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RACIAL FEATS

Feat Name

Prerequisite

Description

20/20 vision

Carrot Dude

Increase Blindsense by 10 feet

All Around Putty

Putty

Gain double the hit points or skill points from your favored class bonus, or treat all classes as favored class

All Seeing Eye

Mana Sphere

Increase Darkvision and perception

An Apple A Day

Appleseed

3 extra uses of your cure light wounds

·         Sour Apple

Appleseed, An Apple A day

Use inflict light wounds instead of cure light wounds

Angel of Virtue

Angel, 5th level

Gain new powers based on the virtue you embody.

·         Paragon of Virtue

Angel of Virtue, 17th level

Gain incredible power based on the virtue you embody.

Angelic

Angel, 1st level

You gain an additional Angel power at first level.

·         Celestial Destroyer

Angel, Angelic

Gain 1/day Holy enchant

Aqua Lad

Mer-Folk level 5

Gain Summon monster ability 3 times a day for aquatic creatures

Aquatic camaraderie 

Neriad, Mer-folk, or Sea Angel

Qualify as the other races for purpose of selecting feats

Bareknuckle

Sepp, Stunning Fist

Use your stunning fist ability at a range of 30 feet

Armored Core

Android level 5

Become a Powered Suit pilot despite not being a human

Big Guns

Nyan

Wield weapons as if one size larger at no penalties

Blood Pool

Vampire

Save healing for later from bite attack

·         Blood Mage

Vampire, Blood Pool

Spend Blood Points to perform techniques or spells

·         Martial Fang

Vampire, Blood Pool, Blood Mage

Drain blood while using martial attacks

Borgification

Cyborg template, Android, Powered Suit, Nanite Bloodline, or Construct type.

Gain telepathy and technology based skill improvements with other robotic allies.

·         Improved Borgification

Borgification, 8th level

Gain a pseudo hive mind with other robotic allies.

·         Greater Borgification

Improved Borgification, 14th level

Gain further abilities with other robotic allies.

Bunny Burrow Speed

Bunny Demon

Gain a Burrow Speed

Burning Energy

Lion Demon

Gain extra damage on attacks

Caramel Corn

Corn

Gain adhesive ability of a mimic

Cash Cow

Mimic

Gain extra Hl at the end of a fight

Creamed Corn

Corn

Gain Fortification 25%

Carotene

Carrot Dude

Gain fast healing 2

Colossal Titan

Ogre Devil, must be selected at 1st level

Increase in size

Constructed Heritage

Android or Cyborg Template, 4th level

Gain access to other construct race's feats.

Constructive Criticism

Idol

Be treated as a monster class for purposes of selecting Construct only feats

Corpse Camaraderie

Zombie, or Undead race

Gain access to the other race's feats

Demonic

Demon race, Must be selected at 1st level

You gain an additional Demon power at first level.

·         Infernal Strength

Demonic

Gain 1/day Unholy enchant

Demon of Sin

Demon subtype, 5th level

Gain a power based on your personality's sin

·         Paragon of Sin

Demon of Sin, 17th level

Gain more powers based on your personality's sin

Dragon's Ancestry

Dragonewt, or Dracon

Gain access to Dragon monster class feats

Drakenblock

Dracon, or Dragonewt level 1

Gain energy resistance 5 to another energy type

·         Drakenarmor

Dracon or Dragonewt, Drakenblock

Gain DR 2/-

Enriched Wisdom

Owl

Owls Wisdom gives a Morale bonus when used on you

Extra Bubble

Nereid

Gain 3 extra uses of bubble per day

Extra Dragonewt Heritage

Dragonewt

Gain 3 extra uses of Dragonewt Heritage.

Extra Mind's Eye

Goat Beastman

Additional uses of mind's eye

Extra Mind's Eye Foresight

Three Eyed Demon

Gain an additional 3 uses of Mind's Eye Foresight.

Extra Nanite Surge

Android, or Nanite Surge ability

Gain an additional 2 uses of nanite surge

Extra notes

Kitsune

Gain additional uses of Fox Spirit's note

Extra Snow Spirit

Snow Cat

Gain additional uses of the Snow Cat Spirit ability

Extra Sonic Blade

Whirwin

Gain 3 extra uses of Sonic blast per day

Fake

Asagi

Gain bonuses to bluff, appraise, and sleight of hand

Fiend's Portrayal

Demon Prinny 1st level

Gain 1 trait from the Demon Race

Fine Swining

Orc, or Boar level 1

Qualify for Boar style combat feats without meeting prerequisites

Forsaken Fortification

Forsaken One level 5

Gain fortification

Graceful Spell Release

Fairy Folk level 5

 

Greater Magic Release

Dog God

Gain additional uses of magic release

Greater Mercy

Snow Cat

Gain improved mercy bonus

Greater  Yoma Sorceries

Kitsune

Gain improved yoma Sorcery

Gun Fanatic

Bombster

Take Fighter only feats for gun of your choice

Healing Serum

Angel

Gain healing abilities from your blood

Holy Prayer

Angel level 5

Holy Prayer

Horrible Temper

Bombster

Gain death throes out to 30 feet.

Idolworship

Idol

Gain access to monster feats.

Illusion

Asagi

Gain bonuses to casting illusion spells

Inferno Core

Android, Cyborg, Level 8

Allows Androids and Cyborgs to take levels as a Flame God.

Invincible Body

Forsaken One

Gain DR 1/-

Improved Dignity

Dog God, level 10

Gain additional +2 to attack and damage when at full HP

Improved Diviner

Three Eyed Demon level 5

Gain greater psychic ability

·         Greater Diviner

Improved Diviner, Level 10

Increase your Psychic skill even further

·         Paragon Diviner

Improved Diviner, Level 15

Increase your Psychic skill to crazy ass levels

Improved Mind's Eye

Goat Beastman level 4

Gain further bonuses when using Mind's eye

Johnny Appleseed

Appleseed, level 10

Gain animate tree 1/day

Late for a date

Scrabbit

Increase move speed by 10 feet

Lovely Voice

Mer-Folk

Qualify as Bard for purchasing the "Lovely Song" Evility

Macho Force

Red Flank, Boar, or Sepp

Qualify as nether Noble for purchasing "Boar Charge" Evility.

Magic base

Mana Sphere level 3

Gain bonus to perception.

Mechanical Plating

Cyborg template, or Android

Gain composite plating

Moonshine

Werewolf

Gain Damage Reduction 2

·         Bestial body

Werewolf, Moonshine

Gain Regeneration 2

·         Silver Bullet

Werewolf, Moonshine, Bestial Body, BAB +18

Only be killed by a silver bullet to the heart

Morning Wood

Stump, or Treant

Gain damage Reduction overcome by Axes

Nature's Elements

Fairy Folk level 5

Select feats from other races

·         Extreme Element

Nature's Element

Gain racial traits from another race

Neverlost

Red Flank, must be taken at 1st level

Gain Know direction as spell like ability once per day

Oh The Humanity

Human, must be taken at 1st level

+1 skill points per level, +2 to ability score

·         Destined D.N.A.

Oh the Humanity, Level 6

See into the Ethereal Plane

·         Blood of Gods

Oh the Humanity, Destined D.N.A.

Gain bonuses against otherworldly creatures

On the Wind

Whirwin level 15

Treated as the Bull's Eye or Beef cake feats

Oni Regeneration

Ogre Devil

Gain Regeneration 2

Over Shoulder Boulder Holder

Ogre Devil level 5

Throw and catch rocks like Giants

Pumpking

Pump Kin or Lantern

Gain bonuses to stealth based abilities.

Purrfection

Snow Cat Spirit, nekomata, Slumbercat, Lion Demon, or Nyan

Gain access to feats as if you were the other race

Putty Buddy

Putty

Increase help bonus by +2 when using the Aid -another action

Putty Pocket

Putty level 8

Gain an interdimensional pocket to stick things in

Reverse Luck

Lucky Doll

Give Unluck penalties instead of luck bonuses

Romero

Undead Race

Gain Natural armor

·         Pop Culture Legend

Undead Race, Romero

Gain Damage Reduction

·         Apocalypse Now

Undead Race, Romero, Pop Culture Legend

Gain contagious Bite

Sacred Eye

Three Eyed Demon, Psychic Sensitivity, or know 4 different divination spells of at least 3rd level

Gain a Ki pool for accessing your chakras

·         Greater Sacred Eye

Sacred Eye, Level 12

Gain more power from accessing your Chakras.

Side of Beef

Redflank level 15

Treated as the Beef Cake or Hit me Monster feats

Stumptitude

Stump or Treant, Toughness, Improved Toughness, Hearty Stock

Gain +1 hit points per hit dice

Stumpy

Stump

Gain bonus to trip attacks

Superluck

Lucky Doll

Increase your luck bonus to saving throws by +1

Swift footed

Sepp

Gain additional use of your Sprint ability

The Sea's Protection

Nereid

Gain a +2 bonus to saving throws vs. Magic spells

·         The Sea's Resistance

Nereid level 10, The Sea's Protection

Gain spell resistance equal to your character level +8

Third Eye Blind

Three Eyed demon, 6th level

Gain ability to see while blinded

Thunderking

Thundergod

Gain 3 additional uses of your thunderstrike ability

Thunder Protection

Thundergod

Gain 3 additional uses of the Static shield ability per day

Trash Eater

Burridango level 5

Eat diseased things to gain more power

·         Trash Gourmet

Trash Eater

Spread poison and disease through your stench

Violence Incarnate

Red Demon, Power attack

Deal additional fire damage on attacks

Warm Heart Demon

Good alignment, Demon Subtype

Gain bonuses for being good natured

·         Pure Heart Demon

Warm Heart Demon, Good Alignment, Demon Subtype

Gain resistance to ability damage and an aura

·         Innocent Heart Demon

Pure Heart Demon, Good Alignment, Demon Subtype

Gain damage reduction and bonuses against evil creatures

·         Righteous Demon

Innocent Heart Heart Demon, Lawful Good Alignment

Gain new powers for being righteous

Warren peace

Scrabbit or Bunny Demon

Leave no holes behind when you burrow in the ground

Whats up Doc?

Scrabbit or Bunny Demon

Eat Carrots more swiftly

 

GENERAL FEATS

48 Educational Skills

Indimidate 5 ranks, Diplomacy 5 ranks, Knowledge History 5 ranks

Gain access to legendary educational tricks

48 Skills of Affection

Level 5, Diplomacy 5 ranks, Relationship with a character at least 100%

Gain a slew of new abilities usable by meeting specific prerequisites

48 Skills of Friendship

Diplomacy 5 ranks, Relationship with a character at least 50%

Gain a slew of new abilities usable b meeting specific prerequisites.

Absolute Violence

Vital Strike, Improved Vital Strike, Greater Vital Strike

Use Vital Strike as a finishing blow in a full attack.

*Ace of Spades

4 ranks in Martial Knowledge Pole arms/ Spears

Grants a +1 to performance level when performing Martial Techniques with Pole arms/Spears.

Action Button

Drive 5 Ranks

Mount or dismount vehicles more quickly

Ambiguous

Must be taken at 1st level

People think you're of another sex.

·         Gender Fluid

Ambiguous

Select your sex every round.

Anti-Thief Hand

Deflect or Snatch Arrow

Deflect Thief Hands with Deflect arrow feat

Apothecary

Poison Use Class feature

Increase save DC of poisons that you use

*Arcane Blade

Ability to perform 2nd level martial techniques

Martial techniques are treated as Arcane spells

Arcane Battlemaster

Arcane Strike

Use Relevant casting modifier for touch and ranged touch attack rolls

Arcane Toughness

Arcane spells

Gain additional hit points at levels where you earn new spells

*Armor Focus

Proficiency with an armor type, BAB+1

Increase armor bonus by +1

·         *Greater Armor Focus

Proficiency with an armor type, BAB +5

Further Increase armor bonus by +1

*Au Naturale

4 Ranks in Martial Knowledge Natural

Grants a +1 to performance level when performing Martial Techniques with Natural attacks

*“Axe” no Questions

4 Ranks in Martial Knowledge Axes

Grants a +1 to performance level when performing Martial Techniques with Axes

Basic Evility Slot

 

Gain a Basic Evility slot

·         Evility Slot

Basic Evility Slot, Character level 5th

Improve your Basic Evility slot

Battle Veteran

Combat Stamina, 15 ranks in any knowledge, Bluff, Perception, Acrobatics, Sleight of Hand, Stealth, or Sense Motive

Gain improved versions of skills.

·         Advanced Battle Veteran

Battle Veteran, 20 ranks in any knowledge, Bluff, Perception, Acrobatics, Sleight of Hand, Stealth, or Sense Motive

Gain improved versions of the Battle Veteran Abilities.

·         Paragon Battle Veteran

Combat Stamina, 25 ranks in any knowledge, Bluff, Perception, Acrobatics, Sleight of Hand, Stealth, or Sense Motive

Gain supreme battle Veteran Abilities.

Battle Vixen

Female

Use your feminine wiles to add Charisma to damage once a round

·         Destructive Feminine Appeal

Battle Vixen, Character level 10th, Charisma 20

Add Charisma modifier to damage more times in a round

Bestow Power

Chaos Soldier, Gideon, Majin, or Shinigami level 10

Grant an ally power with your dying breath.

*Breakneck Charge

Improved BullRush, BAB +5

You can move at your full run speed before making a charge attack as a full round action.

·         *Point Blank Launch

Improved BullRush, Breakneck Charge, BAB +10

You can make a charge attack on anyone within 5 feet.

Buddha

 

Treats you as if you were 1 level higher for the effects of Reincarnation.

Casual Reader

Charisma or Wisdom based spell casting

Use your Wisdom or Charisma modifier to determine makai book save DC's

*Channeled Spirit

Improved Unarmed strike

Unarmed strike as if you were one size larger

*Chuck-E-Cheese

4 Ranks in Martial Knowledge Thrown

Grants a +1 to performance level when performing Martial Techniques with Thrown Weapons

Crystal Gem

Must own at least 1 gem, and have armor or a weapon with at least a +2 bonus

Increase maximum enhancement bonus for using gems

Delinquent

 

Bonus increases by +2 when using "Aid Another"

·         Legendary Delinquent

Delinquent, Level 5

Aid another increases by +2, Delinquent feat becomes a standard action

·         Paragon Delinquent

Legendary Delinquent, Level 10, and the 48 skills feats

Replicate feats needed for the 48 skills feats without having those feats

Destroyer's Finesse

Weapon Finesse

Rapier or dagger techniques save DC's become based on Dex.

Deva

Charisma 16, Level 7

Gain followers and a dangerous reputation

·         Yaksha

Deva, Charisma 20, Level 15

Gain an even more intimidating reputation

Digital Leadership

Charisma 16, Level 7, Computer Use 5 ranks

Gain online followers whom can aid you in your endeavors.

Dimensional Ultimatum

Dimensional Agility, Dimensional Dervish, Ability to cast Teleport or similar spell

You can use your dimensional dervish ability after using a teleport or any other long distance teleportation magic once a day

Distracting Body

Super Sexy or Well Endowed

Cause Opponents to miss

*Divine sword

Ability to perform 2nd level martial techniques

Martial techniques are treated as Divine spells

*Double Tap

4 Ranks in Martial Knowledge Double

Grants a +1 to performance level when performing Martial Techniques with Double Weapons

*Epic Flail

4 Ranks in Martial Knowledge Flails

Grants a +1 to performance level when performing Martial Techniques with Flails

Excellent Proficiency

Class ability with a save DC

Increase save DC by +2

*Fast and Furious

Make Drive check to avoid damage

·         2 Fast 2 Furious

Fast and Furious

Apply feats to vehicles you drive

·         3 Fast 3 Furious

2 Fast 2 Furious

Use class abilities while driving a vehicle

·         Vehicular Manslaughter

Drive 10 ranks, Fast and Furious

Use techniques while driving a vehicle

*Flexible Tail

Must possess tail

Use tail as free hand for abilities

·         *Prehensile Tail

Must possess tail, Flexible Tail

Use tail for multi weapon fighting

*Gentle Fist

4 ranks in Martial Knowledge Close/Monk

Grants a +1 to performance level when performing Martial Techniques with Close/Monk weapons.

Ghalleon

Arcane Caster level 5th.

You put on your wizard robe and your wizard hat to gain a +1 to caster level for one school of magic.

Greater Focus

Skill Focus

Improve the bonuses from Skill Focus

Greater Use Magic Device

Caster level 3, Use Magic device 5 ranks

Use your own ability to determine saving throws for items.

Great Movement

Alternate movement speed

Every time land speed increases, other movement increases accordingly

Hackerman

 

Gain bonuses to Computer Use Skill

Half Blood

 

Take feats from another race

*Hammer Time

4 Ranks in Martial Knowledge Hammers

Grants a +1 to performance level when performing Martial Techniques with Hammers

*Harmonic Seam

Stunning Fist or Power attack

Deal critical damage to objects with a full attack action.

*Hell Strike

Power attack

Gain extra damage on Power attacks

Honor Student

 

Make it difficult to aid another

·         Legendary Honor Student

Honor Student, Level 5

Creatures with morale bonuses take penalties against you

·         Paragon Honor Student

Legendary Honor Student, Level 15

Make bluff checks against enemies to convince them that you have different powers

·         Oaths of the Demon

Honor Student, Level 5

Use Aid another to give an enemy a penalty instead

*Humanoid Typhoon

4 ranks in Martial Knowledge Crossbows/ Firearms (Light)

Grants a +1 to performance level when performing Martial Techniques with Crossbows/ Firearms (Light)

*Improvised Elemental Fist

Elemental Fist ability

Use Elemental fist for other weapons

Improved Toughness

Toughness

Grants an additional +1 Hp per level, stacks with Toughness.

·         * Hearty Stock

Toughness, Improved Toughness

Grants an additional +1 Hp per level, stacks with Toughness and Improved toughness.

Incomprehensible Sleight of Hand

5 Ranks in Sleight of hand

Use Sleight of hand to hide really big objects

Insane Fortitude

Great Fortitude, Improved Great Fortitude

Increase critical range for Fortitude saving throws

Insane Reflexes

Lightning Reflexes, Improved Lightning Reflexes

Increase critical range for reflex saving throws

Insane Will

Iron Will, Improved Iron Will

Increase critical range for Will saving throws

Item Worlder

Knowledge Planes 5 ranks

Deal additional damage to item Residents

It's all in a name

Own a named item or artifact

Gain bonuses for having a named item.

Juju Magic

Animate dead spell, Level 10

Use blood to animate strange undead

·         Re-Animator

Juju Magic, Level 15

Use blood to make more powerful undead

Lets Get Rowdy

 

Give penalties to concentration checks

·         Super Ridiculously Rowdy

Lets Get Rowdy

Greater penalties to concentration checks

*LOL WUT

4 Ranks in Martial Knowledge Novelty

Grants a +1 to performance level when performing Martial Techniques with Novelty Weapons

Mage Secrets

Caster level 10, 2 metamagic feats

Use metamagic feats you don't possess a limited number of times per day

*Mage Slayer

BAB +8

Spell casters cannot cast defensively around you

Magic Embrace

Two or more Arcane Spell Casters

Other casters with this feat can share spells

Maiden's Intuition

Female character, or Ambiguous feat

Gain a bonus to sense motive and perception

Main Character

Must be taken at 1st level

Cheat death like a main character.

*Martial/Arcane/Divine Thesis

Arcane or divine spells, or techniques

Bonuses to a specific technique or spell

Master of Evil

Reincarnate at least once, Level 15

Alter how a specific Evility works

*Master of the Hiten Mitsurugi

4 ranks in Martial Knowledge Blades (Heavy)

Grants a +1 to performance level when performing Martial Techniques with Heavy Blades.

Master Thief

5 Ranks in Sleight of Hand

Do not expend thief hands when failing to use them effectively.

Mid Boss

 

Gain bane effect for an encounter

·         Ultra Mid Boss

Mid Boss, 8th level

Gain Bane effect for multiple enemies with Mid Boss feat

·         Anti-Hero

Mid Boss

Gain Defiant effect for duration of Mid Boss

*Monkey Grip

 

Wield weapon one size category larger for no penalty

·         *Fierce One Hand Style

Monkey Grip

Deal two handed weapon damage with one hand

Muscle Detective

Constitution score of 20 or better

Use constitution for perception checks

Prinny Instructor

Leadership, level 10

Gain an exceptional Prinny Companion

Montage

Know at least 2 martial techniques

Lessen the time to learn martial techniques

Oaths of the Hero

Good Alignment

Gain bonuses to attack, and armor against evil creatures

*Overdrive

Endurance, Die Hard

+2 to attack and damage when in "Danger"

·         *Red Alert

Endurance, Die Hard, Overdrive

Double the effects of Overdrive and gain +2 to saving throws

·         *Final Solution

Endurance, Die Hard, Overdrive, Red Alert

When using overdrive, all techniques are considered empowered

·         False Alarm

Overdrive, Revengeance, Level 16

Gain Overdrive abilities while in Revenge mode

Painfully Gorgeous Voice

Lovely Song Evility, CHA 15, Perform (Sing) 5 ranks

Gain better bonuses from your Lovely Song

*Prison Shank

4 Ranks in Martial Knowledge Blades (Light)

Grants a +1 to performance level when performing Martial Techniques with Blades (Light)

Rage Against the Machine

 

Gain bonuses against the Dark Senate

Reincarnated Blade

Must have reincarnated from humanoid to monster, or vice versa

Use monster weapons and manufactured weapons interchangeably

Remarkable Parting Shots 101

Antagonize

Make a strange comment to stagger your foes

Revengeance

Level 5, Combat Stamina

Gain a Vengeance Pool

·         Overload

Overlord or Celestial Host level 5, or 2 reincarnations and 8th level

Gain a customized Overload Ability

·         Super Overload

Overload, Character level 15

Improve your Overload Ability

Shot through the heart

Point Blank Shot or Weapon Finesse

Ad Dexterity modifier to damage dealt with ranged weapons.

*Sniper's Grace

Point Blank Shot

Gain a bonus to attack and damage rolls when at a distance

Spellstrike

 

Sacrifice spell or technique slot to deal additional damage for a round

Star Power

Must be an Arcane Caster, Must be taken at first level

Gain Star Based Spells

·         Moon Prism Power

Must be an Arcane Caster, Star Power, Caster level  5th

Gain Prism based spells

·          Galactic Power

Must be an Arcane Caster, Star Power, Moon Prism Power, Caster level 10th

Gain Galaxy based spells

Sub Class

5 Ranks in a class skill of the class you want to select with this feat

Add class evilities to your own list of class evilities.

Super Hero landing

5 Ranks in Acrobatics

Lessen falling damage

Superior Initiative

Improved Initiative

Initiative improves by +2

·         Badass Initiative

Improved initiative, superior initiative

Initiative improves by +2

·         Brother in Arms

Improved Initiative, Delinquent

Sacrifice Initiative position, to boost an ally's initiative

Super M

 

Gain bonuses from being a masochist

Super Sexy

 

+2 bonus to people who find you sexy.

Swap Out

At least 2 evilities

Set an evility to switch out with one that runs out of uses

·         Extra Evility

Swap Out

Gain an extra use per day of an evility with a limited number of uses

Swift Evility

At least 4 evilities

Switch Evilities as a move action

·         Rapid Evility

Swift Evility

Switch Evilities as an immediate action

Technique Acquisition

Character 5th level

Learn a spell as a martial class or a technique as a casting class

·         Greater Technique Acquisition

Technique Acquisition, Character level 10th

Gain a class only technique from a specific class

*Technique Focus

4 or more ranks in the martial knowledge skill for the weapon

Make it harder to resist the effects of techniques of a certain weapon category.

·         *Greater Technique Focus

Technique focus, 8 or more ranks in the martial knowledge skill for the weapon

Increase the effects of Technique Focus.

Technique Perfection

15 or more ranks in a martial knowledge skill for the weapon, at least 3 meta magic feats

Gain great skill with a certain technique.

