Feats

SRD feats and custom campaign feats. Filter by category or view all.

Feat Name Category/Type Prerequisites Benefit Source
Abundant Revelations General Mystery class feature.

Choose one of your revelations that has a number of uses per day. You gain 1 additional use per day of that revelation.

Ultimate Magic
Accursed Hex General Hex class feature.

When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex's …

Ultimate Magic
Acrobatic General

You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for …

Core Rulebook
Acrobatic Steps General Dex 15, Nimble Moves.

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 with those …

Core Rulebook
Adaptive Fortune General

Fortunate One, adaptable luck racial trait, character level 10th, halfling.

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 each type …

Advanced Race Guide
Additional Traits General

You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already …

Advanced Player's Guide
Adept Champion General Smite evil class feature, base attack bonus +5.

While using your smite evil class feature, as a swift action at the start of your turn, you can forgo the bonus on damage rolls and instead gain half that …

Ultimate Combat
Advanced Ranger Trap General Trap class feature, ranger level 5th.

Add +1 to the Difficulty Class on all Perception and Disable Device skill checks to find or disable the traps you make with your trap class feature. Add a +1 …

Ultimate Magic
Agile Tongue General

Grippli.

You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal …

Advanced Race Guide
Airy Step General

Sylph.

You gain a +2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage. You may ignore the first 30 feet of …

Advanced Race Guide
Alertness General

You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for …

Core Rulebook
Alignment Channel General Ability to channel energy.

Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each …

Core Rulebook
Angel Wings General

Angelic Blood, aasimar, character level 10th.

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 maneuverability) with …

Advanced Race Guide
Angelic Blood General

Con 13, aasimar.

You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not …

Advanced Race Guide
Angelic Flesh General

Angelic Blood, aasimar.

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).

Advanced Race Guide
Animal Affinity General

You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 …

Core Rulebook
Antagonize General

You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does …

Ultimate Magic
Aquatic Ancestry General

Undine.

You gain the amphibious special quality. Your swim speed increases by +10 feet.

Advanced Race Guide
Arcane Blast General Arcane spellcaster, caster level 10th.

As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 …

Advanced Player's Guide
Arcane Shield General Arcane spellcaster, caster level 10th.

As a immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a deflection bonus to AC equal to the level …

Advanced Player's Guide
Arcane Talent General Cha 10; elf, half-elf, or gnome.

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 level is equal to your character …

Advanced Player's Guide
Armor of the Pit General

Tiefling.

You gain a +2 natural armor bonus.

Advanced Race Guide
Aspect of the Beast General wild shape class feature, see Special.

Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot change it.

Advanced Player's Guide
Athletic General

You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that …

Core Rulebook
Attuned to the Wild General

Elf.

Select one type of terrain from the ranger class's favored terrain class feature (except urban). While you are in your selected terrain type, your natural healing rate (the amount of …

Advanced Race Guide
Augment Summoning General Spell Focus (conjuration).

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.

Core Rulebook
Beast Rider General

Animal companion or mount class feature, character level 7th, half-orc or orc.

Select one of the following creature types: elephant, pteranodon, rhinoceros, stegosaurus, or triceratops. Add this creature type to your list of possible animal companions or mounts. When summoning a creature …

Advanced Race Guide
Bestow Luck General

Defiant Luck, Inexplicable Luck, human.

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 hear its …

Advanced Race Guide
Betrayer General Quick Draw, Persuasive, base attack bonus +3.

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 immediate action. …

Ultimate Combat
Black Cat General

Catfolk.

Once per day as an immediate action, when you are hit by a melee attack, you can force the opponent who made the attack to reroll it with a –4 …

Advanced Race Guide
Blighted Critical Mastery General Blighted Critical, caster level 9th.

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.

Ultimate Magic
Blood Drinker General

Dhampir.

Choose one humanoid subtype, such as "goblinoid" (this subtype cannot be "dhampir"). You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood …

Advanced Race Guide
Blood Feaster General

Blood Drinker, base attack bonus +6, dhampir.

