefit: When you take this feat, choose one domain granted by your deity. You can use the 1st-level domain ability that clerics of that domain can use a number of times or rounds per day, but you can use it only once per day or 1 round per day, whichever is appropriate. Your effective cleric level in regard to this ability is 1st level. If the domain has a 1st-level ability that does not meet this specification, you cannot use it.

Special: You can take this feat twice. When you take it a second time, you choose another domain granted by your deity.

If you grossly violate the code of conduct required by your deity, your alignment shifts so that it is more than one step away from your deity's, or you no longer worship your deity, you lose access to this feat. You can regain it once you atone for your misdeeds to your deity (see the atonement spell).

Believer's Hands

Thanks to your faith, you can heal others with a mere touch of your hand.

Prerequisites: Wis 13, Believer's Boon, must be lawful good, alignment must be within one step of your deity's.

Benefit: Once per day, you can use the paladin's lay on hands ability. Your effective paladin level is equal to 1/2 your character level (minimum 1). If you already have (or later gain) the lay on hands ability, you instead gain one extra use of lay on hands each day.

Special: This feat counts as having the lay on hands ability for the purpose of qualifying for feats such as Extra Lay on Hands.

If you grossly violate the code of conduct required by your deity, your alignment shifts so that it is more than one step away from your deity's, or you no longer worship your deity, you lose access to this feat. You can regain it once you atone for your misdeeds to your deity (see the atonement spell).

Blasting Charge

You funnel the power of your bloodrage into a strike capable of erupting with arcane power.

Prerequisites: Base attack bonus +7, ability to cast 2nd-level bloodrager spells, bloodrage class feature.

Benefit: While you are bloodraging, at the end of a charge you can expend a bloodrager spell slot as a swift action to imbue your charge attack with extra power. You deal an additional 1d6 points of damage per level of the spell slot expended. This extra damage is force damage, and it's not multiplied in the case of a critical hit.

If your bloodline has a specific energy type associated with it (as the elemental or draconic bloodlines do), you can increase the damage to 1d8 points per level of the spell slot expended, and this extra damage is of that type.

Blessed Striker

You attacks are augmented by the strength of your and your deity's shared alignment.

Prerequisites: Base attack bonus +11, ability to cast divine spells, alignment must be within one step of your deity's.

Benefit: All of your attacks are treated as having whatever alignment components you and your deity share for the purpose of overcoming damage reduction.

Special: If you grossly violate the code of conduct required by your deity, your alignment shifts so that it is more than one step away from your deity's, or you no longer worship your deity, you lose access to this feat. You can regain it once you atone for your misdeeds to your deity (see the atonement spell).

Blooded Arcane Strike (Combat)

Arcane energy guides your devastating attack.

Prerequisites: Arcane Strike, ability to cast arcane spells, bloodrage class feature.

Benefit: While you are bloodraging, you don't need to spend a swift action to use your Arcane Strike—it is always in effect. When you use this ability with Vital Strike, Improved Vital Strike, or Greater Vital Strike, the bonus on damage rolls for Arcane Strike is multiplied by the number of times (two, three, or four) you roll damage dice for one of those feats.

Bookish Rogue

Thanks to your preparation, your arcane ability is more varied than most.

Prerequisite: Minor magic rogue talent.

Benefit: By studying a spellbook for 10 minutes, you can change one spell you are able to cast using your minor magic or major magic rogue talent to one sorcerer/wizard spell of the same level contained in the spellbook. This change is permanent until you take the time to change it via this feat again.

Canny Tumble (Combat)

Your acrobatic prowess distracts your foes.

Prerequisites: Dodge, Mobility, Acrobatics 5 ranks.

Benefit: When you use Acrobatics to move through an opponent's threatened area or space without provoking an attack of opportunity from that opponent, you gain a +2 circumstance bonus on your next melee attack roll against that opponent and that opponent is denied its Dexterity bonus to AC, as long as you make that attack before the start of your next turn.

Channeled Blessing

Your channeled energy can deliver a warpriest's blessing.

Prerequisites: Blessings class feature, channel energy class feature.

Benefit: When you channel energy to heal, you can instead deliver a warpriest's blessing to a single willing creature (including yourself) in the area that otherwise would have been healed by your channeled energy. The blessing must be one that requires a standard action and affects one or more creatures. If the blessing would normally affect multiple targets, you affect only a single target. The target receives the blessing in place of the healing and any other effects of the channeled energy. (This application doesn't count toward your uses of blessings per day.)

Channeling Force (Combat)

You distill your channeled energy into a sheen of force that surrounds your weapon for a limited time.

Prerequisites: Ability to cast at least one force spell, channel energy class feature.

Benefit: As a swift action, you can expend one use of channel energy to grant your weapon attacks a bonus on damage rolls equal to the number of dice of your channel energy. This extra damage is force damage. This benefit lasts for your next three weapon attacks or until the end of the combat encounter, whichever comes first.

Confounding Tumble Deed (Panache)

You can befuddle a foe by striking a blow after tumbling.

Prerequisites: Amateur Swashbuckler feat or panache class feature, Canny Tumble, Acrobatics 7 ranks.

Benefit: When you use Acrobatics to move through an opponent's threatened area or space without provoking an attack of opportunity from that opponent and then hit that foe with a melee attack in the same round, as a free action you can spend 1 panache point to deny that foe its Dexterity bonus to its Armor Class until the end of your next turn.

Coordinated Shot (Combat, Teamwork)

Your ranged attacks against an opponent take advantage of your ally's positioning.

Prerequisite: Point-Blank Shot.

Benefit: If your ally with this feat is threatening an opponent and is not providing cover to that opponent against your ranged attacks, you gain a +1 bonus on ranged attacks against that opponent. If your ally with this feat is flanking that opponent with another ally (even if that other ally doesn't have this feat), this bonus increases to +2.

Counter Reflexes (Combat)

Your opponent's advanced training in moving around you is surpassed only by your readiness for it.

Prerequisites: Anticipate Dodge, Dodge, Mobility; base attack bonus +9, brawler level 6th, or monk level 6th.

Benefit: Opponents with the Mobility feat do not gain the dodge bonus granted by that feat when they provoke attacks of opportunity by moving out of or within your threatened area.

Counterpunch (Combat)

With deft reflexes, you capitalize on opponents' mistakes.

Prerequisites: Dex 18, Combat Reflexes, Improved Unarmed Strike, Weapon Focus (unarmed strike); base attack bonus +16 or brawler level 12th.

Benefit: Once per round, when you are fighting unarmed with both hands free and an opponent misses you with a melee attack, the opponent provokes an attack of opportunity from you. You must use an unarmed strike for this attack of opportunity.

Dazing Fist (Combat)

You know just where to strike to daze your foe.

Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +4.

Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Dazing Fist forces a foe damaged by your unarmed attack to attempt a Fortitude saving throw (DC = 10 + 1/2 your character level + your Wisdom modifier), in addition to dealing damage normally. A foe who fails this saving throw is dazed for 1 round, until just before your next turn. You can attempt to use Dazing Fist once per day for every 4 character levels you have, but no more than once per round. Constructs, incorporeal creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability.