*Tony Montana

4 Ranks in Martial Knowledge Crossbows/ Firearms (Heavy)

Grants a +1 to performance level when performing Martial Techniques with Crossbows/ Firearms (Heavy)

Transfer Student

Delinquent or Honor student, Spell caster level 10

Treat 1 spell/day as if it were of a different school

Walpy Shuffle

Spell Caster

Do a dance to increase magic power

Well Endowed

Female

Use your cleavage to hide items and distract enemies

*William Tell

4 Ranks in Martial Knowledge Bows

Grants a +1 to performance level when performing Martial Techniques with Bows

Zukyun

Hero Points, 4 ranks in at least 4 skills

Spend hero points to gain higher bonus even after you roll

 

 

CLASS FEATS

Abyss Blade

Channel Energy Class Feature, Channel Smite, Black Knight Armor Class feature

Gain Abyssal Bloodline powers.

Alternative Energy

Channel Energy 6d6

Sacrifice uses of Domain power to channel energy additional times

*Armor Specialization

Proficiency with an armor type, Fighter 5, Armor Focus

Lessen armor check penalties and increase maximum dexterity

·         *Greater Armor Specialization

Proficiency with an armor type, Armor focus, , Greater Armor Focus, Armor specialization, Fighter 10

Further lessen armor check penalties and increase maximum dexterity

Badass Fist

Sinner

Use Strength or Dex modifier for unarmed techniques

Better Beast

Beast Master

Gain a stronger Animal Companion

·         Service Animal

Better Beast, Level 4

Have animal take damage from you on occasion

·         Greater Service Animal

Service Animal, Level 8

Teach your animal to kick ass like a pro

·         Super Beast

Better Beast, Level 12

Send your Animal's upgrades through the roof

Blaze Ritter

Channel Energy Class Feature, Channel Smite, Black Knight Armor Class feature

Gain Elemental Fire Bloodline powers.

Confined Phantom

Phantom Summoner level 8

Phantoms gain a +2 boost to one ability score

Conjure Force

Augment Summoning, Eidolon, Phantom, Great Power, or a similar ability

Creatures summoned through these means can be effected by Augment Summoning

·         Outer Limit

Conjure Force, Phantom, or Eidolon

Apply summoning feats to your Eidolon by sacrificing evolution points

Construction Kit

Merchant, Necromancer

When crafting a Golem or other construct, you can choose to grant it any one feat that you possess so long as it meets the prerequisites.

·         Emeth

Merchant, Necromancer, Construction Kit

 

Select one Golem or construct only monster feat. Any Golems you create possess that feat regardless of prerequisites

·         Lifelike

Merchant, Necromancer, Construction Kit, Emeth

Constructs you create gain a single evility slot.

Dark Paladin

Channel Energy Class Feature, Channel Smite, Black Knight Armor Class feature

Gain Shadow Bloodline powers.

Demios

Channel Energy Class Feature, Channel Smite, Black Knight Armor Class feature

Gain Infernal Bloodline powers.

Dark Crystal

Grimoire Summoner

Gain 2 additional Crystal mana

Distance Dimension

Dimensional gate Keeper

Gate can move 20 feet further from you

Extra Ancient Study

Grimoire Summoner

Gain an additional "Ancient Studies" ability

Extra Darkbolt

Darkbolt Class ability

Gain an additional 2 uses of your darkbolt ability

Extra Fate Revolution Pool

Guided Fate Revolutionary level 5

Gain an additional use of Guided Fate

Extra Hellblast

Hellblast ability

Gain 2 more uses of Hellblast per day

Extra Lifecharge

Nether Nurse

Gain an additional 2 uses of Lifecharge

Extra veil

Veil Pool Class ability

Gain 2 extra points to your Veil pool

Force of Prescience

Overlord of War, Overlord of Magic, Werewolf Lord, Vampire Tyrant, Shura, Guided fate Revolutionary, Judge of Awakened Fate or Archangel

Wear a second emblem and gain it's secondary abilities.

Gritty Discipline

Danger Cop level 8

Gain a Ki pool

Guided Summon

Summon Monster or similar spell

Creatures of certain type you can summon possess 1 evility slot

Heroic Conviction

Unlosing Ranger

Gain bonuses from aid another from females

Hex Weaver

Witch

Apply hexes to spell effects

·         Grand Hex Weaver

Witch, Major Hex Class Feature

Apply hexes to more spell effects

Improved Dignity

Dog God, level 10

Gain additional +2 to attack and damage when at full HP

Improved Companion

Animal Companion Class Ability

Gain the aid of a better companion

Initiate of the Arcane Zone

Paladin

Prepare wizard spells

Lifeforce

Nether Nurse level 5

Select an additional Lifecharge

Litany of Courage

Inquisitor

Add Litany spells to your list of techniques

Masked Hero

Masked Hero or Wrestler Monk Archetype

Gain bonuses for disguise checks.

Megazodiac

Powered Suit level 3

Gain the ability to fuse with other powered suits

·         Megazodiac Turbo

Megazodiac, Powered Suit level 6

Gain the ability to magichange with other powered suits

·         Megazodiac Zeo

Megazodiac Turbo, Powered Suit level 8

Gain the ability to fuse with MORE powered suits

Muscle Mage

Sorcerer, must be taken at 1st level

Use Constitution instead of Charisma

One with Nature

Geomancer or Onmyo Monk level 5

Apply one Geo Effect to yourself

One with the beasts

Beast Tamer level 5, Half Blood

Take feats from 1 selected Monster Class

Prism Versatility

Prism Ranger

Treat yourself as a different color if Prism Ranger group has duplicates

Spirit World Librarian

Wizard

Learn 1 additional spell at every level

Undead Life

Necromancer level 4

Gain immunity to a number of negative levels, or heal from them if already immune

·         Undead Unlife

Undead Life, Necromancer level 8

Gain the ability to heal through negative energy

·         Edge of Death

Undead Life, Undead Unlife

Be healed by both positive and negative energy

·         Fleshpuppet

Undead Life, Necromancer level 10

Gain access to some marionette techniques and feats

Unlosing Theme song

Unlosing Ranger

Gain a 1/day beneficial theme song

Unyeilding Punishment

Unlosing Ranger level 8

Grafted weapons are considered unarmed strikes

Wrestler Grand Champion

Wrestler Monk

Gain second Belt Item Slot

X Construction

Powered Suit level 3

Gain abilities from the Legendary Pringer X

 

STYLE FEATS

Feat Name

Prerequisite

Description

*Beheading Kenpo Stance

Stunning Fist, BAB+6 or Monk 4

Gain bonus damage and Use Stunning Fist to blind instead of stun, deal slashing damage on unarmed strikes

·         '*'Decapitating Strike

BAB +12 or Monk 6

Blind and deafen creatures on a stunning fist and deal more damage

·         '*'Vorpal Knuckle

BAB +18 or Monk 16

Gain death attack on critical hits

'*'Fire Chaos Style Kitchen Fist

Wisdom 13, Ki pool, and BAB+6 or Chef 4

Gain +1d6 fire damage on attacks, and telepathy out to 50 feet

·         '*'Barrier Shattering Fist

Fire Chaos Style Kitchen Fist Ki Pool, and BAB +8  or Chef 8

Dispel  walls, magic barriers, and other spells

·         '*'Hot Hot Sensitive Tongue Slash

Fire Chaos Style Kitchen Fist, Barrier Shattering Fist, Ki Pool, and BAB +12, or Chef 10

Expend cuisine points to end rage, possession, or techniques

·         Forced Food Allergies

Fire Chaos Style Kitchen Fist, Cuisine Pool, Chef 5

Spend cuisine points to harm others with food

*Hell Spear Stance

Improved Unarmed Strike, BAB +5, or Monk 4th

Fight with your fists like spears

·         Hell Spear Stance: Lunging Halberd

Hell Spear Stance, BAB +10 or Monk 8th

Gain more power with your spear like fists

·         Hell Spear Stance: Slicing Hand Chop

Hell Spear Stance: Lunging Halberd, BAB +16, or Monk 12th

Gain a devastating final blow with spear like fists

*Kung Fu Style

At least 6 style feats, Level 12

Gain abilities for switching styles

·         Kung Fu Initiate Style

Kung Fu Style, Level 16

Gain further kung fu ability

·         Kung Fu Master Style

Kung Fu Initiate Style, Level 17

Even More Kung Fu

* One Finger Fighting Style

Improved Unarmed Strike, BAB +4, or Monk 3rd

Ignore DR and armor with one finger

·         One Finger Fighting Style: Flight of the Bird

One Finger Fighting Style, BAB +8, or Monk 7th

Better Ignore DR and armor with one finger

·         One Finger fighting Style: One Finger Death Punch

One Finger Fighting Style: Flight of the Bird, BAB +14, or Monk 10th

Learn an even more potent way to penetrate your foe's defenses

*Total Defense Master Stance

Dodge, BAB +4 or Monk 4

Gain further dodge bonus from feat and defensive stance

·         '*'Impenetrable Body

Dodge, Total Defense master Stance, BAB +8 or Monk 8

Go to Total defense stance as a move action

·         '*'Impenetrable Mind

Dodge, Total Defense Master Stance, Impenetrable Body, BAB +12 or Monk 10

Make attacks of opportunity while in Total Defense Stance

Unorthodox Style

One style feat, Weapon Focus, BAB +8

Select a single kind of weapon to be usable with style feats

 

2 Fast 2 Furious:

Your driving skills are more than amazing, they're Riddick. You once drifted through a shopping mall without hitting anything, ramped through a basement window in an SUV and you even found a parking spot once during rush hour. Any feat you possess can be applied to your vehicle. For example, if you have the toughness feat, the vehicle gains additional hit points while you are piloting it. Any effects you grant them are immediately ended if you stop piloting it.

3 Fast 3 Furious:

Your driving skills are so amazing you can pull off those stunts they do in open world games, and maybe even defeat the legendary Racer X. While driving a vehicle, you can use any class ability you possess. For instance, you could apply your monk's unarmored AC bonus to the vehicle's armor class. In addition, the vehicle uses your saving throws instead of it's own if your saving throws are higher.

20/20 Vision

See the invisible, Do the impossible. Raw Raw, Bite the carrot. Your eyes are so developed you can sense an ameoba wiggling around on a non stick surface. Your Blindsense increases by 10 feet. This feat can be taken multiple times.

48 Educational Skills:

Skills passed on from delinquent to delinquent. These skills aren't just abilities one can use to make their educational habits better, these are a way of life. Your body, mind, and soul will burn with these 48 skills, and your delinquent heart will shine so brightly that all honor students that stand in your path will be subdued through sheer educational value alone. Sit back kid, you might learn something.

When you gain this feat, you gain access to the following abilities, so long as you possess the prerequisites listed to use the abilities).

·         Discipline With Love (Intimidate 5 ranks, Diplomacy 5 ranks, Knowledge History 5 ranks): If words can't reach them, give them a nice, hard, fist. Once per day, if a diplomacy check that you make fails, you can make an attack on that creature and deal your normal damage. The attack roll is then treated as another diplomacy check instead of an attack action, and is applied to their diplomacy DC. 

·         Raise your Hand (Knowledge Local 5 ranks, Diplomacy 5 ranks, Improved initiative): You must learn to raise your hand and wait to be called on. Whenever you enter an encounter, you can choose to go in the last initiative place and make a diplomacy check, applying any bonuses to initiative you may possess from anything other than dexterity. On the next round of combat, your initiative automatically becomes the result of your diplomacy check. Additionally, if you are targeted for an attack on the first round of combat, you immediately take your turn as if you had spent a hero point to act immediately.

·         Don't talk back to the Teacher (Diplomacy 10 ranks, Intimidate 10 ranks) : You can't talk back to the teacher! Accept her words as LAW. Once per encounter, as an immediate action, you can make a diplomacy check or intimidate check against a single creature within 60 feet whom is about to speak or use a verbal component to a spell. If you beat their diplomacy DC, they must make a fortitude saving with a DC equal to your diplomacy check or be unable to speak for 1 round.

·         Share your Text Book (10 ranks in at least 4 knowledge skills, and Knowledge skill unlock or Skill focus in knowledge): You need to share your text book with your classmates when they forget theirs or they'll never learn anything! Whenever you aid another on a knowledge check, the bonus you grant to their check increases by +4.

48 Skills of Affection:

You are well versed in the secret skills of Affection. You can perform techniques such as "Holding hands" and even the legendary "Kiss" and you're well versed in "Lover's Quarrels". Using these skills you are sure to have a great love life, and you can even teach the skills to those around you. When selecting this feat, you gain access to several tricks you can use. In each skill of affection, there is listed a prerequisite, and once you possess it, you can access that ability.

#1 Holding Hands (Delinquent): The first skill to learn when showing affection to your lover. Soon you'll be sending smiley faces on your cellphone. You can aid another in combat as a move action. In addition, if that creature is at least at a 75% with you on your relationship chart, you grant an extra +1 bonus to them with aid another.

#5 Embrace (Improved Grapple): You know how to take hold of your friends and loved ones and crush them in your arms. Whether it's a "Glomp" or a "Bear Hug" you've got it down! You gain a +2 bonus to grapple CMD checks against enemies whom have harmed a friend of yours. In addition, as an immediate action, you can make a grapple check against the grapple CMD of an ally whom is adjacent to you and has at least a 75% with you on the relationship chart. If successful, you can take 1/2 of the damage that the target should take from all attacks that round for as long as you have the creature grappled.

#10 Violent Display of Affection (Power Attack): Sometimes when you love someone, you just need to show them your love with a legendary technique! After your fight you can fall into each other's arms and laugh into the sunset. You gain a +1 bonus to damage when using power attack. This increases by +1 for every attack you have available in a round. If used against an ally whom you have at least a 75% with on your relationship chart, all damage dealt with the attack can be treated as non-lethal damage.

#39 One Sided Love (5 Ranks in Diplomacy, 1 teamwork feat): The first step to Lovesickness is One Sided Love. Loving someone who doesn't return your affection. Select a single creature when you gain this ability and a single teamwork feat you possess. You treat that creature as if it possessed the teamwork feat for the purpose of you being able to use it. If the creature eventually gains the teamwork feat, you select a different teamwork feat that it doesn't possess.

#40 Lovesickness (Relationship 100% or higher, Star Crossed Lovers, and see text):  You know of matters of the heart, and feel positively ill when the person closest to you is away for a while. When you gain this ability, select a creature with whom you have a 100% relationship with or more and the star-crossed lovers feat for. When you are away from that creature for 24 hours, you are sickened as per the sickened condition. This cannot be negated or lessened in any way. While in this sickened state, you gain a +4 bonus to saving throws against spells with any sort of emotional attachment (Such as Waves of ecstasy, crushing despair, rage, ect.). Alternatively, if you have spent an hour with that creature recently, you gain a +1 bonus to skill checks and 1d6+4 temporary hit points for 24 hours.

#41 Kiss (Relationship 100% or higher, Star-crossed Lovers, and see text): Your skills of affection have allowed you to learn the many ways to kiss, whether it's a cute peck on the cheek or the most legendary deep kiss in existence, you know your stuff. When you gain this ability, select a creature with whom you have a 100% relationship with or more and whom you have the Star-Crossed lovers feat for. As a standard action, once per day, you can take an action to kiss that person to gain a small boon depending on how long you do so for. If you do so as a swift action, you gain a +2 bonus to any one d20 roll made within the next minute. If you do so as a move action, you gain a +2 bonus to all saving throws for one minute. If you do so as a standard action, you gain a +2 bonus to attack and damage rolls for 1 minute, and if you do so as a Full round action, you gain all of the listed bonuses for 1 minute.

#43 Lover's Quarrel (Relationship 100%, Star-Crossed Lovers, Power attack, Antagonize, or Honor Student): Sometimes you fight, but you still love eachother, and you have learned the art of pissing your lover off in a way that will make them return loving you even more. Select a single creature that you have the Star-Crossed Lover's feat with, You can choose to make an intimidate check against that ally as a swift action. If successful, your percentage on your friendship chart decreases by -1%, however for their next attack, that person gains a bonus to damage equal to the base damage the person who used this feat would deal. This also applies if your next attack is a spell or technique. If it has multiple attacks or rays, it applies only to the first one.

48 Skills of Friendship:

The 48 skills of Friendship are paramount in delinquent skill mastery. Though not as adored and reviled as the 48 skills of affection, and more feared than the 48 educational skills, the 48 skills of friendship push the boundaries of time and space in their pursuit of being a legendary buddy. Learn how to share snacks, homework, and even a room together, and then put those skills to good use and pick up new allies all over the multi-verse.

When you select this feat, you gain the following abilities, however you must possess the proper prerequisites to use each ability.

·         #22 Time of Youth (Diplomacy 5 ranks): Bust into their house, fight them, and collapse laughing, you'll be friends forever. Whenever you enter an encounter, you can immediately make a diplomacy check against a single enemy that you can see within the encounter. If the diplomacy check is successful, that enemy must make a will saving throw with a DC equal to the Diplomacy check result. If it fails,  it is effected by a lesser confusion spell. Once it wears off, it is also effected by the effects of the diplomacy skill

·         # 31 Being Humble (Delinquent, Diplomacy 5 ranks):  Humility is key to friendship! Even if you want to brag all the time, sometimes being humble is much more agreeable.

·         # 35 Make up Handshake (Diplomacy 7 ranks, Legendary Delinquent): When you and your friend have been fighting, sometimes you both need to just show that you're both sorry by giving a nice, firm, handshake. Once per day as a full round action, you can effect any one creature that you have previously done battle with that day with a Charm Monster spell DC equal to your diplomacy check. The creature takes a -1 penalty to this save for every 10% it possesses in it's friendship rank with you already.

·         #40 Love Slap (Diplomacy 10 ranks, Improved Unarmed Strike, 100% friendship with at least one creature): Sometimes when you really love a friend and they piss you off, you just have to biff them really hard in the face to make them snap back to their senses. Once per encounter, you can make a Diplomacy check in place of an attack roll against a creature. If this attack hits, it deals normal damage, though the damage is non-lethal, and the Diplomacy effect takes place as well. This deals critical damage if the diplomacy check was a critical hit.

·         # 45 Eternal Rival (Diplomacy or Intimidate 5 ranks, Fierce Rivalry): Like a wall that's always in your way, your goal is to stand out more than your rival in the end. When using your Fierce rivalry feat, you can make a diplomacy check or intimidate check against your rival as an instant action after the rival deals damage with a spell or technique. If successful, you must on your turn, expend the same number of technique slots or a spell slot of the same level and you are exhausted, however you deal the same damage your rival just did and add an additional amount of damage equal to your Charisma modifier. This can be used once per day.

Absolute Violence

Looking for a bit of the Ultra Violence? Whether it's roving around, bashing rots with your droogs or seeing how many civilians you can take down with a lawnmower in a crowded convention center, everything you do leaves the world bloodied, battered, and laying in a pool of it's own entrails. When using a technique that takes a full attack or full round action, or making a full attack that allows for multiple attacks, on the final attack you make, you can take a -5 penalty to the attack roll to apply the effects of the Vital strike feats to the damage. If the technique already allows you to apply the vital strike feats to it, increase the weapon damage multiplier by one. This can be used once per encounter.

Abyss Blade

A very rare kind of knight, but it is a soldier of incredible power. An Abyss Blade carries with him the evils of the pit and uses them to slay his foes. This works as the Eldritch heritage feat, however you can only select the Abyssal Bloodline abilities. You use your total character level to determine your sorcerer level for the bloodline instead of having a -2.

You can select this a second time at 11th level, It works like Improved Eldritch Heritage but only for the Abyssal bloodline and uses your full level without a penalty, and once more at 17th level for the same bloodline, once again without a penalty.

 

Ace of Spades

You can grip and thrust a spear better than anyone else. Work that shaft and bring all the ladies to their knees. Also, you're good with spears. You gain a +1 bonus to your "caster" level when performing martial techniques with Polearms/ Spears... why is this called Ace of Spades?!

 

Action Button:

Snake, To access the vehicle, use the action button (Triangle). You can accelerate with (R2) and Brake with (L2). It's sure to come in handy on your mission. You can use the fast mount or dismount action for any vehicle no matter the size, however the Drive DC increases by +4 for every size category beyond your basic category it is.

Advanced Battle Veteran

You've retired three times and every time they drag you back into the madness. You don't need a scouter to tell you what their power level is and you can literally smell evil from a mile away. You know the intricacies of battle to a T. So long as you possess at least 20 ranks in each of the listed skills, you can use the following abilities..

Know the Enemy(any Knowledge): When using Know the enemy, you can expend an additional 4 points from your combat stamina pool. In doing this, you gain a +1 bonus on all d20 rolls against that enemy. This bonus increases by +1 for every 5 points by which you beat the knowledge DC (Max +5).

Cut it close (Bluff): When using Cut it close, you can wait one additional round before the damage effects you.

Detect Power Level (Perception): When using your detect power level ability, You begin on the second round of detect magic. In addition, the area of effect is increased by 200 feet. Finally, If a magic creature was previously in the area, you can make a perception check against that creature's Stealth or sleight of hand check. If successful you know the general direction that creature went unless it left via teleportation or some other means.

After Image (Acrobatics): By spending an additional 12 points from your stamina pool, your after image cannot be seen through with a true seeing spell.

Quicker than the eye (Sleight of hand): When expending the points from your combat stamina pool for this ability, it applies to 2 attacks every time it's spent instead of costing the points for each attack. Alternatively, you can double the cost on a single attack, and the enemy must make a perception check against that sleight of hand check. If the creature fails it cannot detect where the attack came from for 1 round.  

Close Call (Stealth): When using Close Call, you gain a +6 bonus to the stealth check and your move speed is increased by 30 feet.

Fear from the Fearless (Intimidate): When using Fear it's self, you can expend another 5 points to effect every creature within 100 feet that can see or hear you with your intimidate check.

Battle Senses (Sense Motive): When using Battle Senses, You gain the Scent ability, any creature you detect with the scent ability is effected by a detect alignment spell. If they have a method of masking their alignment, you can make a sense motive check against their opposed bluff check. If successful you know their true alignment.

All Around Putty

You are a spirit of not only nature, but of the changing seasons. You can spring into a sunny, summer mood, or even fall deep into a winter depression, always invoking the feelings of the seasons. Every level that you gain a level in a favored class, you gain 2 hit points or skill points. These points cannot be split up amongst the two, whenever you choose which bonus you wish to take you simply get 2 points instead of 1.

Alternatively, you can choose to take this and treat all classes you possess as a favored class and gain your 1 hit point or 1 skill point every level.

 

All Seeing Eye

My name's Illuminati, but you can call me Nate. Your Darkvision increases by 30 feet. In addition you gain a +4 bonus to all perception checks based on sight.

 

Alternative Energy

Whether you're attempting to fuel a new holy spell or just "Going Green", You never have enough energy to do everything you want to do in a day. As a swift action, You can sacrifice two uses of a first level domain power to gain an additional use of channeled energy.

 

Ambiguous

Sup baby, hows about you and me-Oh shit you're a guy. You are a man with very curvaceous hips and feminine wiles, or a woman with handsome features and broad shoulders. Whichever it is, you are wonderful at tricking the sexually confused populous world wide. If your class has different evilties available for different sexes, you can access the evilties of the sex opposite your natural one. Additionally, if you are male you treat yourself as female, and if you are female you treat yourself as male for the purpose of abilities you have that effect the opposite sex. (Such as succubus evilities)

 

An Apple A Day

An apple a day keeps the professors of netherscience from extracting your delicious nutrients... or something like that. You gain 3 additional uses of your appleseed cure light wounds ability.

Angel of Virtue

You are a creature who revels in holy behavior. Whether it's turning in angels whom have disobeyed the law or scolding others for sexual harassment, you are above even some of the angels with your holy personality. Select a single quality from this list. The DM must agree that it fits your character's personality. This feat can be selected multiple times, selecting it for a different sin each time. All bonuses granted by these feats are circumstance bonuses.

Humilitas (Humility): You are an incredibly modest and revered creature. When you select this feat, Creatures that you fight against gain 2 saving throws against any ability you possess that gains a saving throw, and you must accept any challenge from creatures such as samurai if they demand it, showing them utmost respect. You gain a +4 bonus to all ability scores and a +3 bonus to armor class. You gain a further +2 bonus to saving throws and armor class, so long as the enemy has successfully made one of your saving throws in the last hour.  

