Accursed Hex, Mythic
When you use Accursed Hex to target a creature with one of your hexes a second time, that creature must roll its saving throw twice and take the …
SRD feats and custom campaign feats. Filter by category or view all.
When you use Accursed Hex to target a creature with one of your hexes a second time, that creature must roll its saving throw twice and take the …
The bonus on Acrobatics and Fly skill checks from Acrobatic increases by 2. In addition, you can expend one use of mythic power to treat an Acrobatics or …
You can ignore the effects of difficult terrain in natural environments, as if it were normal terrain.
When you use Adder Strike, you can instead poison up to two blowgun darts that you can then use to strike your opponent in melee. (Drawing such darts …
If an opponent larger than you attempts to grapple you and fails, you may make a trip attack as an immediate action against that opponent with a +2 …
Your bonus on saves against effects with the air or electricity descriptors and effects that deal electricity damage increases to +4. In addition, you gain a supernatural fly …
The bonus on Perception and Sense Motive skill checks from Alertness increases by 2. In addition, you can expend one use of mythic power to treat a Perception …
This feat gives you an additional +1 bonus on Perception and Sense Motive checks, and you gain a +2 bonus on saving throws against sleep and charm effects.
Your channeled energy affects any creatures with the alignment chosen when you took Alignment Channel (not just outsiders, and not just those with the alignment subtype), but grants …
You gain two wing attacks. These are secondary natural attacks that deal 1d4 points of slashing damage (or 1d3 if you are Small).
You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor …
You take a –2 penalty on Disguise and Stealth checks but gain one of the following benefits, depending on the metallic affinity of your flesh (choose one).
You gain two wing attacks. These are secondary natural attacks that deal 1d4 points of slashing damage (or 1d3 if you are Small).
You gain two wing attacks. These are secondary natural attacks that deal 1d4 points of slashing damage (or 1d3 if you are Small).
The bonus on Handle Animal and Ride skill checks from Animal Affinity increases by 2. In addition, you can expend one use of mythic power to speak with …
As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This bonus …
You don't have to spend a swift action to gain the reduction to arcane spell failure chance from Arcane Armor Training. Furthermore, if you're wearing light armor, reduce …
When you use Arcane Blast, you may halve the damage dice to also perform your choice of either a trip or bull rush combat maneuver against the target …
You add half your tier to the deflection bonus granted to your AC when you use your Arcane Shield. You can expend one use of mythic power when …
Whenever you use Arcane Strike to enhance your weapons, the effect lasts for 1 minute instead of 1 round. If you expend one use of mythic power when …
If you have dispel magic prepared or can cast it spontaneously, when you score a critical hit against an opponent, you may use a swift action to cast …
Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and you can't change it.
The bonus on Climb and Swim skill checks from Athletic increases by 2. In addition, you can expend one use of mythic power to treat a Climb or …
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 dodge bonus to Armor Class. If you …
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 bonus on caster level checks, concentration checks, …
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +4 bonus on Perception checks made to act …
Any creature you summon using a summon spell is considered mythic for the purpose of interacting with other mythic creatures. It doesn't gain any mythic abilities or power, …
Creatures you summon gain the ferocity universal monster ability.
Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.
While you are adjacent to an ally who is flanked and also has this feat, you can spend a swift action to gain a +2 bonus to AC …
The bleed damage dealt with Bleeding Critical increases by your tier. Stopping this bleed damage requires a Heal check with a DC equal to 15 + 1/2 your …
Whenever you apply a spellblight by way of the Blighted Critical or Greater Blighted critical feat, you can choose the spellblight you apply rather than determining it randomly.
Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the victim gains a random major spellblight.
As a swift action, you can expend one use of mythic power to ignore all miss chances due to concealment or total concealment for a number of rounds …
When you are within an area of dim light or darkness, you gain a +1 bonus on attack rolls against enemies that are also within dim light or …
Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment.
If you successfully pinpoint …
While you have concealment from an opponent, you gain a +2 bonus on attack and damage rolls against that opponent.
Once per round, against an opponent from whom you have concealment, you can spend a swift action to make a Bluff check to feint.
While you have concealment, your opponents' miss chance against you increases by 10%. If an opponent misses you due to your concealment, you can spend an immediate action …
You can fire a shot at a wall or piece of solid terrain, and have it ricochet off. When you do, use the square immediately in front of …
If you use your Blood Drinker feat to drain 4 or more points of Constitution from a living creature, you gain a +2 bonus on damage rolls and …
You can use your Blood Drinker feat on a dead creature of the appropriate humanoid subtype. The creature must have died less than 6 hours beforehand.
Choose a humanoid subtype or the monstrous humanoid type. You may use your Blood Drinker feat on creatures of this subtype or type.
You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent's flesh, once per round at …
You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on Intimidate checks to demoralize opponents. While …
You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent's flesh, once per round at …
While using the aid another action to improve an adjacent ally's AC, you can intercept a successful attack against that ally as an immediate action, taking full damage …
If you have an opponent your size or smaller helpless or pinned, after you initiate or maintain a grapple, you can make a Stunning Fist attempt at a …
Once per day, when you clear your mind to regain spell slots, you can create a sanguine elixir. When you do, pick one of your bloodline powers. You …
The damage dealt when you use improvised weapons increases by your tier. You also gain a bonus to CMD equal to your tier when an opponent attempts to …
Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from …
Once per day, you can make a single melee attack while taking the total defense action. You take a –4 penalty on attack rolls when making this attack. …
Once per day, when fighting defensively or making an attack of opportunity while taking the total defense action with the Desperate Swing feat, you take no penalty on …
While fighting defensively or taking the total defense action, you gain a bonus on your Reflex saving throws and to your CMD equal to 1/2 of the dodge …
When using Improved Channel Force, you can affect all creatures in a 30-foot-radius burst.
When using Channel Force, you can affect all creatures in a 60-foot line or a 30-foot cone-shaped burst. You must choose to either push or pull all creatures …
When using Channel Smite, you gain a bonus on your attack roll equal to the number of d6s granted by your channel energy class feature. This is either …
Before making any melee attacks on your turn, you can use a swift action to expend one daily use of your channel energy class feature. The dice from …
With your deity's favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls.
When charging, you can ignore allies in your path when determining whether or not you can charge your target. Furthermore, after you have attempted at least one overrun …
When you use Charging Hurler, your target can be at any range up to your weapon's maximum range. If your target is within 30 feet, you gain a …
When using Cleave or Great Cleave, if your initial attack hits, you may take a single 5-foot step as a free action before making your additional attacks. If …
Whenever you use Cleave or Great Cleave, one of your attacks can be made against a foe that is within your reach, but not adjacent to the foe …
If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack …
This functions as Goblin Cleaver, but your additional attacks can be made against creatures one size category larger than you or smaller. In addition, any such attacks made …
When using Cleave or Great Cleave, if your initial attack hits, you may take your additional attacks against any creature smaller than you that you threaten; your targets …
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally …
You can use Cleaving Finish any number of times per round.
When using Great Cleave, each opponent you attack on your turn (other than the first) is denied his Dexterity bonus against you.
This feat functions as Goblin Cleaver, but your additional attacks can be made against creatures your size or smaller. In addition, any such attacks that you make against …
When using Cleave or Great Cleave, the second foe you attack on your turn is denied its Dexterity bonus against you.
You can use Cleaving Finish any number of times per round.
You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration …
You gain a +2 bonus on feint checks made while wielding a weapon that deals fire damage. Anytime you successfully feint a creature while using such a weapon, …
While wielding two weapons, whenever you successfully use one weapon to disarm an opponent, you can spend a swift action to attack the opponent you attempted to disarm …
Whenever you use Combat Expertise, you gain an additional +2 dodge bonus to your Armor Class. You can expend one use of mythic power to negate the penalties …
If you successfully feint an opponent, you can trick that opponent into accepting a one-handed object you are holding instead of denying that opponent its Dexterity bonus to …
Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the attack. If your confirmation …
As a standard action, use Bluff to feint against an opponent. Instead of denying that opponent his Dexterity bonus to AC, a successful feint allows you to move …
As a standard action, make a Bluff check against each opponent that currently threatens you. If you succeed against at least one opponent, you can move up to …
Whenever you use Disengaging Feint or Disengaging Flourish, you can make a single melee attack against one opponent you succeeded at feinting against. That opponent is denied his …
Whenever an opponent successfully trips you, you can attempt to trip that opponent as an immediate action.
When you successfully use your elusive target class feature to avoid taking damage, you can spend an immediate action and an additional point from your ki pool to …
When you break an opponent's grapple with a combat maneuver check or Escape Artist check, you can spend a swift action to make a trip attempt against that …
If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you hit an opponent, you …
You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
Whenever you make an attack, you can choose to replace that attack with a called shot. You can make multiple called shots in a single round. Each additional …
You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted by Improved Dirty Trick. Whenever you successfully perform …
You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, …
Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing …
You receive a +2 bonus on checks made to reposition a foe. This bonus stacks with the bonus granted by Improved Reposition. Whenever you reposition a foe, his …
You receive a +2 bonus on checks made to steal an item from a foe. This bonus stacks with the bonus granted by Improved Steal. If you successfully …
You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, …
You receive a +2 bonus on attack rolls when making a called shot. When taking a full-round or standard action that gives you multiple attacks, you can replace …
You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a …
You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. …
You can make a Bluff check to feint in combat as a move action.
You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +2 bonus on checks made to reposition a foe. …
When you reroll a missed attack using the Second Chance feat, you can still make the rest of your attacks that turn, albeit at a –5 penalty to …
You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item …
You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. …
While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent. If you successfully …
While you have concealment from an opponent, you gain a +2 bonus on attack and damage rolls against that opponent.
Once per round, against an opponent from whom you have concealment, you can spend a swift action to make a Bluff check to feint.
While you have concealment, your opponents' miss chance against you increases by 10%. If an opponent misses you due to your concealment, you can spend an immediate action …
Whenever you make a successful Acrobatics check to move through an opponent's space, you can spend a swift action to make a Bluff check against that opponent to …
On your turn, you can perform a single dirty trick combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose …
On your turn, you can perform a single reposition combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the …
On your turn, you can perform a single steal combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the …
Whenever you score a critical hit with a melee attack, you can move your opponent, in addition to the normal damage dealt by the attack. If your confirmation …
When you make a successful melee attack against a swimming target, as a free action you can attempt to knock the target off balance. Treat this as a …
When making a full attack, if you miss on your first attack, you can forgo making any other attacks for the rest of your turn to reroll that …
On a successful unarmed trip combat maneuver against an opponent your size or smaller, you can spend a swift action to attempt a bull rush combat maneuver against …
As a swift action, you can attempt the aid another action, granting your ally either a +1 bonus on his next attack roll or a +1 bonus to …
When you and at least two of your allies are adjacent to an opponent, you can attempt the aid another action as a move action.
You treat quarterstaves as if they had the trip special feature.
Whenever you score a critical hit with a melee attack, you can trip your opponent, in addition to the normal damage dealt by the attack. If your confirmation …
As a full-round action, while wielding a quarterstaff two-handed, you can attempt a trip combat maneuver against each enemy adjacent to you.
While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent.
When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent …
When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use …
As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until …
You can make any number of additional attacks of opportunity per round. As a swift action, you can expend one use of mythic power to, until the start …
Whenever an ally who also has this feat successfully feints against an opponent, that opponent provokes an attack of opportunity from you.
While using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory unarmed strike. You can make a number of …
While using Panther Style, your retaliatory unarmed strikes are resolved before the triggering attacks. If your retaliatory unarmed strike deals damage to an opponent, that opponent takes a …
While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make …
Whenever an opponent you threaten takes a 5-foot step or uses the withdraw action, that opponent provokes an attack of opportunity from you. If the attack hits, you …
When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that …
While using the Snake Style feat, when an opponent's attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this …
When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If …
Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity, even if casting defensively or using a supernatural …
Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
When you command undead, the DC of the Will save increases by half your tier, and intelligent undead get no additional saves beyond their first to resist your …
When you craft a magic weapon, magic armor, or magic shield, you may add one casting of consecrate or desecrate as part of the item crafting process. This …
You take only a Ð1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent's attack, you can make an attack of …
Once per round, when fighting defensively with at least one hand free, you can designate one melee attack being made against you before the roll is made. You …
You take only a Ð1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent's attack, you can make an attack of …
When you confirm a critical hit with a spell or spell-like ability, you may cast bestow curse or major curse on that target as an immediate action. This …
Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn, in …
The bleed damage dealt with Bleeding Critical increases by your tier. Stopping this bleed damage requires a Heal check with a DC equal to 15 + 1/2 your …
Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save …
Whenever you score a critical hit against an opponent, its speed is halved for 1 minute. A successful Fortitude save reduces this duration to 1d4 rounds. The DC …
You automatically confirm critical threats against non-mythic opponents. In addition, when you threaten a critical hit against a creature wearing armor with the fortification special ability or similar …
When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.
When using Critical Mastery, increase the number of critical feats you may apply by every 3 tiers that you possess.
Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this …
When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures.