Disable Dweomer

You can disable a magic item, suppressing it for a short time.

Prerequisites: Disable Device 5 ranks, Use Magic Device 5 ranks, trapfinding.

Benefit: You can use Disable Device to suppress the magic of a non-artifact magic item for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the suppression. Using Disable Device in this way takes 2d4 rounds, with a DC of 15 + the item's caster level.

Disarming Threat Deed (Panache)

Even your threats are curiously charming.

Prerequisites: Amateur Swashbuckler or panache class feature; Diplomacy 2 ranks, Intimidate 2 ranks.

Benefit: When you succeed at an Intimidate check to force an opponent to act friendly toward you, you can spend 1 panache point to cause the target to regard you with indifference when the duration of the effect expires. A target influenced in this manner is unlikely to report you to authorities.

Normal: An opponent forced to act friendly toward you by Intimidate becomes unfriendly when the duration expires, and is likely to report you to the authorities.

Disheartening Display (Combat)

Your show of prowess further demoralizes others.

Prerequisites: Dazzling Display, Weapon Focus, base attack bonus +6, proficiency with chosen weapon.

Benefit: When you successfully use Dazzling Display against any shaken, frightened, or panicked opponents, their fear increases by one step. An already panicked creature demoralized by this feat cowers. Once affected by this feat, a creature cannot be affected by it again (by you or anyone else) for 24 hours.

Distracting Charge (Combat, Teamwork)

Your ally's charge exposes an opening you can exploit.

Benefit: When your ally with this feat uses the charge action and hits, you gain a +2 bonus on your next attack roll against the target of that charge. This bonus must be used before your ally's next turn, or it is lost.

Divine Protection

Your deity protects you against deadly attacks.

Prerequisites: Cha 13, Knowledge (religion) 5 ranks.

Benefit: Once per day as an immediate action before rolling a saving throw, you can add your Charisma modifier on that saving throw. As usual, this does not stack if you already apply your Charisma modifier to that saving throw. If you possess the charmed life class feature, you can instead apply Divine Protection's bonus after rolling the saving throw but before the result is revealed.

Draining Strike (Combat)

With a well-aimed strike, you cause your target to become fatigued or exhausted.

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

Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Draining Strike forces a foe that was damaged by your unarmed attack to attempt a Fortitude saving throw (DC = 10 + 1/2 your character level + your Wisdom modifier), in addition to dealing damage normally. An opponent who fails this saving throw is fatigued for 1 minute or until the foe is subject to any spell or effect that heals hit point damage. If you have a base attack bonus of +14 or higher, the target is exhausted for the same duration instead. You can attempt to use Draining Strike once per day for every 4 character levels you have, but you can use it no more than once per round. Constructs, incorporeal creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability.

Dual Enhancement

You can enhance two weapons, or both ends of a double weapon, with a single act.

Prerequisites: Two-Weapon Fighting; divine bond (weapon) or sacred weapon class feature.

Benefit: When you use divine bond or sacred weapon to improve your weapon, you can choose to enhance two weapons or both ends of a double weapon. All weapons affected must be in hand or otherwise wielded. Any enhancement bonus you add to one of your weapons gets added to the second one at no extra cost, but weapon special abilities must be accounted for separately. For example, if you can enhance up to the equivalent of a +2 bonus, you could give both your weapons an additional +1 bonus and apply the keen weapon special ability to one of them.

Dueling Cape Deed (Combat, Panache)

You can use a simple cape to guard yourself and confound your foes.

Prerequisites: Dodge, Sleight of Hand 1 rank.

Benefit: As a move action, you can wrap a cape that you're wearing around your arm (removing it if necessary), and treat it as a buckler. If you are using the cape in this way, and an opponent misses you with a melee attack, as an immediate action you can spend 1 panache point to release your cape from your arm and entangle your foe with it. The foe can free itself by using a full-round action to escape or by destroying the cape; a typical cape has hardness 1 and 3 hit points. You can use this feat with items similar in shape and weight to a cape, such as a cloak or a curtain.

Energy Channel

You distill your channeled energy into your weapon.

Prerequisites: Channel energy class feature; Air, Earth, Fire, or Water domain or blessing.

Benefit: As a swift action, you can expend one use of channel energy to grant your weapon attacks a bonus on damage rolls equal to twice the number of dice rolled for your channel energy. This additional damage is of an energy type determined by your domain or blessing: acid (Earth), cold (Water), electricity (Air), or fire (Fire). If you have more than one of those domains or blessings, you choose one of those damage types each time you use this ability. This effect lasts for your next three weapon attacks or until the end of the combat encounter, whichever comes first.

Esoteric Linguistics

You can decipher even the most exotic of writings, including those that contain magic.

Prerequisite: Skill Focus (Linguistics).

Benefit: You can attempt a Linguistics check in place of a Use Magic Device check to activate a scroll, or in place of a Spellcraft check to identify a scroll. You must still have (or emulate) the ability score required to cast a spell of the desired level, and you cannot use Linguistics on the check to emulate the required ability score.

Evolved Companion

Your animal companion has unique abilities.

Prerequisites: Cha 13, animal companion class feature.

Benefit: When you take this feat, select a 1-point evolution other than pounce or reach from those available to a summoner's eidolon. Your animal companion gains this evolution. The animal companion must conform to any limitations of the evolution. For instance, you can give the mount evolution only to an animal companion of an appropriate size and base form.

If you gain a new animal companion, your old animal companion loses this evolution, and you can select a new 1-point evolution for the new animal companion.

Special: You can take this feat multiple times. Each time you do, select an additional 1-point evolution for your animal companion.

Evolved Summoned Monster

The creatures you summon have evolved to have even greater abilities.

Prerequisites: Augmented Summoning, Spell Focus (conjuration), ability to cast summon monster I.

Benefit: Each time you cast a summon monster spell, you can select a 1-point evolution other than pounce or reach from those available to a summoner's eidolon. Your summoned creature gains this evolution. The summoned creature must conform to any limitations of the evolution. (For instance, only a creature with a reach of 10 feet or greater can have the pull evolution.) Evolutions that grant additional attacks or enhance existing attacks can be applied only to Medium or larger summoned creatures.

If you summon more than one creature with a single spell, only one creature gains the evolution.

Special: You can take this feat multiple times. Each time you do, select an additional 1–point evolution for one of your summoned creatures. If you summon more than one creature, you can apply all the chosen evolutions to a single summoned creature or split them between the creatures.

Expanded Preparation

You can prepare more spells than other arcanists can.

Prerequisite: Arcanist level 1st.

Benefit: You gain an extra spell prepared of the highest level you can currently cast as an arcanist when selecting this feat. This is in addition to the number of spells you can normally prepare from your spellbook. You can instead add two spells prepared, but both of these slots must be at least 1 level lower than the highest-level spell you can currently cast as an arcanist when selecting this feat. You must choose which benefit you gain when you take this feat, and the extra spells prepared do not change level when you gain access to higher-level spells.

Special: You can take this feat up to three times. Each time you do, you can choose either benefit.

Extended Animal Focus

Your ability to emulate an animal lingers longer.

Prerequisite: Animal focus class feature.