Benevolentia (Kindness): You are an incredibly benevolent creature and often wish happiness upon those around you. After selecting this feat, you must take a kind action against another creature every hour that you are awake, whether this is donating money, offering to help someone find something or fix something, or simply trying to make someone's day better, the DM must approve of the kind act each time. In addition, you take a -4 penalty on all damage rolls. YouGain a +4 bonus to all damage rolls to heal creatures, and you can take 20 on all heal checks. You can take a full round action to make a heal check against a creature and heal it a number of hitpoints equal to the heal check. No creature can receive this healing more than once per day, and is not a magical effect. In addition, you gain a +2 bonus to all charisma based checks and skills (Except for Bluff) so long as you have completed an act of kindness within the last hour.

Patientia (Patience): You are an eternally loving and patient creature. After selecting this feat, you must always attempt a diplomacy check on the first round of combat, so long as the creature is intelligent. if not, you must attempt handle animal. If the creature is mindless, this does not apply, however you cannot take a violent action until the opposing creature has taken one (Or if you have properly sensed their motive is to do so). On a round that you do not take a violent action and have attempted a diplomacy check, you gain a +4 bonus to armor class and saving throws and you gain Damage Resistance 5 that applies to all damage types and cannot be bypassed.

Industria (Diligence): You are excellent at budgeting your time and making the most out of what you have to accomplish your goals. After selecting this feat, You must take two actions in each round, these actions being selected from Move, Full Round, Standard, or Swift. If you fail to take two of those actions, you take a -4 penalty to all d20 rolls until the next round. You gain a +10 foot bonus to your move speed, and you also gain a +4 bonus to any d20 check that you have previously failed within the day (Such as climbing, or against a specific wizard's fireball spell used again). Finally, if you are paralyzed, Stunned, or staggered, it's duration is lowered by 1 round, to a minimum of 0 rounds. This final ability can only be used if you have successfully made a different saving throw or ability check against that enemy within the last hour.

Caritas (Charity): You are very generous and enjoy the happiness your giving brings to others. After selecting this feat, you must donate at least 150 hl's worth of items per day, or in the event that you have nothing worth that much, you can donate whatever item has the highest worth. If you heal a creature other than yourself, you can grant them an additional amount of hitpoints equal to your relevant ability modifier if you choose to take that much damage yourself. In addition, if you are healed, and end up healing more hit points than you lost, you can hold those hit points for 1 round per 2 levels. At any point you can touch a creature as a standard action and heal them for the remaining amount. If you have given an item, or donated at least 150 hl, you gain a +2 bonus to will saving throws and armor class for one hour, or until you donate another object.

Temperantia (Temperance): You are a being of temperance and restraint, showing constant mindfulness of others. After selecting this feat, you can only eat half as much as a normal creature of your race to gain sustenance, and as such you can only gain 1/2 of the effect or duration of a magical food item and can never benefit from a Heroes' feast. Finally Techniques or spells you use have their duration cut in half. Whenever an enemy within 30 feet is benefiting from a spell or technique with a duration of longer than 1 round, it's duration is cut in half. If it creates a number of objects or creatures such as summon monster or mirror image, that number is also cut in half (Rounded down). Finally, you gain a +4 bonus on sense motive checks. This bonus increases by a further +2 if the creature is known to lie.

Castitas (Chastity): You are chaste and pure, never partaking in sexual desire and holding your thoughts and actions in the utmost purity. After selecting this feat, you take a -5 penalty to Diplomacy checks against creatures that would be attracted to you. Furthermore Enchantment spells you cast have their saving throw DC and caster level reduced by 4. You however, gain a +2 bonus to saving throws against all mind effecting spells and techniques, as well as to saving throws made against creatures of the opposite sex or that you would be attracted to. These bonuses stack if they apply to both fields (Mind effecting and opposite sex). Finally, if a creature has attempted to use an enchantment spell on you, you gain a +1 bonus to attack, damage, saving throws, and armor class against that creature for the duration of the spell that you avoided.

Angelic

Your holiness is radiant and your wings are the fluffiest things anyone has ever seen. You have six halos and like... 12... other angel things... You gain a second Angel trait when you select this feat. It must be taken at first level.

 

Anti-Hero

You're not necessarily the bad guy, but you could never be known as a hero. You save the day to your own tune, defeating the villains and thwarting heroes, so long as your goals and sense of justice are fulfilled. You're oftentimes cooler than the main character and show up to give profound monologues. When using your Mid Boss effect you gain the Defiant Armor enchantment against the Mid Boss target.

Anti-Thief Hand:

You like your personal space and often give people talks about not invading your bubble. When being targeted by a thief hand, you can use deflect or snatch arrow against it as if it were a missile.

Apocalypse Now

Not later. Right Effin Now! Your disease is spreading like wildfire and the world suffers from mass hysteria and zombie flick sales are up 200% At will, you can cast Lesser Animate dead on a creature you have slain. Only one creature can be animated at a time with this and it lasts for 24 hours.

Apothecary

You like to grow plants with strange names, start gardens of sin full of living beasties, and once sold poison to some exiled asshole from Verona. When using poisons or medical poisons, the save DC to overcome them becomes 10+ 1/2 character level+ Charisma or Wisdom modifier (Selected when you select the feat). If the poison naturally has a higher save, that saving throw is used instead.

 

Aqua Lad

Using your magic conch, you can summon up your allies from the sea to kick some land lubbers asses post haste. Comes with a free speedo and sun tan lotion. Gain summon monster 3 as a spell like ability usable 3 times a day. This can only be used to summon aquatic creatures.

 

Aquatic Camaraderie

Under the sea, Under the sea! We don't all live in a yellow submarine, but occasionally the Aqua-lads and lasses will work together to build a rapturous community, Working together and sharing their secrets in this Titanic, Deep blue sea. You qualify as a Neriad, Mer-Folk, or a Sea Angel for the purpose of taking feats. Neriads and Mer-folk are treated as Sea angels of 4 levels lower for the purposes of taking Sea Angel feats. Feats that grant extra uses of a racial ability grant the use of the racial ability instead. Now go grab life by the jaws and make this water world a safer place! This Feat cannot be taken if you are just using the Halfblood feat.

 

Arcane Blade

Fierce arcane powers flow through your blood, as such, your martial techniques are infused with a hefty dose of magic. All of your techniques are considered arcane spells for the purpose of qualifying for prestige classes. If you have multiple classes you must choose which class to apply it to.

Arcane Battlemaster:

You may not be skilled at wielding a mighty axe, or brandishing a deadly blade, but you ARE amazing at touching people where you aren't supposed to. Your hands are just so grabby it's amazing you haven't been arrested yet. You can use your relevant caster ability modifier on touch and ranged touch attack rolls instead of Strength or Dexterity. For example, a Wizard would use their Intelligence modifier instead of strength to make attack rolls with a touch or ranged touch spell.

 

Arcane Toughness

The magical energies of the world revitalize you. The very cosmic essence of the world wishes to keep you alive. And it gives rather nice tingly massages that keep you going on those rough days. At levels where you gain a new spell level, you gain a number of hit points equal to the spell's level.

 

Armor Focus

You wear the same shirt every day no matter how bad it smells. That stink is just your lucky stench cloud from wearing such an awesome shirt. Select a single type of armor, Light, Medium, or Heavy. Your armor class increases by +1 when wearing armor of that type. This can be taken multiple times, selecting a different armor type each time.

 

Armor Specialization

You specialize in this kind of pants. No other pants are as good as these. Brand name or not, you know when you're wearing them because everything just feels allllll right! Choose a single type of armor, Light, Medium, or Heavy. Your maximum dexterity bonus increases by +1 and your armor check penalty decreases by -1. This feat can be taken multiple times, selecting a different armor type each time.

Armored Core

Resurrecting a PS2 Era game with lackluster recent sequels, you rush forward into battle, ready to pilot that mech suit, even though you're almost one yourself. You are treated as being human for the purpose of becoming a powered suit. This feat cannot be selected through the halfblood feat.

 

Au Naturale

That's right baby, let it all hang out. Strut your stuff and shake what your momma gave ya. Big or small it's all love up in here. Gain a +1 bonus to "Caster" level when performing techniques with Monster Weapons.

 

"Axe" no questions

Don't get "Chopped" off the roster, give the enemy the "axe" before they get a chance to fell you like a tree. And if someone doesn't murder you because of these terrible puns, you'll be able to get a +1 to "caster" level for Axe techniques.

 

Badass Fist

Your tattoos have tattoos, and your arm muscles are so thick you can punch a hole in solid titanium. You can use your strength or dexterity modifier to determine your saving throws for Close/Monk techniques.

 

Badass Initiative

You have reached the point of immortality... or at least, your will to fight has. You leap into battle before everyone else, and sometimes before there is even a battle to leap into. Your initiative bonus Increases by a further +2. Lets-a-Go!

 

Bareknuckle

You have learned well in the art of the fist. You can punch a car just as hard as you can punch a dog and that takes some skill because punching dogs is easy. You've also learned to punch so damn hard that the wind hurts. You can use your stunning fist ability at a range of 30 feet.

 

Barrier Shattering Fist

By seasoning your fists, and allowing them to sauté in their own natural flavors, you can use the wonderful aroma of your spirit cooking to penetrate even the most intense barriers. As a standard action, while in the Fire Chaos Style Kitchen Fist stance, you can choose to make an attack against a magic wall or barrier (such as a wall of force, Blade Barrier, Flame Wall, Ect...). This works as Greater Dispel Magic, however it can only dispel magic walls and barriers, as well as effects such as Mage Armor, or Shield. This can be used once per round and costs 1 cuisine point to perform. In addition, the Telepathy from your Fire Chaos Style Kitchen Fist increases to 75 Feet.

Basic Evility slot:

You may be a basic bitch, but you've got more power than 90% of the other Basic bitches out there. You gain another evility slot that can only be used to equip a basic evility that you possess. This can be selected twice.

Battle Veteran

You've been around the block a few times. Carnage and bloodshed have been a part of your life for years now, and PTSD is a class feature for you. You know the intricacies of battle to a T. So long as you possess at least 10 ranks in each of the listed skills, you can use the following abilities..

Know the Enemy(any Knowledge): When making a knowledge check to know information about a creature, you can spend a full round doing so, as well as 3 points from your combat stamina pool to learn information on the specific one you're looking at. For every 5 points that you beat the Knowledge DC by, you can learn one of the following. (All Class levels, Number of Technique and spell slots left and total, Weaknesses, Hitpoint total, items, evilities, traits, feats, Skills, Techniques known, Bloodlines, domains, dominions, Order, Ect....). Other things can be learned but it's up to DM judgment to select some of those.

Cut it close (Bluff): Whenever you are struck in combat, you can expend all of your combat stamina pool and make a bluff check. Every enemy that can see you must make an opposed sense motive check. If you successfully beat all of them, You take no damage or ill effects from that for 1 round. At the end of your next turn, you will take the damage you were supposed to take.

Detect Power Level (Perception): By expending 3 points from your combat stamina pool you can be treated as if you were using the spell detect magic, however instead of a 60 foot cone, this effects a 100 foot area around you. This is not a magic effect and can be used in areas where you usually may not be able to use magic. You use your character level as your caster level for this spell.

After Image (Acrobatics): By expending 12 points from your combat stamina pool, when you make an acrobatics check to avoid an attack of opportunity you can be effected by a mirror image spell. This is not a magical effect and has a duration as if you were a spell caster of your level. This can be done only once per day for every 5 levels you possess.

Quicker than the eye (Sleight of hand): By expending 8 points from your combat stamina pool. You can use your sleight of hand check in place of an attack roll. This can be used by spending the points at any time you would make an attack roll.

Close Call (Stealth): If you are spotted by an enemy, either during stealth or if an enemy just located you, you can spend 12 points from your combat stamina pool to move up to your speed and make a stealth check if you find cover. If you successfully make this stealth check, the enemy is treated as having not seen you.

Fear from the Fearless (Intimidate): By expending 5 points from your combat stamina pool whenever you make an intimidate check, you can ignore immunity to fear effects. If the enemy is not immune to fear already, they take twice the bonuses from the fear.

Battle Senses (Sense Motive): By expending 5 points from your combat Stamina pool, you can make a sense motive attempt against a creature within 100 feet against their bluff check. If successful you effect them with a detect alignment spell using your character level as the caster level. This is not a magical effect.

Battle Vixen

When you slay an evil beast the blood only splatters on you in the most flattering of ways, and your foes often offer you flowers and candies as you eviscerate them. Your attractiveness and winning personality draw everyone in, even in the heat of battle. As a swift action, you can apply your charisma modifier to any one damage roll. This can be used once per round.

 

Beheading Kenpo Stance

Entering this stance, you shift all of your weight into your arms, allowing you to land heavy blows powerful enough to punch a demon's head clean off. While in this stance, you deal an additional 1d6 damage on all unarmed strikes, however you take a -4 penalty on all attacks made. In addition, when you use Stunning Fist, you can choose to blind your foe for 1 round instead of stunning them.

 

Bestial Body

Your cells regenerate quickly, like that one guy with the adamantine claws. And though you'll probably never be that awesome, you do gain Regeneration 2 that stacks with all other fast healing or regeneration. This regeneration is overcome by silver weapons. This feat can be taken multiple times, it's effects stack.

 

Bestow Power

As you fall to your knees, you extend your hand and wish for your vengeance to be exacted. Your rage will carry on in your comrades like a curse. As you are defeated in battle, your body becomes a beacon of energy. An ally that comes in contact with your body after you have fallen, gains a +1 bonus to attack, armor class, damage, and saving throws for the remainder of the encounter. This bonus increases by +1 for every 5 levels the creature possessed. The ability ends instantly if the creature with this feat comes back to life through whatever means. This ability does not stack with it's self.

 

Better Beast

A Beast Master who selects an animal companion can choose from the following list: Aqua Demon, Baciel, Dragon, Holy Dragon, Serpent, Two headed Dragon, Eryngi, Flora Beast, Gargoyle, Leotaur, Marrionette, Moth Man, Imp, Red Imp, Mystic Beast, Devil Bear, Nekomata, Prinny, Roc, Slime, Treant, or Zombie. If those creatures ever qualify for a prestige class, they can enter the following: Dragonshroom, Faery, Galactic Demon, Lantern, Manticore, or Skeletal Dragon. These can be selected instead of the usual creatures. The creature gains hit dice and saving throw bonuses according to the Animal Companion Base Statistics chart, however it gains it's bonuses to ability scores as listed in the monster class instead of it's listed bonuses from being an animal companion. They still retain their Link, Devotion, and Share spells abilities at those levels, however they do not gain any other animal companion class abilities. The Monster class animal companion gains hit dice, Skills, and feats when listed, but does not gain the Natural armor, or tricks. Monster class animal companions gain the class abilities of that monster class, however they only gain class abilities as a monster of their own level -5 (minimum 1). If the creature would have spellcasting capability, it no longer possesses that. Creatures only gain 1 technique every 2 levels and are treated as 10 levels lower for the purpose of learning Monster Techniques. Finally, the creature only possesses an intelligence score of 3.

Big Guns

Time to bring out the big guns. This kitty may be declawed but he hasn't lost his spirit! You can wield weapons one size category larger than usual at no penalties. This feat stacks with Monkey Grip, however you must select only a single weapon that you can wield in this way.

Blaze Ritter

A very rare kind of knight, but it is a soldier of incredible power. A Blaze Ritter is a flame charged Dark paladin that incinerates all enemies in his path. This works as the Eldritch heritage feat, however you can only select the Elemental Fire Bloodline abilities. You use your total character level to determine your sorcerer level for the bloodline instead of having a -2.

You can apply your elemental ray ability to attacks with Channel Smite. 

You can select this a second time at 11th level, It works like Improved Eldritch Heritage but only for the fire elemental bloodline and uses your full level without a penalty, and once more at 17th level for the same bloodline, once again without a penalty.

 

Blood Pool

Being a dark lord of the night, sometimes it's difficult to find something delicious to eat. On those days when it's hard to find snacks, you can cough up a delicious blood clot that you saved back from the old days... eww. Whenever you bite an enemy, instead of healing from the damage you deal, you can choose to hold the healing for later. You can hold a number of hit points equal to your character level. As an instant action, you can heal these hit points back as usual when biting an opponent.

 

Blood Mage

Utilizing the sanguine lifeforce you stole from your opponents, you can craft deadly spells that destroy the very fabric of life it's self. And they're pretty damn awesome too. You can sacrifice a number of blood points from your blood pool, to perform techniques. You can sacrifice a number of points equal to twice the level of the spell or technique to perform it without having to use a spell or technique slot.

 

Blood of Gods

You possess within you the blood of God. You have the right genetic makeup to be a deity and stand against the forces of evil and you have been training to be able to one day defeat them all. You gain a +1 bonus on attack and damage rolls against Evil Outsiders, and against creatures that have traveled from one plane to another within the last 24 hours. In addition they also gain a +2 bonus on all saving throws and to their armor class against such creatures.

Borgification

You have assimilated with a higher power and as such have become one with your own inner workings. You gain telepathy out to 1 mile, but only with other androids or cyborgs that possess the borgification feat. If you spend a full round action and make a DC: 30 Computer use check however, you can relay the information to any cyborg, machine, computer, Android, or similar system without them possessing the feat. You also gain a +2 bonus to all Perception checks and Use Computer checks. This feat cannot be selected through the halfblood feat.

 

Breakneck Charge

You recklessly dash into battle, charging from light-years away to smash the enemy. As a full round action you can move your full run speed before you make your attack in a charge.

 

Brother in Arms

You stand by your allies, no matter how bad they smell. When the goin gets rough, you don't just tough it out, you make sure everyone else can do it too. You're also known for holding a place for a friend in a long line. When you roll initiative, you can choose to forgo your roll and give a single ally a bonus to initiative based on your own initiative bonus, you however go at the end of the round.

 

Buddha

You may not have fasted for 49 days straight but my god are you good at coming back from the dead. Like a Pheonix you rise from the ashes and live again, and again, and again, and sometimes people just wish you'd stay dead. You gain a +1 to your level when determining your Reincarnation abilities.

Bunny burrow speed:

You really should get a map because you keep taking those wrong turns in Albuquerque. You gain a burrow speed equal to 1/2 your base land speed.

 

Burning Energy

The Fire burns strong with this one. You can run a marathon with your eyes closed... and your arms tied behind your back. And without your legs. You gain a +2 bonus on saving throws against fire attacks and spells with the fire descriptor or light descriptor. As a swift action, you can make up to two weapons become red-hot for 1 round, dealing 1 additional point of fire damage with a successful hit. In addition, you now count as an ifrit for the purpose of selecting feats.

Caramel Corn

You are one of the most delicious carnival foods in existence. You are sticky, delicious, and no one can escape you. You gain a +2 bonus to grapple checks. A weapon that strikes an Carmel Corn corn man is stuck fast unless the wielder succeeds on a DC 10+ 1/2 hit die+ Strength modifier Reflex save save. A successful Strength check of the same DC is needed to pry off a stuck weapon.

 

Carotene

You are so delicious and healthy, it's crazy. You gain fast healing 2 that stacks with all other fast healing. This feat can be taken more than once. GROW CARROT MAN GROW!

 

Cash Cow

You always happen to find a little extra treasure whenever you finish a battle. When you defeat an enemy, you gain an amount of hl equal to 5X it's CR.

 

Casual Reader

While wizards are off studying their arcane lore and cult members are studying their evil tomes, you prefer to actually go out and have fun. However on occasion you do check out a good book from the library, but usually underground things, because you're an arcane hipster. When performing techniques with a Makai Book weapon, you can use your Charisma or Wisdom modifier to determine the saving throws instead of Intelligence.

 

Celestial Destroyer

You have a tally of how many Demons asses you've kicked, and they often tell scary stories about you around campfires. Once per day you can activate a Holy effect on your weapons that works as the enchant of the same name. This lasts until the end of the encounter.

 

Channeled Spirit

Using the spirit of your ancestors and channeling the hatred of the people who died without ever getting to hit someone in the balls, you strike true with a bag tag that could shatter a brick. You deal unarmed damage as if you were one size category larger. This does not stack with any other ability that increases damage by size other than through racial abilities such as the stump. Now stay away from me.

*Monks and Fighters can choose this as one of their bonus feats

 

Chuck-E-Cheese

Whether it's hatches or cookies, you can toss like a champ. You PWN at Baseball but no one ever wants to play four square or catch with you. Something about losing an eye? You gain a +1 bonus to "Caster" level when performing Thrown Techniques.

 

Confined Phantom

You have mastered the art of sticking ghosts inside of things. I even found a ghost inside of my turkey sandwich the other day and nearly crapped myself, it was horrible. As such, when you confine a Phantom, that Phantom gains a +2 bonus to any one ability score of your choice. Once selected it can only be changed if you summon the phantom again.

 

Conjure Force

You can summon up a beast from the deepest depths of the unknown reaches of scary places. The things are so strong that sometimes people wonder whether you are the puppeteer or the puppet. When summoning an Eidolon, Phantom, Great Power, or any other similar ability, you can apply the Augment Summon feat to it's abilities as if it were a summoned creature. This follows all of the rules of the Augment summon feat and can only be applied to one creature at a time.

Colossal Titan

You are a beefy and powerful force to be reckoned with, and today, mankind will receive a grim reminder of why they fear your existence. Your size category increases by 1 step. You gain a +2 bonus to strength and constitution and a -2 penalty to dexterity as well as any armor class, attack roll, or skill check penalties normally gained from increasing in size.

Constructed Heritage

Your mamma was a Toaster, your Pappy was a Truck, and your heritage traces back to the ancient Golems and war machines of the past and as such you know how to call upon your mechanical heritage. You qualify as an Android, Cyborg, Golem, Dark Knight, or a Marionette for the purpose of taking feats. You are treated as Golems, Dark Knights, and Marionettes of 4 levels lower for the purposes of taking any of their feats. Feats that grant extra uses of a racial ability grant the use of the racial ability instead. This Feat cannot be taken if you are just using the Halfblood feat to replicate being one of these races.

 

Construction Kit

Lego of my robot! Built to perfection and with a lifelike kung-fu grip that can destroy even the strongest of balsa wood. You have crafted the world's best magic machine and want to show it off. When crafting a Golem or other construct, or animating an undead. You choose to grant it any one feat that you possess, so long as it meets the prerequisites.

 

Constructive Criticism

Nothing wrong with a little constructive criticism. You just wish they wouldn't bring up all of the little flaws in your oddly crafted body. You grin and bear it but secretly hope they all drown in a lake. You are treated as having the Monster sub type for the purpose of choosing construct only Monster feats.

 

Corpse Camaraderie

You have to stick it to the man and stand up for yourself. Group together and form mobs to get what you want, non-violent sit-ins don't do shit though. Bite some limbs and shuffle them feet. You qualify as an Undead or Zombie for the purpose of taking feats. Undead are treated as Zombies of 4 levels lower for the purposes of taking Zombie feats. Feats that grant extra uses of a racial ability grant the use of the racial ability instead. This Feat cannot be taken if you are just using the Halfblood feat to emulate a race.

 

Creamed Corn

Sometimes you just can't keep it in, everyone creams their corn from time to time whether they want to or not. Due to your much more liquidy form, you gain 25% fortification. This feat can be taken multiple times, but never more than once per 4 levels. It's effects stack.

 

Crystal Gem

You are a crystal gem, you'll always save the day, and if you don't think you can, you'll always find a way. You increase your weapon and armor maximum enhancement modifier by +2 for the purpose of equipping jag or hex gems, thus raising your maximum to +12.

 

Dark Crystal

You must go on a quest to save the world from a bunch of ugly ass puppets with a magic crystal. You gain +2 to your crystal mana pool. This can be taken multiple times.

Dark Paladin

A very rare kind of knight, but it is a soldier of incredible power. The Dark Paladin sticks to the shadows and takes his enemies down silently. This works as the Eldritch heritage feat, however you can only select the Shadow Bloodline abilities. You use your total character level to determine your sorcerer level for the bloodline instead of having a -2.

You can apply your Shadow Strike to attacks with Channel Smite. 