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 a +1 …

Advanced Race Guide
Blood Salvage General

Blood Drinker, dhampir.

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.

Advanced Race Guide
Blood Vengeance General

Half-orc or orc, nonlawful.

Whenever one of your allies is reduced to negative hit points or killed, you may enter a state similar to but less powerful than a barbarian's rage as a free …

Advanced Race Guide
Bolstered Resilience General Damage reduction.

As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR remains unchanged. If the attack you …

Ultimate Combat
Born Alone General

Orc.

Whenever you kill or knock unconscious an opponent with a melee attack, you gain temporary hit points equal to your Constitution bonus (minimum 1) until your next turn. These temporary …

Advanced Race Guide
Branded for Retribution General Bane class feature.

As a standard action, expend 3 rounds of your bane class feature and make a melee touch attack with the weapon affected by bane. If you hit, your target takes …

Ultimate Combat
Breadth of Experience General Dwarf, elf, or gnome; 100+ years old.

You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Advanced Player's Guide
Brewmaster General

Craft (alchemy) 1 rank, Profession (brewer) 1 rank, dwarf.

You gain a +2 bonus on Craft (alchemy) and Profession (brewer) checks, and you add +1 to the DC of any ingested poison you create.

Advanced Race Guide
Burn! Burn! Burn! General

Disable Device 1 rank, goblin.

You deal an extra 1d4 points of fire damage when you attack with fire from an alchemical or nonmagical source (such as with alchemical fire or torches) and gain a …

Advanced Race Guide
Burrowing Teeth General

Sharpclaw, Tunnel Rat, ratfolk.

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 not leave …

Advanced Race Guide
Carrion Feeder General

Tengu.

You gain a +2 racial bonus on saving throws against diseases and ingested poisons (but not other poisons). You receive a +2 bonus on Survival skill checks to find food …

Advanced Race Guide
Cartwheel Dodge General Evasion class feature, improved evasion class feature, acrobatics 12 ranks.

When you successfully use improved evasion to avoid taking damage, you can move up to half your speed as an immediate action. This movement provokes attacks of opportunity as normal.

Ultimate Combat
Casual Illusionist General

Gnome, gnome magic racial trait.

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 all Bluff, Disguise, and Sleight of …

Advanced Race Guide
Catfolk Exemplar General

Catfolk.

You can take the Aspect of the Beast feat even if you do not meet the normal prerequisites. Furthermore, your catlike nature manifests in one of the following ways. You …

Advanced Race Guide
Celestial Servant General

Aasimar, animal companion, familiar, or mount class feature.

Your animal companion, familiar, or mount gains the celestial template and becomes a magical beast, though you may still treat it as an animal when using Handle Animal, wild empathy, …

Advanced Race Guide
Channel Force General

Aasimar, channel energy 2d6.

When you channel energy to deal damage, you may choose to affect only a single target within 30 feet. In addition to dealing damage, if that single target fails its …

Advanced Race Guide
Channeled Revival General Channel energy 6d6 (positive energy).

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 creature to life as if you …

Ultimate Combat
Channeled Shield Wall General Channel energy, 3d6 proficiency with a shield.

As a swift action, you can spend a use of your channel energy to grant yourself a +2 deflection bonus while using a shield. This bonus lasts 1 minute per …

Ultimate Magic
Channeling Scourge General Channel energy class feature, inquisitor level 1st.

When you use channel energy to deal damage, your inquisitor levels count as cleric levels for determining the number of damage dice and the saving throw DC.

Ultimate Combat
Childlike General Cha 13, halfling.

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 gain a +2 bonus on …

Advanced Player's Guide
Cloud Gazer General

Sylph.

You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, this feat instead triples …

Advanced Race Guide
Cloud Step General Spider Step, monk level 12th.

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 by the …

Advanced Player's Guide
Combat Casting General

You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Core Rulebook
Command Undead General Channel negative energy class feature.

As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. …

Core Rulebook
Contingent Channeling General True healer class feature, Selective Channeling.

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 that ally. …

Ultimate Combat
Cooperative Crafting General 1 rank in any Craft skill, any item creation feat.