Benefit: Add your Wisdom modifier (minimum 1) to the number of minutes per day that you can use your animal focus ability.

Extra Arcanist Exploit

Your repertoire of arcanist exploits expands.

Prerequisite: Arcanist exploit class feature.

Benefit: You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit.

Special: You can take this feat multiple times. Each time you do, you gain another arcanist exploit.

Extra Channel

You can channel divine energy more often.

Prerequisite: Channel energy class feature.

Benefit: You can channel energy two additional times per day.

Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times per day, but only to channel positive energy. If a warpriest with the ability to channel energy takes this feat, he gains four additional uses of fervor per day, but can use them only to channel energy.

Extra Hex

You have learned the secrets of a new hex.

Prerequisite: Hex class feature.

Benefit: You gain one additional hex. You must meet the prerequisites for this hex. If you are a shaman, it must be a hex granted by your spirit rather than one from a wandering spirit.

Special: You can take this feat multiple times. Each time you do, you gain another hex.

Extra Inspiration

You are more able to draw upon inspiration than most.

Prerequisite: Amateur Investigator or inspiration class feature.

Benefit: You gain three extra use per day of inspiration in your inspiration pool.

Special: If you have levels in the investigator class, you can take this feat multiple times. Each time you do, you gain three extra uses of inspiration per day.

Extra Investigator Talent

You learn a new way to use your training and inspiration.

Prerequisite: Investigator talent class feature.

Benefit: You gain one additional investigator talent. You must meet the prerequisites for this investigator talent.

Special: You can take this feat multiple times. Each time you do, you gain another investigator talent.

Extra Martial Flexibility

You are extremely versatile in a fight.

Prerequisite: Martial flexibility class feature.

Benefit: You can use your martial flexibility ability three additional times per day.

Extra Panache (Panache)

You have more panache than the ordinary swashbuckler.

Prerequisite: Amateur Swashbuckler or panache class feature.

Benefit: You gain 2 more panache points at the start of each day, and your maximum panache increases by 2.

Special: If you have levels in the swashbuckler class, you can take this feat multiple times. Its effects stack.

Extra Reservoir

Your reservoir of arcane energy is greater than the reservoirs of others.

Prerequisite: Arcane reservoir class feature.

Benefit: You gain 3 more points in your arcane reservoir, and the maximum number of points in your arcane reservoir increases by that amount.

Special: You can take this feat multiple times. Its effects stack.

Extra Slayer Talent

Through long practice, you have learned how to perform a special talent.

Prerequisite: Slayer talent class feature.

Benefit: You gain one additional slayer talent. You must meet the prerequisites for this slayer talent.

Special: You can take this feat multiple times. Each time you do, you gain another slayer talent.

Extreme Prejudice (Combat)

Your hatred of a particular type of creature has honed your killer instinct.

Prerequisites: Seething Hatred, sneak attack +3d6, studied target class feature.

Benefit: When you succeed at a sneak attack against a creature you selected as the target of your Seething Hatred feat, you use d8s to roll sneak attack damage instead of d6s.

Favored Enemy Spellcasting

Your spells are more effective against creatures that you especially abhor.

Prerequisite: Ability to cast spells.

Benefit: When you take this feat, choose a creature type or a humanoid subtype from the Ranger Favored Enemies table. When creatures of the chosen type attempt saving throws against your spells, they treat the spells' DCs as 1 higher. If you also have the favored enemy class feature and the chosen type is already a favored enemy of yours, such creatures treat your spells' DCs as 2 higher.

Special: You can take this feat multiple times. Each time you do, it applies to a different creature type.

Faerie's Strike (Combat)

Ephemeral wisps of nature spirits dance about those you strike.

Prerequisites: Nature Magic or the ability to cast druid or ranger spells; Vital Strike, Knowledge (nature) 5 ranks.

Benefit: When you use Vital Strike (or Improved Vital Strike or Greater Vital Strike), the creature you hit with the attack must succeed at a Will save (DC = 10 + 1/2 your character level + your Wisdom modifier) or be illuminated as if by faerie fire for 1 minute. You can use this benefit a number of times per day equal to your Wisdom modifier (minimum 1).

Flexible Hex

Your wandering hex shifts at your command.

Prerequisite: Wandering hex class feature.

Benefit: Once per day as a swift action, you can change your wandering hex. When you change your hex, the new hex must be associated with the wandering spirit with which you are currently bonded. At 12th level, you can change either or both of your wandering hexes with the feat.

Normal: Shamans select their hexes every day when they prepare their spells and cannot change them.

Flexible Wizardry

You have learned a trick that makes your spellcasting more flexible.

Prerequisites: Spell Mastery, wizard level 1st.

Benefit: When you prepare your spells each day, you can choose to keep a number of spell slots equal to your Intelligence modifier (minimum 1) flexibly prepared. Instead of preparing a single spell within each of these slots, you can partially prepare two spells. Anytime after you prepare these flexible slots, you can spend a full-round action to finalize one slot, choosing one of the two spells to be finished and fully prepared in that slot.

Focused Inspiration

Two of your skills gain a bit more from your inspiration than others.

Prerequisites: Inspiration class feature, keen recollection class feature.

Benefit: When you take this feat, choose two skills that you either are trained in or can use untrained. You must be able to use inspiration with these skills. When you use inspiration on checks involving those skills, roll a d8 instead of a d6, or a d10 if you would normally roll a d8. If you have the true inspiration class feature, you roll twice as many such dice (2d8 or 2d10) as normal.

Force Dash

You can absorb the magic in your force spells to give you a concentrated burst of speed.

Prerequisites: Base attack bonus +4, ability to cast 2nd-level arcane spells, ability to cast at least one arcane force spell.

Benefit: As a swift action, you can sacrifice a prepared arcane force spell (or if you are a spontaneous caster, a spell slot of the same level as an arcane force spell you know) to give yourself an enhancement bonus to speed. The bonus gained is equal to 10 feet × the level of the spell sacrificed. The bonus applies to all forms of movement, and it lasts 1 round. If you charge while this bonus is in effect, you do not take the normal –2 penalty to AC until the start of your next turn.

Formula Recollection

You are able to record and recall even the complex and intricate details of spellcasting.

Prerequisites: Spellcraft 5 ranks, keen recollection class feature.

Benefit: Once per day, you can record the formula for a spell that you saw being cast and identified with Spellcraft in the past 24 hours. This spell must be on the alchemist formula list.

Grabbing Drag (Combat)

You can move easily with a grappled enemy in tow.

Prerequisites: Grabbing Style, Improved Grapple; base attack bonus +8, brawler level 4th, or monk level 4th.

Benefit: When you are using Grabbing Style, if you use the move grapple action, you can move both yourself and a single target that you're grappling your full speed instead of half your speed. After you have done so, you can use a move action to move yourself and the target of your grapple half your speed without needing to attempt an additional combat maneuver check. You cannot use this feat if you are grappling two targets.

Grabbing Master (Combat)

You can grapple two foes as easily as one.

Prerequisites: Grabbing Drag, Grabbing Style, Improved Grapple; base attack bonus +12, brawler level 8th, or monk level 8th.