You can select this a second time at 11th level, It works like Improved Eldritch Heritage but only for the Shadow bloodline and uses your full level without a penalty, and once more at 17th level for the same bloodline, once again without a penalty.

 

Decapitating Strike

Learning the style of beheading kenpo is a long path and you have reached a great point in your training. Your moves are more deadly than ever before and your attacks more swift. You gain an additional +2 damage to all unarmed strikes, and the penalty to attacks in this stance is lessened by 2. Creatures effected by the blinding ability of your Beheading Kenpo Stance are also deafened, and the duration is increased to 2 rounds.

Demios

A very rare kind of knight, but it is a soldier of incredible power. A Demios is a devilish warrior known for corrupting those around it. This works as the Eldritch heritage feat, however you can only select the Infernal Bloodline abilities. You use your total character level to determine your sorcerer level for the bloodline instead of having a -2.

You can apply your Corrupting Touch ability to attacks with Channel Smite. 

You can select this a second time at 11th level, It works like Improved Eldritch Heritage but only for the Infernal bloodline and uses your full level without a penalty, and once more at 17th level for the same bloodline, once again without a penalty.

Delinquent

Helpful as can be, and as sweet as a viper coated in honey, a Delinquent is the scourge of the netherworld. Delinquents do their homework and volunteer at blood drives, they also make sure to never snap off the little clip things on their pens and mechanical pencils because that... that is just evil. Delinquents grant an additional +2 bonus to any aid another check made. In addition, as a full round action, a Delinquent can grant a further +2 bonus to any one attack roll an ally makes.

 

Demonic

Huge, red skinned, and horned, you are a great depiction of evil. Your cloven hooves leave the best horseshoe prints and your forked tongue is an actual fork. Gain an additional demon trait when you take this feat.

 

Destined D.N.A.

You are predestined to be a destroyer of evil. A great hero not amongst man, or the angels, but a great god that faces the darkness and stands strong, You may not be good at lotteries in life, but in celestia your luck is even worse. Your eyes are able to see the truth, and as such, for a number of rounds per day equal to your character level, you can see into the ethereal plane as well as the material. This is activated as a swift action and can be deactivated as a free action, not all rounds must be used consecutively.

 

Destroyer's Finesse

Your finesse with a small, light blade makes people worried that their jugular has already been sliced and it's only a matter of time until they realize they're already dead. When performing techniques with a dagger, rapier, you can use your dexterity modifier to determine saving throws for techniques instead of your Strength modifier.

Destructive Feminine Appeal

Your beauty crushes armies and topples cities. A sexy wink can destroy a man's will to fight, and a simple toss of the hair can set the world on fire. When using your Battle Vixin Feat, the additional damage applies to all attacks made in a round. In addition, when crafting food, you add your charisma modifier to craft checks.

Deva

You are one of the legendary demons who causes havoc throughout the universe. You are the Alpha and the Omega, and no one will stand against you.... Also I think you were an evil digimon organization or something... You gain followers as listed in the Leadership feat, however you gain no cohort. If you possess leadership you add the number of followers together. When a creature sees you, they must make a knowledge check to learn about you if they possess the proper knowledge skill of your creature type, they gain a +10 bonus to the check, however if they succeed they are effected by a Order's Wrath Spell of your caster level, however it effects creatures of all alignments. This only effects the creature if it is hostile, if it is not hostile it is instead shaken for 1d4+2 rounds. This feat can substitute the Leadership feat for the purpose of taking prestige class levels.

 

Devil of Sin

You are a creature who revels in sinful behavior. Whether it's flipping girl's skirts or stealing that really nice game system from your friend's house, you are a sinful demon. Select a single quality from this list. The DM must agree that it fits your character's personality. This feat can be selected multiple times, selecting it for a different sin each time. All bonuses granted by these feats are circumstance bonuses.

Superbia (Arrogance): You are an incredibly Prideful and arrogant creature. When you select this feat, you can only gain 1/2 of any bonuses from aid another checks. You gain a +2 bonus to intimidate checks, and a +1 bonus to attack rolls. These bonuses are doubled when applied to creatures of at least 2 hit dice less than your own. If a creature you are fighting fails a saving throw against one of your abilities, that creature is treated as being 2 hit dice less than you for all purposes, and you gain a +1 bonus to all saving throws against that creature for 1 hour or until it fails another saving throw. 

Invidia (Jealousy): You are an incredibly envious creature and often wish to have what they possess. After selecting this feat, you must steal at least one item per day from a creature. This item has to be something that you can see on the creature and cannot be something worthless (Though it can be something worthless but with a large amount of worth to you). You gain a +2 bonus on Stealth checks. In addition, if you have successfully used sleight of hand, stealth, or the steal maneuver to steal an object, you gain a +10 foot bonus to your land speed, and +1 to reflex saving throws for 1 hour. It refreshes if you steal another object before the duration refreshes.

Ira (Anger): You are an eternally evil and wrathful creature. After selecting this feat, you must make an intimidate check against a creature whom has earned your ire in some way. If the ire was earned in battle, you can select that, or to make at least one attack against the creature. You gain a +1 bonus to attack rolls against creatures whom have attacked you at least once. If you have successfully intimidated or defeated a creature, you gain a +1 bonus to Attack rolls, damage rolls, and a +4 to intimidate checks for 1 hour or until you do it again.

Acedia (Laziness):  You are a very lazy and laid back creature. After selecting this feat, your movement speed decreases by 10 feet. You cut the penalty to armor class for laying prone by half. In addition, you gain a +1 bonus to ranged attack rolls, a +1 to caster level, spell save DC's, and checks to overcome spell resistance so long as you are laying prone, or haven't moved for 1 full round. This lasts until you move or take an action that takes a full round or more.

Avarita (Greed): You are a very greedy and stingy creature. After selecting this feat, you must never give an item to another creature unless that creature gives you a more expensive item in return. You gain a +2 bonus to sleight of hand checks and CMB rolls to steal an item. If you have stolen an item, or received at least 500 hl, you gain a +2 bonus to will saving throws and armor class for one hour, or until you steal another object.

Gula (Gluttony): You are a very gluttonous and self indulging creature. After selecting this feat, you must eat twice as much as a normal creature of your race to gain sustenance. You gain a +1 Circumstance bonus to attack rolls with bite attacks. If you have eaten a meal in the last hour, you gain a +1 bonus to all fortitude saving throws and +1d6 temporary hit points for 1 hour, or until you eat another full meal.

Luxuria (Lust): You are a very lustful creature and often try to seduce others or indulge in your own physical needs to further your goals. After selecting this feat, you take a -5 penalty to your DC when a creature attempts a diplomacy check on you, so long as it is a creature of a sex you would be attracted to and has a charisma of at least 12. Furthermore you take a -2 penalty to all mind effecting spells. All enchantment spells you cast are cast at a +2 bonus to their caster level and save DC. In addition, if you have recently used diplomacy on a creature or an enchantment spell on that creature, you gain a +2 bonus to attack and damage rolls against that creature as well as a +1 to Reflex saving throws against that creature.

Digital Leadership

You are a digital celebrity that just oozes E-Popularity. Can you say #Camwhore? Whether you run Helltube channels like Darkiplier or Mewdiepie, Have a celebrity twitter page, are a master at blogging, or just have a really photogenic butt, your internet popularity has soared above and beyond, pushing you into digital idol status. WORSHIP ME E-PEONS #Betterthanyou.

This feat works like the feat Leadership, however you don't gain a cohort, and your followers are mostly followers through online activity and fan works. Because of this, you gain a +2 bonus on all Charisma based skill checks, and the following abilities.

Gather Information: By spending a full round action, you can gather info from your allies on a certain topic. This grants you a +10 circumstance bonus on knowledge checks, Bluff checks, or diplomacy checks for 1 minute.

Spread Rumor: You can effect one creature that you know of that is on the same plane of existence as you with the spell Pox of Rumors. This takes 1d6+3 days to do and costs 1,000 hl. That creature gains a saving throw and the save DC is 10+1/2 character level+ Charisma modifier, or your Leadership score, whichever is higher.

Locate Object: You can rally your fans to locate specific items for you. This can be any item you know about, or a vague idea of an item. Doing so takes 1d6 weeks and costs 1,000 hl, but works like a Locate Object spell. This has no range, and so long as you have fans that span on other netherworlds, it can effect multiple planes of existence. In addition, a layer of lead does not effect this effect. At the end of the 1d6 weeks, the item may be found, or it may not depending on how difficult to locate the item is.

Locate Creature: You can rally your friends to find a specific creature for you. This can be any creature you know about, or a vague idea of a creature, this can also be a specific person. Doing so takes 4d6 weeks of work and costs 8,000 hl. This works like Discern Location, however it can be used in anti-magic zones or areas of dead magic. At the end of the allotted time, the creature may be located unless something prevented the creature from being found. It is up to the DM on how powerful and useful your fans are, and whether or not they can copy the exact specifics of the Discern location spell to find something for you. It is also possible that the creature in question knows you are looking for it now and knows to lay low.

 

Dimensional Ultimatum

I'm giving you an ultimatum, and that ultimatum is die, or die in style. Good for when you claim to be able to hit anyone from anywhere. Prove you can do it. You can use your dimensional dervish ability after using any spell, technique, or class ability that allows you to teleport from one area to another once a day.

 

Distance Dimension

You want to be friends still, but it's better to keep your distance. You can be 20 feet further away from your Dimensional Gate than usual while still receiving it's effects. This feat can be taken more than once.

 

Distracting Body

So yeah this other day I was..... but anyway I..... Yeah, sorry, I keep seeing that chick over there. No, not that one that looks like a horse, the one behind her. Yeah, she's amazing isn't she? DAMN! And just like that you are distractingly sexy. Enemies whom may find you attractive or would be romantically interested in whatever sex you may be, are often distracted when around you. Whenever they attack you, they must succeed in a Will save DC: 10+1/2 your character level + Charisma modifier, or lose their attack against you... What was I saying?

 

Divine Sword

You worship the gods and overlords and they have granted you power. Your blade is divine and cuts down all who stand in your way. All of your techniques are considered divine spells for the purpose of qualifying for prestige classes. If you have multiple classes you must choose which class to apply it to.

Double False Alarm

Your body shudders as you take a breath that could be your last. You grip your blade with determination despite how tired you are. Blood trickles down your chin and yo-OH MY GOD REALLY!? A FALSE ALARM AGAIN!? I HAD THE EPIC MUSIC READY AND  EVRYTHING YOU ASS HAT! When in revenge mode, any evilities that you possess that only work while under 25% of your hitpoints are activated as well.

 

Double Tap

It's a rule for fighting zombies, and it's really good for beating people with sticks. Double tap gives you a +1 to "caster" level for double weapons. Now go on, get out there and tap dat ass.

Dragon's Ancestry

Your family tree is pretty normal, however someone has some explaining to do because I'm pretty sure the 40 foot tall fire breathing lizard shouldn't have married your Great Uncle Jim. This feat works as one of the following feats when selected. Fafnir, Beef Cakes, Dragon's Health, or Hit Me, using your character level as your dragon level to determine anything level dependant. You must meet the prerequisites, just not the requirement to have the monster subtype. This can be selected multiple times, once for each selection.

 

Drakenarmor

Your skin is thick and nearly impenetrable. Like those little juice pouches you have to try and get the straw into without squeezing the juice

out. You gain Damage Reduction 2/- that stacks with all other forms of Damage reduction. This feat can be selected only once.

Drakenblock

You can protect yourself and you never let a basketball get past your enormous and scary hands. Your skin just seems to absorb energy like some sort of freakish draconic sponge. You gain Energy resistance 5 to any one energy type other than the type you selected at 1st level. In addition, select one of the following. You can only select it if you have energy resistance of that type.

Fire: Fire Domain

Ice: Ice Domain, Good Domain, Holy Domain

Electricity or Sonic: Air Domain

Acid: Earth Domain

Whichever you select, qualifies you as that domain of Dragon for the purpose of taking feats that require a dragon domain.

Edge of Death

You're the kind of person to wash down an energy drink with an energy drink. The best kind of medicine is too much of it, and the world is your drug. Everything can piece you together, even the things that should tear you apart. You are healed by both negative and positive energy now.

 

Emeth

You giveth life and you can taketh away! With the words of life you breathe new strength into your artificial lackies and make them a force to be reckoned with. Choose a single Golem, Construct, or general monster feat. That feat is now usable by all constructs that you create, however it must meet at least the level requirement of the feat. Alternatively you can choose a single Zombie, Undead, or general monster feat and grant it to undead that you create, following the same stipulations.

 

Enriched Wisdom

Here at the Owl Aided Enrichment center, you can become wise beyond your years. Hoo can? YOU CAN! When you receive the effects of an Owl's Wisdom spell, you gain the usual bonus, however the bonus granted is considered a Morale Bonus instead.

 

Epic Flail

Sometimes the only thing that stands between you and the jaws of death is a two ton spiked wrecking ball on an adamantine chain.... so really YOU'RE the one with the upper hand here, Death better get some better jaws. So swing that ball and chain overhead and let the steel force come crashing down! You gain a +1 to "Caster" level with Flail techniques.

 

Excellent Proficiency

You are best at what you do best.... And that thing is.... Something. Select a single class ability that has a saving throw DC. The save DC of that ability is increased by +2. if selecting this for spell casting, you must select a level of spells and that level increases it's save DC's by 2, if selecting it for a technique, you select a single technique and it gains this ability. This can be taken multiple times, each time for a new ability.

 

Extra Ancient Study

You're such a nerd that you even study extra for things outside of class. You pour over arcane notes and funny rituals involving party hats and moon dances, Whatever the hell that is. You gain an extra Ancient Study. This can be taken multiple times, but only once every 5 levels.

 

Extra Bubble

An expert at bothering your disgruntled octopus neighbor with your stupid antics, you are a master at blowing bubbles and all of the other sea creatures are jealous. You gain 3 additional uses of your bubble attack, this can be taken multiple times and it's effects stack.

 

Extra Darkbolt

Channeling the endless power of awesome, you fire blasts of energy into your foes waiting mug. Unfortunately you can only do that so much. OR CAN YOU? With this you can squeeze a little more fun out of eldritch magic and gain 2 extra uses of Darkbolt. This can be taken multiple times, however only once every 5 levels.

Extra Dragonewt Heritage

You are more dragon than the others in your lineage. Maybe that makes you a... DOUBLE DRAGONEWT! Gain 3 additional uses of the Dragonewt Heritage ability. You can select this multiple times, it's effects stack.

Extra Evility

For those of you with a little bit more... EVIL in their lives. Select a single evility you possess with a limited number of uses. You gain 1 additional use of that ability per day, or per encounter if that is how often it can be used.

Extra Guided Fate

You will guide their fate to a revolution! That is, if you're lucky enough! You gain an additional 2 points in your Guided Fate Pool. This can be taken multiple times, but only once for every 5 character levels you possess.

 

Extra Hellblast

You are exceptionally trained in the art of destruction. As such you gain 2 additional uses of your Hellblast ability.

 

Extra Lifecharge

You have broken your soul into so many little pieces you can toss em here and there and never really notice it's missing! You gain 2 additional uses of Lifecharge.

 

Extra Mind's Eye

Your Mind's eye likes to stare a lot, which gets you in trouble with the girls. Eww! Stop staring at me you LOSER! Gain 2 additional uses per day of your mind's eye ability. This can be taken multiple times.

Extra Mind's Eye Foresight:

You gain 3 additional uses of Mind's Eye Foresight per day. This can be taken multiple times.

Extra Nanite Surge

You can use the Nanite Surge an additional 2 times per day.

 

Extra Notes

You gain additional uses of your Fox Spirit's Note. You must have studied extra hard in Fox school huh?

 

Extra Snow Spirit

You gain additional uses of you Snow Cat Spirit. CAT TEAM SPIRIT.

 

Extra Sonic Blade

You are a master of the sonic energies. A swift zephyr through the world, moving swiftly and gracefully, controlling the very essence of wind it's self. But really, you're good at hitting people in the junk with sonic energy. You get another 3 uses of your sonic blade ability. This can be taken multiple times and it's effects stack.

 

Extra Veil

You shroud yourself with powerful magics and sometimes you even shroud your bra with tissues to make yourself look more "Intimidating". You gain 2 extra points in your Veil pool. This can be taken multiple times however only once every 5 levels.

 

Extreme elements

Your heritage extends as far back as the dawn of time it's self, where the first primal fairy folk lived amongst the primal elements. Select One of the following races, Ifrit, Oread, Sylph, and Undine, that you possess a feat for. You gain the racial traits and abilities of that race on top of your own. This can be selected once for each race, and only once for every 5 levels you possess.

Evility Slot:

No longer basic, you've been upgraded. You are now hella stylish and even more powered up. The Evility slot you gain from the Basic Evility slot feat can now be used for any evility that you possess. This can be selected only once. If you possess the Basic Evility slot feat multiple times it only applies once.

Fake

You aren't real, but you sure won't let that stop you. You gain a +4 bonus to bluff checks, Appraise, and sleight of hand checks. This bonus doubles for that skill if you possess 10 ranks in it. These bonuses increase by +2 if used against another Asagi.

 

False Alarm

Your body shudders as you take a breath that could be your last. You grip your blade with determination despite how tired you are. Blood trickles down your chin and yo-Oh, Wait, Nevermind, false alarm everyone, I'm fine, I'm not even hurt at all. Haha. Oh well. When you go into revenge mode, you gain the effects of the Overdrive feat, and subsequently any feats that apply only when you are in Overdrive.

 

Fast and Furious

You drive a hundred miles per hour down a school lane at 2:30, Little ones are worth 100 points, old ones are worth 500. Once per round when your Vehicle is hit in combat, you may attempt a Drive check (as an immediate action) to negate the hit. The hit is negated if your Drive check result is greater than the opponent's attack roll.

 

Fiend's Portrayal

Dead but not buried, your life as a penguin is an annoying new development, however that won't stop you from being the best demon you can be. Gain 1 trait from the list of the Demon Race traits.

 

Fierce One hand Style

You have a beefy arm, good for whacking things. And because of that, you are the undisputed thumb wrestling champion of the tri state area. Whenever you wield a weapon with one hand, you still deal damage as if it was two handed. Whenever you wield a weapon two handed, you add twice your strength modifier to damage instead of 1 1/2. This cannot be used in conjunction with two weapon fighting.

*Fighters can choose this as a bonus feat.

 

Final Solution

You're nearly dead, your breathing shallow and the enemy is standing over you, You clutch that sword your legendary grandpa chef demon slayer dragon champion gave you and look into the eyes of the demon dinosaur insect monster king as your theme plays. It's one of those kinds of days. While using the Overdrive feat, all techniques and spells you perform deal an additional +1 damage per level you possess. This doesn't affect any spell or ability that doesn't deal hit point damage.

 

Fine Swining

So long as you don't act Pig-headed towards people, you'll squeal by just swine. By taking this feat, you qualify for the Boar style combat feats, and are not required to meet the prerequisites (Save for any other boar style feats) to select them.

 

 

Fire Chaos Style Kitchen Fist

You have bathed in sea salts and cracked pepper, meditating your mind in a savory stew of discipline and delicacy, and through this training you have learned to harness your inner fire to preheat your foes to 300 degrees. While in this stance, you gain +1d6 fire damage on all unarmed strikes you make. In addition you learn to speak to your ingredients, and as a great chef, the world is your kitchen. You gain Telepathy out to 100 feet, and in addition by spending a standard action and a point from your cuisine pool, you can utilize the spells Speak with plants, and Speak with Animals.

Fleshpuppet

Why be the puppet when you can be the master? Actually, why not be both ya big dummy. You are treated as a marionette of 1/2 of your level for the purpose of learning Marionette techniques. You must spend mana and time to learn them as normal, however it costs twice the normal amount.

 

Flexible Tail

your tail is so flexible it can reach ALL of your favorite places. Under the bed, inside the VCR, even in the vent where you dropped your lucky penny. Your tail is treated as a free hand for the purpose of any abilities that require a free hand.

Force of Prescience

When you walk into a room, paint chips, wall paper curls, and wood floors loose their shine. You're always let to the front of the line at theme parks and your at the top of the FBI's Most wanted list TWICE. You can equip a second emblem. You only gain the statistical boosts of whatever emblem grants the higher bonuses, however you can access the secondary effect of the Emblem. Such as the immunity to fire from the Devil ring or the Smite from the Exodus.

 

Forced Food Allergies

As a great chef, one must know their customer's allergies so that they can find out the most efficient way to shove those allergies down their throats. One can only overcome their physical inadequacies through constant exposure to what ails them! As a standard action, you can force an enemy within melee range to eat a magic food. You must make an attack against their CMD, and if it hits they are considered to have eaten the item. By spending a number of cuisine points equal to the spell's level within the food, and so long as you are of the same or greater caster level of the food item in question, you can reverse the spell's effect. For example, a chef using an Eclair for this ability would impart a -1 penalty on attack rolls and saves vs. Fear and deal 1d8 + caster level damage to the creature instead of the usual Aid ability. Creatures effected gain a saving throw to negate the effect, DC: 10+ spell level +Wisdom modifier. If the spell normally has no save it's a Fortitude save.

 

Forsaken Fortification

Lumpy and like a Tar-made-toad, you jiggle, and wiggle, weeble and wobble and people just can't seem to hit that weakpoint for massive damage. You gain 25% fortification. This can be taken multiple times, with each feat adding 25% fortification up to a maximum of 75%. This feat can only be taken once every 5 levels.

 

Galactic Power

Stand above the rest with UNLIMITED POWER! Shock your opponents with your extreme force and harness the very fabric of reality to bring nations crashing down. Or do some neat parlor tricks, your call bro. With this feat you gain the ability to utilize Galactic power. You can now learn Terra and Peta spells without being a specialist in a certain element. Good goin jackass, you cheated the system.

Gender Fluid

Male? Female? Cranberry juice? You're so gender fluid you might as well be a liquid. Or maybe a solid! Your state is in constant flux, no need to settle on one. As a free action every round, you can choose whether or not you are treated as a male or female. This will alter how you are effected by certain evilities or abilities that effect you based on your sex.

 

Gentle Fist

Your movements rise and fall with the tide and you can punch a brick into dust. You can even do that one thing, where there are three pans, and you punch the first one, and it goes through the second one to hit the third one... how the hell do you do that? As such you gain a +1 bonus to your "caster" level when performing martial techniques with Close/ Monk Weapons. No really, how do you do that?

 

Ghalleon

You are the magic emperor, champion of magic.. and caster of.... magic. There is magic in everything you do and say, hell I'm pretty sure I even saw pixie dust fly out yesterday when you farted. As such you gain a +1 bonus to caster level for any one school of magic.

Grand Hex Weaver

Your weaving has increased drastically. You can weave wrathful curses flawlessly into your spell casting. You're basically the Busta Rhymes of the Mage world. When using your Hex Weaver, you can now effect all creatures in the spell's area of effect with your hex.

 

Greater Armor Focus

If you only wear the same outfit every day, you'll look like the main character of an awesome Saturday morning cartoon series. Everyone will make fun of you, but who will be getting the last laugh when they see the money you're raking in? Select a single type of armor you possess the Armor focus feat for. Your bonus to armor increases by further +1. This feat can be taken multiple times, selecting a different type each time.

 

Greater Armor Specialization

You wear the costume to every con you attend and everyone always loves it. It's your specialty. Select a type of armor that you possess Armor Specialization in. Your maximum dexterity bonus increases by a further +1 and your armor check penalty decreases by another -1. This feat can be taken multiple times, selecting a different armor type each time.

Greater Borgification

You have ascended to that great cube in the sky that threatens to one day assimilate us all and turn us into mindless drones. Big Borg is always watching you. Your range for the Telepathy increases to 100 miles. When making a computer use check to contact a creature without the Borgification feat, it only takes a move action and the DC is 20. You can take a full round action to use computer with a DC of 40 to increase the reach to the entire material plane for as long as you focus. All creatures within your range with the Borgification feat are effected by a status spell when you contact them mentally. That enemy can attempt to mask their presence with a use computer check against your own use computer check. Finally, you gain another +2 bonus to Perception checks and Use Computer Checks. This feat cannot be selected through the halfblood feat.