Whenever you score a critical hit with the selected piercing melee weapon, you can impale your opponent on your weapon. While your opponent is impaled in this way, …
While you are using Impaling Critical to impale an opponent, and you are still holding onto that weapon, that opponent must succeed at a grapple combat maneuver check …
Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect's …
Whenever you successfully sneak attack an opponent for a second time on your turn, you can spend a swift action to apply the effects of one critical feat …
Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude …
Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this …
Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature.
When using Critical Mastery, increase the number of critical feats you may apply by every 3 tiers that you possess.
You gain the see in darkness ability and lose the light sensitivity weakness, but gain the light blindness weakness.
You can deliver a coup de grace to dazed and staggered non-mythic opponents. In addition, when any creature makes a Fortitude saving throw to survive one of your …
While wielding the weapon with which you have Weapon Focus, you can use Dazzling Display as a standard action with a –5 penalty on your Intimidate check, as …
As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you …
When you spend a swift action to make a performance check, you exude an aura of awe-inspiring skill. You gain a +2 bonus on your performance check, and …
When you use the attack action, you can use a weapon with which you have Weapon Focus to make a single attack at your highest base attack bonus. …
When you spend a swift action to make a performance combat check, you present the weapon in which you have Weapon Focus in a triumphant display. You gain …
Whenever you use Dazzling Display while your bane feature is active, you gain a +2 bonus on the Intimidate check that Dazzling Display allows against creatures of the …
Choose the effects of any two performance feats you have. When you make a performance combat check, you gain the benefits of those two feats, but you only …
You can make performance combat checks in any combat. When making a performance check outside of performance combat, you can pick a single performance feat to use. You …
When you spend a swift action to make a performance combat check, you gain a +2 bonus on your performance combat check and gain a +1d6 bonus on …
Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks …
When you use Dazzling Display, in addition to its normal effects, you can use it to spur allies within 30 feet as if you had used the Taskmaster …
When you use Deadly Aim, you gain a +3 bonus on ranged damage rolls instead of +2. When your base attack bonus reaches +4, and every +4 thereafter, …
When making a Deadly Stroke attack, you can expend one use of mythic power to instantly kill a non-mythic living creature. A Fortitude save (DC 10 + your …
Whenever you charge an opponent from higher ground, or from above while flying, the critical multiplier of your weapon increases by 2 (to a maximum of ×6). This …
When you are at 0 or fewer hit points, you do not lose 1 hit point when you take an action.
Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.
Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.
The bonus on Bluff and Disguise skill checks from Deceitful increases by 2. In addition, you can expend one use of mythic power to treat a Bluff or …
The range of your darkvision increases by 10 feet per tier.
Add half your tier to your CMD.
You gain an extra use per day of your Defiant Luck ability. You can also use your Inexplicable Luck ability to grant an ally that can see and …
Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this ability …
When using Deflect Arrows, you can deflect an additional number of ranged attacks per round equal to half your tier. You can expend one use of mythic power …
When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack …
The bonus on Disable Device and Sleight of Hand skill checks from Deft Hands increases by 2. In addition, you can expend one use of mythic power to …
As a standard action, you spur an ally, who must have fewer Hit Dice than yourself, to reckless effort. For 1 minute, the ally gains a +1 morale …
When you use Dazzling Display, in addition to its normal effects, you can use it to spur allies within 30 feet as if you had used the Taskmaster …
When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls; this benefit stacks with Dented Helm. When you use Dented Helm to deflect …
Once per day, when fighting defensively or making an attack of opportunity while taking the total defense action with the Desperate Swing feat, you take no penalty on …
You gain the benefit of Detect Expertise immediately (without needing to observe a creature for 3 rounds) when using the divinations listed in Detect Expertise. Non-mythic creatures cannot …
Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a bonus on attack rolls to confirm a critical hit equal to the bonus …
You are not staggered while using the Diehard feat, but if you take a move and a standard action or a full-round action while you are at 0 …
When you are at 0 or fewer hit points, you do not lose 1 hit point when you take an action.
Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.
When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).
Once per day as an immediate action you can delay the onset of one harmful condition or affliction (such as panicked, paralyzed, stunned, and so on), including permanent …
Once per day as a standard action you may attempt a new saving throw against a harmful condition or affliction requiring a Fortitude save that is affecting you. …
Double the DR you gain from Stalwart, to a maximum of DR 10/—.
While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an …
When you are killed by hit point damage, your soul lingers in your body for a number of rounds equal to your Constitution bonus. You are still dead, …
As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed …
You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed …
While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent.
While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of …
You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed …
While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent.
While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of …
While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent.
While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of …
As a standard action, make a Bluff check against each opponent that currently threatens you. If you succeed against at least one opponent, you can move up to …
Whenever you use Disengaging Feint or Disengaging Flourish, you can make a single melee attack against one opponent you succeeded at feinting against. That opponent is denied his …
The DC to cast spells defensively within your threatened area increases by half your tier. This stacks with the increase granted by Disruptive. In addition, even if you …
As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power (Ultimate Combat 28). You may …
Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity, even if casting defensively or using a supernatural …
Thrown weapons wielded by you have twice their normal range.
When you use Divine Interference, the penalty on your opponent's attack roll is equal to twice the level of the spell sacrificed. You can expend one use of …
While using Djinni Style, as a standard action you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to surround yourself with a whirlwind of electrified …
While using Djinni Style, as a standard action you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to surround yourself with a whirlwind of electrified …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Djinni Style, you gain electricity resistance equal to your base attack bonus …
Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you …
You take only a Ð1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent's attack, you can make an attack of …
You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an …
Once per round, when fighting defensively with at least one hand free, you can designate one melee attack being made against you before the roll is made. You …
As long as you have at least 1 grit point, you do not provoke attacks of opportunity when shooting or reloading a firearm.
Whenever you use Disengaging Feint or Disengaging Flourish, you can make a single melee attack against one opponent you succeeded at feinting against. That opponent is denied his …
If you successfully use Acrobatics to tumble through an opponent's space, you gain a +2 circumstance bonus on attack rolls against that opponent until the start of your …
The bonus to AC from Dodge increases by 1. As an immediate action, you can expend one use of mythic power to grant yourself an additional +10 dodge …
Choose a ranged weapon or a thrown weapon. When you make a ranged attack using that weapon, you can choose to provoke an attack of opportunity from one …
If you have at least one ki in your ki pool, when you move you do not provoke attacks of opportunity when leaving the first square of that …
After sidestepping an opponent's missed attack using the Sidestep feat, you may still take a 5-foot step during your next turn, or you may move up to your …
If you are tripped, you can spend an immediate action to move 5 feet without provoking an attack of opportunity. This does not count as taking a 5-foot …
You gain a +2 bonus on Acrobatics checks made to jump. As a full-round action, you can move up to your speed and make firearm attacks at your …
If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes …
When you spend a swift action to make a performance combat check after scoring a critical hit or performing a combat maneuver, and you are adjacent to the …
Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.
Whenever you make a successful Acrobatics check to move through an opponent's space, you can spend a swift action to make a Bluff check against that opponent to …
As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
Whenever an opponent misses you with a melee attack, you may move 5 feet as an immediate action so long as you remain within that opponent's threatened area. …
As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your …
When you successfully make an Acrobatics check to avoid provoking an attack of opportunity from a larger opponent when you move through its threatened area or its space, …
You receive a +4 dodge bonus on Acrobatics checks to move past opponents without provoking attacks of opportunity, so long as they are larger than you. In addition, …
When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent …
If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. …
You gain a +2 bonus against sleep and paralysis effects. You gain a breath weapon that is determined by your scale coloration by either the Draconic Aspect feat …
You gain a +2 bonus against sleep and paralysis effects. You grow a pair of wings that you can use to fall and glide at a safe pace. …
You gain an additional +2 bonus against sleep and paralysis effects. You can use your breath weapon twice per day and your breath weapon damage increases to 4d6 …
While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical hit or a successful …
You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a concussive …
When you use Dreadful Carnage, you affect non-mythic enemies within 60 feet in addition to all enemies within 30 feet. You can expend one use of mythic power …
Your detect magic spell-like ability is now constant. You may use your dancing lights, deeper darkness, faerie fire, feather fall, and levitate spell-like abilities …
You may use your dancing lights, faerie fire, feather fall, and levitate spell-like abilities twice per day. Your darkness spell-like ability instead becomes deeper darkness …
You may use dispel magic, divine favor, and suggestion once per day as spell-like abilities. Your caster level is equal to your character level.
Select one of the following: dispel magic, divine favor, or suggestion. You may use this spell once per day as a spell-like ability. Your caster …
You ignore up to –10 in penalties due to distance on visual Perception checks, instead of the normal –5. As a swift action, you can expend one use …
You can trip a creature of the giant subtype no matter its size. While you are using Earth Child Style, when a prone creature of the giant subtype …
You can trip a creature of the giant subtype of up to Huge size. While using Earth Child Style, you add your Wisdom bonus on combat maneuver checks …
You can trip a creature of the giant subtype no matter its size. While you are using Earth Child Style, when a prone creature of the giant subtype …
You gain a limited form of tremorsense. As a move action, you become aware of all creatures within 15 feet that are in contact with the ground at …
While using Efreeti Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 15-foot cone-shaped burst of flame. …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Efreeti Style, you gain fire resistance equal to your base attack bonus …
While using Efreeti Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 15-foot cone-shaped burst of flame. …
You gain sorcerer bloodline powers of the bloodline tied to Eldritch Heritage as if your sorcerer level were your character level – 2. For that bloodline's 1st-level bloodline …
You gain an additional power from the bloodline you selected with the Eldritch Heritage feat. You gain a 15th-level (or lower) sorcerer bloodline power that you do not …
You gain either the 3rd-level or the 9th-level power (your choice) of the bloodline you selected with the Eldritch Heritage feat. For purposes of using that power, treat …
Your Elemental Channel can affect any elemental subtype, not just the one you chose when you took Elemental Channel. Each time you use Elemental Channel, you must pick …
While using Djinni Style, as a standard action you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to surround yourself with a whirlwind of electrified …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Djinni Style, you gain electricity resistance equal to your base attack bonus …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While you are in this style you must use Elemental Fist to deal electricity …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Efreeti Style, you gain fire resistance equal to your base attack bonus …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using this style and Elemental Fist to deal fire damage, you gain a …
While using Efreeti Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 15-foot cone-shaped burst of flame. …
The extra energy damage dealt by Elemental Fist increases to 1d8 points, and you gain additional uses of Elemental Fist per day equal to your tier. You can …
While using Marid Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 30-foot line of frigid water. …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Marid Style, you gain cold resistance equal to your base attack bonus, …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using this style and Elemental Fist to deal cold damage, you gain a …
While using the Shaitan Style feat, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 20-foot column of …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using the Shaitan Style feat, you gain acid resistance equal to your base …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using the Shaitan Style and Elemental Fist feats to deal acid damage, you …
Choose an energy type in which you already have Elemental Focus. The increase to save DC provided by Elemental Focus and Greater Elemental Focus for spells of the …
Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. This bonus stacks with the bonus from …
When you make an attack with a longbow or short bow (including composite bows), you can ignore concealment, but not total concealment. You still suffer a miss chance …
You are not staggered while using the Diehard feat, but if you take a move and a standard action or a full-round action while you are at 0 …
When you are at 0 or fewer hit points, you do not lose 1 hit point when you take an action.
Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.
As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If …
When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to …
The bonus on checks and saves from Endurance increases by half your tier. You take half the damage when you fail a check to avoid nonlethal damage from …
When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).
Once per day as an immediate action you can delay the onset of one harmful condition or affliction (such as panicked, paralyzed, stunned, and so on), including permanent …
Once per day as a standard action you may attempt a new saving throw against a harmful condition or affliction requiring a Fortitude save that is affecting you. …
Double the DR you gain from Stalwart, to a maximum of DR 10/—.
While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an …
When you are killed by hit point damage, your soul lingers in your body for a number of rounds equal to your Constitution bonus. You are still dead, …
You can cast any spell with a material component costing 10 gp per tier or less without providing that component. If you expend one use of mythic power …
You are not considered elven or human for the purpose of harmful spells or effects based on your type, like a bane weapon or a ranger's favored enemy …
You gain a +2 bonus on all saving throws against scrying or divination effects. Additionally, you gain a +2 bonus on all Stealth checks, and elves, half-elves, and …
You can treat a net as a one-handed melee reach weapon with a 10-foot reach. Further, you take no penalty on melee attack rolls for using an unfolded …
You can treat a net as a one-handed ranged weapon, allowing you to wield a light or one-handed melee weapon and still make ranged attacks with your net. …
In melee, you can use a net to trip or disarm opponents instead of entangling them. You gain a +2 bonus on disarm checks made to use a …
In place of one of your melee attacks, you can use your net to attempt a dirty trick combat maneuver to blind an opponent (Advance Player's Guide …
As a swift action, you can expend one use of mythic power to ignore all range increment penalties for your ranged attacks until the end of your turn.
You can use wild empathy as a swift action.
Your nonproficiency penalty with weapons, armor, and shields is halved. In addition, the bonus on all skill checks for skills you have no ranks in increases to +4 …
You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all trained skills untrained.