Benefit: When you are grabbing two opponents while using Grabbing Style, you can use your grapple to move or damage both opponents you are grappling, instead of just one.

Grabbing Style (Combat, Style)

You are adept at the one-handed grab.

Prerequisites: Improved Grapple; base attack bonus +6, brawler's flurry class feature, or flurry of blows class feature.

Benefit: When you use this style, you do not take a –4 penalty on combat maneuver checks to grapple a foe by using only one hand. Additionally, you do not lose your Dexterity bonus to AC while pinning an opponent.

Normal: Without two free hands, you take a –4 penalty on the combat maneuver roll to grapple a foe. While pinning a foe, you lose your Dexterity bonus to AC.

Grasping Strike (Combat)

The surrounding foliage lurches forth at your enemies in concert with your strikes.

Prerequisites: Nature Magic or the ability to cast druid or ranger spells; Vital Strike, Knowledge (nature) 5 ranks.

Benefit: When you use Vital Strike (or Improved Vital Strike or Greater Vital Strike), you cause the foliage in the area to reach out and entangle your foe (as the condition) if it fails a Reflex save (DC = 10 + 1/2 your character level + your Wisdom modifier). The effect lasts for 1 minute or until the enemy breaks free with a successful Strength check or an Escape Artist check (DC = the effect's saving throw DC), whichever comes first.

You can use this benefit a number of times per day equal to your Wisdom modifier (minimum 1). You can use this ability as a free action after you hit an enemy with an attack. This is a supernatural ability.

Greater Dirge of Doom

The haunting sound of sepulchral intonations chills the most stalwart adversary to its very core.

Prerequisites: Improved Dirge of Doom, ability to perform dirge of doom.

Benefit: The effect of your dirge of doom lingers with a target for 2 rounds after the creature leaves the dirge's area of effect. If you use your dirge on a creature that is shaken, it becomes frightened. If you use it on a creature that is frightened, it becomes panicked. Once affected by this feat, a creature cannot be affected by it again for 24 hours.

Normal: Fear effects on a creature end immediately once it leaves the area of dirge of doom. A fear effect cannot be made more extreme by dirge of doom and can be changed only to the frightened condition by the Improved Dirge of Doom feat.

Greater Skald's Vigor

Your song and your enthusiasm invigorate your allies.

Prerequisites: Skald's Vigor, Perform (song) 10 ranks.

Benefit: Your allies share in the fast healing granted by your Skald's Vigor, starting in the round when you begin your performance. They must be able to hear the performance. If you stop maintaining the song, the fast healing ends immediately, even if other effects of your song linger.

Greater Weapon of the Chosen (Combat)

Your deity guides your hand when you fight with her favored weapon.

Prerequisites: Improved Weapon of the Chosen, Weapon Focus with deity's favored weapon, Weapon of the Chosen, must worship and receive spells from a deity.

Benefit: When you use your deity's favored weapon to attempt a single attack with the attack action, you roll two dice for your attack roll and take the higher result. You do not need to use your Weapon of the Chosen feat to gain this feat's benefit. As usual, the reroll does not apply to any confirmation rolls.

Gruesome Slaughter (Combat)

You can inspire extreme revulsion when you slaughter your enemies.

Prerequisites: Intimidating Prowess, Killing Flourish, Intimidate 11 ranks, slayer level 11th.

Benefit: Creatures you demoralize by using the Killing Flourish feat must succeed at a Fortitude save (DC = 10 + 1/2 your character level + the higher of your Strength and Dexterity modifiers) or become sickened for 1 minute.

Improved Awesome Blow (Combat)

You are skilled at sending your opponents flying.

Prerequisites: Str 13; Awesome Blow or awesome blow class feature; Power Attack

Benefit: You receive a +2 bonus on checks to perform an awesome blow combat maneuver. You also gain a +2 bonus to your combat maneuver defense whenever an opponent tries to perform an awesome blow combat maneuver against you. Whenever you successfully perform an awesome blow combat maneuver, your opponent's movement provokes attacks of opportunity from all your allies (but not from you).

Normal: Creatures moved by awesome blow do not provoke attacks of opportunity.

Improved Dirge of Doom

The foreboding tone of your dirge is especially effective at unsettling your enemies.

Prerequisite: Ability to perform dirge of doom.

Benefit: The range of your dirge of doom ability is extended to 60 feet. Additionally, if a creature is shaken from another effect, the effect of your dirge of doom is changed to frightened for that specific creature. This benefit cannot cause a creature to become panicked, even if a target is already frightened from another effect. Once affected by this feat, a creature cannot be affected by it again for 24 hours.

Normal: The range of dirge of doom is 30 feet. A creature that is already shaken cannot become frightened by dirge of doom.

Improved Duck and Cover(Teamwork)

Your allies' ability to protect you from damage extends to area attacks.

Prerequisite: Duck and Cover.

Benefit: Whenever you use Duck and Cover, your ally has evasion or improved evasion, and your ally succeeds at its saving throw, half of the damage you would have taken is transferred to your ally. (This damage is not reduced by the ally's evasion or improved evasion.)

Improved Flexible Wizardry

You possess an impressive versatility in casting that other wizards lack.

Prerequisites: Flexible Wizardry, Spell Mastery, wizard level 8th.

Benefit: When you use Flexible Wizardry, you can flexibly prepare a number of spell slots equal to your Intelligence modifier + 4. Furthermore, you can finalize one of these slots with a standard action instead of a full-round action.

Improved Spell Sharing (Teamwork)

Your link with your companion creature allows you to share your magic with it.

Prerequisite: Ability to acquire an animal companion, an eidolon, a familiar, or a special mount.

Benefit: When you are adjacent to or sharing a square with your companion creature and that companion creature has this feat, you can cast a spell on yourself and divide the duration evenly between yourself and the companion creature. You can use this feat only on spells with a duration of at least 2 rounds. For example, you could cast bull's strength on yourself, and instead of the spell lasting 1 minute per level on yourself, it lasts 5 rounds per level on yourself and 5 rounds per level on your companion.

Once the spell is cast, you and the companion creature can move farther apart without ending the effect.

Improved Studied Combatant

Deep understanding of your foes' tics grants you the upper hand in combat.

Prerequisites: Int 13, Amateur Investigator, Studied Combatant, base attack bonus +8, 1 rank in at least one Knowledge skill, no levels in a class that has the inspiration class feature.

Benefit: Your bonuses for Studied Combatant increase to a +4 insight bonus on melee attack rolls and a +4 bonus on damage rolls. This feat otherwise works like the Studied Combatant feat.

Improved Swap Places (Combat, Teamwork)

When you switch places with your comrade, your sizes don't matter.

Prerequisite: Swap Places.

Benefit: When you and your ally use Swap Places, your ally can be up to one size larger or smaller than you, and your movement into the ally's square does not provoke attacks of opportunity. If your ally cannot fit into the space you had been occupying and there are no available adjacent squares to accommodate the rest of the ally's space, the ally must squeeze. Alternatively, as part of its movement, the ally can attempt a bull rush combat maneuver against a creature that occupies a space your ally would occupy, but this bull rush cannot move the creature more than 5 feet.