You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill …

Advanced Player's Guide
Cosmopolitan General

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 as class skills for you.

Advanced Player's Guide
Courageous Resolve General

Craven racial trait or fearless racial trait, halfling.

If you have the fearless racial trait, your racial bonus on saving throws against fear effects increases to +4. If you have the craven racial trait, you still take the …

Advanced Race Guide
Create Reliquary Arms and Shields General Craft Magic Arms and Armor, ability to cast consecrate or desecrate.

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 increases the …

Ultimate Magic
Create Sanguine Elixir General Cha 15, Brew Potion, Craft (alchemy) 12 ranks, sorcerer level 3rd.

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 transfer that …

Ultimate Magic
Crusader's Flurry General Channel energy class feature, flurry of blows class feature, Weapon Focus with your deity's favored melee weapon.

You can use your deity's favored weapon as if it were a monk weapon.

Ultimate Combat
Dark Sight General

Gloom Sight, fetchling.

You gain the ability to see up to 15 feet clearly in magical darkness, such as that created by the deeper darkness spell.

Advanced Race Guide
Dauntless Destiny General

Cha 13, Fearless Curiosity, Intimidate 10 ranks, human.

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, once per …

Advanced Race Guide
Deafening Explosion General

Bomb class feature, hobgoblin.

You may reduce your bomb damage by one die to give it the ability to deafen the creature struck by it. The bomb must deal fire, force, or sonic damage. …

Advanced Race Guide
Deceitful General

You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for …

Core Rulebook
Deceptive Exchange General Int 13, Combat Expertise, Improved Feint.

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 AC against …

Ultimate Combat
Deep Drinker General Con 13, monk level 11, drunken ki class feature.

When you gain temporary ki from drunken ki, you gain 2 temporary ki rather than just 1.

Advanced Player's Guide
Deepsight General Darkvision 60 feet.

Your darkvision has a range of 120 feet.

Advanced Player's Guide
Defending Eidolon General Shield ally feature.

Whenever you are adjacent to your eidolon, you can choose for the eidolon to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 …

Ultimate Magic
Defiant Luck General

Human.

Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force …

Advanced Race Guide
Deft Hands General

You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to …

Core Rulebook
Deny Death General Ki pool, Endurance

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 you succeed …

Ultimate Magic
Destructive Dispel General Ability to cast dispel magic or greater dispel magic, caster level 11th.

When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of the spell used to dispel) or …

Ultimate Combat
Detect Expertise General Int 13; ability to cast detect chaos, detect evil, detect good, detect law, or detect magic.

When you use any of the spells listed in this feat's prerequisites to detect a creature's alignment or its magic, you have a chance of detecting what spellcasting expertise it …

Ultimate Magic
Die for Your Master General Tumor familiar alchemist discovery.

If your tumor familiar is attached, and you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell …

Ultimate Magic
Diehard General Endurance.

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 avoid losing …

Core Rulebook
Dimensional Agility General Ability to use the abundant step class feature or cast dimension door.

After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks …

Ultimate Combat
Dimensional Assault General Ability to use the abundant step class feature or cast dimension door, Dimensional Agility.

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 (up to …

Ultimate Combat
Dimensional Dervish General Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.

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 (up to …

Ultimate Combat
Dimensional Maneuvers General Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, Dimensional Dervish, base attack bonus +9.

While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent.

Ultimate Combat
Dimensional Savant General Dimensional Agility, Dimensional Assault, Dimensional Dervish, ability to use the abundant step class feature or cast dimension door, base attack bonus +9.

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 your next …

Ultimate Combat
Discerning Eye General

Elf or half-elf, keen senses racial trait.

You receive a +2 racial bonus on saving throws against illusion spells and effects and a +2 bonus on Linguistic checks to detect forgeries. You can use the Linguistic skill …

Advanced Race Guide
Discordant Voice General Bardic performance class feature, Perform (oratory or sing) 10 ranks.

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 of sonic damage with successful weapon …

Ultimate Combat
Disorienting Maneuver General Dodge, Acrobatics 5 ranks.