Greater Diviner:

You are smart enough to know what cup the walnut is under, and you can bend a fork into a pretzel without using your hands (Or feet). If your power keeps growing, you'll be a god in no time! Unless... the world ends and you collapse into a colossal meat baby, that's always an alternative... Your Psychic spells from Diviner are usable at will. The spells from Improved Diviner are usable 2 times per day, and you can use the spells Placebo Effect, Mind Thrust II, Mental Block, Thought Shield I, and Analyze Aura once per day each.

Greater Focus

Your skills are unmatched. You can tell someone the exact land speed of an African Swallow, or jump to the moon and back. Your bonus from Skill Focus doubles. You can take this feat multiple times. It's effects do not stack, every time it is taken, you choose a different skill you have skill focus for.

 

Greater Magic Release

The spirits of the cosmos REALLY want you to live. You gain an additional use of your magic release ability.

 

Greater Mercy

You are exceptionally pathetic and everyone just wants to hug you and make you feel better when you cry. As such, your bonus to your Mercy ability is doubled.

Greater Sacred Eye

Even better than before, you have trained your eye to sparkle on command and it always looks super adorbs in selfies. When accessing your Chakras, you gain the following effects.

Root Chakra: The DR granted by this ability is doubled.

Sacral Chakra: The Fly speed is increased by 20 feet for the duration.

Navel Chakra: The damage dealt by this is increased by 3d8. In addition, As a full round action, the perfomer of this can apply it's effects to a technique of 3rd level or lower that deals fire damage and takes no longer than a standard action to perform.

Heart Chakra: You can remove an additional effect using this, and the healing is doubled.

Throat Chakra: The Staggering effect's duration is increased by 1 round.

Brow Chakra: The True Seeing lasts for 2 additional rounds.

Crown Chakra: You can access 3 chakras at once.

Greater Service Animal

This animal's service is amazing. It has a Medal of honor, Prisoner of war medal, and a medal from every war we've fought in for the last 1,000 years.... Plus he has a 5 star store on Hell-Bay, so, that's something. Your animal companions or familiars are much more healthy and skilled. Your animal companions gain a bonus to all trained skills that they possess equal to your Charisma modifier. In addition, so long as they are within 100 feet of you, if you are wearing a muscle magic item, they gain temporary hitpoints equal to the bonus granted by that muscle. Finally, once per round when the animal makes an attack roll for whatever reason, it can use your bonus to hit instead of it's own, and add your charisma modifier to the damage roll.

Greater Technique Acquisition:

You watch Kung Fu and action movies so closely you can mimic each frame flawlessly, as such you've picked up some supernatural enter the dragon level techniques that you can use to throw the smackdown on some sorry nerds. Select a single Humanoid class (But not prestige class), You use your total character level -5 as your level in that class to determine if you can use techniques that only that class can learn. You must still learn techniques normally through this by spending mana and time training, it just allows you access to techniques you normally would not have access to. This can be taken multiple times, however only once for every 10 levels you possess.

Greater Technique Focus

You have focused even more since last time. You can swing a sword once and cut an onion into 12 pieces and bring a hammer down on a pig to make bacon. Your skills are amazing, and it's all in the focus. Add +1 to the save DC of techniques of a single type that you have Technique Focus in. This can be taken multiple times, however only once for every type of technique.

 

Greater Yoma Sorceries

You add +1 to the DC of any Evocation spell you cast. In addition, you can cast Fire as the spell, 3 times a day.

Greater Use Magic Device

You are a master with your hands. You can use your fiddly digits to locate the most subtle intricacies in a carved staff or work a wand with utmost skill and finesse. And rods, don't forget about how good you are at working those rods. When using a magic item with a save DC, you can make a use Magic device check to alter the save DC to be that of your own technique or spell of the same spell level as the item being used. For example if using a wand of fireball with a save DC of 14, you can use magic device to change the saving throw to your own 3rd level spells or techniques. The Use Magic Device DC is 30+ the level of the spell you are trying to activate or emulate. If the saving throw has a DC but it is not based off of a specific spell, the DC becomes 40 and you must expend a spell slot of the level who's save DC you wish to emulate or a number of technique slots equal to the number that need to be spent to utilize a technique of the desired level.

 

Great Movement

A master of speed, you dash around on land, sea, and air without giving a crap about anyone. You run on walls sideways, and can fly faster than a dragon on Crack. As such, any time one of your movement speeds increases, your other movement speeds increase by the same amount. Bad ass.

Gritty Discipline

You were trained by Monks in the Tarantino Mountains, and have learned to survive despite just how gritty and detailed everything you do is. Like, seriously, you're so gritty you wipe with sandpaper. You gain a Ki pool of 2 points as well as an additional amount equal to your wisdom modifier. You also gain the ki strike class feature of a 4th level monk , as well as the ability to spend a point of ki to gain an additional attack, increase your move speed, and gain the bonus to dodge. This feat allows you to qualify for any abilities that require you to have a Ki pool including feats.

 

Guided Summon

By shouting about team spirit and coercing your conjured buddies with a gentle punch to the neck, you have earned their trust and got them pumped up for the big game against their rivals! Select a single type of creature you can summon with a summoning spell (Animal, Elemental, Magical Beast, Undead Ect...) All creatures of that type that you summon possess a single Evility slot. You can purchase an evility, just as you would for yourself, and grant it to the summoned creatures instead of yourself. Once bought, you cannot use it, and the summoned creatures cannot use any of your other evilities. You can purchase more to switch out with them as often as you'd like.

 

Gun Fanatic

Bombsters are obsessed with the feel of metal and get turned on by the smell of gunpowder. Gun Fanatic Bombsters are so in tuned with guns that they have learned to use them better than anyone else. You can take feats usually listed as fighter only feats, so long as you take them for a type of gun.

Hackerman

You can hack your friend's hellbook with great skill, and no, I totally don't mean they just left Hellbook open and typed a funny post on their page.  You Gain a +2 bonus to Computer use skill checks. This bonus increases to +4 at 10 ranks. This also raises the DC of anyone trying to oppose any of your computer's systems by the same amount.

 

Half Blood

Half of your blood is something and half of it is something else... gravy maybe? Frosting? who knows, regardless, select one additional race other than your own. You can take feats as if you were a member of that race. If you take this feat to gain additional uses of an ability (Such as the Nereid's Bubble or the Whirwin's Sonic blade) you gan the ability to use the ability, however only once per day. You are still not eligible to take monster feats with this. This feat can be taken multiple times, each time you gain a new race that you can take feats for.

 

Hammer Time

Time to get out your old parachute pants and grip your mallet tight. Used for smashing demons or the deadliest games of Whack-a-mole, You can swing a hammer better than that Penguin in that one Series, You know the one. You gain a +1 to "Caster" level with Hammer Techniques.

 

Harmonic Seam

By finding an object's harmonic seam and hitting it with enough force, you can successfully split it perfectly down the center. I heard that from a guy on TV who was smashing watermelons so it can't be a lie. As a full attack action, make a single attack against an object, this attack deals double damage (X3 on a critical hit). This can be used to attempt a sunder as well.

 

Healing Serum

Your blood is amazingly delicious and can cure any disease. You can use your blood to heal and restore creatures. By taking a number of points of constitution damage equal to the spell level, you can cast any spell with the healing descriptor. These points of constitution can only be healed through normal means however and cannot be cured through magic.

 

Hearty Stock

Furthering your great health, you gain an additional 1 hit point per hit die you possess.

Hell Spear Stance

A deadly stance where one uses their hand as if it were a spear, mimicking stances and lashes with the tips of their fingers to pierce their foe's chest. When in this stance, all damage you deal with your unarmed strike becomes piercing damage. In addition, you can take a -2 penalty to attack rolls to increase your reach by 5 feet for 1 round. Finally, you treat your unarmed strike as a Polearm and a 1 handed reach weapon for all purposes such as class abilities or feat selection.

Hell Spear Stance: Lunging Halberd

You have learned to chop the wind and stab with the best using only your fingers as your weapon. Your spear like movements terrify your foes and the wounds you leave behind are nigh impossible to heal. When in hell spear stance, you gain the brace weapon quality as well as the Trip weapon quality for your fists. If you land a successful critical hit with your unarmed strikes, the multiplier becomes X3. When using stunning fist, you can choose instead of stunning your foe to deal bleed damage to creatures who fail their saving throw. The bleed damage is equal to your total Ki pool amount and lasts for 1 round per 3 levels you possess. Finally, when you take a penalty to attack rolls to increase your reach, you take a -4 penalty to increase your reach by 10 feet for 1 round.

Hell Spear Stance: Slicing Hand Chop

You have reached the epitome of the Hell Spear Stance. You know how to pierce your hand straight through the chest of an enemy and take their heart with you. When in the hell spear stance, you can use Polearm spear techniques with your unarmed strike. In addition, you can spend one point of ki to treat your fist as if it were a 2 handed polearm weapon for 1 round. This allows you to deal damage as if wielding a 2 handed weapon. When you take a penalty to attack rolls, your penalty becomes -6 and your reach increases by 15 feet. While in this stance, you can choose to expend three uses of stunning fist to make a Slicing Hand Chop attack. You make single attack as a standard action at a -8 penalty, if this attack hits, you deal double damage and bleed damage as per the lunging halberd feat, but the enemy must also make a Fortitude saving throw DC: 10+ 1/2 character level+ Wisdom modifier are also treated as if you landed a critical hit to the enemy's heart as per the called shot rules.

Critical Called Shot: A critical hit to the heart pierces the organ, causing exhaustion and 1d4 points of Constitution bleed damage. A successful Fortitude save reduces this to fatigue and 1 point of Constitution bleed damage. In either case, stopping the bleeding requires either regeneration (spell or special ability), magic healing that heals as many points of damage (from one or more sources) as the original blow dealt, or a successful DC 20 Heal check that takes 1d4 rounds to complete.

Alternatively, by spending a use of Quivering Palm, you can make the same attack and gain the same effects, however the hit is treated as a Debilitating Blow to the heart instead. Just like quivering palm, the enemy gains a saving throw, and if it fails, you can choose to have the ability effect the creature at any time as a free action. This is treated as a quivering palm, however you can have a normal quivering palm active at the same time as this.

Debilitating Blow: A debilitating blow to the heart destroys it, instantly killing any creature that relies on its heart to survive. Creatures that succeed at a Fortitude save suffer exhaustion and take 1d6 points of Constitution damage and 1d4 points of Constitution bleed damage, as do creatures that can survive without a heart.

 

Hell Strike

Hell hath no fury like a five fingered salute. You know how to hit em and make it hurt more than it should. When using Power attack, you deal an additional +1 damage. This damage scales with power attack gaining an additional +1 for every 4 levels you possess.

 

Heroic Conviction

When a girl cheers for the Unlosing ranger, the chakra engine in his belt goes into overdrive and grants him extra power. When a female uses the aid another action on an Unlosing Ranger he gains an additional +1 bonus to his roll. This bonus increases by +1 for every female aiding the unlosing ranger.

Hex Weaver

Forget about weaving baskets, you weave hexes. You know how to string magic power into underwear when you're sewing, and you can curse a sweater to be so itchy that the person wearing it will want to roll on a bed of nails. By expending 2 uses of one of your witch hexes, you can apply it to a spell you cast. The witch hex only effects a single creature, regardless of the spell's area of effect. If the spell would effect multiple creatures, select a single creature to be effected by this spell.

Holy Prayer

Clasping your hands together, your voice resonates through the realms as you release a mighty prayer to God. Whether this prayer is for world peace, or for them to stop releasing HD remakes of games without much thought put into them, your prayer will surely reach it's target. This feat works like Technique acquisition, however instead of a single spell, an Angel can select 2 spells so long as they're on the cleric spell list. They must still learn them the same way as with Technique acquisition.

 

Honor Student

Never attending class, and receiving negative scores on all of your tests, You stand at the peak of douchbagery. No one can overcome the sheer jackassery that emanates from your person. Whether it's farting in the pool or stealing someone's favorite snack, You are at the top of the demonic class. Enemies within 30 feet of you that attempt to aid another must roll twice and take the lowest result.

 

Horrible Temper

Sometimes you get so pissed off, so UNDENIABLY angry that you just explode! Not like... with a bad temper, but like... you physically burst. Whenever you are dropped to enough hit points to kill you, creatures within 30 feet must make a reflex saving throw DC: 10+Constitution modifier+1/2 of your overall character level, or take 1d4 fire damage per 2  levels. A successful save halves the damage.

 

Hot Hot Sensitive Tongue Slash

An uber secret Fire Chaos Style Kitchen Fist technique, only written in the cook books of the greatest masters. Using rare ingredients and simmering your soul, you are able to sooth not only your own spirit, but bring out the sweet flavors in everyone around you. While in the Fire Chaos Style Kitchen Fist stance, you can expend 2 cuisine points to make a touch, or ranged touch attack out to 30 feet against a creature as a standard action. If it hits, the creature immediately ends any Rage, or frenzy abilities effecting it. If the creature is possessed or being influenced by magic in any way, it gains another saving throw vs. the spell with a +4 bonus to the saving throw. Creatures effected by this gain a will saving throw DC:  10+1/2 level +Wisdom modifier to negate the effect.

 

Humanoid Typhoon

Aren't you that one guy, from that one show? Yeah, totally, you're badass with a gun and could shoot a fly's left nut off of it mid flight. You gain a +1 bonus to your "caster" level when performing martial techniques with Crossbows/Firearms (light). Bang Bang!

 

Idolworship

You are cute and tiny, and like to tweet about your newest song lyrics, which has attracted a massive fanbase! You can select the monster feats Hot Stuff, Inured to Energy, One with the Elements, Bookworm, and Old Sage as if you were a monster type. In addition you can select any feats that require you to be a construct. You must meet the prerequisites to select each of them.

Illusion

You are an illusion yourself, and therefore have learned to weave illusions through your own life. When casting a spell with the illusion descriptor, you raise it's save DC by +1 as well as your caster level. This is increased by another +1 if used against another Asagi.

 

Impenetrable Body

Your body is strong and impregnable. Even the hardest of steel and the sharpest blade cannot pierce your battle hardened flesh. While in the Total Defense master Stance, your Dodge bonus from the stance is increased to +2 and your Damage reduction is increased to 4/-. In addition while in this stance you can enter  total defense stance as a move action instead of a standard action.

 

Impenetrable Mind

Your mind has transcended your body and your will to stand against your foes is stronger than any attack you could take. While in the Total Defense Master Stance, your Dodge bonus from the stance becomes +3 and your damage reduction is increased to 6/-. In addition while in the stance, you can perform attacks of opportunity while in a total defense stance.

Improved Borgification

You are emotionless, efficient, and make a loud whirring noise whenever you move your limbs. You should really get that checked out, My grandma had something like that going on and she needed surgery. Your range increases to 10 miles, in addition, if you are within 30 feet of another creature that possesses this feat, you and those creatures can all roll when making an ability check that requires a mental ability score and use the highest D20 roll, applying your own bonuses as usual afterward. Finally, you gain aanother +2 bonus to all perception checks and use computer checks. This feat cannot be selected through the halfblood feat.

 

Improved Companion

You are much better at gathering friends than a certain Ranger I know, and as such can gather help from very powerful sources. You can instead choose from this list of creatures when you choose an animal companion. Their statistics as a companion are listed in their monster class entry. Prinny, Mystic Beast, Flora Beast, Gargoyle, Imp, Manticore, Moth Man, Nekomatta, Roc, Shroom, Sludge, or Slumbercat.

 

Improved Dignity

You feel even more in tune with your people and dogs than usual members of your kind. As such, you gain an additional +2 bonus to attack and damage whenever you are at full hit points.

Improved Diviner:

Your mind has leveled up. Some say that it was caused by a mysterious level upper device found in a scientific mecca, but really I just think it's because you ate your Omega 3 Fatty Acids. Your Psychic spells from Diviner can be used 3 times a day now. In addition, you gain Enshroud Thoughts, Hypercognition, Mental Barrier I, and Mental Block all usable once per day.

 

Improved Mind's Eye

I foresee in your future, ME kicking your ass! Your mind's eye ability increases by +1 when you use it.

 

Improved Toughness

You are much more healthy than the other kids, you never scrape your knee and you always stuff yourself with vegetables. You gain an additional 1 hit point per hit die you possess.

 

Improvised Elemental Fist

You have honed your elemental power into a new form. As such you can use your elemental fist ability with monk weapons instead of just unarmed strikes.

Incomprehensible Sleight of Hand

Your sleight of hand capability is so exceptional that the mere sight of it's weird motions sends those who witness it into spiraling madness for aeons. When making a sleight of hand check, you can hide items that should be impossible to hide. If the item is medium sized you take a -5 penalty, and a cumulative -5 for every size larger than that it is. When you reveal this item, you pull it from "Hammerspace" or out of nowhere, similarly to how a cartoon character would. This item must be one you can carry on your person.

Inferno Core

That heart of yours glows with an awesome power! Your burning grip tells you to defeat them! Give them your Love, your anger, and all your sorrow! Or maybe.... maybe, all of that burning is because of syphilis. This qualifies Androids and Cyborgs to take levels in the monster prestige class Flame God. When selecting this feat, you must also select a single humanoid class. After you complete any levels in flame god in this life, you can only level up in the class you selected, and therefore can never multiclass into anything else in this life.

Infernal Strength

A beast among beasts. You do 666 pushups every morning and wipe your ass with pages of holy text. Once per day you can activate an Unholy effect on your weapons that works as the enchant of the same name. This lasts until the end of the encounter.

Initiate of the Arcane Zone

Your mind has wandered into a strange part of the zone, laden with mystical powers that other Paladin have never even comprehended wielding. You gain the ability to prepare Wizard spells for your Paladin Spell slots. No go whoop some wizard ass.

Innocent Heart Demon

Demons with an innocent heart are sought after by evil demons to be destroyed most of the time, though some have become popular due to innocence being attractive to some demons. You gain Damage Reduction 5/Evil. If you have Damage Reduction of any other type, Good is added to it to determine what overcomes it. If an enemy smites you, it must have the ability to treat it's weapons as if they were evil aligned or you only cut your damage reduction in half. Finally, you gain a +4 bonus to saving throws against spells with the evil descriptor or abilities from evil aligned creatures

Insane Fortitude

Your fortitude is strong and hearty. So strong in fact that you once went to an all you can eat buffett and ate 30 plates while you were suffering from Food poisoning. Whenever making a Fortitude saving throw, you critically succeed on the saving throw at a 19-20 instead of a 20.

Insane Reflexes

Your reflexes are so good, one time you even caught a ball that was tossed to you. That's crazy man. Whenever making a reflex saving throw, you critically succeed on the saving throw at a 19-20 instead of a 20.

Insane Will

Will you or won't you? Chances are, if you take this feat, Will you! I mean, you will! Whenever making a Will saving throw, you critically succeed on the saving throw at a 19-20 instead of a 20.

Invincible Body

Like gum stuck under a desk, your body is nearly impenetrable and tastes horrible. You gain DR1/-. This feat can be taken multiple times, it's effects stack.

Item Worlder:

You have a passion for fashion. You shop till you drop when a sale is posted at the mall, and have actually, literally killed a man for even looking at a DVD Box Set of McGuyver on Black Friday. As such you have developed an unhealthy bond with items and know them inside and out. life in plastic is fantastic. When in the item world, You deal an additional amount of damage equal to twice your character level to creatures you attack. This only applies while in the item world.

It's all in a name:

Name is the game if you want to be successful. Fighting against the forces of justice is much easier if your name is Nuke Voidwraith, however it's a wee bit more difficult if you have a name like Ass Bitchinz. When you are using an item with a name you gain additional bonuses. Only items named officially in a meeting with the Dark Assembly, artifacts, or specific magic items can be used with this. When selecting this feat you must select a single named item you possess. The item when wielded grants one of the following, selected when you gain this feat.

·         +1 to attack rolls when the item is wielded

·         +1 to damage rolls when the item is wielded

·         +1 to armor class when the item is equipped.

·         +1 to the save DC of any effect it creates while it is equipped.

·         +1 charges if the item possesses charges.

·         +2 bonus to 2 different skills while equipped.

·         +1 bonus to all saving throws while equipped.

All of the bonuses are Morale Bonuses. These morale bonuses stack with morale bonuses granted by spells, techniques, and class features, but not with themselves. You can select this multiple times, each time selecting a new named item or a new bonus. When you reach 10th level, you gain another effect from the list, or double the effects of the first one.

 

Johnny Appleseed

You travel the world, sewing your seeds in the fertile lands, making sure your people continue on forever. Once per day you can use the Treant special ability Animate Trees. The only difference is that it can make ranged attacks that deal 1d4+strength modifier damage as it can whip apples at people. This lasts for 10 minutes per level.

 

Juju Magic

You know all about bad Juju as you practically invented it. Whether it's collecting alligator feet to grind into a powder or reciting rituals to summon Super mega Ultra Chickens, you know your Voodoos from your Voodon'ts. When you Animate undead, or create undead through magic means, you use strange alchemical methods to allow them to accomplish seemingly impossible feats. You can create vials of your own blood. This takes 10 minutes, and deals constitution damage to you (Charisma if you possess no constitution) equal to 2 points for every vial you create. These vials last for 1 day per level. By injecting this blood into a dead creature before animating it, you grant it a +4 bonus from all effects that can harm or otherwise have an undesired effect against undead as well as an additional +1 hit points per level you possess. In addition, if you inject your blood into a creature that is paralyzed, you can use them as a zombie until their paralysis ends by casting animate dead on it. Creatures animated in this way cannot use techniques or class abilities, however can still utilize their weapons as normal. These creatures gain all of the effects that you grant to undead if you have any abilities that improve their power. Finally, when animating undead normally, you can animate the undead as a Juju zombie without expending any additional resources instead of animating it as a normal zombie.

Kung Fu Initiate style

You are strong young grasshopper, but can you take the fly from the air, or the grain of rice from my hand? Or my dog for a walk? Or my little sister to school? I have a lot of chores, can you do them for me? When taking a fighting stance, you can choose to use two style feats at once. This stacks with the Master of Many Styles ability that grants a similar ability. While using a style, you gain a +1 bonus to saving throws and damage rolls. This bonus is doubled for one round after you switch styles. You also gain a +1 bonus to the saving throw DC's of close/monk techniques. Finally, once per round as an instant action, by spending a point of ki, when you see an attack coming your way with a melee weapon, you can make a sunder check against that weapon. If the weapon is successfully destroyed, the attack deals no damage to you.

Kung Fu Master style

You have mastered Kung Fu, Your belt is black with the blood of your enemies. You can now take that vacation to the mystic mountains you've always wanted to visit and stroke your beard and eyebrows all day thinking about philosophy and probably videogames. When taking a fighting stance, you gain an increased awareness of your surroundings. You gain a +6 bonus on all Sense motive and perception checks, as well as to Acrobatics checks. In addition, All of the bonuses granted by the Kung fu style are increased by +1. Finally when using your sunder ability of Kung Fu Initiate style, you can once per day, as an instant action, spend 3 points of ki and negate the damage dealt by a single attack, and automatically deal double sunder damage to the weapon that struck you. If a natural attack, the creature takes the damage, and is treated as if it took a critical called shot to the hand.

Kung Fu Style

A fighting style so powerful it once defeated the entire internet singlehandedly back in 1999. Though this is a style feat, it is applied to all styles you possess instead of being a style in of it's self. While in the Kung Fu Master style, you gain a +1 bonus to attack rolls, CMB, CMD, and armor class so long as you are currently using a stance feat. This bonus is doubled on your next attack after you switch styles. You also gain a +1 bonus to the saving throw DC's of close/monk techniques.

Legendary Delinquent

your name is spoken of in hushed whispers. legends of your deeds are ingrained into the very minds of your peers. This is not only fear, but respect, as your deeds are so incomprehensibly kind that they both love and hate you at the same time. You grant allies a further +2 bonus to checks when you aid another. In addition, a Delinquent can grant the additional +2 bonus from the delinquent feat as a standard action instead of a full round action.