Normal: Using Swap Places requires you and your ally to be the same size, and your movement into the ally's square provokes attacks of opportunity.

Improved Weapon of the Chosen (Combat)

You gain even greater favor when you use your deity's favored weapon.

Prerequisites: Weapon Focus with your deity's favored weapon, Weapon of the Chosen.

Benefit: This feat acts as Weapon of the Chosen, except you gain the benefits on all attacks until the start of your next turn. Your attacks gain a single alignment component of your deity—either chaotic, evil, good, or lawful—for the purpose of overcoming damage reduction. If your deity is neutral with no other alignment components, your attacks instead overcome damage reduction as though your weapon were both cold iron and silver.

Insightful Delivery

Your knowledge of where to strike makes your poisons more deadly.

Prerequisites: Poison use class feature, studied strike +4d6.

Benefit: When you use a poisoned weapon to attempt an attack in conjunction with studied strike, the DC to resist the poison increases by half the number of your studied strike dice.

Inspired Alchemy

With some inspiration and elbow grease, you can recreate a consumed extract in a pinch.

Prerequisites: Ability to create 2nd-level extracts, alchemy class feature, inspiration class feature.

Benefit: You can recreate an extract that you consumed during the past hour. You must spend 10 minutes and expend a number of uses of inspiration equal to the level of the extract's formula to do so. When you recreate an extract in this way, it does not count toward the number of extracts you can prepare in a day.

Inspired by Fear

When spreading fear to your enemies, you further embolden your allies.

Prerequisite: Ability to perform dirge of doom.

Benefit: Allies in the area of your dirge of doom receive a +4 morale bonus on saving throws against fear effects. At least one enemy must be in the dirge's area and become shaken by the dirge for you and your allies to receive this bonus.

Inspired Strike

You are as talented with weapon-work as with skills.

Prerequisites: Inspiration and studied combat class features.

Benefit: When you damage a creature by using the studied combat class feature, you can expend one use of inspiration to roll an inspiration die and increase the damage by the number rolled.

Intercept Charge (Combat, Teamwork)

You can get in the way of an opponent charging your ally.

Benefit: When an opponent charges your ally with this feat, as an immediate action you can move up to your speed toward any square in the path of the charge. If you end your movement in the path of the charge, the opponent must stop when it becomes adjacent to you and then attack you instead of your ally. Your movement from using this feat counts toward your movement on your next turn.

Intimidating Performance

Your performance strikes fear in the hearts of foes.

Prerequisites: Ability to start a performance or a raging song as a move action, bardic performance or raging song class feature.

Benefit: When you start a performance or a raging song as a move action or a swift action, you can use a standard action to demoralize a foe, attempting a Perform check appropriate to your performance in place of the Intimidate check. Your performance must have an audible component. This is a sonic effect.

If you can start a performance as a swift action and you have the Dazzling Display feat, you can gain the benefit of Dazzling Display by succeeding at a Perform check in place of an Intimidate check.

Jabbing Dancer (Combat)

You've learned to bend and shift your body to avoid attacks and reposition yourself advantageously.

Prerequisites: Dodge, Improved Unarmed Strike, Jabbing Style, Mobility; base attack bonus +9, brawler level 5th, or monk level 5th.

Benefit: Each time you hit with an unarmed strike while using Jabbing Style, you can move 5 feet without provoking an attack of opportunity, as long as you move to a space adjacent to the opponent you hit with the unarmed strike. If you use this feat, you cannot take a 5-foot step during your next turn.

Jabbing Master (Combat)

Your quick punches become even more lethal.

Prerequisites: Dodge, Improved Unarmed Strike, Jabbing Dancer, Jabbing Style, Mobility, Power Attack; base attack bonus +12, brawler level 8th, or monk level 8th.

Benefit: While you use Jabbing Style, the extra damage you deal when you hit a single target with two unarmed strikes increases to 2d6, and the extra damage when you hit a single target with three or more unarmed strikes increases to 4d6.

Jabbing Style (Combat, Style)

A cluster of quick strikes deals more damage than a single roundhouse swing.

Prerequisites: Improved Unarmed Strike; base attack bonus +6, brawler's flurry class feature, or flurry of blows class feature.

Benefit: When you hit a target with an unarmed strike and you have hit that target with an unarmed strike previously that round, you deal an extra 1d6 points of damage to that target.

Kick Up (Combat)

You have learned how to kick items on the ground up to a ready hand.

Prerequisites: Dex 12, Acrobatic, Acrobatics 1 rank; slayer level 1st or swashbuckler level 1st.

Benefit: As long as you have at least one hand free, you can use a swift action to retrieve a single unattended item or weapon that weighs 10 pounds or less from the ground, either in your square or in any adjacent square not occupied or threatened by an enemy. Additionally, when you kick up a weapon and attempt a feint before the end of your turn, you receive a +2 circumstance bonus on the feint attempt.

Killing Flourish (Combat)

You inspire dread in other foes when you slay an enemy.

Prerequisites: Intimidating Prowess, Intimidate 4 ranks, slayer level 4th.

Benefit: When you reduce your target to fewer than 0 hit points with a melee attack, as a swift action you can attempt an Intimidate check to demoralize all foes within 30 feet who can see your attack.

Lay of the Land

Your affinity to nature grants you greater insight into specific biomes.

Prerequisites: Animal focus class feature, wild empathy class feature.

Benefit: You gain a favored terrain as the ranger ability of the same name, though the favored terrain bonuses you receive do not increase with your level. This ability counts as the favored terrain class feature for the purposes of prerequisites and other effects.

Special: You can select this feat up to four times. Each time you take it, you apply it to a different terrain. Unlike with the ranger's favored terrain class feature, the bonuses you gain for previously chosen terrain types don't increase.

Lunging Spell Touch

You can extend your spells' reach to affect foes that would normally be too far away.

Prerequisite: Spellcraft 6 ranks.

Benefit: As a free action, you can increase the reach of your spells' melee touch attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until the start of your next turn. You must decide to use this ability before you make any attacks on your turn.

Manifested Blood

You can use the power of your bloodline to surround yourself in its element.

Prerequisites: Cha 13; draconic or elemental bloodline.

Benefit: Once per day, you can surround yourself with the element associated with your bloodline. For a number of rounds equal to your Charisma modifier (minimum 1), you gain resistance 5 to that energy type, and all creatures that attempt a natural weapon attack or an unarmed strike against you take 2 points of damage of that same energy type. If you already have resistance to that energy type, the resistance increases by 5.

Special: You can take this feat multiple times. Each time you do, you gain an additional daily use of this feat.

Merciless Butchery (Combat)

Your talent for slaughter lets you dispatch helpless opponents before they can recover.

Prerequisites: Dastardly Finish, sneak attack +5d6, studied target class feature.

Benefit: As a standard action that does not provoke attacks of opportunity, you can attempt a coup de grace against a cowering, helpless, or stunned opponent that you have designated as your studied target.

Nature Magic

You are able to use simple spells by drawing on nature's raw majesty.

Prerequisite: Knowledge (nature) 1 rank.