You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with those granted by Fearless Curiosity and Intimidating Confidence. In addition, …
You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with the bonus granted by Fearless Curiosity. When you confirm a …
Whenever an ally who also has this feat successfully feints against an opponent, that opponent provokes an attack of opportunity from you.
A creature that takes damage from your constrict attack is also shaken until the start of your next turn.
Double the number of damage dice for your constrict special attack.
Double the number of damage dice for your constrict special attack.
When you use Fire Music to change any of the damage dealt by a bard spell to fire damage, that damage ignores fire resistance up to your tier.
…
You gain fire resistance 5. When casting spells with the fire descriptor or throwing alchemist bombs that deal fire damage, treat your caster level or alchemist level as …
Your base land speed increases by 5 feet, regardless of what armor you wear or whether you're encumbered. This bonus stacks with the bonus gained from Fleet.
When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest …
Increase the number of times per day you can use the adaptable luck racial trait by 1. Furthermore, when you use adaptable luck, increase the luck bonus for …
Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. …
When you are using Furious Focus, you don't take Power Attack's penalty on attack rolls that are made as attacks of opportunity. As a free action, you can …
When you and at least two of your allies are adjacent to an opponent, you can attempt the aid another action as a move action.
You gain the ability to see up to 15 feet clearly in magical darkness, such as that created by the deeper darkness spell.
You gain the see in darkness ability and lose the light sensitivity weakness, but gain the light blindness weakness.
You gain the following spell-like abilities: 1/day—blur and vanish.
You can use your gnome spell-like abilities an additional number of times per day equal to half …
This functions as Goblin Cleaver, but your additional attacks can be made against creatures one size category larger than you or smaller. In addition, any such attacks made …
This feat functions as Goblin Cleaver, but your additional attacks can be made against creatures your size or smaller. In addition, any such attacks that you make against …
As a full-round action, you can make a single unarmed strike against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe. If that attack is a critical hit, …
When you hit a creature while using Gorgon's Fist, if the target fails its Fortitude saving throw, it is dazed for 1 round instead of staggered. You can …
Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus …
You can use Cleaving Finish any number of times per round.
When using Great Cleave, each opponent you attack on your turn (other than the first) is denied his Dexterity bonus against you.
Whenever you roll a Fortitude saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the higher result.
Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even …
You can use the surge ability once per day (adding 1d6). If you are or become mythic, you can use your surge one additional time per day.
You may use dispel magic, divine favor, and suggestion once per day as spell-like abilities. Your caster level is equal to your character level.
Your spell resistance is equal to 11 + your character level.
Select one of the following: dispel magic, divine favor, or suggestion. You may use this spell once per day as a spell-like ability. Your caster …
If you have an opponent your size or smaller helpless or pinned, after you initiate or maintain a grapple, you can make a Stunning Fist attempt at a …
While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent nonlethal damage using an unarmed strike or a light …
While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent damage using an unarmed strike or a light or …
Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check.
You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with a caster …
Choose one type of shield (buckler, light, heavy, or tower shield) for which you possess the Shield Specialization feat. With the selected shield, you gain a +2 bonus …
You can trip a creature of the giant subtype no matter its size. While you are using Earth Child Style, when a prone creature of the giant subtype …
As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you …
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +4 bonus on Perception checks made to act …
When making attacks with your deity's favored weapon, you can add your Wisdom modifier instead of your Strength or Dexterity modifier on damage rolls.
When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls; this benefit stacks with Dented Helm. When you use Dented Helm to deflect …
When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls. When a critical hit is confirmed against you, as an immediate action, you …
You gain one use of your gnome magic that is independent of your gnome magic spell-like abilities. When you wish to cast a gnome magic spell-like ability for …
You gain another independent use of your gnome magic like that which Haunted Gnome Assault grants. Further, while you are under the effect of haunted fey aspect, …
You gain another independent use of your gnome magic like that which Haunted Gnome Assault grants. Further, while you are under the effect of haunted fey aspect, …
Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher …
Whenever you gain a level, you gain 2 hero points instead of 1.
Whenever you spend a hero point to reroll a die roll or to grant yourself a bonus before a die roll is made, there is a chance that …
Once per day as an immediate action, you can attempt to negate the onset of one harmful condition or affliction (such as panicked, paralyzed, stunned, and so on) …
As a swift action, you can expend one use of mythic power to use Heroic Recovery additional times. Whenever you do, add your tier to the result of …
An ally who also has this feat can deal damage to you in order to break an ongoing mind-affecting effect that allows a saving throw. The ally must …
While you are using Impaling Critical to impale an opponent, and you are still holding onto that weapon, that opponent must succeed at a grapple combat maneuver check …
Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance …
Whenever you score a critical hit with a melee attack, you can push your opponent back, in addition to the normal damage dealt by the attack. If your …
You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush …
You gain a bonus equal to half your tier on checks to bull rush, and to your CMD when an opponent bull rushes you. These bonuses stack with …
When using the Ki Throw feat, you may throw your target into any square you threaten that is occupied by another creature. Make a bull rush combat maneuver …
On your turn, you can perform a single bull rush combat maneuver in place of one of your melee attacks. You must choose the melee attack with the …
While raging, when you attempt a bull rush combat maneuver, you can spend 1 additional round of your rage as a swift action to add your Constitution bonus …
Whenever an opponent that is adjacent to you fails to penetrate your DR with a melee attack, you can spend an immediate action to attempt a bull rush …
On a successful unarmed trip combat maneuver against an opponent your size or smaller, you can spend a swift action to attempt a bull rush combat maneuver against …
When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in …
Whenever you make an attack, you can choose to replace that attack with a called shot. You can make multiple called shots in a single round. Each additional …
Non-mythic creatures that take damage from your channel energy must roll their saving throws twice and take the lower result.
When using Improved Channel Force, you can affect all creatures in a 30-foot-radius burst.
When counterspelling, you can use a spell of the same school that is the same or higher spell level as the target spell.
Whenever you successfully counter a spell, it returns back to its caster. This works exactly like the spell turning spell.
Your critical multiplier with your chosen weapon is increased by 1 (to a maximum of ×6).
When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that …
You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted by Improved Dirty Trick. Whenever you successfully perform …
You gain a bonus equal to half your tier on checks to attempt a dirty trick, and to your CMD when an opponent attempts to perform a dirty …
On your turn, you can perform a single dirty trick combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose …
While wielding two weapons, whenever you successfully use one weapon to disarm an opponent, you can spend a swift action to attack the opponent you attempted to disarm …
Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the attack. If your confirmation …
You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, …
You gain a bonus equal to half your tier on checks to disarm, and to your CMD when an opponent tries to disarm you. These bonuses stack with …
You receive a +2 bonus on checks made to drag a foe. This bonus stacks with the bonus granted by Improved Drag. Whenever you drag a foe, his …
You gain a bonus equal to half your tier on checks to attempt a drag combat maneuver, and to your CMD when an opponent attempts a drag combat …
On your turn, you can perform a single drag combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the …
Your detect magic spell-like ability is now constant. You may use your dancing lights, deeper darkness, faerie fire, feather fall, and levitate spell-like abilities …
You may use dispel magic, divine favor, and suggestion once per day as spell-like abilities. Your caster level is equal to your character level.
Select one of the following: dispel magic, divine favor, or suggestion. You may use this spell once per day as a spell-like ability. Your caster …
You gain an additional power from the bloodline you selected with the Eldritch Heritage feat. You gain a 15th-level (or lower) sorcerer bloodline power that you do not …
For every 3 tiers you possess, your familiar gains a +2 bonus to an ability score of your choice. These bonuses stack. Your familiar adds your tier to …
You gain a +2 bonus on feint checks made while wielding a weapon that deals fire damage. Anytime you successfully feint a creature while using such a weapon, …
If you successfully feint an opponent, you can trick that opponent into accepting a one-handed object you are holding instead of denying that opponent its Dexterity bonus to …
As a standard action, use Bluff to feint against an opponent. Instead of denying that opponent his Dexterity bonus to AC, a successful feint allows you to move …
As a standard action, make a Bluff check against each opponent that currently threatens you. If you succeed against at least one opponent, you can move up to …
Whenever you use Disengaging Feint or Disengaging Flourish, you can make a single melee attack against one opponent you succeeded at feinting against. That opponent is denied his …
Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing …
While you have concealment, your opponents' miss chance against you increases by 10%. If an opponent misses you due to your concealment, you can spend an immediate action …
Whenever you make a successful Acrobatics check to move through an opponent's space, you can spend a swift action to make a Bluff check against that opponent to …
After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against that opponent.
As an immediate action while you are grappling an adjacent creature, you can make a grapple combat maneuver check against that creature to gain cover against a single …
When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, you can forgo any other Stunning Fist effect to deal 1d6 …
While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat maneuver with a –5 penalty on the check. …
You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, …
You gain a bonus equal to half your tier on checks to grapple, and to your CMD when an opponent tries to grapple you. These bonuses stack with …
If you have an opponent your size or smaller helpless or pinned, after you initiate or maintain a grapple, you can make a Stunning Fist attempt at a …
While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent nonlethal damage using an unarmed strike or a light …
While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent damage using an unarmed strike or a light or …
Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check.
While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent …
While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC increases to +2, and your enemies take a –4 penalty …
Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to the creature you are …
Whenever you pin an opponent, you can spend a swift action to make a Stunning Fist attempt against that opponent.
The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus from Improved Initiative. In addition, …
When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you …
You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke …
You gain a bonus equal to half your tier on checks to overrun, and to your CMD when an opponent tries to overrun you. These bonuses stack with …
As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not …
Whenever you rend an opponent, you deal 1d6 bleed damage to that opponent. This is an addition to the effects of the rend.
You receive a +2 bonus on checks made to reposition a foe. This bonus stacks with the bonus granted by Improved Reposition. Whenever you reposition a foe, his …
You gain a bonus equal to half your tier on checks to attempt a reposition combat maneuver, and to your CMD when an opponent attempts to perform a …
On your turn, you can perform a single reposition combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the …
Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free …
You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage …
Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This …
Whenever you make an attack of opportunity using a ranged weapon and hit, you gain a +2 bonus on the damage roll and a +2 bonus on rolls …
You receive a +2 bonus on checks made to steal an item from a foe. This bonus stacks with the bonus granted by Improved Steal. If you successfully …
You gain a bonus equal to half your tier on checks to attempt a steal combat maneuver, and to your CMD when an opponent attempts a steal combat …
On your turn, you can perform a single steal combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the …
You gain stone tell as a spell-like ability usable once per day with a caster level equal to twice your tier.
You gain tremorsense to a range of 10 feet.
You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a …
You gain a bonus equal to half your tier on checks to sunder, and to your CMD when an opponent tries to sunder an object used by you. …
Whenever you score a critical hit with a melee attack, you can sunder your opponent's weapon, in addition to the normal damage dealt by the attack. If your …
After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against that opponent.
Whenever an opponent successfully trips you, you can attempt to trip that opponent as an immediate action.
You can trip a creature of the giant subtype no matter its size. While you are using Earth Child Style, when a prone creature of the giant subtype …
You can trip a creature of the giant subtype of up to Huge size. While using Earth Child Style, you add your Wisdom bonus on combat maneuver checks …
When you break an opponent's grapple with a combat maneuver check or Escape Artist check, you can spend a swift action to make a trip attempt against that …
If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you hit an opponent, you …
You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, …
You gain a bonus equal to half your tier on checks to trip, and to your CMD when an opponent tries to trip you. These bonuses stack with …
On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any square you threaten rather than its own …
Whenever you score a critical hit with a melee attack, you can move your opponent, in addition to the normal damage dealt by the attack. If your confirmation …
On a successful unarmed trip combat maneuver against an opponent your size or smaller, you can spend a swift action to attempt a bull rush combat maneuver against …
You treat quarterstaves as if they had the trip special feature.
Whenever you score a critical hit with a melee attack, you can trip your opponent, in addition to the normal damage dealt by the attack. If your confirmation …
As a full-round action, while wielding a quarterstaff two-handed, you can attempt a trip combat maneuver against each enemy adjacent to you.
You get a third attack with your off-hand weapon, albeit at a –10 penalty.
While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent. If you successfully …
If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. …
As a swift action, you can apply one dose of contact or injury poison to two body parts that you use for unarmed strikes. You must still protect …
After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against that opponent.