 

Legendary Honor Student

You are known for your tom-foolery and your great pranks. From ding dong ditching an entire country to flipping the skirts of every woman ever, you are a true evil legend. Creatures with a morale bonus from any effect, take a -2 penalty to attack, damage, and skill checks against you.

 

Lifelike

Your constructs seem even more lifelike. They march around like soldiers and possess all of the enthusiasm of a high school dropout working at a fast food place. Each of your constructs and or Undead gain a single evility slot. The Slot can be filled with any evility, however you must buy the evility for each construct separately in the usual method.

 

Litany of Courage

You have studied the writings and practices of the church so closely that you can say all of your prayers backwards.... but don't do that, it's heresy and they'll have you burned on the cross for it. You can learn any spell with the word "Litany" in it's name as a technique of the same level by training to learn it as you would any other technique.

 

Late for a date

You're running late for a date! It's been years since you've been with anyone and you can't believe you slept through your alarm! All you can hope for now is Godspeed. You gain a +10 bonus to your land speed. This feat can be taken multiple times, it's effects stack.

Lets Get Rowdy

You're the life of the party. You are a master of the slam dance, and have never not broke a table when at a house party. Enemies adjacent to you take a -4 penalty to all concentration checks so long as you have made an attack in the round they try to make it.

 

Lifeforce

Your soul is more stuffed than a turkey on thanksgiving dinner. A single ounce of more love and care inside of you and you'll burst like some kind of Love Balloon. Nasty. You can select another Lifecharge to add to your list of Lifecharges. You must meet prerequisites as usual.

 

LOL WUT

What is this I don't even... Confound your opponents and laugh at even the most obscure internet references, and don't forget to make people angry with your endless rants about cats and cheese burgers. You gain a +1 bonus to "Caster" level when performing techniques with Novelty weapons.

 

Lovely Voice

Your voice is what the Sirens attempt to imitate, the angels are jealous of your beautiful hymns, and you are listened to by people all over the internet but not actually on the radio since that popular shit is always on instead. But don't worry, WE appreciate you. You can purchase the evility "Lovely Song" at the same price a Bard would be able to instead of at 3X the cost. This Feat cannot be taken if you are just using the Halfblood feat.

 

Macho Force

Your Biceps have Biceps and your Pectorals are ripped on the microscopic level. I heard that you can bench a whole galaxy and one time you crushed a can on your forehead into an adamantine greatsword. BITCHIN! You can purchase the evility "Boar Charge" at the same price a Nether Noble would be able to instead of at 3X the cost. This Feat cannot be taken if you are just using the Halfblood feat.

Mage Secrets

Like Victoria's Secrets, but with more robes and flowing old man beards. Once a day for every 5 levels you possess, you can choose to apply a meta magic feat you don't possess to a spell as you cast it. It takes the normal amount of time to apply the meta magic feat, and the spell slot cost is treated as 1 higher. If using this for techniques it's treated as 2 higher.

 

Mage Slayer

You like to crack the skulls of those old hairy guys who read magic books in their big towers. They think they're so cool, practicing magic, learning how to use it in battle. Well you trained too, and you know their secrets. When a spell caster attempts to cast defensively around you, their DC to do so increases by your relevant ability modifier.

Magic Base

Your eye is so big that all the ladies just wanna rub it.... or something weird like that. So get some eye drops and stare at something. You gain a +4 bonus on all perception checks

 

Magic Embrace

You were a good kid in school, you shared your crayons with other kids and you also made sure to share your recorder with the pretty girls because, that counts as an indirect kiss ya know? Other spell casters whom possess this feat can utilize spells from your list, and you can do so with theirs so long as they stand within 5 feet of you. You can access eachother's known spells as if you were 1/2 their level, using your own spell slots to cast their spells. This is considered a teamwork feat.

 

Maiden's Intuition Feat

Your intuition tells you everything you need to know. You can tell if a man is cheating on their boyfriend, or where cute clothes are going to be on sale before it even happens. You gain a +2 bonus to Sense motive and perception, at 10 ranks of either of those skills, this bonus increases to +4. This bonus is doubled when using those skills against a male.

 

Main Character

You gather all sorts of attention everywhere you go and people keep mentioning something about the "Lich King" and the "Cave to the North". You rummage through people's drawers and often talk to random people about completely outlandish topics.

Your fate is destined to be grand and you can bend the world to your will. You only spend 1 hero point to cheat death instead of the usual 2.

 

Martial Fang

Your vampiric powers are so extreme that you can suck blood out of someone from a distance. As a full round action, you can perform a martial technique. If it hits, you can choose to deal your bite damage and blood drain to that creature for free. This cannot be used on a technique that takes a full round action or longer to perform.

 

Martial/Arcane/Divine Thesis

You are a master of either Martial, Divine, or Arcane powers. More specifically, you are known for always spamming the same attack over and over again and no one likes fighting you because you're a cheap bastard... Choose a single Martial Technique, Arcane, or Divine spell that you can cast. Applying meta magic feats take one slot less than normal (To a minimum of 0 extra slots) and applying them to techniques lowers the number of additional techniques you must sacrifice by 1. In addition, you are considered 1 level higher for determining effects of that spell, and it's save DC is 2 points higher.

*Fighters can choose this as one of their bonus feats

Masked Hero:

No one cared who you were until you put on the mask. You're not the hero this town wants, but you're the one it deserves. You gain a +4 bonus to disguise checks to pretend to be someone else. This bonus doubles when you have 10 ranks in Disguise.

Master of Evil

You stand atop a mountain of your foe's slain corpses and the seas run red with their blood. The Dragons scream to the night your praises and the undead that curse this earth all cower beneath you. Or... At least that's what you tell people, really this just changes an evility. Select an Evility that applies a bonus to an ability score. You can select a different ability score for that evility to target. If it targets multiple ability scores you can change one of them. If it gives an inverse penalty to an ability score that matches the new score you select, you can alter that as well. For example if an evility gives a +4 bonus to Charisma and a -4 to Wisdom, you could choose to switch the two values to +4 Wisdom and -4 Charisma. This can be taken multiple times, each time to alter the effects of an evility.

 

Master of the Hiten Mitsurugi

Some have called you master, other a manslayer, and sometimes they just call you "Dangerous Sword Guy" but regardless, everyone knows that you kick ass with a sword. As such you gain a +1 bonus to your "caster" level when performing martial techniques with heavy blades. Slice and Dice baby, Slice and Dice.

Master Thief:

Sometimes getting touchy feely doesn't pay off, and when that's the case it sucks to lose your hand. Wait... are we talking about the same things here? When using a thief hand, if your attempt was unsuccessful, your item is not expended.

Mechanical Plating

You are coated in a fine layer of steel, like an ice cream crunch bar, but... ya know... for war. You gain the Composite Plating racial ability of the Cyborg Template. If you already possess this ability, you gain a +2 bonus to armor class.

Megazodiac

After you all shout out your powered Suit's name, you leap into the air and shift around, your forms contorting as you all combine into a SUPER ROBOT! Fan girls squeal and fanboys shed a manly tear. You gain the Monster's Fusion combat maneuver that you can perform with other creatures that possess this feat. You cannot use this to perform the fusion with another Powered suit if you are already using the fusion action normally. This fusion's duration is cut in half from the usual length of time.

Megazodiac Turbo

Your weapon descends from the heavens, surrounded by lightning, explosions, and other green screen effects. Pyrotechnics on a saturday morning never felt so hyped. Select a single weapon. You can now Magichange into that sort of weapon as if you were a monster class. This only lasts for 1/2 of the time however, and you can only magichange with another creature that possesses this feat.

Megazodiac Zeo

Calling your allies together, you all combine to make a super, ultra, powered suit! But there are so many of you that it takes the rest of the animation budget to combine. Way to go assholes. If fused with a creature already using Megazodiac, another creature with the Megazodiac feat can fuse with you as well. Doing so does not grant the effects of fusing, but instead grants one of the following. These bonuses don't stack with themselves from multiple fusions.

·         A Bonus to attack rolls equal to 1/2 of their Powered Suit Level

·         A Bonus to Armor class equal to 1/2 of their powered Suit level

·         A single Powered Suit Upgrade you don't already possess

·         A +20 bonus to all forms of move speed

·         A bonus to damage reduction equal to 1/2 of their Powered Suit level. if you possess no damage reduction, you gain DR/- equal to that amount.

Mid Boss:

M-M-MID BOSS!? You show up halfway through important events to give a bit of helpful advice or to rile up the heroes, you may not like the job but hey, it's a living. Once per day you can activate a "Bane" ability that works just like the enchantment of the same name on any weapon you hold. This lasts for a single encounter.

 

Monkey Grip

You have long, gross fingers, great for gripping things and holding on forever. When you give high fives it's like fly paper and when you give purple nurples it feels like someone just twisted you with a brillo pad. You take no penalty for wielding a weapon of one size category larger than usual. This does not stack with any other ability that allows you to wield a larger weapon.

*Fighters can choose this as a bonus feat.

 

Montage

You know how to put a sweet 80's song to clips of things you do to make you stronger, and your video editing skills are unmatched. This lessens the time it takes to learn new techniques by 1 week to a minimum of instantly.

 

Moon Prisim Power

In the name of the moon you punish them, and you do it in intergalactic style. You gain access to prismatic abilities. You can access "Omega" spells without specializing in the proper element. You are like a rainbow... a dangerous ass rainbow...

 

Moonshine

The moon gives you strength, like a big white cookie of awesomeness in the sky. It also makes your skin thicker and more resilient. You gain Damage Reduction 2, Overcome by Silver. This stacks with other Damage Reduction. This feat can be taken multiple times, it's effects stack.

 

Morning Wood

Stiff and groggy, you have a log that won't roll over. So re-kindle that campfire and pitch your tent, time for sawing logs is over we've got work to do! Gain DR 2/ Axe. This feat can be taken multiple times, it's effects stack.

 

Muscle Detective

You're like Sherlock Holmes if he was a body builder who solved problems by flexing real hard. You use your constitution modifier for perception checks instead of your wisdom modifier.

Muscle Mage

You can flex your pecks to cast a hex. Your Biceps have leveled up as wizards, and you can fire a magic missile from your glutes. You use your constitution modifier to determine all spellcasting and class abilities as a Sorcerer.

 

Nature's Elements

Your heritage is spread through many different places and goes as far back as the planet it's self. Your family tree is also an actual tree. You can select Ifrit, Oread, Sylph, and Undine feats and favored class bonuses for classes as if you were one of them.

 

Neverlost

You are a living, breathing, GPS. Even going so far as to use an annoying robotic voice when you give directions. You gain the spell "Know Direction" as a spell like ability usable three times a day.

 

Oaths of the Demon

A demon must relish solitude. You know the oaths of the demon by heart and have no friends to speak of. You are bitter, mean, and lonely, but that's just how you like it. When using Aid another, you can roll off against a DC of 20 instead to make an enemy take a penalty to something equal to 1/2 of the bonus you would grant someone with aid another. (Usually a +1)

 

Oaths of the Hero

No matter the danger, a hero must stand forward and face it! A hero must relish friendship and do a good turn daily! These hero oaths are burned into your mind and you follow them with your entire being. You gain a +1 bonus to attack rolls, and armor class against evil creatures.

 

Oh the Humanity

You are so human, it's scary. Your name is Hugh Mann and you like to do very humanly things. You gain an additional skill point at every level, and you gain an extra +2 to any ability score. It cannot be the same ability score you chose for being a human however. However you also take a -6 penalty on disguise checks to be anything other than a human. Go on with your human self.

 

On the Wind

Your life is in the skies, and on the battle field and your body hones your capabilities for both. When you select this feat, it works as either "Bulls eye" or "Beef Cake" when you select it. It cannot be changed. You can select the feat a second time to get it's secondary ability.

One Finger Fighting Style

As a show of superiority, you can face off against your foes with only a single finger. Though this is not as effective as using your full fists, you can learn to make it a legitimate way to face your foes. When in the One finger fighting style stance, you deal piercing damage with all attacks made with unarmed strikes. When making attacks against an enemy, you take a -4 penalty, and deal minimum damage (Except for against objects), however you also ignore 1 point of the enemy's Armor, Shield, Natural armor, and damage reduction when you land a successful hit. This amount increases by 1 for every 5 levels you possess. By spending a point from your ki pool, you can ignore 1 additional point of natural armor, armor, Shield,  and damage reduction for 1 round.

One Finger Fighting Style: Flight of the Bird

When in this stance, your penalty is -3. When making an attack, you ignore another 2 points of damage reduction and deal +1d4 force damage on all attacks. When hitting an enemy on it's touch armor class, you ignore armor and shield bonuses, even if granted by force effects such as mage armor. By spending a point of ki from your ki pool, you can choose to apply the penalty to armor class and damage reduction to energy resistances, Insight bonuses, and Deflection bonuses as well for 1 round. While in this stance, you can use Stunning fist 1 additional time in a round.

If you use stunning fist with this style, you can choose to stagger the enemy for 2 rounds instead of stunning them for 1 round.

One Finger Fighting Style: One Finger Death Punch

When in this stance, your penalty is -2. When making an attack, you ignore another 2 points of damage reduction and deal +1d6 force damage on all attacks instead of +1d4. When making attacks, you cut that enemy's deflection bonuses to armor class in half. You no longer deal minimum damage on each attack. Finally, you can spend a point of ki from your ki pool to double the amount of damage reduction you ignore through this ability for a single attack. While in this stance you can use Stunning fist 2 additional times in a round instead of 1 additional time a round.

If you use stunning fist with this style, you can choose to stagger the enemy for 1d6+2 rounds instead of stunning them for 1 round.

One with Nature

You grow moss on your head and the birds land on your rough, barklike skin. You never shave and I swear to god if you piss in my flower garden again I'll tear IT off! Select a single ability from the Geo Assimilation chart of the geo Beast. You gain this ability so long as your Geo beast is within 30 feet of you and grant it to the Geo Beast as well.

 

One with the beasts

You were raised by wolves and suckled from the fangs of vipers as a baby. You live in nature and nature lives in you. And you can lick ANY part of your body. Select a single monster class. This must be a monster class from which you possess a monster as an animal companion. You can now select monster feats that a creature of that type could take, treating your Beast Tamer level as your monster level to qualify.

Oni Regeneration

You're like one of those lizards who grows back their tail, but it's your whole body. Sometimes you even remove limbs just to get out of going to work. Gain Regeneration 2 overcome by Ice damage. This stacks with all other fast healing or regeneration. This can be taken multiple times, it's effects stack.

Over Shoulder Boulder Holder

You are a master at lifting boulders. Big or small, it doesn't matter, you enjoy lifting them up and feeling their weight against your hands. You're also good at throwing rocks, but that's a completely different story. Gain the rock tossing and rock catching abilities of a Giant. Damage is 2d6 + 1 and 1/2 your strength modifier  for medium sized creatures. (1d6+ 1 and 1/2 strength modifier if small sized). This damage increases by +2d6 for every size category beyond Medium you are.  You can select this feat multiple times, each time increasing the size category you are treated as by one step for the purpose of throwing and catching rocks.

 

Outer Limit

By reaching through the twilight and into the outer limits, you can pass through a scary door and reach a darkside that will give you goosebumps. You can apply summoning feats that add templates to a creature to your Eidolon. You can do so by spending a number of evolution points equal to twice the level adjustment of the template added.

 

Overdrive

Do you feel that? Aww Shit. You're down and out, the enemy has won, he's standing over you and he knows he's better than you, but you have something badass up your sleeve. Whenever you are in Danger (25% hit points) you gain a +2 bonus to Attack and damage rolls.

Overload

You gain an Overload skill. You must follow the following rules to use your overload.

 

Painfully Gorgeous voice

Endless hours of practice – and the sore, bloody throats to prove it – have honed your lovely song to perfect pitch. When you use your Lovely Song evility, for every five points for which your Perform check beats the DC (20, 25, etc), inspired allies gain 4 additional temporary hit points and the morale bonus to their attack rolls and AC increases by +1. This feat cannot provide greater than a +5 morale bonus and more than 20 additional temporary hit points. When using this ability, instances of Lovely Song do not stack with each other.

Paragon Battle Veteran

You have died, but still you fight on, pushing yourself up and out of your early grave. A ghost on the field of battle, you know nothing else. You are war. You are conquest.  So long as you possess at least 25 ranks in each of the listed skills, you can use the following abilities..

Know the Enemy(any Knowledge): When using Know the enemy, You gain a +1 bonus to armor class. This increases whenever your bonus to d20 rolls increases. In addition if you beat a DC of 20+Enemy hit dice+Enemy's Charisma modifier when using the knowledge check, you can ignore abilities they have such as evasion, mettle, willful evasion, uncanny dodge, and improved uncanny dodge until the end of your next turn.

Cut it close (Bluff): When using Cut it close, You can negate the damage for 1 round for every 5 points you beat their check by.

Detect Power Level (Perception): When using your detect power level ability, You begin on the third round of detect magic. In addition, the area of effect is increased to 2 miles. In addition if an effect is being masked as not being magic, you can make a perception check against the wielder's Caster level check to realize it's magic.

After Image (Acrobatics): You can now use this ability whenever you make an acrobatics check to jump as well.

Quicker than the eye (Sleight of hand): When using Quicker than the eye, you can double the cost to add your Sleight of hand check to damage dealt with your attack. This can be applied to one attack a round.  

Close Call (Stealth): When using Close Call, you can expend 12 more points from your pool. If you do, the enemy is blinded for 1 round if they fail their perception check.

When using fear it's self to target multiple creatures, you can spend 15 additional points. Creatures that are effected take damage equal to your Intimidate check.

Battle Senses (Sense Motive): When using Battle Senses, you bypass immunity to scent. In addition, your scent isn't effected by the wind.

 

Paragon Delinquent

You did it. You paid for Win Rar. You are the ultimate delinquent. No one can possibly stand up to your purity and grace. We bow before your immaculate beauty. At the start of the day you can make a diplomacy check DC: 25+2 for every delinquent feat you have+2 for every 48 skills feat you have. If successful, you can select one of the abilities from one of the 48 skills feats that you don't meet the prerequisites for and have access to it for the day. You can select another ability off of that list for every 5 you beat the DC by. This must be done again every time this is attempted but can only be done once every 24 hours. You cannot take 10 or 20 on this.

Paragon Diviner:

Your psychic powers are completely at your command. But your constant training has left you awkward and anti-social. Better if you... avoided the prom this year I think. Your Psychic Spells from Improved Diviner are usable at will, the spells from Greater Diviner are usable 2 times per day each. And you can use the spells, Mind Thrust III, Node of Blasting, Telekinetic Maneuver, and Thought Shield II once per day each.

Paragon Honor Student

You stand above all others in the prank department. And you know the secrets to filling whoopie cushions with real farts. I hear you've even unlocked the true comedic secrets of hitting someone with a pie. As a standard action, you can make a bluff check against all opponents within 60 feet. This is against their opposed sense motive. These enemies collectively use the highest sense motive among them. If successful you can benefit from a single combat feat that you meet the prerequisites for against that opponent for the remainder of the encounter. For every 10 points you beat their sense motive by you can use another combat feat (Maximum of +3 feats). If another enemy would interact with you and your feat would apply, You can make a bluff check against that enemy too. If you ever fail, you lose the effects of that combat feat. No creature  can be effected by your paragon Honor Student feat more than once within 24 hours, even if they failed. The benefits from this last until the end of the encounter or for 5 rounds, whichever comes first.

Paragon of Sin

Your sin knows no bounds. From eating the entire cake at someone else's birthday party to tripping an old lady down the stairs because she was moving too slowly, you are a true beast of sinful activities. Select a single quality from this list. You must possess the Demon of sin feat for that quality to select it. The DM must agree that it fits your character's personality. This feat can be selected multiple times, selecting it for a different sin that you possess the Demon of sin feat for each time. All bonuses granted by these feats are circumstance bonuses.

Superbia (Arrogance): You can no longer gain bonuses granted from aid another checks. You gain the spell Dominate Person as a spell or technique added to the list you can use. You gain this only if you can use techniques or spells of this spell level. If you take the feat technique acquisition, you can select Binding, Bestow Curse, and symbol of persuasion, instead of a single spell. Your bonus to intimidate checks increases to +3, and your bonus to attack rolls increases to +2. These bonuses are doubled when applied to creatures of at least 2 hit dice less than your own. If a creature you are fighting fails a saving throw against one of your abilities, that creature is treated as being 2 hit dice less than you for all purposes, and your bonus to all saving throws against that creature become +2 for 1 hour or until it fails another saving throw. You are treated as a rogue of your level -4 to determine if a rogue or ninja can sneak attack you. If already a rogue, you increase your own level by +4 to determine if they can sneak attack you. Finally, when you slay a creature with less hit dice than your own, you heal 1d6 hit points.  

Invidia (Jealousy): After selecting this feat, you must steal at least two items per day. Their total value must be worth at least 500 hl. Until you steal at least one item, you take a -4 penalty to all skill checks and a -2 penalty to will and reflex saving throws. You gain the spell Dispel Magic as a spell or technique added to the list you can use. You gain this only if you can use techniques or spells of this spell level. If you take the feat technique acquisition, you can select Greater Dispel Magic, Mage's Disjunction, and Anti-Magic Zone, instead of a single spell. Your bonus to stealth checks increases to +4. In addition, if you have successfully used sleight of hand, stealth, or the steal maneuver to steal an object, you gain a +20 foot bonus to your land speed, and +3 to reflex saving throws for 1 hour. It refreshes if you steal another object before the duration refreshes. Finally, If you have your bonus to move speed currently active, you can choose to end it's duration as a creature uses a spell or technique with a range greater than touch. You can make a level check (d20+ level+ relevant technique ability modifier) against the save DC of the spell or technique level that the creature is using. If you beat the check, you are included in the spell's effects, and if it already was going to effect the maximum number of creatures you select one that does not gain the effects and you instead gain the effects.

Ira (Anger): If a creature has enraged you in combat, you take a -6 penalty to all skill checks used (Except for intimidate), and a -4 to will saving throws until you have made your intimidate or attack roll against that creature. You gain the spell Murderous command as a spell or technique added to the list you can use. You gain this only if you can use techniques or spells of this spell level. If you take the feat technique acquisition, you can select Wrathful mantle, Rage, and Disintegrate, instead of a single spell. Your bonus to attack rolls against creatures whom have attacked you at least once increases to +2. and your bonus gained if you have successfully intimidated or defeated a creature becomes +2 to Attack rolls, damage rolls, and a +6 to intimidate checks for 1 hour or until you do it again. Creatures adjacent to you cannot consider other characters allies for the purpose of any actions or use any teamwork feats. The effect ends immediately if the creature is no longer adjacent to you.

Acedia (Laziness):  Your move speed is lowered by another -10. In addition, you cannot make a saving throw against the slow spell and immediately take it's effects. You gain the spell Dimension door as a spell or technique added to the list you can use. You gain this only if you can use techniques or spells of this spell level. If you take the feat technique acquisition, you can select Teleport, Teleport Object, and Teleport trap, instead of a single spell. You gain a +2 bonus to armor class when laying prone. In addition, you can now take a 5 foot step while prone. So long as you don't move in a round, you can use a second swift or immediate action in that round. Alternatively, you can choose to hold this additional action and take it at any time in the initiative order as a readied action without changing your initiative order. This cannot be used to cast a spell above 3rd level (Unless using quicken spell, in which the quicken doesn't count. I.E. You could cast a Quickened fireball (Costs a 7th level slot) and treat it as still being a 3rd level spell for this effect.

Avarita (Greed): You must never give an item to another creature unless that creature gives you an item worth at least twice it's value. In addition, you cannot sell the most expensive items of those you possess, even if trying to raise funds to purchase an even more pricy item. You gain the spells, Locate Object and Masterwork Transformation added to the list of techniques you can perform or spells you can cast. You gain these only if you can use techniques or spells of the level of that spell. If you select the feat Technique Acquisition, you can select the spells Guards and Wards, Ethereal Jaunt, and Create Demiplane instead of a single spell. If you have stolen an item, or received at least 500 hl, the bonus that you gain becomes +4 to will saving throws and armor class for one hour, or until you steal another object. In addition, whenever you make a disable device check or sleight of hand check, you can roll twice and take the better result.