Benefit: You gain know direction as a constant spell-like ability, and can choose another druid orison you can cast as a spell-like ability once per day. Your caster level for both of these spell-like abilities is equal to your character level.

Orator

You're able to construct statements and commands that are much more convincing than their content would otherwise suggest.

Prerequisite: Skill Focus (Linguistics).

Benefit: You can use a Linguistics check in place of a Bluff check to tell a falsehood or conceal information, in place of a Diplomacy check to change the attitude of a creature, or in place of an Intimidate check to force a creature to cooperate. You must deliver your attempt in a language the target understands.

Pack Flanking (Teamwork)

You and your companion creature are adept at fighting together against foes.

Prerequisites: Int 13, Combat Expertise, ability to acquire an animal companion.

Benefit: When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you both threaten the same opponent, you are both considered to be flanking that opponent, regardless of your actual positioning.

Normal: You must be positioned opposite an ally to flank an opponent.

Paralyzing Strike (Combat)

Finding just the right pressure point, you paralyze your foe with a single hit.

Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +14.

Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Paralyzing Strike forces a foe damaged by your unarmed attack to attempt a Fortitude saving throw (DC = 10 + 1/2 your character level + your Wisdom modifier), in addition to dealing damage normally. An opponent who fails this saving throw is paralyzed for 1 round, until just before your next turn. You can attempt to use Paralyzing Strike once per day for every 4 character levels you have, but no more than once per round. Constructs, incorporeal creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability.

Pommel Strike Deed (Panache)

With a surprise swipe with your pommel, you can topple a foe.

Prerequisites: Amateur Swashbuckler or panache class feature; base attack bonus +3.

Benefit: You can spend 1 panache point to make a melee attack with the pommel of a light or one-handed piercing melee weapon as a standard action. You make this attack as if you were using the weapon normally (including any bonuses gained from the swashbuckler's finesse class feature, Weapon Finesse, or other similar feats and effects), but you deal 1d6 points of bludgeoning damage (or 1d4 if you are Small) instead of the weapon's normal damage. Regardless of your size, the critical threat range and critical multiplier of this attack are 20/×2, and they are not affected by Improved Critical, the keen weapon special ability, or similar effects. If the attack hits, you can attempt a combat maneuver check to knock the target prone as a free action.

Pummeling Bully (Combat)

Your combo has the chance to trip or move your target.

Prerequisites: Improved Reposition, Improved Trip, Improved Unarmed Strike, Pummeling Style; base attack bonus +9, brawler level 5th, or monk level 5th.

Benefit: When you use Pummeling Style to make an entire full attack or flurry of blows against a single target, if you hit with any of your attacks, you can attempt a reposition or trip combat maneuver check as a free action.

Pummeling Charge (Combat)

Your charge ends with a mobile combo.

Prerequisites: Improved Unarmed Strike, Pummeling Style; base attack bonus +12, brawler level 8th, or monk level 8th.

Benefit: You can charge and make a full attack or flurry of blows at the end of your charge as part of the charge action. You can use Pummeling Charge in this way only if all of your attacks qualify for using Pummeling Style against a single target.

Normal: You cannot make a full attack on a charge.

Pummeling Style (Combat, Style)

Your unarmed strikes weave together in an effortless combo, focusing on the spots you've weakened with the last hit.

Prerequisites: Improved Unarmed Strike; base attack bonus +6, brawler's flurry class feature, or flurry of blows class feature.

Benefit: Whenever you use a full-attack action or flurry of blows to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This ability works only with unarmed strikes, no matter what other abilities you might possess.

Quicken Blessing

You can deliver one of your blessings with greater speed than most.

Prerequisites: Access to a blessing's major power, blessings class feature.

Benefit: When you take this feat, choose one of your blessings that normally requires a standard action to use. You can expend two of your daily uses of blessings to deliver that blessing (regardless of whether it's a minor or a major effect) as a swift action instead.

Special: You can take this feat multiple times. Each time you do, you choose a different blessing.

Rage Casting

Your blood is raw and potent power, and you can burn it to empower your spells.

Prerequisites: Blood casting class feature.

Benefit: When you cast a bloodrager spell, as a swift action you can sacrifice some of your life force to augment the spell's potency. You can opt to take up to 1d6 points of damage per spell level of the spell you are casting, choosing the number of dice before rolling. You cannot overcome this damage in any way, and it cannot be taken from temporary hit points. For each of these damage dice you roll, the DC of the spell you are casting increases by 1.

Raging Absorption

You can absorb hostile spell energy to refuel your continued bloodrage.

Prerequisites: Ability to cast 2nd-level bloodrager spells, bloodrage class feature.

Benefit: While you are bloodraging, if you successfully save against a damaging arcane spell that either targets you or includes you in its area, and you take no damage from that spell, you can absorb a portion of its arcane energy to replenish your bloodrage. You regain 1 round of bloodrage for every 2 levels of the spell you successfully saved against. You cannot use this feat to regain more rounds of bloodrage each day than your daily maximum number of rounds, nor can you ever exceed your maximum number of rounds.

Raging Blood

Your blood boils with latent energy, filling you with an intense fury.

Prerequisite: Eldritch Heritage or sorcerer bloodline class feature.

Benefit: You gain the 1st-level bloodrager bloodline power for your bloodline. In addition, you gain the ability to enter a state similar to (but less powerful than) a bloodrager's bloodrage. You can enter this lesser bloodrage twice per day, for up to 4 rounds. During this lesser bloodrage, you gain a +2 morale bonus to Strength and Constitution, and no morale bonus on Will saving throws. Otherwise, this benefit is the same as the bloodrage class feature.

If you have more than one bloodline, you choose the bloodline this feat applies to when you take the feat.

Raging Concentration

When you are in the heat of rage, not even pain can break your concentration.

Prerequisite: Blood casting class feature.

Benefit: While in a bloodrage, you gain a bonus on concentration checks equal to the morale bonus granted to your Constitution by the bloodrage.

Ranged Study

You can use a limited form of studied combat and studied strike with a weapon of your choice.

Prerequisites: Weapon Focus with the chosen weapon, studied combat class feature.

Benefit: When you take this feat, choose one kind of ranged weapon. You gain the bonuses for studied combat with your chosen weapon and can use studied strike with your chosen weapon as long as the target of your studied strike is within 30 feet of you.

Normal: You gain the bonuses for studied combat and can use studied strike only with melee weapons.

Reactive Healing

You can channel healing energy in response to an attack that would knock you unconscious.

Prerequisites: Quick Channel or Quicken Spell; channel energy or lay on hands class feature.

Benefit: When the damage from an attack or an effect would reduce you to 0 or fewer hit points, you can expend one use of channel energy (of a form that would heal you) or lay on hands as an immediate action to heal yourself. The healing affects only you, even if it would normally affect others.

Reckless Rage

Your boundless rage grants your blows extra strength, though at the expense of accuracy.

Prerequisites: Power Attack; rage or raging song class feature.

Benefit: When you use Power Attack while raging or while using raging song, you take an additional –1 penalty on melee attack rolls and combat maneuver checks, and you gain an additional +2 bonus on melee damage rolls. Modify this damage bonus appropriately based on the type of weapon you are using, as normal for Power Attack.