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 next turn. …

Ultimate Combat
Dispel Synergy General Spellcraft 5 ranks.

If you successfully dispel an ongoing magical effect on an opponent, that opponent takes a –2 penalty on saving throws against your spells until the end of your next turn.

Ultimate Combat
Dispelling Fist General Improved Unarmed Strike, base attack bonus +11, ability to cast dispel magic, caster level 7th.

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 this as …

Ultimate Combat
Disposable Weapon General Base attack bonus +1, proficient with weapon.

Whenever you use a melee or thrown weapon with the fragile weapon special quality to score a critical threat against an opponent, you can give your weapon the broken condition …

Ultimate Combat
Disruptive Recall General Spell recall class feature, Spellcraft 5 ranks.

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 a magus spell you have already …

Ultimate Combat
Diverse Palate General

Blood Drinker, dhampir.

Choose a humanoid subtype or the monstrous humanoid type. You may use your Blood Drinker feat on creatures of this subtype or type.

Advanced Race Guide
Divine Interference General Divine spellcaster, caster level 10th.

As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) …

Ultimate Magic
Diviner's Delving General Spell Focus (divination).

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 spell that …

Advanced Player's Guide
Double Bane General Bane class feature, Two-Weapon Fighting.

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 a free …

Ultimate Combat
Draconic Aspect General

Kobold.

Your scales take on the color and some of the resistances of one of the chromatic dragons. Choose one of the following chromatic dragon types: black (acid), blue (electricity), green …

Advanced Race Guide
Draconic Breath General

Draconic Aspect, kobold.

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 or the …

Advanced Race Guide
Draconic Glide General

Draconic Aspect, kobold.

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 can …

Advanced Race Guide
Draconic Paragon General

Draconic Aspect, either Draconic Breath or Draconic Glide, character level 10th, kobold.

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 points of …

Advanced Race Guide
Dragonbane Aura General Aura of courage class feature, caster level 8th.

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 against dragon breath equal to your …

Ultimate Magic
Drow Nobility General

Able to use drow spell-like abilities, drow.

You may use detect magic as a spell-like ability at will, and add feather fall and levitate to the spell-like abilities that you may use once each per day. Your …

Advanced Race Guide
Dwarf Blooded General

Oread.

Your dwarven heritage manifests in two ways. First, your speed is never modified by armor or encumbrance, as the dwarf slow and steady racial trait. Second, you gain the stonecunning …

Advanced Race Guide
Eagle Eyes General Wis 13, keen senses racial trait.

You ignore up to –5 in penalties due to distance on visual Perception checks, allowing you to see accurately at much greater distances than most.

Advanced Player's Guide
Echoes of Stone General

Oread.

You gain a +4 racial bonus on Perception checks underground, and on Survival checks to avoid becoming lost in caverns and rocky areas.

Advanced Race Guide
Eclectic General Human.

Choose an additional favored class and gain either +1 hit point or +1 skill point whenever you take a level in that class. If you choose a class in which …

Advanced Player's Guide
Eldritch Heritage General Cha 13, Skill Focus with the class skill of bloodline selected for this feat (see below), character level 3rd.

Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This …

Ultimate Magic
Elemental Channel General Channel energy class feature.

Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. You must make this choice each …

Core Rulebook
Elemental Focus General

Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.

Advanced Player's Guide
Elemental Jaunt General

Character level 15th, ifrit, oread, sylph, or undine.

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 willing targets to an elemental plane …

Advanced Race Guide
Elusive Redirection General Elusive target class feature, Combat Expertise, Improved Unarmed Strike, flowing monk level 12th.

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 redirect that …

Ultimate Combat
Elven Spirit General

Half-elf.

You possess the elven magic racial trait of the elves, granting you a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, you receive a …

Advanced Race Guide
Endurance General

You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to …

Core Rulebook
Eschew Materials General

You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. …

Core Rulebook
Evolved Familiar General Int 13, Cha 13, familiar class feature.

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 any limitations of the evolution. For …

Ultimate Magic
Exile's Path General

Half-elf.