Gula (Gluttony): You must eat four times that of a normal creature when you eat a meal. You also drain a ring of sustenance's magic after 1d6+1 days of wearing it and it becomes useless. You gain no saving throw against any effect that leaves you sickened. if it has additional effects, you can save against them, however you are immediately sickened regardless. You gain the spells, Create food and Water, and Purify Food and Drink added to the list of techniques you can perform or spells you can cast. You gain these only if you can use techniques or spells of the level of that spell. If you select the feat Technique Acquisition, you can select the spells Hungry Earth, Hungry Pit, and hungry Darkness instead of a single spell. You always double the bonus received from the spell Hero's Feast. In addition, you maximize all variables when consuming magical foods or potions. If you have eaten a meal in the last hour, your bonus to all fortitude saving throws increases to +2 and you now gain 12 temporary hit points for 1 hour, or until you eat another full meal.

Luxuria (Lust): You now take a -10 penalty to your DC when a creature attempts a diplomacy check on you, so long as it is a creature of a sex you would be attracted to and has a charisma of at least 10. Furthermore you take a -4 penalty to all mind effecting spells. You add the spells Touch of idiocy and suggestion to your list of spells and techniques you can use, however only if you can perform spells or techniques of that spell's level.  If you select the feat Technique Acquisition, you can select the spells Confusion, Waves of Ecstacy, and Geas instead of a single spell. You gain a +4 bonus on all skill checks against a creature who would be attracted to creatures of your particular sex. In addition, all enchantment spells with a duration of longer than instantaneous are effected by the extend metamagic feat. Finally, the bonus to attacks and damage granted after making a diplomacy check or using an enchantment spell on a creature becomes +3 and the bonus to saves becomes +2.

Paragon of Virtue

Your Virtue knows no bounds. From whether giving an abstinence speech at a wild party, Donating all of your adventuring funds to an old folks home, or giving others presents at your own birthday party, you possess a loving and holy resolve unlike any other. . Select a single quality from this list. You must possess the Angel of Virtue feat for that quality to select it. The DM must agree that it fits your character's personality. This feat can be selected multiple times, selecting it for a different sin that you possess the Angel of virtue feat for each time. All bonuses granted by these feats are circumstance bonuses. You cannot take one of these feats if you possess the corresponding sin feat.

Humilitas (Humility): When you select this feat, Creatures that you fight against gain 3 saving throws against any ability you possess that gains a saving throw, and you must accept any challenge from creatures such as samurai if they demand it, showing them utmost respect. Finally, You must always defer to other creatures in combat and always go last. Finally, you must possess a spirit of self examination, a hermeneutic of suspicion toward yourself and charity towards people you disagree with. Modest behavior, Selflessness, and the giving of respect are necessary. if you fail to meet these requirements, you will lose access to this feat and the Virtue feat before it, losing only the beneficial powers and retaining any of the drawbacks. You can only have this feat removed or fixed through an atonement spell. You gain another +4 bonus to all ability scores and another +3 bonus to armor class. You gain a further +2 bonus to saving throws and armor class, so long as the enemy has successfully made one of your saving throws in the last hour. This stacks with the previous bonus, making it a +4 bonus for making a saving throw. In addition, you gain a +1 bonus to attack, damage, and Diplomacy rolls for every creature that goes before you during combat. If the creature uses an ability such as time stop, each additional round counts towards this bonus for the round. If you are adjacent to a creature, as an instant action you can freely swap places with them and be treated as them for all purposes of taking an attack. They, even if still in the area of effect, do not take damage from this effect. You must know the attack is coming to be able to protect someone from it. Damage reduction, energy resistance, or immunity, nor abilities such as pringer protection work to negate or dampen damage taken this way. You must take the full damage dealt. During Combat, you can choose to make a diplomacy check against a creature as a swift action. If successful, you deal 1 Charisma damage to that creature. You deal 1 additional charisma damage for every 5 points you beat their diplomacy DC by. You cannot lower a creature's Charisma below 0 with this, and a creature can only be effected by this 2 times per day. This Charisma damage is healed within 24 hours.

Benevolentia (Kindness): After selecting this feat, you must take a kind action against another creature every hour that you are awake, whether this is donating money, offering to help someone find something or fix something, or simply trying to make someone's day better, the DM must approve of the kind act each time. In addition, when receiving healing or beneficial spells, you must defer to other creatures whom are worse off than you or whom would benefit from the effects more. You must also do so when receiving new loot from dungeons or enemies. Finally, all damage that you deal is cut in half. You must uphold Compassion and friendship for it's own sake, empathy and trust without prejudice or resentment. Unselfish love and voluntary kindness without bias or spite. Failure to adhere to the virtue of kindness means you lose all beneficial abilities from the feat and the kindness feat before it, which cannot be exchanged or fixed without receiving atonement first. If you select the technique acquisition feat, you can choose to instead learn the following instead of a single spell: Bless, Moment of Greatness, Burst of Glory, Holy Aura, and Heroes' Feast. Whenever you heal a creature, that healing effect is maximzed. When you make a heal check on a creature to heal hit points, you also heal 6 additional hitpoints per 3 levels you possess (Max 54). When you use your heal check to heal a creature, you can do so again on the same creature 1 additional time per day. In addition, your bonus to charisma checks for completing acts of kindness increases by +2. When you choose the aid another action, you grant a +4 bonus instead of a +2, And Finally, Whenever you grant a creature an effect that has a duration of longer than 1 round, it now lasts 50% longer.

Patientia (Patience): Before making your diplomacy check in combat, you take a -6 penalty to all die rolls (Other than diplomacy, Sense Motive, and handle animal). This lasts until you make a diplomacy check. If you do not attempt to do so in an encounter, then the penalty is doubled for the next encounter. You also receive this penalty if your allies refuse to attempt to be civil as well. If you take the feat Technique acquisition, you can gain the following instead of a single spell: Slow, Hold Monster, Contingency, Sequester, and Time Stop. You must always build a sense of peaceful stability and harmony rather than conflict, hostility, and antagonism, resolving issues and arguments respectfully as opposed to resorting to anger and fighting. If you fail to uphold these values you lose this feat and the Patientia feat before it and cannot replace them without being effected by atonement. You gain a +4 bonus to all diplomacy and handle animal checks. On a round that you do not take a violent action and have attempted a diplomacy check, you gain a +8 bonus to armor class and saving throws and you gain Damage Resistance 15 that applies to all damage types and cannot be bypassed. In addition, all allies within 20 feet of you that have attempted to resolve things peacefully gain a +2 bonus to armor class and saving throws. Finally, once per day and an additional time per day for every 10 levels you possess, you can, as a part of a diplomacy check, grant you and your allies divine protection, granting them a further +4 bonus to armor class and saving throws, and cutting all damage the group receives in half for 3 rounds before applying damage reduction or energy resistance.

Industria (Diligence): Your penalty to d20 rolls if you fail to take all of your actions needed becomes -8 and you take a -20 penalty to move speed for that round as well. In addition, you can never be lazy, and must always spend at least 8 hours a day doing something that would be considered diligent and industrious, such as aiding those in need or standing against oppression. If you fail to do so you lose the benefits of this feat but keep the penalties, and cannot exchange this feat by any means other than atonement. You gain an effect that works like a quicken metamagic usable four times per day, however it applies to any action you wish to take (Standard or Move) and makes it a swift action instead, or it can be used exactly like the quicken metamagic feat on a spell or technique. You no longer provoke attacks of opportunity from movement, and you can take an additional swift action every round so long as you have taken a move or standard action in that round.  If you take the feat Technique acquisition, instead of taking a single spell, you can choose instead, all of the following: Haste, Freedom of Movement, Remove Paralysis, Remove Curse, and Freedom. Finally, you gain a +1 bonus to armor class for every action you've taken in a round (Standard, Move, Swift, Instant) that lasts until the beginning of your next turn.

Caritas (Charity): After selecting this feat, you must donate at least 500 hl's worth of items per day, or in the event that you have nothing worth that much, you can donate whatever item has the highest worth. If someone gives you something, you must pay them back two fold in the future. Finally, if you see someone in need of charity, you must aid them to the best of your ability. Failure to comply with any of these means that you lose this feat and the Virtue feat before it until effected by an atonement spell. If you select the Technique acquisition feat, instead of selecting a single spell, you can choose the following: Charitable Impulse, Health, And the Spells Heal, Mega Heal, and Giga Heal. When you choose to heal a creature a number of hitpoints equal to your relevant ability modifier by taking the damage yourself, you only take 1/2 of the damage and that creature heals an additional +4 hitpoints. Whenever you heal a number of hitpoints that is over your maximum, you can gain a number of temporary hitpoints equal to twice your relevant ability modifier. These last for 1 hour, however this hour is refreshed when ever you donate 500 hl's worth of items. Whenever you cast a spell or use a technique, or channel energy class feature, that heals hitpoints, you heal an additional 1d6 per 4 levels you possess (Max 7d6 at 28 hit dice). In addition, if you are healed, and end up healing more hit points than you lost, you can hold those hit points for 1 minute per 2 levels. At any point you can touch a creature as a standard action and heal them for the remaining amount. If you have given an item, or donated at least 500 hl, your bonus to will saving throws and armor class increases to +4 instead of the previous +2  for one hour, or until you donate another object.

Temperantia (Temperance): You no longer need to eat and can gain no benefits from ingested magic items. Finally Techniques or spells that you use have their duration cut in half or to 1d6 rounds, whichever is shorter. Finally, you must always show restraint, temperance, Justice, and a constant mindfulness of others and one's surroundings, Showing self control, abstinence, moderation, and deferred gratification. Not doing so will cause you to immediately lose the benefits of this feat as well as the first, and you cannot replace this feat without atonement. If you take the feat Technique acquisition, you can choose to gain the following instead of a single spell: Remove Fear, Calm Emotions, Atonement, Shield of Law, and Greater Dispel Magic. After selecting this feat, you gain 12 temporary hitpoints which refresh at the beginning of every day. Whenever subject to any spell with a duration, it's duration is cut in half or to 1d6 rounds, whichever is shorter. This has no effect on spells with a duration of instantaneous. If the spell lasts for 1 round, it does not effect you. If it creates a number of objects or creatures such as summon monster or mirror image, that number is also cut in half (Rounded down, minimum 0). Finally, your bonus to sense motive checks increases to +8. The bonus against creatures known to lie increases by +2 (Making the total +12).

Castitas (Chastity): After selecting this feat, you take a -10 penalty to Diplomacy checks against creatures that would be attracted to you. Furthermore Enchantment spells you cast have their saving throw DC and caster level reduced by another -8. Finally, you can never partake in any sexual act or you immediately lose the benefits of this feat as well as the first, and you cannot replace this feat without atonement. If you take the feat technique acquisition, instead of a single spell, you can choose to instead gain all of the Thought Shield spells (I-V). Your bonus to saving throws against all mind effecting spells and techniques, as well as to saving throws made against creatures of the opposite sex or that you would be attracted to increases by +4. These bonuses stack if they apply to both fields (Mind effecting and opposite sex) (Max of +12), Finally if a spell would attempt to force you into some sort of sexual act you immediately make your saving throw against said spell. If a creature has attempted to use an enchantment spell on you, You now gain a +2 bonus to attack, damage, saving throws, and armor class against that creature for the duration of the spell that you avoided. Once per day, when effected by a mind effecting effect, you can immediately end the effect at any point, even after being affected by it for several rounds, this takes no action to activate.

Point Blank Launch

You're an unstable ball of destructive Fury, The slightest movement can set you leaping into a blood Frenzy. You can lash out at any given moment. As such, Once per encounter you only need to travel 5 feet to make a charge attack. You also see a Counselor 2 times a week.

 

Pop-Culture Legend

You are talked about all over the world and you even appear in long winded survival shows on TV! You gain DR 2/ Crossbows/firearms. This feat can be taken multiple times, it's effects stack.

 

Prehensile Tail

Your tail has been with you through thick and thin, long and short, especially short that time you caught it in the vacuum cleaner. No matter what though the tail always prevails! You can qualify for the multi weapon fighting feats instead of two weapon fighting, using your tail as your third arm.

 

Prism Versatility

Whether it was your sense of color that was off, or everyone just wanted to be red (The leader), you are stuck with a group of similarly colored rangers. Never let a mishap in the washing machine screw you over again, and let the others know what color you're supposed to be! Treat yourself as any one color of prism ranger of your choice, but only if there is already a prism ranger the same color as you usually are in a party.

 

Prinny Instructor

A teacher of prinnies and a lover of penguins. You know when to use "Dood" and when to toss them a fish in appreciation. You gain a Prinny as a cohort, This replaces your normal cohort, however the Prinny will never leave regardless of your leadership score.

 

Prison Shank

Man, I'll cut you so hard, you wish I didn't cut you so hard. You can rip and tear with a knife like Jack the Ripper at a Hooker Convention. You gain a +1 to "caster level" when performing techniques with light blades.

 

Pumpking

You are a king among Pump Kin, and you show your dominance over the others by being the best at slinking through the shadows. You gain a +4 bonus on stealth Checks.

Pure Heart Demon

Demons with pure hearts are incredibly rare and nearly impossible to find as most of them have turned away from purity or were slain by those who did. Everyone hates you for it. You are treated as having an aura of good as a cleric or paladin. When effected by abilities that deal ability score damage from an evil creature, you subtract all ability damage by 1 point (To a minimum of 0).

 

Purrfection

The aristocratic are pawfully difficult to approach due to their closely kittened social order. They work together in a purrfectly eloquent manner, being sure to never accept an outsider and always pussyfooting around the subject. Becoming part of this group is quite fantasticat~ You qualify as a Snow Cat Spirit, Nyan, Nekomata, or Slumber Cat for the purpose of taking feats. Snow Cat Spirits and Nyans are treated as Nekomatas or Slumbercats of 4 levels lower for the purposes of taking their feats. Feats that grant extra uses of a racial ability grant the use of the racial ability instead. This Feat cannot be taken if you are just using the Halfblood feat.

 

Putty Buddy

As a spirit of nature you like to cause mischief. However sometimes you prefer to use mother nature to lend a helping hand. You grant an additional +2 bonus when using the Aid-Another action.

Putty Pocket

When your jacket is in the wash, and your pants are nowhere to be found, simply reach into your putty pocket when no one else is around..... Ok, that's not nearly as dirty as it sounds, it's like... an... extra... dimensional space...  When you select this feat, you gain an interdimensional space in which you can store things. You can store up to one item per point in your wisdom, intelligence, or charisma modifier, selected when you choose this feat. Every time you take this feat, you can store an additional number of items equal to your previously selected modifier.

Rage Against the Machine:

You are masterful in the art of going against the system. Like a computer hacker, but in real life with the government, and you don't get a sweet 80's synth beat as you crack the code. When in the dark senate, you gain a +4 bonus to all charisma based skill checks against them. This bonus doubles when you have 10 ranks in any of those skills and increases by another +2 if you possess 20 ranks in that skill. In addition, when battling against a member of the dark senate when trying to persuade by force, you deal an additional +1 damage per character level.

 

Rapid Evility

Evil is going so fast... It.. It's going to PLAID! Switch Evilities as a swift or immediate action.

 

Re-Animator

You have been cooped up in basements performing strange alchemical rituals and combining strange mixtures to make your unliving minions much less.... un. Just hope that headless guy with the suitcase doesn't interfere with your work anymore. You have learned to animate the dead with such great skill and accuracy that it's nearly impossible to even tell that the creatures are undead. When animating an undead creature whom you have injected with your blood, The creature is treated as an aberration instead of an undead for the purpose of being effected by spells. The Undead are still healed by negative energy and harmed by positive energy, though they gain positive energy resistance 10. They do not detect still with Life sense, however still detect with Detect undead. Finally, if reanimated as a super zombie, Creatures animated in this way can access techniques that they possessed in life, so long as they still possess the faculties to access the techniques. They can use 1st level techniques at 1-5 hit dice, 2nd level techniques at 6-10 hit dice, 3rd level techniques at 11-15 hit dice, and 4th-5th level techniques at 16-20 hit dice. You can select 2 techniques from their list for each level of techniques they can perform and use each one once per day.

 

Red Alert

And he still whooped your ass, even after you entered Overdrive and everything! That means you have to break out the big guns. Whenever you are in Danger, you gain an additional +2 bonus to attack and damage rolls as well as a +2 bonus to saving throws.

Remarkable Parting Shots 101

Your skill with making comments and then dashing off into the night is exquisite. As a full round action, you can move twice your land speed and make a Diplomacy or Intimidate check against the enemy. This has a DC equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimidate checks equal to your Charisma bonus until the end of your next turn. This is a mind-affecting effect. The enemy is staggered for 1 round due to the stupidity of your comment. A creature cannot be effected with this more than once every 5 rounds. This activates with an intimidate check.

 

Revengeance

When you have to follow the rules of nature to survive, sometimes you have to put all of your love, hate, and sorrow into everything you do. Violence breeds Violence, but in the end it has to be this way. You gain a 10 point vengeance pool. This pool starts out empty at the beginning of every day. Every time an ally whom you are at least friendly with on the friendship chart takes damage within your line of sight, you gain 1 point. If your ally is subject to a critical hit you gain 2 points, and if the ally is knocked unconscious or killed you gain 4. Any ally whom is beyond 100% for you grants 50% more points when subject to any of those effects. Once your number of Revenge Points equals 10, you immediately expend them all to enter revenge mode. When in revenge mode, you gain a +1 bonus to attack, damage rolls, and save DC's against any enemy that causes you or a friendly ally harm. You gain a +4 bonus to confirm critical hits, and your critical range is increased by +1. You also gain +10 to your move speed, and +2 to your caster level for techniques and spells. You gain an additional +1 bonus to attack and damage for every 4 levels you possess, and +1 to caster level and Save DC's for every 5 levels you possess. This bonus lasts for 4 rounds. You cannot gain revenge points while in Revenge mode, and after the effect ends you are fatigued, even if you are normally immune to the effect. You cannot use this ability if you are fatigued, and you can only use this ability once a day, and an additional time per day at 10th and 20th level.

 

Reverse Luck

You trip and fall down, break things, and almost always get a moldy piece of bread when you get a sandwich. All enemies within 30 feet of you take a -1 penalty to saving throws, however you take a -1 penalty to saving throws as well.

Rid''ckulous:

You gain a +3 bonus to craft and computer use skills. This bonus is doubled when you reach 10 ranks in the particular skill. In addition, you can make a computer use skill when finding a new piece of mechanical technology to attempt to learn what it is as if you had used the identify spell on a magic item.

Righteous Demon

You have a righteous demeanor and are morally upstanding, causing you to be a target of ridicule and hate from your peers. You are a class A Delinquent who excels at beating people up until they can't stand anymore. Your aura is always considered to be overwhelming. If a creature casts detect good, or can see auras whom is of an evil alignment, they must make a DC: 10+ 1/2 character level+ Charisma modifier will saving throw or take 1 negative level (2 if their save is a critical failure). A single creature can only be effected with this once by the same creature in a 24 hour period. If a good aligned creature can see auras, that creature gains fast healing 2 so long as you are within 100 feet and visible to that creature. When you land a critical hit against a chaotic evil creature, you impose a negative level on that creature that lasts for 1 round per level you possess.

 

Romero

Slow and shambling, you are the epitome of what everyone loves. Hobble along and nibble some defenseless teenagers. You gain a +1 bonus to Natural armor. This feat cannot be taken multiple times, however it does qualify you for the improved natural armor feat.

Sacred Eye

Your eye is sacred. As such you particularly like to decorate it with the cutest of eye shadows and the most badass cosmetic contact lenses the Netherworld has to offer. Upon selecting this feat, you gain a Ki pool with a number of Ki equal to your Wisdom modifier. If you already possess a Ki pool it increases by this much. This Ki, if you do not possess a ki pool, allows you to access the Chakras ability as described in the Occult Adventures. Yo also gain a +4 bonus to any saving throws necessary when using these chakras.

 

Savage Fist

You are so beastly that even your fists are beasts. You can choose to use your claws in place of your unarmed strike for any technique or feat that requires you to use your fists. In addition, you can increase the damage of your claws through improved unarmed strike or a Monk's Robe the same as a character can improve their unarmed strike damage.

Service Animal

You may have trained it to look like it's helping you to maneuver with your poor vision, but we all really know you just wanted to bring your dog in the library so it could poop in the back. After selecting this feat, animal companions that you possess can try to intercept attacks meant for you. As an instant action, an animal companion can move up to 1/2 of it's move speed in your direction when you are the target of an attack or area effect. The animal gains a reflex saving throw, an acrobatics check, or an attack roll against the attack roll or save DC of the incoming attack. Alternatively, if within 10 feet, you can make a handle animal check and use your own instant action instead. If successful, the animal takes the damage, and can choose to move you 5 feet for every point in it's strength modifier. If this pushes you out of the area effect then you take no damage. The animal does not get a saving throw against this attack and will take full damage from it if successful. If a failure, you take the damage like usual.

 

Shatter the weak point

You can see the opponent's hit points above their head and the glowing orange weakpoint hidden on their body. As a full round action, you can spend a Ki Point to deal an additional number of damage equal to your character level on the next attack you make.

Shot through the heart:

You can pierce a man's heart with anything that can sail smoothly through the air and even then sometimes with things that don't sail so smoothly through the air. You add your Dexterity modifier to damage rolls when using a ranged, finesse, or rapier weapon. This does not stack with Monstrous finesse.

Space Detective

You're a Detective, in Space. You comb the galaxy like your pompadour on the hunt for aliens. Planet after planet you search, discovering bizarre new creatures both friendly and not. These are the spectacular adventures of the space detective and his brave space crew in space. You use your Charisma modifier instead of your wisdom modifier when making perception checks.

 

Side of Beef

Your beef is just as good as theirs. In fact, now you not only are beef, but you've got a BEEF with THEM! When you select this feat, you must choose whether or not it is treated as the Beef Cake or Hit Me Monster feats. You gain the effect of whichever you choose. This feat can be taken multiple times, but only once for each choice.

 

Silver Bullet

A Steven King Movie about a werewolf that fights a kid in a wheelchair. And just like in that movie, you are a very powerful and creepy werewolf of destruction. However unlike in that movie, you don't die. Though you are still knocked unconscious at negative hit points, you cannot be killed unless they put a silver bullet (or any silver object) through your heart (Or heart like thing). While at negative hit points, you only receive 1/2 of the normal effects of healing spells and class abilities, your spells and techniques end as if you were killed, and your fast healing or regeneration does not begin working again until you've received enough hit points to be considered alive again. Feats and abilities such as diehard that allow you to remain conscious at negative hit points still allow you to do so, however you can only take actions until your hit points reach two times your constitution modifier. Finally, only full blooded werewolves can select this feat, not creatures treated as werewolves from the Half blood feat. Even death or disintegration effects are only temporary... unless it's like.. silver death or... silver disintegration. That's scary.

 

Sniper's Grace

Graceful as a swan and as deadly as a chainsaw Bazooka, you can shoot someone through the head from 300 feet away... around a corner... through traffic... in space... on fire... You get the picture. When making an attack outside of your range increment, You increase your damage dealt by +1 for every 10 feet between you and the target (Maximum of +20). If this attack is a called shot, you bypass 1 point of their damage reduction for every 20 feet between you and the target (Max -10 DR).

*Fighters can choose this as a bonus feat.

Sour Apple

You're bad to the core, a mean, green, caramel covered machine. You can use Inflict Light wounds in place of cure light wounds from your racial ability at any time.

 

Spellstrike

Channeling grand energies from beyond the realm, you smite your opponent. used for defeating dragons, and getting ahead in line to buy the new Slay-station system, you can sacrifice a prepared technique or spell to get a bonus to attack and damage rolls equal to the level of the technique or spell until the beginning of your next turn. Using this is an instant action.

 

Spirit World Librarian

You are amongst the Bibliomaniacs and Bibliophiles that live within the halls of the Spirit world Library. A massive and topsy turvey library full of billions upon billions of books from all over the cosmos. As such you've picked up a spell or two. You gain 1 additional spell at every level as a wizard. This is retroactive, however you must select a spell you would have been able to learn when you had gained that level (I. E. A wizard at level 5 selecting this feat cannot select 5 level 3 spells, he must select spells of the level he could cast at the level he would have got it.)