You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on Intimidate checks to demoralize opponents. While …
You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent's flesh, once per round at …
You can deal bludgeoning damage or slashing damage with your unarmed strikes—changing damage type is a free action. While using this style, once per round when you hit …
As an immediate action while you are grappling an adjacent creature, you can make a grapple combat maneuver check against that creature to gain cover against a single …
When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, you can forgo any other Stunning Fist effect to deal 1d6 …
While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat maneuver with a –5 penalty on the check. …
As a full-round action, you can make a single unarmed strike against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe. If that attack is a critical hit, …
You can switch your style as a free action. At the start of combat, pick one of your styles. You start the combat in that style, even in …
You take only a Ð1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent's attack, you can make an attack of …
You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an …
Once per round, when fighting defensively with at least one hand free, you can designate one melee attack being made against you before the roll is made. You …
When you attack with an unarmed strike and hit a creature that you can harm with your lay on hands or touch of corruption feature, you can use …
You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target's AC by an amount equal to …
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a …
If you have dispel magic prepared or can cast it spontaneously, you can cast it as a swift action after hitting an opponent with an unarmed strike. Treat …
While using Djinni Style, as a standard action you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to surround yourself with a whirlwind of electrified …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Djinni Style, you gain electricity resistance equal to your base attack bonus …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While you are in this style you must use Elemental Fist to deal electricity …
When you gain this feat, choose one domain-granted power that you can use to affect no more than one opponent. If you make a successful unarmed strike against …
While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical hit or a successful …
You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a concussive …
While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, …
You can trip a creature of the giant subtype no matter its size. While you are using Earth Child Style, when a prone creature of the giant subtype …
While using this style, your defensive training dodge bonus to AC increases to +6. Further, against creatures of the giant subtype, you can add your Wisdom bonus on …
You can trip a creature of the giant subtype of up to Huge size. While using Earth Child Style, you add your Wisdom bonus on combat maneuver checks …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Efreeti Style, you gain fire resistance equal to your base attack bonus …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using this style and Elemental Fist to deal fire damage, you gain a …
While using Efreeti Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 15-foot cone-shaped burst of flame. …
When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 …
When you successfully use your elusive target class feature to avoid taking damage, you can spend an immediate action and an additional point from your ki pool to …
Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as …
As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from Scorpion Style). If the attack hits, you deal …
You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, …
When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful unarmed strike against an …
You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. …
You can add half your tier to your damage with unarmed strikes. As a swift action, you can expend one use of mythic power to overcome the hardness …
While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of a charge and make an unarmed …
While using this style, you take only a –1 penalty to AC for charging. Further, opponents that flank you gain only a +1 bonus on attack rolls against …
While you are using the Janni Style feat, whenever you make an unarmed attack and hit an opponent, you gain a +4 bonus on checks made to bull …
When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, instead of imparting any other Stunning Fist effect, you can cripple …
On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any square you threaten rather than its own …
Whenever you make a Knowledge check to identify a creature, even when using Kirin Style, you can take 10 even if stress and distractions would normally prevent you …
You gain a +2 insight bonus on Knowledge checks made to identify creatures, including the one Kirin Style allows. While using Kirin Style against a creature you have …
While using this style, you can spend a swift action to make a Knowledge check to identify a single creature (DC 15 + the creature's CR for this …
When you use your unarmed strike to deal nonlethal damage and sneak attack damage to an opponent denied his Dexterity bonus to AC, you gain a +1 bonus …
You gain one additional Stunning Fist attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your Stunning …
You gain one additional Stunning Fist attempt per day. While using Mantis Style, you make an unarmed attack that expends two daily attempts of your Stunning Fist. If …
Treat half your levels in classes other than monk as monk levels for determining effects you can apply to a target of your Stunning Fist per the Stunning …
While using Marid Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 30-foot line of frigid water. …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Marid Style, you gain cold resistance equal to your base attack bonus, …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using this style and Elemental Fist to deal cold damage, you gain a …
Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus …
Add half the levels you have in classes other than monk to your monk level to determine your effective monk level for your base unarmed strike damage. This …
While using Monkey Style, you gain a Wisdom bonus on Climb checks. You can also can climb and crawl at half your speed; you can take a 5-foot …
While using Monkey Style, if you successfully deliver a Stunning Fist attempt, in addition to the normal effect of Stunning Fist, you can spend a free action to …
You add your Wisdom bonus on Acrobatics checks. While using this style, you take no penalty on melee attack rolls or to AC while prone. Further, you can …
If you have an opponent your size or smaller helpless or pinned, after you initiate or maintain a grapple, you can make a Stunning Fist attempt at a …
While fighting within an area of magical darkness, you gain a +2 bonus on damage rolls with unarmed strikes, or a +4 bonus against opponents that are shaken, …
While a faerie fire you have cast (not one cast from a spell completion or spell trigger item) outlines an opponent, the DC for that opponent to resist …
By spending a full-round action to cast darkness, you can also make Intimidate checks to demoralize all foes in the spell's initial area.
While using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory unarmed strike. You can make a number of …
While using Panther Style, your retaliatory unarmed strikes are resolved before the triggering attacks. If your retaliatory unarmed strike deals damage to an opponent, that opponent takes a …
While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make …
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of …
While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent nonlethal damage using an unarmed strike or a light …
While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent damage using an unarmed strike or a light or …
When you use Adder Strike, you can instead poison up to two blowgun darts that you can then use to strike your opponent in melee. (Drawing such darts …
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the …
Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check.
When you gain this feat, choose one revelation that you can use to affect no more than one opponent. If you make a successful unarmed strike against an …
When you gain this feat, choose one arcane school power that you can use to affect no more than one opponent. If you make a successful unarmed strike …
To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base …
While using the Shaitan Style feat, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 20-foot column of …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using the Shaitan Style feat, you gain acid resistance equal to your base …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using the Shaitan Style and Elemental Fist feats to deal acid damage, you …
While using the Snake Style feat, when an opponent's attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this …
You gain a +4 bonus to CMD against trip combat maneuvers and on Acrobatics checks and saving throws to avoid being knocked prone. While using the Snake Style …
You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent …
While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent …
While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC increases to +2, and your enemies take a –4 penalty …
While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.
When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack …
When you gain this feat, you choose one bloodline power that you can use to affect a single opponent. If you make a successful unarmed strike against an …
On a successful unarmed trip combat maneuver against an opponent your size or smaller, you can spend a swift action to attempt a bull rush combat maneuver against …
Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to the creature you are …
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe …
Whenever you pin an opponent, you can spend a swift action to make a Stunning Fist attempt against that opponent.
While you are using the Tiger Style feat and have both hands free, you can use a full-round action to make a single unarmed strike with both hands. …
While using the Tiger Style feat, you can apply the penalty from Power Attack to your AC instead of attack rolls. Additionally, once per round as a swift …
While using this style, you gain a +2 bonus to your CMD against bull rush, overrun, and trip maneuvers. You can also deal slashing damage with your unarmed …
Your unarmed strike deals damage as if you were one size category larger. You also gain a +1 bonus for each size category that your target is larger …
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the …
Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the …
You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further, you gain the ability to …
Your nonproficiency penalty with weapons, armor, and shields is halved. In addition, the bonus on all skill checks for skills you have no ranks in increases to +4 …
You gain an extra use per day of your Defiant Luck ability. You can also use your Inexplicable Luck ability to grant an ally that can see and …
When you use Scorching Weapons, on your turn as a free action, you may create an aura of heat that lasts for 1 round. This aura deals 1d6 …
You gain a bonus on Intimidate checks equal to your tier against non-mythic creatures, or half your tier against mythic creatures. If you also have the Persuasive (mythic) …
Once per day as a standard action, you may attempt a new saving throw against a harmful condition requiring a Will save that is affecting you. If you …
Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even …
Whenever you roll a Will saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the higher result.
You can use the surge ability once per day (adding 1d6). If you are or become mythic, you can use your surge one additional time per day.
When you are at 0 or fewer hit points, you do not lose 1 hit point when you take an action.
Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.
While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of a charge and make an unarmed …
While you are using the Janni Style feat, whenever you make an unarmed attack and hit an opponent, you gain a +4 bonus on checks made to bull …
While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of a charge and make an unarmed …
When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, you can forgo any other Stunning Fist effect to deal 1d6 …
If you have an opponent your size or smaller helpless or pinned, after you initiate or maintain a grapple, you can make a Stunning Fist attempt at a …
You receive a +4 bonus on Perception checks to detect creatures with the shaken, frightened, or panicked conditions using scent. You can substitute your Perception skill for Sense …
After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against that opponent.
When using the Ki Throw feat, you may throw your target into any square you threaten that is occupied by another creature. Make a bull rush combat maneuver …
On a successful unarmed trip combat maneuver against an opponent your size or smaller, you can spend a swift action to attempt a bull rush combat maneuver against …
Whenever you make a Knowledge check to identify a creature, even when using Kirin Style, you can take 10 even if stress and distractions would normally prevent you …
Whenever you make a Knowledge check to identify a creature, even when using Kirin Style, you can take 10 even if stress and distractions would normally prevent you …
You gain a +2 insight bonus on Knowledge checks made to identify creatures, including the one Kirin Style allows. While using Kirin Style against a creature you have …
When you use your unarmed strike to deal nonlethal damage and sneak attack damage to an opponent, roll d8s for each sneak attack die instead of d6s.
Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even …
Whenever you roll a Reflex saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the higher result.
When you use Lucky Halfling, add your tier as a bonus on the saving throw. You can expend one use of mythic power when an ally uses your …
Whenever you use Lunge and hit a creature with the melee attack, you no longer take a –2 penalty to AC against that creature. You can expend one …
The bonus on Spellcraft and Use Magic Device skill checks from Magical Aptitude increases by 2. In addition, you can expend one use of mythic power to treat …
You gain one additional Stunning Fist attempt per day. While using Mantis Style, you make an unarmed attack that expends two daily attempts of your Stunning Fist. If …
Treat half your levels in classes other than monk as monk levels for determining effects you can apply to a target of your Stunning Fist per the Stunning …
You gain one additional Stunning Fist attempt per day. While using Mantis Style, you make an unarmed attack that expends two daily attempts of your Stunning Fist. If …
When making a full-attack action with a bow and using Manyshot, you fire two arrows with both your first and second attacks, instead of just your first attack.
While using Marid Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 30-foot line of frigid water. …
While using Marid Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 30-foot line of frigid water. …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Marid Style, you gain cold resistance equal to your base attack bonus, …
Each combat feat you have that applies to a specific weapon (e.g., Weapon Focus) can be used with all weapons in the same weapon group.
As a full-round action, you can make a single unarmed strike against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe. If that attack is a critical hit, …
You may forgo the two additional unarmed strikes of Medusa's Wrath to instead make a single unarmed strike at your highest base attack bonus. If you successfully hit …
Choose one spell that you know of 5th level or lower. You may cast that spell twice per day as a spell-like ability. The caster level for this …
When using Missile Shield, you can deflect an additional number of ranged attacks per round equal to half your tier. You can expend one use of mythic power …
You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with a ranged touch attack …
As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until …
As long as you have at least 1 grit point, you do not provoke attacks of opportunity when shooting or reloading a firearm.
Whenever you use Disengaging Feint or Disengaging Flourish, you can make a single melee attack against one opponent you succeeded at feinting against. That opponent is denied his …
If you have at least one ki in your ki pool, when you move you do not provoke attacks of opportunity when leaving the first square of that …
After sidestepping an opponent's missed attack using the Sidestep feat, you may still take a 5-foot step during your next turn, or you may move up to your …
If you are tripped, you can spend an immediate action to move 5 feet without provoking an attack of opportunity. This does not count as taking a 5-foot …
You gain a +2 bonus on Acrobatics checks made to jump. As a full-round action, you can move up to your speed and make firearm attacks at your …
Whenever you use Mobility, you gain a +6 dodge bonus to AC instead of the normal +4. In addition, once per round when an attack of opportunity provoked …
Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.
Whenever you make a successful Acrobatics check to move through an opponent's space, you can spend a swift action to make a Bluff check against that opponent to …
As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
Whenever an opponent misses you with a melee attack, you may move 5 feet as an immediate action so long as you remain within that opponent's threatened area. …
As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your …
When you successfully make an Acrobatics check to avoid provoking an attack of opportunity from a larger opponent when you move through its threatened area or its space, …
You receive a +4 dodge bonus on Acrobatics checks to move past opponents without provoking attacks of opportunity, so long as they are larger than you. In addition, …
When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent …
Add half the levels you have in classes other than monk to your monk level to determine your effective monk level for your AC bonus. As a free …
While using Monkey Style, if you successfully deliver a Stunning Fist attempt, in addition to the normal effect of Stunning Fist, you can spend a free action to …
While using Monkey Style, you gain a Wisdom bonus on Climb checks. You can also can climb and crawl at half your speed; you can take a 5-foot …
While using Monkey Style, if you successfully deliver a Stunning Fist attempt, in addition to the normal effect of Stunning Fist, you can spend a free action to …
Once per round, against an opponent from whom you have concealment, you can spend a swift action to make a Bluff check to feint.
While you have concealment, your opponents' miss chance against you increases by 10%. If an opponent misses you due to your concealment, you can spend an immediate action …
While you have concealment, your opponents' miss chance against you increases by 10%. If an opponent misses you due to your concealment, you can spend an immediate action …
When using the Ride skill to use your mount as cover, you can still make a single ranged weapon attack as a standard action. While your mount is …
You and your mount can overlap the space of mounts whose riders have this feat, although no more than two creatures can share any one square. Further, you …
The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead …
You can negate an additional number of hits against your mount per round equal to your tier. Once per round as an immediate action, you can expend one …
You may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your mount's AC. In addition, you may add this …
If your mount moves its speed or less, you can still take a full-attack action.