Once per day, when you fail a Will save against an enchantment spell or effect, you may reroll that saving throw, but must take the reroll result even if it's …

Advanced Race Guide
Expanded Arcana General Caster level 1st, see Special.

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 gained at each new level in …

Advanced Player's Guide
Expanded Fiendish Resistance General

Tiefling.

Pick one of the following energy types that you do not already have resistance to: acid, cold, electricity, or fire. You gain resistance 5 to that energy type.

Advanced Race Guide
Expanded Resistance General

Gnome, illusion resistance racial trait.

Select one school of magic other than illusion. You gain a +2 racial bonus on saving throws against spells or effects from the selected school.

Advanced Race Guide
Expert Driver General Skilled Driver with the selected vehicle type.

You can make an accelerate, decelerate, or turn action as a move action instead of a standard action. Furthermore, when stopping a vehicle, you subtract 10 feet from the roll …

Ultimate Combat
Exploit Lore General Monster lore class feature, base attack bonus +11.

Once per day, when you successfully identify all abilities and weaknesses of a creature using the appropriate Knowledge check, you gain a +2 bonus on attack and damage rolls against …

Ultimate Magic
Extended Bane General Bane class feature.

Add your Wisdom bonus to the number of rounds per day that you can use your bane ability.

Ultimate Magic
Extra Arcana General Magus arcana class feature.

You gain one additional magus arcana. You must meet all the prerequisites for this magus arcana.

Ultimate Magic
Extra Arcane Pool General Arcane pool class feature.

Your arcane pool increases by 2.

Ultimate Magic
Extra Bane General Bane class feature.

You can use your bane ability for 3 additional rounds per day.

Ultimate Combat
Extra Bombs General Bomb class feature.

You can throw two additional bombs per day.

Advanced Player's Guide
Extra Cantrips or Orisons General Ability to cast cantrips or orisons.

Add two cantrips to your cantrips known or two orisons to your orisons known.

Ultimate Magic
Extra Channel General Channel energy class feature.

You can channel energy two additional times per day.

Core Rulebook
Extra Discovery General Discovery class feature.

You gain one additional discovery. You must meet all of the prerequisites for this discovery.

Advanced Player's Guide
Extra Elemental Assault General

Suli.

Your elemental assault ability lasts an additional 2 rounds per day.

Advanced Race Guide
Extra Evolution General Eidolon class feature.

Your eidolon's evolution pool increases by 1.

Ultimate Magic
Extra Hex General Hex class feature.

You gain one additional hex. You must meet all of the prerequisites for this hex.

Advanced Player's Guide
Extra Ki General Ki pool class feature.

Your ki pool increases by 2.

Core Rulebook
Extra Lay On Hands General Lay on hands class feature.

You can use your lay on hands ability two additional times per day.

Core Rulebook
Extra Mercy General Lay on hands class feature, mercy class feature.

Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also receives the additional effects of this mercy.

Core Rulebook
Extra Performance General Bardic performance class feature.

You can use bardic performance for 6 additional rounds per day.

Core Rulebook
Extra Rage General Rage class feature.

You can rage for 6 additional rounds per day.

Core Rulebook
Extra Rage Power General Rage power class feature.

You gain one additional rage power. You must meet all of the prerequisites for this rage power.

Advanced Player's Guide
Extra Ranger Trap General Trap class feature.

You can set ranger traps two additional times per day.

Ultimate Magic
Extra Revelation General Revelation class feature.

You gain one additional revelation. You must meet all of the prerequisites for this revelation.

Advanced Player's Guide
Extra Rogue Talent General Rogue talent class feature.

You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.

Advanced Player's Guide
Extra Summons General Ability to cast summon monster as a spell-like ability, summoner 1st.

You gain 1 additional use of your summon monster spell-like ability per day.

Ultimate Magic
Eyes of Judgment General Detect alignment class feature, caster level 6th.

When using your detect alignment class feature, you may spend 3 rounds studying a creature within 60 feet. You cannot take any other actions while doing this. After that time …

Ultimate Magic
Fast Drinker General Con 18, drunken ki class feature.

Drinking strong alcohol to gain temporary ki, takes a swift action rather than a standard action.