 

Star Power

You're a pro at guitar based Slaystation games and you can do Expert mode with your eyes closed. Oh, and you're pretty good at harnessing the power of the Galaxy to destroy things but that part isn't as important. When you have this feat you can choose spells with "Star" in their descriptor and are treated as a "Star specialist" for purposes of determining the Omega, Terra and Peta spells you can choose. Rock on Champ.

 

Stumptitude

You sit strong in the ground and even the most powerful axe cannot splinter your resolve. You gain an additional +1 hit point per hit dice.

 

Stumpy

You are so short and dangerous that people often hit their shins on you and many times, they even faceplant. You gain a +2 bonus on all trip attempts and to your CMD against trip attempts.

Sub Class:

You like to keep up with the most current trends and switch yourself to better meld with the "In" crowd, and that current trend is Sub classing. When selecting this feat, select a single class, Prestige Class, or Monster class. You add evilities from that class to your list of evilities, and therefore do not need to pay a higher price to select them.

Super Beast

Hey yeah, I'm the one that you wanted, Hey yeah, I'm your super beast! Your animal companion now gains monster class abilities as if it were 3 levels higher (With the penalty making it gain class levels as a creature of it's level -2). In addition, if it would have spell casting, it gains the casting, however it casts spells at it's own level -5. Finally, it is only treated as if it were a monster of 5 levels lower when determining the level of techniques it can learn.

Superhero Landing

It's certainly a popular crowd pleaser but it's insanely hard on the Knees. Whenever you make an acrobatics check to negate fall damage, you can negate an additional 10 ft. of falling damage for every 5 points by which you beat the DC.

Superluck

You have a 4 headed Leprechaun with 7 rabbit legs superglued to your awesome gland and it shows. Your luck bonus to saving throws increases by +1.

Super M

You live by the tip of a leather strap and have the world record for riding the Wooden Horse. You can play tic tac toe on the lash marks on your back and have been paddled so hard that one of your ass cheeks deflated.... That's messed up. But really, you're a super masochist! You gain bonuses to rolls based on your current hit points. Divide your hit points by 5, whenever you lose the amount listed, you gain a +1 circumstance bonus to all d20 rolls and damage rolls whenever you have taken that much damage. This happens every time you take the damage but disappears if you are healed past that mark. For example, Bostwick the Barbarian has 350 hit points. Whenever he loses 70 hit points (making his total 280) he gains a +1 Circumstance bonus. He gains another +1 at 210, 140, and 70 hit points for a total of (+4 to all d20 rolls).

Super Overload

You are the kind of person who can fill a cup up over the top and still manage to keep the fizz in without it flowing out and soaking the table. While in your overload form, you gain a +4 bonus to all of your ability scores for it's duration as well as a +3 bonus to armor class and saving throws.

Super Ridiculously Rowdy

You smash windows, chug kegs of beer, and drive pools into your neighbor's car. No, I didn't write that backwards. Enemies that you force to make a concentration check must roll twice and take the lowest result.

Super Sexy:

Whether you have curves in all the right places or charm your way through life without any curves at all, you are super sexy. As such you gain a +2 bonus on charisma based skill checks against creatures that would be sexually attracted to you and your save DC on spells to influence them increases by +1.

 

Superior Initiative

You are so ready that it hurts. No. Really. Stop that, you're crushing my organs. You gain a +2 bonus to Initiative that stacks with the bonus granted by Improved Initiative. LLLLLETS GET READY TO RUMBLE!!!

Swap Out

Be it lovers or underpants, it's always good to have a backup ready for when your first choice fails you horribly. When you use an evility with a limited number of uses per day, you can choose to swap out to another evility of your choice instantly when the number of uses runs out.

 

Swift Evility

This time Evil comes with a turbo speed. Switch evilities as a move action.

 

Swift Footed

You like to run really fast, even though for some reason you refuse to join the track team. You gain an additional use of your sprint ability.

 

Technique Acquisition

You have a way of getting what you want. Using spell books or martial practice, you can learn powerful skills thought to be impossible. If you are a martial class, you can choose a spell from any spell list and learn it as a martial technique. This technique, once learned, is then added to your list of techniques permanently and is performed as if it were one of your techniques. Alternately, spell casters can add a martial technique to their spell list in the same way.

Alternatively, if you are a monster class, you can select a monster technique of a level you can perform that is on your list of monster techniques and learn it by spending the mana and time.

 

Technique Focus

You have focused on training to use a single type of weapon, and skilled with that weapon you are. Add +1 to the save DC of techniques of a single type. (I.E. Monster weapon, Blades, Axes, Ect...) This can be taken multiple times, however only once for every type of technique.

 

Technique Perfection

After training atop the mountains for over 100 years you have perfected the most deadly techniques, and you've picked up a mighty stink from not bathing for 100 years. Pick one Technique which you have the ability to perform. Whenever you perform that technique you may apply any one metamagic feat you have to that spell without spending additional technique slots. To determine if you can use the meta magic feat on a technique in this way you must increase the technique's level by the same amount you would increase a spell's level, if it would push it beyond 9th level it cannot be used. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Technique Focus, Spell Penetration, Weapon Focus, and so on), double the bonus granted by that feat when applied to this spell. This feat can only be used once per encounter. You can select this feat multiple times, each time it can be selected to increase the number of uses per encounter for this feat, or for another technique.

The Sea's Protection

The sea, she be rough tonight. But luckily, I like it rough. Gain a +2 bonus to saving throws made against spells.

 

The Sea's Resistance

It's easy to keep the sea in, keeping it out is the difficult part. You push and push and all you get is wet. Gain spell resistance 8+ Character level.

Third Eye Blind

Protecting you from blindness since 1993, You have learned to rely on your third eye when your others have failed you. Whether it's a deadly sand storm, or sawdust kicking into your eyes because you've neglected safety goggles like a proper demon should, Eye numero tres has always been there for you. Once per day, you can choose to nullify any blinding effect on yourself for a number of rounds equal to your wisdom modifier. While doing this, you take a -10 penalty on all sight based perception checks, however you are unaffected by the miss chance blindness gives you. Finally, once the duration wears off for this technique, the duration of the blindness continues where it left off.

Thunderking

Other than sounding like some sort of fishing pole brand name, you are a King of Thunder and all that. You can fly through the skies raining loud noises on the unsuspecting people below. You gain 3 additional uses per day of your Thunderstrike ability.

 

Thunder Protection

Make sure to wrap your lighting bolt before you split the sky. It may be embarrassing to buy in that aisle of the convenience store but it'll keep you out of trouble. Gain 3 extra uses of your thundershield ability.

 

Tony Montanna

Say hello to my little... ahh you know the rest. Be it a bazooka or a mini gun you like your guns to be huge and fully loaded. Standing out more than anyone else's in a crowd. You gain a +1 bonus to your "caster" level when performing martial techniques with Crossbows/Firearms (Heavy).

 

Total Defense master Stance

You are a beacon of awesomeness to everyone around you, but only when it comes to blocking. You always have to play goalie in Soccer, and Hockey and you're known for blocking hallways so the other kids can't get through to the lunch line... you know, and then by the time they get there aren't any enchiladas left... yeah. Anyway, while in this fighting stance, you gain Damage Reduction 2/- as well as an additional +1 dodge bonus to armor class, this bonus increases by +1 if fighting defensively or in a total defense stance.

 

Transfer Student

Moving from one school to another can be difficult, especially when it involves traversing deadly hell-scapes and trying to fit in with your classmates. Once per day you can treat a single spell as if it were a spell of a different school. (I.E. Someone could treat a Charm Person spell as an Evocation spell to negate a bonus to saves vs. Enhancement spells).

 

Trash Eater

You live in a trash can and complain when people won't leave you alone. Oh I love Trash! Whenever you eat something that's been diseased, poisoned, or the flesh of a creature who has recently been effected by a disease or poison (A small eating ritual that takes a full round action to perform), you gain a +2 bonus to your constitution score for 1 hour. In addition the range of your stench spreads by 10 feet.

 

Trash Gourmet

You know your apple cores from your pear centers, and know that a good, aged, diaper goes well with a few banana peels and a moldy biscuit. When using your Trash Eater feat, you can choose to release the disease or poison as a standard action, and effect every creature within your stench aura. The save for the disease or poison uses your Stench DC .

 

Ultra Mid Boss

You show up at the beginning, middle, and end of the game and always as a dangerous sub-boss that uses too many of the hero's resources. Your mid-boss effect now can effect 1 additional creature for it's duration. You can select this feat multiple times, it's effects stack.

Undead Life

You're living the undead life. Full of brain munching and chasing down those pesky survivors. You become immune to one negative level for every 5 levels you possess to a maximum of 5 negative levels. If you take more than your immunity allows, you begin to take their effects normally. If you are already immune to negative levels, when a creature would inflict you with one, you heal 1 hit point per hit dice of the creature who inflicted the negative levels on you.

Undead Unlife

Even better than an undead life, now you spend your days researching new spells to aid you in the conquest of the universe. The world will fall to your undead army and you shall rule over them with a crinkly old decaying fist. You are now healed through negative energy instead of positive energy. If you were healed with Negative energy already, you heal an additional +1 per damage dice when effected by it.

 

Unlosing Theme song

The camera pans over the villain and he notices a flash out of the corner of his eye. He turns and there it is. The music starts, that catchy tune as you land and strike a pose ready to whoop ass. You have a badass theme song that should get ya millions. Once per day as a swift action, you can cast a Bless spell that lasts for 1 minute per character level. This overlaps with an actual bless spell, but doesn't overlap with it's self if another is being used.

Unorthodox Style

You dual wield cheese graters, and know how to roundhouse kick with a sub machine gun. Select a single weapon with which you possess the weapon focus feat. You can now utilize that feat when using a combat style instead of using your unarmed strike. This can be taken multiple times, each time selecting a different weapon that you possess weapon focus in.

 

Unyielding Punishment

You have laserguns for fists and fists for feet, and you can still punch someone harder than anyone else. When you gain a weapon graft that replaces your hand with a specific weapon, you can treat that weapon as an unarmed strike for the purposes of feats or Unlosing ranger abilities that pertain to unarmed strike. You would deal whatever damage the weapon deals instead of the damage granted from your normal unarmed strike.

Vehicular Manslaughter:

You drive the fury road with a belt of dynamite and a fist full of molitov. LIVE, DIE, AND LIVE AGAIN! While driving a vehicle, you can perform any technique that you possess, so long as the vehicle could do so too. For instance, if you are piloting a vehicle with a gun equipped to it, you can use gun techniques, and if it has some sort of blade equipped you can use blade techniques. You use the vehicle's bonuses to hit if it has differing modifiers than you.

Violence Incarnate

You are the epitome of a burning spirit. You've got so much fight in you that you uppercut people in the room with you when a fight breaks out on TV. When dealing damage with power attack, you deal an additional amount of fire damage equal to your power attack damage.

Vorpal Knuckle

The ultimate skill of a Beheading Kenpo Master, the Vorpal Knuckle is a deadly skill, used by only the elites. While in the beheading Kenpo Stance, Your damage is increased further by +2, and the penalty to attack rolls is decreased to -1. When you use your ability to blind and deafen creatures, they must also make a second saving throw or be stunned for 1 round as well as Deafened and blinded for 3 rounds. If you roll a natural 20 while in this stance, your fist is considered to be a vorpal weapon.

Walpy Shuffle

A cute little dance, often times learned by witches in training as a way to get their magical juices flowing and to help them focus on their spells. This dance is usually considered by most spell casters to be really lame if anyone other than a cute girl is doing it and it's really not recommended to do at dance clubs. Like... Relly man, they WILL laugh. As a full round action, you must sacrifice a 1st, 2nd, or 3rd level spell slot, the save DC of all arcane spells performed by the dancer for a number of rounds equal to the spell sacrificed, has it's save DC increased by +2 or it gains a +2 bonus to attack and damage rolls with the spell. If the spell deals negative levels or ability damage this bonus to damage is +1 instead. If the spell does not grant any of those and instead has a duration, your level is treated as 2 higher for the purpose of determining it's duration.

Warm Heart Demon

You are strangely warm hearted for a demon and often offer your aid to those in need. You gain a +4 bonus to diplomacy checks against other demons and when aiding another, you can take 10 on the roll.

Warren Peace

You just want some peace and quiet. This is no time to share adventures, you just want to sit in your hole and do nothing. When you burrow, you leave no tunnel behind.

 

William Tell

I dunno who William Tell is but I hope he was good with a bow otherwise this feat makes no sense. You can snipe like that one guy in that super hero movie, and you're pretty good at robbing the rich and giving to the poor. You gain a +1 to "caster" level for bow techniques.

 

Well Endowed

You have a lovely bunch of coconuts and are noted for your vast tracts of land. When you run, it looks like two midgets are wrestling in your shirt and you often get frisked for trying to smuggle beach balls out of Hell-Mart. Big and busty, even succubi look amazed by the size of your chest. These can come in handy however, as they allow for a great hiding space for stolen goods and random knickknacks. You gain a +2 bonus to slight of hand checks, and the ability to Instantly retrieve any small item on your person as a free action. Finally, if you've moved within the round, enemies whom would find you attractive or romantically involved take a -2 penalty on attack rolls made against you. OH GOD THE JIGGLING IS SO DAMN DISTRACTING!

 

What's up Doc?:

You excel at chewing with your mouth open and at turnarounds, especially those involving "Wabbit Season". When eating a carrot, you can eat the carrot as a swift action. If the carrot possesses a healing effect, you increase it by +1 for every 2 levels you possess.

Wrestler Grand Champion: 

You are too hot to handle and too cold to hold, have spent ten thousand years as the intercontinental champion, and your tower of power is too sweet to be sour, OH YEAAAAAAHH! You gain a second item slot for belts. This does not allow belts with similar effects to stack, only for you to wear two belts that grant different abilities.

X Construction

Built with the finest prinny skins, and imbued with the powers of over 1,000 souls, your suit has undergone an X construction and has unlocked some of the secret powers of the legendary Pringer X. You gain one of Pringer X's pringer focus abilities. This can be accessed only while in your Powered Suit and can be applied only while in your powered suit. The strength of this ability uses your Powered Suit level as your Pringer X level. This can only be taken a maximum of 3 times.

Yaksha

Possessing the strengths of the dukes of hell, you are the perpetrator of most evil in the Netherworld and you can prove it with a wave of your huge intimidating hand. Once per day, you can create the effects of a Blasphemy spell using your level as your caster level. This spell effects creatures of all alignment. The save DC is 10+ 1/2 level+ Charisma modifier. Creatures slain with this spell heal you of 1 hit point per hit dice they possessed.

Zukyun

You are a master at getting shot down, whether it's love or just plans for hanging out, no one is ever available, and so you've learned to roll with it. As an immediate action, when you fail a skill check against a creature, you can choose to expend a hero point to gain a bonus to your skill as if you had spent the hero point before rolling (A +8 instead of a +4).

 

META MAGIC FEATS

Feat Name

Prerequisite

Description

Destructive Spell

 

Add weapon damage to spells

Elite Spell

15th level character, 4 other Meta magic feats, 15 Ranks in spellcraft

Ignore abilities like Evasion with your spells

Great Anarchy

Ability to "cast" 3rd level martial techniques, Chaotic Allignment

Deal extra damage to Lawful creatures.

Love Power

 

Deal additional damage to evil creatures with your spells

Martial Law

Ability to "cast" 3rd level martial techniques, Lawful Allignment

Deal extra damage to Chaotic creatures.

Mind Bending Spell

10th level character, 3 Other Meta Magic Feats, 10 ranks in spellcraft

Cause a spell to make a different kind of saving throw

Thousandfold Hate

 

Deal additional damage to good creatures with your spells

Revenge Spell

Revengeance

Deal additional damage to creatures whom have earned your ire

 

Destructive Spell

For when you absolutely have to kill every motherf@cker in the room. Add your weapon damage to the damage the spell does as if it were a technique. This uses a spell slot of 2 higher than usual. You cannot use this metamagic feat with techniques.

 

Love Power

Your heart is so full of love that it'll probably burst before you reach adulthood. However this love aids in conquering evil and as such makes it so that you can pierce the hateful hearts of your foes. Enemies effected by a Love Power Spell take an additional +1 damage per level if they are evil. This uses a spell slot 3 levels higher than usual. If the technique has multiple rays in a touch attack it only applies to the first one.

 

Elite Spell

Your spells are the fancy, French dessert version of normal spells, and you flaunt that power and finesse with every divine movement and arcane word. This increases the spell's level by 5. An Elite spell ignores abilities that allow no damage on a successful saving throw, such as Evasion, Mettle, and Evasive Mind. If the creature has the improved version of the ability, it works as the lesser version (I.E. Improved evasion becomes evasion.)  This cannot be combined with technique or spell perfection.

 

Mind Bending Spell

A spell so impossible it bends your mind. This increases the spell's level by 5. When casting a mind bending spell, you can choose a different kind of saving throw than the one listed (Example: Reflex to fortitude, or will to Reflex, Ext...). If a creature can use abilities like evasion or mettle, they only apply if the save being made is the same as that ability. (Example, Reflex gets turned into a fortitude save, they no longer gain evasion, but they could use mettle).

 

Thousandfold Hate

Your hate for them drives you into a burning frenzy and a smoldering rage. You will do anything to eliminate the people who stand before you. Enemies effected by a Thousandfold Hate Spell take an additional +1 damage per level if they are good. This uses a spell slot 3 levels higher than usual. If the technique has multiple rays in a touch attack it only applies to the first one.

 

Martial Law

This here town's not big enough for the both of us pardner. And as such I reckon you bedder git'. And after that you took an English language class and were far more well off. Enemies effected by a Martial law Spell take an additional +1 damage per level if they are Chaotic. This uses a spell slot 3 levels higher than usual. If the technique has multiple rays in a touch attack it only applies to the first one.

 

Great Anarchy

Cause a ruckus and throw some shit, break a window, steal a TV, it's all in a day's work. Let's start a riot up in this bitch. Enemies effected by a Great Anarchy Spell take an additional +1 damage per level if they are Lawful. This uses a spell slot 3 levels higher than usual. If the technique has multiple rays in a touch attack it only applies to the first one

Revenge Spell

For the spelling bee netherworld championship... Spell Revenge. K-I-C-K-U-R-A-S-S. REVENGE. When in revenge mode, You can deal an additional amount of damage to a creature equal to 1/4 the damage they just dealt you in the last round. This is applied to the spell you cast on that enemy. If the spell effects multiple targets, it only applies the additional damage to the target you designated. This costs a spell slot 2 higher than normal. By spending 10 points from your stamina pool, you can make this feat not cost anything additional.

 

MONSTER FEATS

Feat Name

Prerequisite

Feat Description

Adnachiel

Baciel level 15

Gain continuous freedom of movement

Agathion

Imp level 15

Add Charisma bonus to saving throws as luck bonus

Alraune

Flora Beast level 15

Calming Fragrance

Ambriel

Baciel level 15

Turn Natural armor into deflection bonus

Amphisbaena

Two Headed Dragon level 12

Split after critical hits

Anubis

Anubis level 4

Gain the Repose Domain

Ancient Fox

Kitsune level 4

Gain the Trickery domain

Armageddon Engine

Baciel

Use your laser cannon as a melee weapon

Assassin Doll

Marionette level 10

Gain access to Rogue Talents

Azhi-Dahaka

Dragon Monster Class level 10, Fafnir

Gain poison attack

Bad Touch

Ghost level 8

Gain phantom limb alchemist discovery

Balrog

Gargoyle level 10

Gain additional fire damage on attacks

Beef Cakes

Character level 10

Gain a +2 Bonus to your Strength Score

Belladonna

Flora Beast

Produce one dose of Belladonna each day for free

Bigfoot

Devil Bear level 4

Gain woodland stride ability

Black Dog

Mystic Beast

Gain the scent ability

Blue Gelatin

Slime level 10

Gain special paralyzing attack

Body Modification

Construct level 10

Gain the ability to add a single body modification to yourself

Boggart

Ghost level 5

Gain a Confusion attack

Bookworm

Character level 10

Gain a +2 Bonus to your Intelligence Score

Breath of the Dragon

Dragon, Half Dragon, Alpha Draconis level 6

Gain dragon's breath usable 5 times per day

·         Improved Breath of the Dragon

Breath of the Dragon, Character level 12

Gain additional abilities with breath weapon

·         Paragon Breath of the Dragon

Improved Breath of the Dragon, Character level 18

Gain even more ability with breath weapon

Brute Force

Be proficient in "Mental" monster weapons, 1st level

You can wield "Physical" weapons instead

Bulls eye

Character level 10

Gain a +2 Bonus to your Dexterity Score

Cath Palug

Nekomata level 5

Gain unholy damage and stealth bonuses

Cait-Sith

Nekomata or Slumber Cat

Gain Woodland Stride ability

Chain Whip

Leotaur

Gain a spiked chain as a natural attack

·         Alice in Chains

Leotaur level 5, Chain Whip OR Demon of Sin (Lust) level 7

Gain animated chain attacks

·         Lament Configuration

Leotaur, Chain Whip

Gain access to the Evil Domain with the Kyton subdomain

·         Chain Link Defense

Alice in Chains, Leotaur or Demon of sin (Lust) level 8

Gain a bonus to armor class from your chains.

·         Chain of Command

Alice in Chains, Leotaur or Demon of Sin (Lust) Level 12

Cast Murderous Command through your chains

Champinion

Eryngii Level 10

Gain additional uses for your pheromone ability

Charybdis

Aqua Demon level 18

Gain use of Vortex ability

Chernobog

Shinigami or Death

Gain ability to see in Deeper Darkness

Cling to Humanity

Ghost or Prinny level 1

Gain extra skill point every level

·         Heart of a man

Cling to Humanity

Gain a +2 bonus to any ability score

Clio

Sea Angel  5

Make knowledge checks untrained

Cockatrice

Roc level 10

Gain the petrification ability

Construct Tricks

Construct level 5

Gain access to a slew of new Construct abilities if you meet prerequisites

Cosmic Legacy

Aqua Demon, Alpha Draconis level 6

Gain a phrenic pool and psychic powers

·         Greater Cosmic Legacy

Cosmic Legacy, level 12

Gain even more psychic power

Crawling Chaos

Desco Unit level 10

Gain access to the Chaos Domain

Dark Order

Dark Knight level 10

Choose a cavalier order and gain it's abilities.

Death Coppelia

Marionette level 10

Gain Bardic Music 1/day

Death's Apprentice

Shinigami or Death level 10

Gain access to the Murder Sub domain

Death's Inquisition

Shinigami, Death, or Ghost Level 8

Gain an inquisition

Death's Judgment

Shinigami, Death, or Ghost Level 12

Gain a second Judgment when using your Judgment ability

Desco Sixth Sense

Desco Unit Level 18

Gain Moment of Prescience once a day as a spell like ability

Destroy everything

 

Gain ability to use the "sunder" combat maneuver

Des Z

Desco level 8

Deal 1 1/2 strength modifier on damage.

·         Des ZZ

Desco level 10, Des Z

Gain the Destruction domain and it's abilities

Des X

Desco Level 10

Gain energy resistance 5 to any one element

Dirty Bear

Devil Bear level 5

Gain aura of stench

Djinn

Golem level 10

Gain Whirlwind attack

Draconic Inheritance

Dragon, Half Dragon, Alpha Draconis level 6

Gain abilities based on the kind of dragon you are

Dragon's health

Dragon type level 10

Gain fast healing equal to your constitution modifier

Dullahan

Dark Knight level 15

Gain Chilling Blade ability

·         Death's Calling

Dark Knight level 17

Gain the "Death's Calling" ability

Duo Inferno

Two Headed Dragon Level 10

Judge your enemies and cast them to the Inferno

Erl King

Treant level 12

Gain Favored enemy of Ranger

Eyes of the Dragon

Dragon Monster Class level 4

Gain different sight based abilities

Euterpe

Sea Angel

Knowledge checks use wisdom instead of intelligence

Extra Calories

Hundred Knight

Gain extra points in your Giga Calorie pool

Extra Heritage