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line …
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you …
While wearing light or no armor, you do not need to make Ride skill checks for any task listed in the Ride skill with a DC of 15 …
When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in …
Your mount is always considered to have a running start when using Acrobatics to jump. You can expend one use of mythic power to grant your mount a …
When you're using wild shape, you can use spell completion and spell trigger magic items that were on your person when you changed form. You don't need to …
You can treat a net as a one-handed ranged weapon, allowing you to wield a light or one-handed melee weapon and still make ranged attacks with your net. …
In melee, you can use a net to trip or disarm opponents instead of entangling them. You gain a +2 bonus on disarm checks made to use a …
In place of one of your melee attacks, you can use your net to attempt a dirty trick combat maneuver to blind an opponent (Advance Player's Guide …
In place of one of your melee attacks, you can use your net to attempt a dirty trick combat maneuver to blind an opponent (Advance Player's Guide …
While a faerie fire you have cast (not one cast from a spell completion or spell trigger item) outlines an opponent, the DC for that opponent to resist …
By spending a full-round action to cast darkness, you can also make Intimidate checks to demoralize all foes in the spell's initial area.
While a faerie fire you have cast (not one cast from a spell completion or spell trigger item) outlines an opponent, the DC for that opponent to resist …
Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack …
If you have at least one ki in your ki pool, when you move you do not provoke attacks of opportunity when leaving the first square of that …
You can ignore the effects of difficult terrain in natural environments, as if it were normal terrain.
You can move at full speed even through thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, even if those areas confer the …
For every 2 tiers you possess, you can move through up to 5 feet of difficult terrain each round as if it were normal terrain (minimum 5 feet). …
When you make a charge, you can make a full attack with your claws.
This functions as Goblin Cleaver, but your additional attacks can be made against creatures one size category larger than you or smaller. In addition, any such attacks made …
You gain the earth glide universal monster ability and can use it to travel at your full base speed through sand, dirt, clay, gravel, or similar materials. If …
While using Panther Style, your retaliatory unarmed strikes are resolved before the triggering attacks. If your retaliatory unarmed strike deals damage to an opponent, that opponent takes a …
While using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory unarmed strike. You can make a number of …
While using Panther Style, your retaliatory unarmed strikes are resolved before the triggering attacks. If your retaliatory unarmed strike deals damage to an opponent, that opponent takes a …
Your attacks with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a …
When using Penetrating Strike or Greater Penetrating Strike, you can ignore an additional point of damage reduction for every 3 tiers you posses. Additionally, the effects apply to …
When you succeed at a Diplomacy check to change a creature's attitude, you can draw a weapon and make a single melee attack against that creature as an …
The bonus on Diplomacy and Intimidate skill checks granted by Persuasive increases by 2. In addition, you can expend one use of mythic power to treat a Diplomacy …
When using the Diplomacy skill to make a request or change a creature's attitude, you can use verbal misdirection. To do so, make a Bluff check against that …
You can use this feat even if you move this round, but only if the distance you move is equal to or less than 5 feet per tier.
When using a sling or sling staff, you reduce your penalty on ranged attack rolls due to range by 2. Point-Blank Shot's damage bonus applies within the first …
You can use the charge rules to make a thrown weapon attack. All the parameters of a charge apply, except that you must only move closer to your …
When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent's damage reduction.
The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a …
If you ready an action to shoot an opponent casting a spell within 30 feet and successfully hit that opponent with a ranged attack, the concentration DC to …
You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.
You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 …
Whenever you make an attack of opportunity using a ranged weapon and hit, you gain a +2 bonus on the damage roll and a +2 bonus on rolls …
Whenever you score a critical hit with a ranged attack, in addition to the normal damage your attack deals, if your confirmation roll exceeds your opponent's CMD, you …
When you use Charging Hurler, your target can be at any range up to your weapon's maximum range. If your target is within 30 feet, you gain a …
Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total …
You threaten an additional 10 feet with Snap Shot.
When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) …
Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.
As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not …
The bonus on attack and damage rolls granted by Point-Blank Shot increases to +2. As a swift action, you can expend one use of mythic power to gain …
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using …
As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged …
When you use the Two-Weapon Fighting feat while wielding a melee weapon and a crossbow or firearm, your attacks with the crossbow or firearm provoke no attacks of …
When an ally who also has this feat makes a ranged attack and hits an opponent within 30 feet of you, you can spend an immediate action to …
You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee …
Whenever you score a critical hit with a melee attack, you can push your opponent back, in addition to the normal damage dealt by the attack. If your …
When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you …
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally …
When using Cleave or Great Cleave, if your initial attack hits, you may take a single 5-foot step as a free action before making your additional attacks. If …
If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack …
You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 …
Against a creature of size Large or larger, you can make a single melee attack as a full-round action, gaining a +4 bonus on the attack roll, damage …
Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. …
If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you hit an opponent, you …
When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on …
This functions as Goblin Cleaver, but your additional attacks can be made against creatures one size category larger than you or smaller. In addition, any such attacks made …
When using Cleave or Great Cleave, if your initial attack hits, you may take your additional attacks against any creature smaller than you that you threaten; your targets …
As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally …
You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush …
You receive a +2 bonus on checks made to drag a foe. This bonus stacks with the bonus granted by Improved Drag. Whenever you drag a foe, his …
You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke …
You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a …
You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush …
You can use Cleaving Finish any number of times per round.
You do not provoke an attack of opportunity when performing a drag combat maneuver. In addition, you receive a +2 bonus on checks made to drag a foe. …
You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. …
You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. …
When using Great Cleave, each opponent you attack on your turn (other than the first) is denied his Dexterity bonus against you.
This feat functions as Goblin Cleaver, but your additional attacks can be made against creatures your size or smaller. In addition, any such attacks that you make against …
When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points …
When you hit a creature your size or smaller with a two-handed weapon attack modified by the Power Attack feat, you can choose to push the target 5 …
On your turn, you can perform a single bull rush combat maneuver in place of one of your melee attacks. You must choose the melee attack with the …
On your turn, you can perform a single drag combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the …
While raging and using Power Attack, you can spend 3 additional rounds of your rage as a swift action to add your Constitution bonus on damage rolls for …
While raging, when you attempt a bull rush combat maneuver, you can spend 1 additional round of your rage as a swift action to add your Constitution bonus …
Whenever an opponent that is adjacent to you fails to penetrate your DR with a melee attack, you can spend an immediate action to attempt a bull rush …
When you take a full-attack action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 shield bonus to AC …
When you attack an inanimate, unattended object, you ignore the first 5 points of its hardness. You also receive a +5 bonus on Strength checks made to knock …
You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to stun targets you hit with your melee attacks for 1 …
Whenever you score a critical hit with a melee attack, you can sunder your opponent's weapon, in addition to the normal damage dealt by the attack. If your …
When using Cleave or Great Cleave, the second foe you attack on your turn is denied its Dexterity bonus against you.
While using the Tiger Style feat, you can apply the penalty from Power Attack to your AC instead of attack rolls. Additionally, once per round as a swift …
You can attempt to disarm a trap by striking it with a melee weapon instead of making a Disable Device check. As a full-round action, make a melee …
When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in …
You can apply the giant simple template (quick rules version, from Pathfinder RPG Bestiary 295) to any form you take with wild shape. This replaces the benefit from …
When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent's damage reduction.
You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.
As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 …
Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total …
As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not …
You can use Prophetic Visionary's augury ability at will, spending 10 minutes in a deep trance each time. Your chance of a successful augury increases by 1% per …
When you succeed at a Diplomacy check to change a creature's attitude, you can draw a weapon and make a single melee attack against that creature as an …
You can use Quick Draw to draw items of any kind, not just weapons, provided they are stored or concealed on your person. As a move action, you …
You can draw two potions or other beverages—mundane or magical—from a pouch, bandolier, or similar holder (but not from a backpack) as a move action. As a standard …
You gain a single racial trait of your choice from the race you picked when you took non-mythic Racial Heritage. That racial trait can't modify your size or …
The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a …
You gain the benefits of Rapid Reload with all crossbows and firearms, not just the one you originally chose when you gained that feat. As a swift action, …
The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a …
Whenever you make an attack of opportunity using a ranged weapon and hit, you gain a +2 bonus on the damage roll and a +2 bonus on rolls …
You threaten an additional 10 feet with Snap Shot.
When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) …
When using Rapid Shot, you can either ignore the feat's –2 penalty on attack rolls or make two additional attacks instead of one.
While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged …
When adjacent to an opponent and making a full-attack action with a longbow or shortbow (including composite bows), you may choose to make a melee attack against that …
When you use the Two-Weapon Fighting feat while wielding a melee weapon and a crossbow or firearm, your attacks with the crossbow or firearm provoke no attacks of …
Whenever you rend an opponent, you deal 1d6 bleed damage to that opponent. This is an addition to the effects of the rend.
Whenever you successfully rend an opponent, you deal an extra 1d6 damage. This damage is not multiplied on a critical hit.
When you successfully use Rhetorical Flourish against a non-mythic creature, the bonus on your Diplomacy check increases by your tier. If the target is a mythic creature, you …
When you successfully strike an opponent as part of a Ride-By Attack, you can continue to make attacks against successive targets. You can make one additional attack per …
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
Your mount is always considered to have a running start when using Acrobatics to jump. You can expend one use of mythic power to grant your mount a …
When running, you move seven times your normal speed if wearing medium, light, or no armor and carrying no more than a medium load, or six times your …
Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal …
The shield bonus you grant an ally with Saving Shield increases to +3. If you use Saving Shield to successfully negate an attack against an adjacent ally, you …
When you use Scorching Weapons, on your turn as a free action, you may create an aura of heat that lasts for 1 round. This aura deals 1d6 …
Your bonus on saves against fire attacks and spells with the fire descriptor or light descriptor increases to +4. When you use Scorching Weapons, the affected weapons deal …
As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from Scorpion Style). If the attack hits, you deal …
Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus …
Whenever you are using Scorpion Style, you add your tier to the number of rounds the target's base land speed is reduced. You can expend one use of …
When you reroll a missed attack using the Second Chance feat, you can still make the rest of your attacks that turn, albeit at a –5 penalty to …
You are not considered elven or human for the purpose of harmful spells or effects based on your type, like a bane weapon or a ranger's favored enemy …
You can use a standard action to touch an ally and expend one of your daily uses of channel energy to create a repository of positive energy within …
When you channel energy, the damage you heal or deal increases by a number of points equal to twice the number of targets you excluded from your channeled …
The bonus on Heal and Survival skill checks from Self-Sufficient increases by 2. In addition, you can expend one use of mythic power to treat a Heal or …
While using the Shaitan Style feat, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 20-foot column of …
While using the Shaitan Style feat, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 20-foot column of …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using the Shaitan Style feat, you gain acid resistance equal to your base …
You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. You do …
As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you …
An opponent you affect with Shatter Defenses is flat-footed to all attacks, not just yours.
When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against all attacks to an …
Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.
Choose one type of shield (buckler, light, heavy, or tower shield) for which you possess the Shield Specialization feat. With the selected shield, you gain a +2 bonus …
You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an attack from a …
You may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your mount's AC. In addition, you may add this …
Add your shield bonus and your shield's enhancement bonus to your touch AC. As an immediate action, you can expend one use of mythic power to add your …
Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation …
Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free …
Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.
When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must …
Increase the AC bonus granted by any shield you are using by 1.
You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage …
Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This …
Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending …
When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills.
You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage …
When using Shield Slam to bull rush, an opponent knocked prone because of an intervening wall or other surface also takes damage from the collision. The damage dealt …
Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.
Whenever you use Shot on the Run, you can make two ranged attacks at your highest base attack bonus at any point during your movement, instead of just …
After sidestepping an opponent's missed attack using the Sidestep feat, you may still take a 5-foot step during your next turn, or you may move up to your …
You take no size penalty for aiming a direct-fire siege weapon larger than yourself. If you operate an indirect-fire siege weapon and miss, you misdirect fire by 1 …
You can always take 10 or 20 on checks with your choice of skill for Skill Focus, even when you are rushed or threatened.
Your strix racial fly speed increases to 60 feet (average). You ignore the wing-clipped trait's Fly check requirement to fly upward.
While using the Snake Style feat, when an opponent's attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this …
While using the Snake Style feat, when an opponent's attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this …
You gain a +4 bonus to CMD against trip combat maneuvers and on Acrobatics checks and saving throws to avoid being knocked prone. While using the Snake Style …
Whenever you make an attack of opportunity using a ranged weapon and hit, you gain a +2 bonus on the damage roll and a +2 bonus on rolls …
You threaten an additional 10 feet with Snap Shot.
When you use the Two-Weapon Fighting feat while wielding a melee weapon and a crossbow or firearm, your attacks with the crossbow or firearm provoke no attacks of …
While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC increases to +2, and your enemies take a –4 penalty …
While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent …
While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC increases to +2, and your enemies take a –4 penalty …
When you use Snatch Arrows to catch a thrown weapon that can also be used as a melee weapon, you can make a melee attack with it as …
You grant and benefit from the +2 bonus on Diplomacy checks from Sociable constantly without having to spend a move action. You can spend a move action to …
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
You gain a +2 bonus on caster level checks with divinations to overcome spell resistance or effects that impede divination (for example, nondetection). When using a divination …
Non-mythic creatures can't identify your illusion spells with Spellcraft, including checks attempted as part of arcane sight, detect magic, or similar effects. When mythic creatures attempt …
Creatures you summon gain the ferocity universal monster ability.