Advanced Player's Guide
Fast Empathy General Handle Animal 5 ranks, wild empathy class feature.

Using wild empathy is a standard action for you.

Ultimate Magic
Fast Healer General Con 13, Diehard, Endurance.

When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).

Advanced Player's Guide
Fast Learner General

Int 13, human.

When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you …

Advanced Race Guide
Favored Defense General Favored enemy class feature.

Choose one of your favored enemy types. You add half your favored enemy bonus to your CMD and as a dodge bonus to AC when attacked by a favored enemy.

Advanced Player's Guide
Favored Judgment General Wis 13, judgment class feature.

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 attacks you make against or take …

Ultimate Magic
Fearless Aura General Aura of courage class feature, caster level 8th.

Your aura of courage expands to a 20-foot-radius emanation. Allies within the aura are immune to fear effects.

Ultimate Magic
Fearless Curiosity General

Cha 13, human.

You gain a +1 bonus on saving throws against effects with the emotion descriptor. In addition, for any round in which you begin your turn affected by a fear effect, …

Advanced Race Guide
Feline Grace General

Dexterity 13, catfolk.

You gain a +2 bonus to your CMD against bull rush, grapple, overrun, repositioning, and trip combat maneuvers.

Advanced Race Guide
Ferocious Action General

Ferocity racial trait, orc.

When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that …

Advanced Race Guide
Ferocious Resolve General

Con 13, half-orc, orc ferocity racial trait.

You gain the ferocity universal monster ability, allowing you to continue fighting at negative hit points. When using this ability, you gain a +2 bonus on Intimidate checks.

Advanced Race Guide
Ferocious Summons General

Augment Summoning, Spell Focus (conjuration), half-orc or orc.

Creatures you summon gain the ferocity universal monster ability.

Advanced Race Guide
Field Repair General Craft 4 ranks.

If you are trained in a Craft skill appropriate to a broken item, you can repair that item with no raw material cost and no penalty on your Craft skill …

Ultimate Combat
Fiend Sight General

Darkvision 60 ft., tiefling.

You gain low-light vision and your darkvision improves to 120 ft.

Advanced Race Guide
Fight On General Con 13; dwarf, half-orc, or orc.

Once per day, you can gain a number of temporary hit points equal to your Constitution modifier. You can activate this feat as an immediate action when reduced to 0 …

Advanced Player's Guide
Fire Music General Spellcraft 5 ranks, ability to cast bard spells, ability to cast an arcane fire spell from some other spellcasting class.

When you cast a bard spell that deals damage, you may replace the spell's normal damage with fire damage or split the spell's damage so that half of it is …

Ultimate Magic
Fire Tamer General

Goblin.

You gain a +2 bonus on saves against spells with the fire descriptor. Additionally, your scars mark you as a talented fire tamer, granting you a +2 circumstance bonus on …

Advanced Race Guide
Firesight General

Ifrit.

You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you to see anything you could not …

Advanced Race Guide
Flame Heart General

Fire Tamer, character level 5th, goblin.

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 if you …

Advanced Race Guide
Fleet General

While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.

Core Rulebook
Focused Eidolon General Shield ally class feature.

While you are adjacent to your eidolon, you receive a +4 bonus on concentration checks.

Ultimate Magic
Foment the Blood General

Channel energy class feature, orc.

When you channel energy, instead of creating its normal effect, you can give orcs a bonus on weapon damage and critical hit confirmation rolls until your next turn. This bonus …

Advanced Race Guide
Fortunate One General

Adaptable luck racial trait, halfling.

The number of times per day you can use the adaptable luck racial trait increases by 1.

Advanced Race Guide
Furious Finish General Rage class feature, Vital Strike, base attack bonus +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 on those …

Ultimate Combat
Giant Steps General

Duergar, slow and steady racial trait.

When your size increases to Large or larger, your base speed increases by 20 feet. This increase applies only if the effect that changed your size does not alter your …

Advanced Race Guide
Gliding Steps General Dodge, Mobility, Nimble Moves, ki pool.