Recovered Rage

You regain rounds of rage or raging song performance when you drop a foe.

Prerequisite: Rage or raging song class feature.

Benefit: Whenever you reduce a foe to 0 or fewer hit points while you are raging or using raging song, you regain 1 round of rage or raging song (your choice if you have both abilities), as long as the number of Hit Dice that foe possesses is equal to or greater than 1/2 your character level. You cannot use this feat to regain more rounds of rage or raging song each day than your daily maximum number of rounds , nor can you ever exceed your maximum number of rounds.

Resilient Armor

When you enhance your armor or shield, you gain a measure of damage reduction.

Prerequisite: Divine bond (armor or shield) or sacred armor class feature.

Benefit: While your armor or shield is under the effect of your divine bond or your sacred armor ability, you gain an amount of damage reduction equal to your armor's enhancement bonus (including the bonus from your divine bond or sacred armor) against the first attack to strike you in each round. An adamantine weapon overcomes this damage reduction, but any attack against you made with such a weapon does not count against this effect's duration.

Riving Strike (Combat)

When you infuse your weapon with arcane might, your attacks make foes more susceptible to magic.

Prerequisites: Arcane Strike, ability to cast arcane spells.

Benefit: If you have a weapon that is augmented by your Arcane Strike feat, when you damage a creature with an attack made with that weapon, that creature takes a –2 penalty on saving throws against spells and spell-like abilities. This effect lasts for 1 round.

Seething Hatred (Combat)

You've learned to channel your hatred of a particular type of creature into a devastating strike.

Prerequisite: Studied target class feature.

Benefit: Select a creature type from the Ranger Favored Enemies table (Core Rulebook 64). When you designate a creature of this type as your studied target and hit it with a melee or ranged weapon attack, your favored target bonus on damage rolls against it is doubled.

Seize Advantage (Combat)

You can take advantage of your foes when they overcommit on their attacks.

Prerequisite: Opportune parry and riposte deed.

Benefit: When your foe is using Power Attack and you successfully use the opportune parry and riposte deed to parry its attack and then respond with a riposte, you add your foe's current bonus on damage rolls from Power Attack to your own damage roll, but you do not take the penalty to hit from your foe's Power Attack.

Share Healing (Teamwork)

Your link with your companion creature allows you to share with it any healing magic that's cast upon you.

Prerequisite: Ability to acquire an animal companion, an eidolon, a familiar, or a special mount.

Benefit: When you and your companion creature have this feat, your companion creature is adjacent to you or sharing your square, and you receive the benefit of a healing spell (whether from yourself or another source), you can divide the hit points healed evenly between yourself and your companion creature.

Silent Kill (Combat)

You are quite adept at killing your prey without making noise or alerting others.

Prerequisites: Stealth 12 ranks; assassinate advanced slayer talent or ninja master trick.

Benefit: When you kill a creature during a surprise round, you can attempt a Stealth check, opposed by the Perception checks of potential observers, to prevent them from noticing your action and subsequently identifying you as the assailant.

Skald's Vigor

Your song and your enthusiasm combine to invigorate you in battle.

Prerequisites: Raging song class feature.

Benefit: While you maintain a raging song, you gain fast healing equal to the Strength bonus your song provides, starting in the round after you begin the song. If you stop maintaining your song, the fast healing ends, even if the effects of your song persist.

Skilled Rager

With practice, you've mastered your rage to allow yourself more versatility.

Prerequisite: Rage class feature.

Benefit: When you take this feat, choose one Charisma-, Dexterity-, or Intelligence-based skill. While you're raging, you can use this skill.

Special: You can take this feat multiple times. Each time you do, it applies to a different skill.

Slashing Grace (Combat)

You can stab your enemies with slashing weapons.

Prerequisites: Dex 13, Weapon Finesse, Weapon Focus with chosen weapon.

Benefit: When you take this feat, choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a swashbuckler's or a duelist's precise strike), and you can add your Dexterity modifier instead of your Strength modifier to that weapon's damage. The weapon must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied.

Slayer's Feint (Combat)

You rely on your deceptive speed and agility instead of trickery to catch your opponents unprepared.

Prerequisites: Dex 15, Acrobatic or slayer level 1st, Combat Expertise, Acrobatics 1 rank.

Benefit: You can use Acrobatics instead of Bluff to feint in combat.

Slow Faller

You can reduce the amount of falling damage you take when you are close to a wall.

Prerequisite: Acrobatics 5 ranks or slow fall class feature.

Benefit: When you are within arm's reach of a wall, you can slow your descent, as long as you are not in heavy armor. You take damage as if the fall were 10 feet shorter than it actually is. This ability stacks with the slow fall class feature.

Special: You can take this feat multiple times. Each time you do, you take damage as if the fall were an additional 10 feet shorter.

Spirit Talker

By forging a temporary bond with a spirit, you gain access to an unfamiliar hex.

Prerequisites: Hex class feature; shaman level 6th or witch level 6th.

Benefit: Once per day, you can spend 10 minutes communing with a shaman spirit of your choice. When you do, you gain the temporary use of one hex from its list of hexes. This hex is added to your list of available hexes for the next hour, after which you immediately lose all benefits of that hex.

Spirit's Gift

You commune with a spirit of your choice, and it grants your animal companion or familiar a boon.

Prerequisite: Ability to acquire an animal companion or a familiar.

Benefit: At the start of each day, you can commune with a single shaman spirit. (Although a shaman would need an hour of preparation, this action takes you no time.) Once during the next 24 hours, you can spend a standard action to grant your animal companion or familiar that shaman spirit's spirit animal ability for 1 minute per level in the class that grants your animal companion or familiar.

Spiritual Guardian

Your spiritual guardians are unusually powerful.

Prerequisites: Ability to cast spiritual weapon or spiritual ally, spirit magic class feature.

Benefit: Whenever you cast spiritual weapon, spiritual ally, or a similar spell that grants you a spiritual guardian, that guardian uses your shaman level instead of your base attack bonus to determine its base attack bonus, potentially granting it multiple attacks. Additionally, it gains a +2 bonus on caster level checks to overcome spell resistance as well as on damage rolls.

Spontaneous Nature's Ally

Instead of casting a cure spell, you can instead cast summon nature's ally.

Prerequisites: Knowledge (nature) 5 ranks, ability to spontaneously cast cure spells or inflict spells, Animal or Plant domain.

Benefit: You can "lose" a prepared spell in order to cast any summon nature's ally spell of the same level or lower, instead of casting a cure spell or an inflict spell as you normally would. For the purpose of this feat only, the summon nature's ally spells of the appropriate spell levels count as being on your spell list at the same spell level as for a druid.

Staggering Fist (Combat)

You know just where to strike to stagger your foe.

Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +2.

Benefit: When you damage a foe with your unarmed attack, you can also cause it to be staggered for 1 round (until just before your next turn). The target can avoid this with a successful Fortitude saving throw (DC = 10 + 1/2 your character level + your Wisdom modifier). You must declare that you are using this feat before you make your attack roll; thus, a failed attack roll ruins the attempt. You can attempt to use this feat once per day for every 4 character levels you have, but no more than once per round. Constructs, incorporeal creatures, plants, undead, and creatures that are immune to critical hits cannot be affected by this ability.