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
By sacrificing a prepared spell of the same or higher level than your specialized spell, you may spontaneously cast your specialized spell. The specialized spell is treated as …
Creatures you summon shed light as a light spell. They are immune to confusion and sleep effects, and their natural weapons are treated as silver for the purposes …
Add “human skeleton” to the list of creatures you can summon with summon monster I and “human skeletal champion” to the list of creatures you can summon with …
Choose a school of magic you already have Spell Focus in. The bonus to save DCs provided by Spell Focus and Greater Spell Focus for that school increases …
Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of …
Creatures you summon gain the Blind-Fight feat, a +5 bonus to Perception and Stealth checks in dim light or darkness, and their natural weapons are treated as cold …
Creatures that you summon shed light as a light spell. They are immune to blinding or dazzling effects, and their natural weapons are treated as magical for overcoming …
The DC of caster level checks to dispel or remove your transmutations increases by 2; even if the spell is negated, its effects persist for 1 additional round …
A thanatopic spell pierces defenses and immunities that protect against death effects, negative levels, and energy drain, affecting the target as if the protective barrier did not exist.
…
This feat only works on mind-affecting spells. A threnodic spell affects undead creatures (even mindless undead) as if they weren't immune to mind-affecting effects, but has no effect …
When you cast animate dead or use the Command Undead feat, you are considered to be four levels higher when determining the number of Hit Dice you animate. …
You can prepare spells you have selected with Spell Mastery as a full-round action. You must spend the appropriate amount of time preparing other spells you have not …
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell …
Add half your tier to caster level checks to overcome spell resistance. If you have Greater Spell Penetration, add your full tier instead.
By sacrificing a prepared spell of the same or higher level than your specialized spell, you may spontaneously cast your specialized spell. The specialized spell is treated as …
You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with a ranged touch attack …
As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power (Ultimate Combat 28). You may …
Any non-mythic creature you threaten provokes an attack of opportunity from you whenever it uses a spell or spell-like ability, even when casting defensively or casting a quickened …
Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity, even if casting defensively or using a supernatural …
As a move action, you can air walk (as the spell) up to half your slow fall distance, maximum 50 feet. You must reach a solid, level surface …
When you hit an opponent with a mounted charge, that opponent must succeed at a Fortitude saving throw (DC 10 + 1/2 your character level + your Str …
When you use one of your major hexes (not a grand hex) that targets a creature, you can choose another creature within 30 feet of the first target …
You can change which spell your Spontaneous Metafocus feat applies to each morning when you restore your expended spell slots. The spell it applies to can be of …
When you use Spring Attack, you don't need to move at least 10 feet before making the first attack. If you expend one use of mythic power when …
When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent …
Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this …
Double the DR you gain from Stalwart, to a maximum of DR 10/—.
The bonus on Escape Artist and Stealth skill checks from Stealthy increases by 2. In addition, you can expend one use of mythic power to treat an Escape …
When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next …
When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest …
You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. You do …
You gain the earth glide universal monster ability and can use it to travel at your full base speed through sand, dirt, clay, gravel, or similar materials. If …
This functions as Goblin Cleaver, but your additional attacks can be made against creatures one size category larger than you or smaller. In addition, any such attacks made …
When you make a melee attack as a readied action against a foe outside your melee reach, you can take a 5-foot step toward that foe. If you …
Whenever you're allowed to reroll an ability check, a skill check, or a saving throw, roll two dice and take the higher result, before adding the bonus from …
When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, you can forgo any other Stunning Fist effect to deal 1d6 …
You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target's AC by an amount equal to …
While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical hit or a successful …
You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a concussive …
You can trip a creature of the giant subtype no matter its size. While you are using Earth Child Style, when a prone creature of the giant subtype …
When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, instead of imparting any other Stunning Fist effect, you can cripple …
You gain one additional Stunning Fist attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your Stunning …
You gain one additional Stunning Fist attempt per day. While using Mantis Style, you make an unarmed attack that expends two daily attempts of your Stunning Fist. If …
Treat half your levels in classes other than monk as monk levels for determining effects you can apply to a target of your Stunning Fist per the Stunning …
While using Monkey Style, if you successfully deliver a Stunning Fist attempt, in addition to the normal effect of Stunning Fist, you can spend a free action to …
If you have an opponent your size or smaller helpless or pinned, after you initiate or maintain a grapple, you can make a Stunning Fist attempt at a …
While a faerie fire you have cast (not one cast from a spell completion or spell trigger item) outlines an opponent, the DC for that opponent to resist …
The DC of your Stunning Fist increases by half your tier, and you can use Stunning Fist multiple times during the same round. As a free action, you …
Whenever you pin an opponent, you can spend a swift action to make a Stunning Fist attempt against that opponent.
When using Great Cleave, each opponent you attack on your turn (other than the first) is denied his Dexterity bonus against you.
When you use Dazzling Display, in addition to its normal effects, you can use it to spur allies within 30 feet as if you had used the Taskmaster …
Once per day, you can take the form of a Large black bird resembling a raven, granting you a fly speed of 60 feet (good maneuverability), a +4 …
While raging, you can throw a two-handed weapon as a standard action, and you double the range increment for weapons you throw. If you also have the Quick …
Whenever your splash weapon misses and the misdirection roll indicates it lands in a square occupied by a creature, you may make an attack roll (at a –5 …
You gain a +2 bonus on attack rolls and damage rolls made using an improvised thrown weapon or splash weapon. This bonus stacks with the bonus from the …
While using the Tiger Style feat, you can apply the penalty from Power Attack to your AC instead of attack rolls. Additionally, once per round as a swift …
While you are using the Tiger Style feat and have both hands free, you can use a full-round action to make a single unarmed strike with both hands. …
While using the Tiger Style feat, you can apply the penalty from Power Attack to your AC instead of attack rolls. Additionally, once per round as a swift …
When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures.
As a move action, you can leave a gap in your defenses for one adjacent opponent to use. If the opponent attacks you on its next turn, it …
Toughness provides you twice as many hit points. In addition, when you're below 0 hit points, you gain DR 10/epic. This DR stacks with any other DR/epic you …
Your mount can make two hoof attacks against an opponent you knock down with an overrun, instead of one. You can expend one use of mythic power when …
If your mount moves its speed or less, you can still take a full-attack action.
You add half your tier to CMD against trip maneuvers and on combat maneuver checks to trip with a quarterstaff. When you're wielding a quarterstaff and an opponent …
As a full-round action, while wielding a quarterstaff two-handed, you can attempt a trip combat maneuver against each enemy adjacent to you.
You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. You do …
When you use Turn Undead, the range increases by 10 feet per tier, and non-mythic undead take a penalty on their saving throws equal to your tier.
You …
You can trip a creature with the giant subtype of up to Huge size, and you gain a +2 bonus on damage rolls against creatures of the giant …
Whenever you deal an opponent extra damage with the Twin Thunders feat, that opponent is shaken for 1 round. You also force that opponent to succeed at a …
Whenever you deal an opponent extra damage with the Twin Thunders feat, that opponent is shaken for 1 round. You also force that opponent to succeed at a …
When using Two-Weapon Defense, you apply the highest enhancement bonus from your two weapons to the shield bonus granted by that feat.
Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free …
While wielding two weapons, whenever you successfully use one weapon to disarm an opponent, you can spend a swift action to attack the opponent you attempted to disarm …
You can apply your bane to a second weapon you are wielding. While your bane class feature is active, at the start of each of your turns as …
Add your Strength bonus to damage rolls made with your off-hand weapon.
You get a third attack with your off-hand weapon, albeit at a –10 penalty.
While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent. If you successfully …
In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.
You can treat a net as a one-handed ranged weapon, allowing you to wield a light or one-handed melee weapon and still make ranged attacks with your net. …
You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage …
Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This …
When you use the Two-Weapon Fighting feat while wielding a melee weapon and a crossbow or firearm, your attacks with the crossbow or firearm provoke no attacks of …
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting …
While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent.
As an immediate action, you can expend one use of mythic power to negate the penalties on attack rolls for two-weapon fighting for a number of rounds equal …
If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. …
The damage of your Two-Weapon Rend increases to 2d8 points plus twice your Strength modifier. You can expend one use of mythic power to gain a bonus on …
You may use dispel magic, divine favor, and suggestion once per day as spell-like abilities. Your caster level is equal to your character level.
When you cast animate dead or use the Command Undead feat, add your tier to your caster level when determining the number of Hit Dice of undead you …
When you successfully make an Acrobatics check to avoid provoking an attack of opportunity from a larger opponent when you move through its threatened area or its space, …
When you successfully bull rush an opponent off his mount with Unseat, your opponent takes 1d6 points of falling damage per 2 tiers you possess. Items or abilities …
Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a +2 bonus on each extra weapon damage dice roll those feats grant (+6 …
While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible …
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the …
Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a bonus on attack rolls to confirm a critical hit equal to the bonus …
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the …
Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a …
You gain a +1 bonus on all Bluff, Diplomacy, and Perform (oratory) skill checks for every 3 tiers you possess. This bonus stacks with the bonus from Voice …
You gain a bonus equal to half your tier both on initiative checks and on concentration checks to cast a spell or use a spell-like ability when casting …
When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your damage rolls. If you carry a shield, its armor check …
While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize …
As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you …
When you use the attack action, you can use a weapon with which you have Weapon Focus to make a single attack at your highest base attack bonus. …
Your attacks with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a …
You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further, you gain the ability to …
When you spend a swift action to make a performance combat check, you present the weapon in which you have Weapon Focus in a triumphant display. You gain …
You threaten an additional 10 feet with Snap Shot.
While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny …
Whenever you use Dazzling Display while your bane feature is active, you gain a +2 bonus on the Intimidate check that Dazzling Display allows against creatures of the …
Your attacks with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such …
If you have been prone since the end of your last turn, the penalty to your Armor Class against melee attacks made against you is reduced to -2. …
By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or …
Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks …
You can make melee attacks using your loaded sling, using that weapon's normal statistics but treating it as a flail. Using a sling in this way does not …
While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged …
When you make an attack with a weapon that you have Weapon Focus in, you take no penalty on the attack roll when you are attempting to make …
When you use Dazzling Display, in addition to its normal effects, you can use it to spur allies within 30 feet as if you had used the Taskmaster …
You treat quarterstaves as if they had the trip special feature.
As a full-round action, while wielding a quarterstaff two-handed, you can attempt a trip combat maneuver against each enemy adjacent to you.
Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus. As a swift action, you can expend one use of mythic power to gain …
You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when …
As a full-round action, while wielding a quarterstaff two-handed, you can attempt a trip combat maneuver against each enemy adjacent to you.
When using your chosen weapon, you gain a bonus equal to half your tier on damage rolls. This stacks with the bonus from Weapon Specialization and Greater Weapon …
You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further, you gain the ability to …
While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny …
If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
You can use your witch knife as an additional focus component for all your witch spells, not just your patron spells, adding 1 to their DC. This bonus …
Choose one of your revelations that has a number of uses per day. You gain 1 additional use per day of that revelation.
You gain spell resistance equal to 5 + your character level, as the curse interferes with all magic. Unlike most spell resistance, it can't …
You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from …
While using your smite evil class feature, as a swift action at the start of your turn, you can forgo the bonus on damage …
Add +1 to the Difficulty Class on all Perception and Disable Device skill checks to find or disable the traps you make with your …
You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight …
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome …
You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the …
You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature …
You gain the amphibious special quality. Your swim speed increases by +10 feet.
Choose a 0-level spell from the sorcerer/wizard spell list. You can cast this spell three times per day as a spell-like ability. The caster …
You don't die until your negative hit point total is equal to or greater than 4 + your Constitution score. Once per day as …
You gain a +2 natural armor bonus.
See Armor Proficiency, Light.
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and …
See Armor Proficiency, Light.