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 movement. You …

Ultimate Magic
Gloom Sight General

Fetchling.

You gain darkvision 90 ft., but gain the light sensitivity weakness.

Advanced Race Guide
Gnome Trickster General Cha 13, gnome, gnome magic racial trait.

In addition to your normal gnome spell-like abilities, you also gain the following spell-like abilities: 1/day—mage hand and prestidigitation.

Advanced Player's Guide
Go Unnoticed General Dex 13, Small size or smaller.

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 to make a Stealth check …

Advanced Player's Guide
Gore Fiend General

Half-orc or orc, rage class feature.

When you are raging and you confirm a critical hit with a melee weapon or a critical hit is confirmed on you (whether by a melee weapon, spell, or ranged …

Advanced Race Guide
Grant Initiative General Cunning initiative class feature.

At the start of each encounter, you can either choose to keep the bonus granted to you by your Wisdom modifier on initiative checks or choose to give that bonus …

Ultimate Magic
Grasping Tail General

Tiefling.

You can use your tail to grab stowed items. While you cannot wield weapons with your tail, you can use it to retrieve small, stowed objects carried on your person …

Advanced Race Guide
Great Fortitude General

You get a +2 bonus on all Fortitude saving throws.

Core Rulebook
Greater Channel Force General

Channel Force, Improved Channel Force, aasimar, channel energy 6d6.

When using Improved Channel Force, you can affect all creatures in a 30-foot-radius burst.

Advanced Race Guide
Greater Channel Smite General Channel energy class feature, Channel Smite, base attack bonus +8.

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 your channel …

Ultimate Combat
Greater Drow Nobility General

Cha 13, Drow Nobility, Improved Drow Nobility, able to use drow spell-like abilities, drow.

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 at will.

Advanced Race Guide
Greater Eldritch Heritage General Cha 17, Eldritch Heritage, Improved Eldritch Heritage, character level 17th.

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 already have. …

Ultimate Magic
Greater Elemental Focus General Elemental Focus.

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 Elemental Focus.

Advanced Player's Guide
Greater Mercy General Cha 13, lay on hands class feature, mercy class feature.

When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points …

Ultimate Magic
Greater Spell Focus General Spell Focus.

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.

Core Rulebook
Greater Spell Penetration General Spell Penetration.

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 Penetration.

Core Rulebook
Greater Spell Specialization General Int 13, Spell Focus, Spell Specialization, able to prepare 5th-level spells.

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 its normal …

Ultimate Magic
Greater Wild Empathy General Knowledge (nature) 5 ranks, wild empathy class feature.

You gain a +2 insight bonus on wild empathy checks, and you may use wild empathy to duplicate an Intimidate check rather than a Diplomacy check. In addition, choose one …

Ultimate Magic
Groundling General Cha 13, gnome, gnome magic racial trait.

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 like. You can still use your …

Advanced Player's Guide
Guardian of the Wild General

Attuned to the Wild, elf.

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 are in …

Advanced Race Guide
Guided Hand General Channel energy class feature, Channel Smite, proficiency with your deity's favored weapon.

With your deity's favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls.

Ultimate Combat
Gunsmithing General

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 firearms. You do not need to …

Ultimate Combat
Half-Drow Paragon General

Drow-blooded and drow magic racial traits, half-elf.

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 trait count as drow spell-like abilities …

Advanced Race Guide
Harmonic Sage General Bardic performance class feature, Knowledge (engineering) 5 ranks.

While inside an artificial structure, you can spend a free action to make a DC 15 Knowledge (engineering) check when you begin your bardic performance. Success on this check allows …

Ultimate Combat
Heavenly Radiance General

Aasimar, daylight spell-like ability, sufficiently high level (see below).

You gain one additional use per day of daylight. Choose one spell from the table below; by expending a use of daylight, you may use this spell as …

Advanced Race Guide
Heroic Defiance General Diehard, Endurance, base Fortitude save +8.

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 and instantaneous …

Advanced Player's Guide
Heroic Recovery General Diehard, Endurance, base Fortitude save +4.