Stalker's Focus

Your affinity to the natural world allows you to adopt the focus of a particular animal.

Prerequisites: Knowledge (nature) 3 ranks, Survival 3 ranks, no levels in a class that has the animal focus class feature.

Benefit: When you take this feat, choose one type of animal to emulate from those given in the hunter's animal focus class feature. Once per day, you or your animal companion (if you have one) can gain the benefit of that animal focus for 1 minute. Treat your character level as your hunter level for the purpose of determining the benefits granted by your chosen animal focus.

Special: If you gain levels in a class that has the animal focus class feature, when you gain that feature you gain 1 additional minute of use each day of your animal focus class feature.

Steadfast Personality

You rely on your sense of self to keep your mind clear.

Benefit: Add your Charisma modifier instead of your Wisdom bonus to Will saves. If you have a Wisdom penalty, you must apply both your Wisdom penalty and your Charisma modifier.

Stouthearted

You fight back your fear by voicing the song in your heart.

Prerequisite: Raging song class feature.

Benefit: While you're maintaining a raging song, if you fail a saving throw against a fear effect, you can expend a round of performing to reroll your saving throw as an immediate action. You must keep this second result, even if it's lower.

Studied Combatant

Your inspiration guides your strikes when you take a moment to assess your foe.

Prerequisites: Int 13, Amateur Investigator, base attack bonus +6, 1 rank in at least one Knowledge skill, no levels in a class that has the inspiration class feature.

Benefit: You can expend one use of inspiration as a move action to study a single enemy that you can see. When you do so, you gain a +2 insight bonus on melee attack rolls and a +2 bonus on damage rolls for a number of rounds equal to your Intelligence modifier. The bonus on damage rolls is precision damage, and is not multiplied on a critical hit. Once affected by this feat, a target cannot be affect by your use of it again for 24 hours.

Surprise Maneuver

Your maneuvers are devastating against disadvantaged foes.

Prerequisites: Combat Expertise; sneak attack +3d6 or studied strike +3d6.

Benefit: If you have sneak attack, when you attempt a combat maneuver check against a creature that you are flanking or that is denied its Dexterity bonus to AC against your attack, you gain a bonus on the combat maneuver check that's equal to the number of sneak attack dice you roll.

If you have the studied combat class feature, you can use studied strike on a combat maneuver check. When you do so, you gain a bonus on the combat maneuver check equal to your number of studied strike dice.

Talented Magician

Roguish magic comes easily to you.

Prerequisites: Major magic rogue talent, minor magic rogue talent.

Benefit: You gain an additional daily use of each of your minor magic and major magic rogue talents.

Special: You can take this feat multiple times. Each time you do, you gain an additional daily use of each talent.

Twinned Feint (Combat)

You can fool two opponents with a single feint.

Prerequisite: Cha 13.

Benefit: As a standard action, you can attempt to feint against a foe within your reach. If you succeed at the feint, you can make an additional feint attempt against a foe that is adjacent to the first one and also within reach. You can attempt only one additional feint per action with this feat. When you use this feat, you take a –2 penalty to your AC until your next turn.

Special: If you have the Improved Feint feat, you can use this feat as a move action instead.

Twist Away

Your quick reflexes and dexterous movements make up for your lack of stamina.

Prerequisite: Evasion.

Benefit: While you are wearing light armor or no armor, if you are forced to attempt a Fortitude saving throw, you can use an immediate action to instead attempt a Reflex saving throw (at the same DC). If you succeed at this saving throw and the attack has a reduced effect on a successful save, you avoid the effect entirely. Whether the saving throw is successful or not, you are staggered until the end of your next turn. If you are prevented from becoming staggered, you can't use Twist Away , nor can you ignore the staggered condition from Twist Away or remove it early.

Undersized Mount (Combat)

You've learned to ride beasts of smaller sizes than normal.

Prerequisite: Ride 1 rank.

Benefit: You can ride creatures of your size category, although encumbrance or other factors might limit how you can use this ability.

Normal: Typically a mount suited for you is at least one size category larger than you.

Unfettered Familiar

You can channel touch spells through your familiar without needing to be adjacent to it.

Prerequisites: Caster level 5th, ability to acquire a familiar.

Benefit: Once per day, you can cast a touch spell without being in contact with your familiar and designate your familiar as the "toucher." You don't need line of sight to your familiar to use this ability, but you must be within 30 feet of your familiar when you cast the spell, and if you can't see or hear your familiar, you must at least be able to speak with it.

Special: You can take this feat multiple times. Each time you do, you gain another use of this feat, and the distance you can be from your familiar increases by 10 feet.

Normal: Your familiar must be in contact with you when a spell is cast in order for it to deliver the spell.

War Blessing

Your call to your deity imbues you with a temporary blessing.

Prerequisite: Mystery or domains class feature.

Benefit: Choose two warpriest blessings when you take this feat. Each of these blessings must be tied to a domain granted by your deity or to one of the two domains that represent your spiritual inclination and abilities. Twice per day, you can call upon the minor blessing from one or the other of your chosen blessings. This ability otherwise acts like the warpriest blessings class feature. Your effective warpriest level is the highest level that you have in the class that has the mystery or domains class feature.

Weapon of the Chosen (Combat)

The influence of your deity guides your favored weapon.

Prerequisites: Weapon Focus with deity's favored weapon, must worship and receive spells from a deity.

Benefit: As a swift action, you can call upon your deity to guide an attack you make with your deity's favored weapon. On your next attack in that round with that weapon, your weapon counts as magical for the purpose of overcoming damage reduction or striking an incorporeal creature. If your attack misses because of concealment, you can reroll your miss chance one time to see whether you actually hit.

Winter's Strike (Combat)

Your attacks afflict your foes with the relentless fatigue of a winter storm.

Prerequisites: Nature Magic or the ability to cast druid or ranger spells; Vital Strike, Knowledge (nature) 5 ranks.

Benefit: A number of times per day equal to your Wisdom modifier (minimum 1), when you use Vital Strike (or Improved Vital Strike or Greater Vital Strike), your strike saps the strength of your opponent. The creature hit must succeed at a Fortitude save (DC = 10 + 1/2 your character level + your Wisdom modifier) or become fatigued for a number of rounds equal to your Wisdom modifier (minimum 1). You can choose to use this ability as a free action after you hit the target with the attack. This is a supernatural ability.

Wounded Paw Gambit (Combat, Teamwork)

Your enemy sees you as an easy mark, but doesn't notice your allies poised to shoot.

Prerequisites: Broken Wing Gambit, Bluff 5 ranks.

Benefit: Whenever you use Broken Wing Gambit and an opponent attacks you as a result, each ally who has this feat and is within 30 feet of that opponent can attempt a ranged attack against it as an immediate action. The ally's ranged weapon must be in hand, loaded, and ready to be fired or thrown in order to make this attack possible.

An ally who has this feat and Broken Wing Gambit can instead use Broken Wing Gambit to attempt an attack of opportunity against the foe, but cannot attempt both that attack of opportunity and this ranged attack.