You can modify a spell to imitate the mythic version of that spell. An ascendant spell uses the mythic version of the spell, but …
When attempting a concentration check caused by receiving damage (including ongoing damage), you reduce the damage taken by 50% for the purposes of determining …
Select one of the following creature types: elephant, pteranodon, rhinoceros, stegosaurus, or triceratops. Add this creature type to your list of possible animal companions …
Once per day as an immediate action, when you are hit by a melee attack, you can force the opponent who made the attack …
Increase the damage of your beak attack to 1d6. Furthermore, when you confirm a critical hit with your beak attack, you also deal 1 …
Whenever one of your allies is reduced to negative hit points or killed, you may enter a state similar to but less powerful than …
You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR …
Whenever you kill or knock unconscious an opponent with a melee attack, you gain temporary hit points equal to your Constitution bonus (minimum 1) …
Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving …
As a standard action, expend 3 rounds of your bane class feature and make a melee touch attack with the weapon affected by bane. …
You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
You gain a +2 bonus on Craft (alchemy) and Profession (brewer) checks, and you add +1 to the DC of any ingested poison you …
Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on …
As a standard action, you may make a melee attack with a –2 penalty on the attack roll. If the attack damages your opponent, …
You deal an extra 1d4 points of fire damage when you attack with fire from an alchemical or nonmagical source (such as with alchemical …
The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid …
You gain a +2 racial bonus on saving throws against diseases and ingested poisons (but not other poisons). You receive a +2 bonus on …
When you successfully use improved evasion to avoid taking damage, you can move up to half your speed as an immediate action. This movement …
As long as you have at least one spell-like ability unused from your gnome magic racial trait, you gain a +2 racial bonus on …
You can take the Aspect of the Beast feat even if you do not meet the normal prerequisites. Furthermore, your catlike nature manifests in …
Your animal companion, familiar, or mount gains the celestial template and becomes a magical beast, though you may still treat it as an animal …
As a swift action, you can declare a single combat challenge to one foe within 50 feet and in line of sight. Upon doing …
As a full-round action that provokes attacks of opportunity, you can expend three uses of your channel energy class feature to restore a dead …
As a swift action, you can spend a use of your channel energy to grant yourself a +2 deflection bonus while using a shield. …
When you use channel energy to deal damage, your inquisitor levels count as cleric levels for determining the number of damage dice and the …
You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. …
You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created …
Whenever you use Heal to provide first aid, treat caltrop wounds, or treat poison on an ally who also has this feat, you provoke …
With sonic damage comes a concussive wave of energy that rattles creatures affected by the spell. A concussive spell causes creatures that take damage …
You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but …
When an ally with this feat charges a creature that is no further away from you than your speed, you can, as an immediate …
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This …
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This …
You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count …
If you have the fearless racial trait, your racial bonus on saving throws against fear effects increases to +4. If you have the craven …
You can create magic rods. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, you …
You can create any staff whose prerequisites you meet. Crafting a staff takes 1 day for each 1,000 gp in its base price. To …
You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp …
You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. …
Once per day, you can spend 1 hour practicing maneuvers to gain one single critical feat that you meet the prerequisites for. You gain …
You can use your deity's favored weapon as if it were a monk weapon.
You gain a +2 bonus on Charisma-based checks involving evil-aligned outsiders and +1 bonus to the DC of spells and spell-like abilities you use …
You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed …
When you hit with a melee attack and reduce your opponent to –1 or fewer hit points, you can force that opponent to succeed …
You may reduce your bomb damage by one die to give it the ability to deafen the creature struck by it. The bomb must …
When you gain temporary ki from drunken ki, you gain 2 temporary ki rather than just 1.
Whenever you are adjacent to your eidolon, you can choose for the eidolon to take a –1 penalty on melee attack rolls and combat …
Choose a weapon group from the fighter's weapon training class ability list (except natural weapons). You gain a +2 dodge bonus on AC when …
When you are raging and you succeed at a sunder combat maneuver, you regain 1 round of rage. If the sunder attempt causes the …
When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of …
If your tumor familiar is attached, and you would be reduced to 0 or fewer hit points by damage in combat (from a weapon …
You receive a +2 racial bonus on saving throws against illusion spells and effects and a +2 bonus on Linguistic checks to detect forgeries. …
Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points …
If you successfully dispel an ongoing magical effect on an opponent, that opponent takes a –2 penalty on saving throws against your spells until …
Whenever you use a melee or thrown weapon with the fragile weapon special quality to score a critical threat against an opponent, you can …
When you use a melee attack to successfully disrupt an arcane spellcaster's spell, you can immediately use your spell recall class feature to regain …
Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive …
When fighting dragons, your aura of courage expands to a 20-foot-radius emanation, and allies in the aura gain a morale bonus on saving throws …
You never take penalties for consuming nonmagical alcohol, and you can consume an alcoholic beverage as a swift action instead of a move action. …
Select a mythic path other than the path you selected at your moment of ascension. You gain that path's 1st-tier ability (either archmage arcana, …
Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Reflex saving throw …
Your dwarven heritage manifests in two ways. First, your speed is never modified by armor or encumbrance, as the dwarf slow and steady racial …
When you cast an echoing spell, it does not disappear entirely from memory, and you can cast it one additional time during that day. …
Choose an additional favored class and gain either +1 hit point or +1 skill point whenever you take a level in that class. If …
An ectoplasmic spell has full effect against incorporeal or ethereal creatures. An ectoplasmic spell uses up a spell slot one level higher than the …
You natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
When casting a spell you've created, add 1 to your caster level. In addition, you gain a +2 bonus on Spellcraft checks. If you …
Once per day, you can cast plane shift as a spell-like ability with a caster level equal to your level to transport yourself and …
Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's …
You have received special training with traditional elven weapons (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word "elven" …
You possess the elven magic racial trait of the elves, granting you a +2 racial bonus on caster level checks made to overcome spell …
All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.
Saving throws and opposed rolls are …
Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If …
You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a …
When you are performing, allies within 20 feet who also have this feat can aid you with your Perform checks (including those made as …
An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.
Select an evolution from the list of 1-point evolutions available to a summoner's eidolon. Your familiar has this evolution. The familiar must conform to …
Add one spell from your class's spell list to your list of spells known. This is in addition to the number of spells normally …
Pick one of the following energy types that you do not already have resistance to: acid, cold, electricity, or fire. You gain resistance 5 …
Select one school of magic other than illusion. You gain a +2 racial bonus on saving throws against spells or effects from the selected …
Select one class that grants you the ability to cast spells. You can now use the slots from that class to cast a limited …
You can make an accelerate, decelerate, or turn action as a move action instead of a standard action. Furthermore, when stopping a vehicle, you …
Once per day, when you successfully identify all abilities and weaknesses of a creature using the appropriate Knowledge check, you gain a +2 bonus …
An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this …
Add your Wisdom bonus to the number of rounds per day that you can use your bane ability.
You gain one additional magus arcana. You must meet all the prerequisites for this magus arcana.
Your arcane pool increases by 2.
You can use your bane ability for 3 additional rounds per day.
You can throw two additional bombs per day.
Add two cantrips to your cantrips known or two orisons to your orisons known.
You can channel energy two additional times per day.
You gain one additional discovery. You must meet all of the prerequisites for this discovery.
Your elemental assault ability lasts an additional 2 rounds per day.
Your eidolon's evolution pool increases by 1.
You gain 2 extra grit points at the start of each day, and your maximum grit increases by 2.
You gain one additional hex. You must meet all of the prerequisites for this hex.
Your ki pool increases by 2.
You can use your lay on hands ability two additional times per day.
Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also receives the …
You gain two extra uses of mythic power each day.
Choose one mythic ability from your path or from the universal path abilities that you meet the prerequisites for. You gain that path ability.
You can use bardic performance for 6 additional rounds per day.
You can rage for 6 additional rounds per day.
You gain one additional rage power. You must meet all of the prerequisites for this rage power.
You can set ranger traps two additional times per day.
You gain one additional revelation. You must meet all of the prerequisites for this revelation.
You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.
You gain 1 additional use of your summon monster spell-like ability per day.
Add one effect word from your class's word list to your list of words known. This is in addition to the number of words …
When using your detect alignment class feature, you may spend 3 rounds studying a creature within 60 feet. You cannot take any other actions …
Drinking strong alcohol to gain temporary ki, takes a swift action rather than a standard action.
Choose one of your favored enemy types. You add half your favored enemy bonus to your CMD and as a dodge bonus to AC …
Select a favored race from the ranger's favored enemies chart. Any sacred or profane bonus you gain from a judgment is 1 higher for …
Your aura of courage expands to a 20-foot-radius emanation. Allies within the aura are immune to fear effects.
Once per day, you can add a +2 bonus on any single attack roll, caster level check, saving throw, or skill check. You must …
You gain a +2 bonus to your CMD against bull rush, grapple, overrun, repositioning, and trip combat maneuvers.
Whenever you receive a morale bonus on Strength or attack rolls (such as from heroism or the barbarian rage class feature), you receive a …
When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are …
You gain the ferocity universal monster ability, allowing you to continue fighting at negative hit points. When using this ability, you gain a +2 …
Once per day when raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative …
If you are trained in a Craft skill appropriate to a broken item, you can repair that item with no raw material cost and …
You gain low-light vision and your darkvision improves to 120 ft.
Once per day, you can gain a number of temporary hit points equal to your Constitution modifier. You can activate this feat as an …
You can wield a torch as a weapon without taking the nonproficient penalty and gain a +1 bonus on attack rolls with melee weapons …
You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you …
Whenever you hit an adjacent opponent with a melee attack, until the start of your next turn, that opponent does not gain any flanking …
The electricity, fire, or light effects of the affected spell create a flaring that dazzles creatures that take damage from the spell. A flare …
While you are adjacent to your eidolon, you receive a +4 bonus on concentration checks.
When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That …
The save DCs for your spells or abilities increase by 1 when you use them against the chosen group, and you gain a +1 …
When you channel energy, instead of creating its normal effect, you can give orcs a bonus on weapon damage and critical hit confirmation rolls …
You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you …
The duration of mind-affecting spells (even beneficial ones) is halved for you, to a minimum of 1 round. Your inquisitive nature gives you a …
If an opponent scores a critical hit against you, you can turn the critical hit into a normal hit. If you do, either your …
When your size increases to Large or larger, your base speed increases by 20 feet. This increase applies only if the effect that changed …
You gain a +2 bonus on Knowledge (dungeoneering) checks to identify the vulnerabilities and powers of aberrations, Knowledge (planes) checks to identify the vulnerabilities …
You gain a +1 bonus on attack rolls with gnome weapons (weapons with "gnome" in the title).
During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing …
You can wield Medium firearms without taking the penalty for an inappropriately sized weapon.
When you are raging and you confirm a critical hit with a melee weapon or a critical hit is confirmed on you (whether by …
At the start of each encounter, you can either choose to keep the bonus granted to you by your Wisdom modifier on initiative checks …
You can use your tail to grab stowed items. While you cannot wield weapons with your tail, you can use it to retrieve small, …
You gain an additional +1 bonus on melee and thrown weapon attacks against targets of your hatred racial trait.
You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll …
You gain a +2 insight bonus on wild empathy checks, and you may use wild empathy to duplicate an Intimidate check rather than a …
You can use speak with animals as a spell-like ability at will, but only to communicate with burrowing animals like gophers, moles, and the …
You gain a +1 morale bonus on attack and damage rolls made against any creature that attacked you in the current combat.
If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of …
You count as a drow for any effects that relate to race. Furthermore, the spell-like abilities granted to you by your drow magic racial …
When you take a full-attack action, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits …
While inside an artificial structure, you can spend a free action to make a DC 15 Knowledge (engineering) check when you begin your bardic …
You gain one additional use per day of daylight. Choose one spell from the table below; by expending a use of daylight, …
When charging during the same round as an ally with this feat, you gain a +2 bonus on attack and damage rolls in addition …
Use your character level to determine your effective druid level for determining the powers and abilities of your mount.
You receive 1 bonus skill rank. Whenever you gain another Hit Die, you gain an additional skill rank. You cannot gain more than four …
If you have the animal companion class feature, pick one of the following types of animal companions that this feat affects: bird, dog, small …
You may use hydraulic push to attempt a bull rush, disarm, dirty trick (blind or dazzle, see ), or trip combat maneuver. Each time …
You may implant a bomb in a willing or helpless creature (a mindless creature under your control, such as a zombie, counts as willing …
Your bonus to confirm critical hits against opponents larger than yourself improves to +2. Furthermore, once per day, after you fail to hit with …
You gain a sacred bonus on all skill checks to identify the abilities and weaknesses of creatures equal to 1/2 your level in classes …
Any non-instantaneous spell (but not any spell-like ability) you cast on yourself can also affect a creature bonded to you (such as an animal …
You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step …
You may use your elemental assault ability in 1-round increments, up to a maximum number of rounds per day equal to your character level. …
You no longer need to breathe. You are immune to effects that require breathing (such as inhaled poison). This does not give you immunity …
You gain a +2 bonus on Intimidate checks. If you have 10 or more ranks in Intimidate, this bonus increases to +4. Each time …
Whenever you make a Sense Motive check to oppose someone's Bluff check, you can roll two dice and take the higher result.
You can spend an immediate action to pronounce a judgment or change an active judgment.
An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum …
Once per day, as a free action, when making an Intimidate skill check, you can roll two dice and take the higher result.
You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but …
Once per day, you can treat your class level for your judgment class feature as if it were 3 higher than normal. If you …
While you have at least 1 ki point in your ki pool, you can stand up as a swift action that provokes attacks of …
You take no penalty on Stealth checks when you move up to your full speed. You can use the run or charge action and …
When you are sniping, you only take a –10 penalty on your Stealth checks to stay hidden.
This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC …
When you use bardic performance with audible components in a forest, the range or area of your chosen performance is doubled. In addition, the …
Select one ranger trap (see page 64). You may use this trap a number of times per day equal to your Wisdom bonus (minimum …
You can move at full speed while using Acrobatics to balance on narrow surfaces, and you gain a +4 bonus on Climb checks to …
Any fixed numeric bonuses you gain from teamwork feats are increased by 1. This doesn't apply to variable numeric bonuses or to effects that …
You gain a +1 bonus on attack rolls, weapon damage rolls, and skill checks when your actions would directly lead to freeing prisoners or …
As a standard action, you can channel positive energy to fascinate all undead within 30 feet for a number of rounds equal to your …
At will as a full-round action, you may perform a special bloodletting ritual through which you sacrifice some of your own vitality to heal …
When your invisibility ends, you gain concealment for 1 round per minute of duration the invisibility effect had remaining (minimum 1 round). This only …
The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific …
You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area …
Once per day, you can assume the form of a human whose nose is the length of your beak. This spell-like ability functions as …
Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally …
You gain a +1 bonus on Charisma-based ability checks and skill checks.
You gain a +1 dodge bonus to AC against ranged attacks. In addition, you do not provide soft cover to creatures when ranged attacks …
Spend a use of your adaptive luck racial trait to reroll the damage healed from a single magical healing effect (such as a spell …
Spend a use of your adaptive luck racial trait to reroll the damage from a single weapon attack. You deal damage equal to the …
Whenever you use your surge ability, you can roll your surge dice twice and take the higher result. If you can already roll your …
You gain a new spell-like ability, each usable twice per day, from the following list, in order: disguise self, charm person, misdirection …
Choose a single Craft or Perform skill. Whenever you take 10 with this skill, treat your die result as a 15 instead.
You make attack rolls with the selected weapon normally (without the non-proficient penalty).
You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, …
You can make performance combat checks as a free action. You are proficient in all weapons with the performance special quality.
Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or …
If you are the crew lead on a siege engine, your crew can use move actions to load a siege engine. When you spend …
All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells …
Once per day when you surge, you can expend two uses of mythic power to treat your surge die as though it rolled the …
When you make a melee attack and successfully use your spellstrike ability against an opponent denied his Dexterity bonus to AC, you can spend …
You can use your bane class feature to imbue a melee weapon with the menacing special weapon ability (Advanced Player's Guide 288) instead …
While a weapon you wield is under the effect of your bane class feature, you can spend a swift action to switch between dealing …
You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as fire) inflict …
You can use meta words three additional times per day. In addition, select one additional meta word and add it to your spellbook, familiar, …
When you spend a swift action to make a performance combat check, before making that check you can either move 5 feet without provoking …
When you supervise a construction project or do the construction yourself, reduce your raw material costs by 10%. You gain a +2 bonus on …
Your dark legacy manifests in one of the following ways. You choose the manifestation when you choose the feat, and once selected it cannot …
All of your classes are considered favored classes. You gain either +1 hit point or +1 skill point whenever you take a level in …
You're considered a mythic creature for the purposes of determining how mythic spells and effects affect you. If you ever become mythic, you gain …
You can create any mythic magic item for which you have the appropriate item creation feat. In addition, you gain a +5 bonus on …
Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn't grant you access to mythic abilities …
You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. …
When in either unclaimed wilderness or land under your own control, you receive a +2 bonus on Perception checks, Stealth checks, and Survival checks. …
You can take 20 on any Charisma-based skills to charm, convince, persuade, or seduce humanoids whose attitude is at least friendly to you. Taking …
Having a nemesis drives you to excel in training. For each new level you gain in a favored class, including the level you gained …
You often rely on surprise and misdirection in your social dealings. You gain a +2 bonus on Bluff checks, and you can spend 1 …
Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the …
You get a +2 bonus on Sense Motive checks and Spellcraft checks. If you have 10 or more ranks in one of these skills, …
When you take this feat, choose one of the benefits below. Whenever you wield a weapon that has "orc" in its name, you gain …
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. …
When you are adjacent to an ally with this feat, the first time you melee attack an opponent, you can spend an immediate action …
When an evil outsider uses a calling, summoning, or teleportation effect, or any ability that physically transports a creature to or from another plane …
Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures …
You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as …
You treat all weapons you are proficient in as if they had the performance weapon quality (page 144).
Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another …
When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than …
For every summon nature's ally extract you know, you learn the equivalent summon monster spell as an extract. If you later learn other summon …
When you use wild shape to take the form of an animal, you can expend an additional daily use of your wild shape class …
Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.
Whenever you use your surge ability, add 1 to your surge result.
You can use your tactician ability to grant allies a teamwork feat one additional time per day.
Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision …
Choose two Craft, Perform, or Profession skills in any combination (two Craft skills, a Craft skill and a Perform skill, and so on). You …
While prone, you can use a sling to make ranged attacks.
If you are nonevil and worship a nonevil deity, whenever you cast a beneficial spell on an ally you gain a +1 sacred bonus …
You gain a +4 sacred bonus to saving throws against poison.
You may channel energy as a move action by spending 2 daily uses of that ability.
You can wild shape as a move action or a swift action. However, you are limited to forms available to a druid two levels …
Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast …
When you hit with a charge attack, you can expend all of your remaining uses of lay on hands to deal extra damage equal …
While raging, whenever your attack reduces your opponent to –1 or fewer hit points, you gain 1 extra round of rage for that day. …
Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious …
You can make a bite attack for 1d4 points of damage, plus your Strength modifier. You're considered proficient in this attack and can apply …
You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the …
You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt …
When you succeed at the Acrobatics check to jump as part of your leaping lance class feature, you can remount your steed as a …
As an immediate action, you can add a +1 bonus to the result of an ability check, attack roll, saving throw, or skill check …
The maximum delay for your delayed bombs increases to a number of minutes equal to your level.
If you have line of effect to …
If you hit a creature with two claw attacks in the same turn, the second claw attack deals an additional 1d6 points of damage. …
Once per day, when a creature confirms a critical hit against you, you may treat half the damage as nonlethal damage. You cannot use …
If you are knocked unconscious, fall asleep, or are killed, your eidolon remains for a number of rounds equal to your summoner level before …
While raging, when under the effect of a fear effect that allows a saving throw, you can make a new saving throw against that …
Each time you use your lay on hands ability, you gain a +1 sacred bonus on all attack rolls for 1 round.
Each time you use your lay on hands ability to heal a creature other than yourself, you heal a number of hit points equal …
If you cast a cure spell while you have a judgment active, each target regains 1 extra hit point from the cure spell + …
The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold …
You can choose to take a –1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more …
When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard …
You gain a +2 bonus on Appraise checks. You may determine the most valuable item in a hoard as a standard action and gain …
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp …
You gain a +2 bonus on Acrobatics, Climb, and Swim checks.
Spend 1 grit point while in combat to recover either 1 bullet and 1 dose of black powder or 1 alchemical cartridge from a …
When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area …
When sharing the senses of your eidolon, you gain a +4 competence bonus on Perception checks for the duration of your bond senses ability.
When you cast spells of the shadow subschool or spells with the darkness descriptor, you are considered two levels higher when determining the duration …
You gain the ability to use shadow walk an additional time each day.
You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).
You can expend one use of your shadow walk spell-like ability to use dimension door as a spell-like ability. Your start and end locations …
Whenever you are in an area of dim light or darkness, you can move at full speed using Stealth without taking the normal –5 …
When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such …
Being observed drives you to excel. When you're in a conflict that is being observed by others not involved in the conflict, you gain …
A creature you deal damage to has difficulty using or maintaining polymorph effects until the end your next turn. To use a polymorph effect …
Your levels of druid stack with your ranger levels for determining when you select your next favored enemy. Also, your ranger levels stack with …
If you are a multiclassed druid, your wild shape ability is calculated as though your druid level were four higher, to a maximum level …
As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Perception …
You can pronounce a single judgment and extend its effects to one adjacent ally instead of pronouncing a second judgment. Similarly, once you have …
As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Bluff …
You receive a +4 racial bonus on Perception skill checks. This replaces the normal bonus from the keen senses racial trait.
Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally …
You can modify a spell to sicken a creature damaged by the spell. When a creature takes damage from this spell, they become sickened …
When you lead a siege engine assembly crew, you grant all of its members a +4 competence bonus on checks to assemble or move …
Pick a deed that you have access to and that you must spend grit to perform. You can perform this deed for 1 fewer …
A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell …
You make attack rolls with simple weapons without penalty.
You gain the detect evil class feature. You may use it or the detect undead class feature, but not at the same time.
You gain a +4 bonus on driving checks with your chosen vehicle.
When you take this feat, choose one of your favored enemy types. Against enemies of that type, the threat range of any weapon you …
As a swift action, you may alter the effects of your venom so the target falls unconscious. This changes the initial and secondary effect …
Once per day, as an immediate action upon reducing a creature to 0 or fewer hit points with one of your sorcerer spells, you …
While your bane class feature is affecting a creature type, the saving throw's DCs for your spells increase by +2 for creatures of that …
If another spellcaster tries to counterspell your casting, she adds +4 to her Spellcraft DC when trying to determine your spell.
Because you have …
Select one 1st-level spell in the class that grants you the major hex class feature. You can learn that spell as a hex, and …
Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have …
You can combine your bardic performance and your spellcasting in two ways.
First, you can conceal the activity of casting a bard spell by …
When casting either a summon monster spell or a summon nature's ally spell, your options increase. Depending on the level of the spell, you …
As a full-round action, you can spit poison up to 10 feet as a ranged touch attack. If you hit, the target must make …
Whenever you use a melee or thrown weapon with the fragile weapon feature (page 146) or similar quality and hit an opponent, you can …
While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all …
You may increase the casting time of a fire spell to a full-round action, infusing it with elemental power (spells with a casting time …
You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf's hardy racial …
A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell …
By spending 5 rounds finding a suitable location, you can hold yourself so still that you appear to be a Small object such as …
When you use bardic performance with audible components underground, the range or area of your chosen performance is doubled, and you can affect deaf …
You receive a +4 bonus on Bluff checks to lie or conceal your feelings or true motives, but not to feint in combat or …
You can spend a move action to give battle orders to your troops, granting creatures under your command within 60 feet your choice of …
Whenever you summon your eidolon, you may give it a +2 enhancement bonus to its Strength, Dexterity, or Constitution. This bonus lasts 10 minutes …
You gain a +2 racial bonus on Acrobatics and Climb checks.
Roll twice while climbing or when making a Reflex save to avoid falling, and take the higher result.
When you confirm a critical hit or roll a natural 20 on a saving throw, you gain a +2 circumstance bonus on a single …
Whenever you are adjacent to an ally who also has this feat, you can move into your ally's square as part of normal movement. …
Whenever you are adjacent to an ally who is raging, you may choose to enter a similar but less powerful rage as a free …
You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning damage. Furthermore, …
Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better …
You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being …
Whenever an ally with this feat succeeds a Bluff check to feint an opponent, if you are adjacent to that creature, you can spend …
You can augment the power of your divine spells with arcane energy and augment your arcane spells with divine energy.
When casting a divine …
Once per day when you attempt a Disable Device check to open a lock or Sleight of Hand check to pick a pocket, you …
Once per day as a free action, you can think back about a single statement you heard in the last day and determine if …
When you are raging and your attack reduces an enemy to negative hit points or kills it, you regain 1 round of rage. You …
You can modify a spell to deafen a creature damaged by the spell. When a creature takes damage from this spell, it becomes deafened …
The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or …
Choose a particular settlement. When you're in your chosen settlement, the DC of Intimidate checks made against you increases by 10. You gain a …
Whenever you succeed at a saving throw against poison, you heal 1 point of ability damage of the type dealt by the poison. Whenever …
When you manually trigger a trap against opponents, that trap receives either a +2 circumstance bonus on melee attack rolls or a +2 circumstance …
You gain a +2 bonus to your CMD against all trip attacks. If your square has a branch or other sturdy large object that …
Once per day, you may expend your racial hydraulic push ability to instead cast summon nature's ally III as a spell-like ability with a …
You add 1 to the save DC and caster level of your spells and spell-like abilities with the emotion descriptor. In addition, you gain …
Whenever you use two hands to throw a one-handed or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your …
Your aura of resolve is a 20-foot emanation, and does not end if you fall unconscious.
Your dogged determination reduces any nonlethal damage you take by 1 point, to a minimum of 1 point of nonlethal damage. You also gain …
As a swift action, you can focus the clarity granted by your detect evil ability to heighten your awareness of other things. This gives …
Pick one 1st-level spell, one 2nd-level spell, one 3rd-level spell, and one 4th-level spell from the bard, cleric, inquisitor, or oracle spell lists. Add …
Select two creature types (and subtypes where appropriate) from the list of potential favored enemies from the ranger class ability. Your +1 attack bonus …
You gain a +1 bonus on saving throws, attack rolls, and weapon damage rolls against your chosen foe and known minions of that foe.
You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). …
You may make a choice whenever you use your channel energy class feature.
If you normally channel positive energy, you may choose to channel …
While your eidolon is within your reach, you gain a +4 bonus on Perception checks. If you have 10 or more ranks in Perception, …
When you use bardic performance with audible components on a battlefield (any area where a combat involving a dozen or more combatants is taking …
As a standard action, you can extinguish a small nonmagical fire with a touch, affecting anything up to the size of a large campfire. …
If on your first turn of combat you draw a melee weapon to attack an opponent within your reach, you can spend a swift …
Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand …
You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. A …
When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally in …
You may use your lay on hands to heal another creature at a range of 30 feet as a standard action that does not …
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