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. If this …

Advanced Player's Guide
Heroic Will General

Iron Will, base Will save +4, human.

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 are dominated, …

Advanced Race Guide
Hobgoblin Discipline General

Base attack bonus +1, hobgoblin.

While you are within 30 feet of at least two other hobgoblins, you gain a +1 morale bonus on saving throws.

Advanced Race Guide
Human Spirit General

Half-elf.

You receive 1 bonus skill rank. Whenever you gain another Hit Die, you gain an additional skill rank. You cannot gain more than four skill ranks in this way.

Advanced Race Guide
Huntmaster General

Handle Animal 1 rank; either the animal companion, divine bond (mount), or mount class feature; human.

If you have the animal companion class feature, pick one of the following types of animal companions that this feat affects: bird, dog, small cat, or horse. If you have …

Advanced Race Guide
Hydraulic Maneuver General

Hydraulic push spell-like ability, undine.

You may use hydraulic push to attempt a bull rush, disarm, dirty trick (blind or dazzle, see ), or trip combat maneuver. Each time you use hydraulic push, you …

Advanced Race Guide
Implant Bomb General Heal 5 ranks, delayed bomb alchemist discovery.

You may implant a bomb in a willing or helpless creature (a mindless creature under your control, such as a zombie, counts as willing for this purpose). This takes 1 …

Ultimate Magic
Improved Channel General Channel energy class feature.

Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.

Core Rulebook
Improved Channel Force General

Channel Force, aasimar, channel energy 4d6.

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 within the …

Advanced Race Guide
Improved Counterspell General

When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

Core Rulebook
Improved Dark Sight General

Dark Sight, Gloom Sight, fetchling.

You gain the see in darkness ability and lose the light sensitivity weakness, but gain the light blindness weakness.

Advanced Race Guide
Improved Drow Nobility General

Cha 13, Drow Nobility, able to use drow spell-like abilities, drow.

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, which …

Advanced Race Guide
Improved Eldritch Heritage General Cha 15, Eldritch Heritage, character level 11th.

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 sorcerer …

Ultimate Magic
Improved Familiar General Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

When choosing a familiar, the creatures listed below are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis …

Core Rulebook
Improved Great Fortitude General Great Fortitude.

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 if it …

Core Rulebook
Improved Improvisation General

Int 13, Fast Learner, Improvisation, human.

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 instead of …

Advanced Race Guide
Improved Iron Will General Iron Will.

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 if it …

Core Rulebook
Improved Lightning Reflexes General Lightning Reflexes.

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 if it …

Core Rulebook
Improved Monster Lore General Monster lore class feature.

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 that grant you the monster lore …

Ultimate Magic
Improved Share Spells General Spellcraft 10 ranks, ability to acquire an animal companion, eidolon, familiar, or special mount.

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 companion, eidolon, familiar, or special mount). …

Advanced Player's Guide
Improved Stalwart General Diehard, Endurance, Stalwart, base attack bonus +11.

Double the DR you gain from Stalwart, to a maximum of DR 10/—.

Ultimate Combat
Improved Stonecunning General Wis 13, dwarf, stonecunning racial trait.

You receive a +4 bonus on Perception checks to notice unusual stonework. This bonus replaces the stonecunning ability's normal bonus on Perception checks.

Advanced Player's Guide
Improved Umbral Scion General

Cha 13, Wis 13, Drow Nobility, Greater Drow Nobility, Improved Drow Nobility, Umbral Scion, able to use drow spell-like abilities, drow.

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.

Advanced Race Guide
Improvisation General

Int 13, Fast Learner, human.

You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all trained skills untrained.

Advanced Race Guide
Incremental Elemental Assault General

Suli.

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. These rounds do not have to …

Advanced Race Guide
Inexplicable Luck General

Defiant Luck, human.

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 after the …

Advanced Race Guide
Inner Breath General

Character level 11th, sylph.

You no longer need to breathe. You are immune to effects that require breathing (such as inhaled poison). This does not give you immunity to cloud or gas attacks that …

Advanced Race Guide
Insightful Gaze General Stern gaze class feature, Sense Motive 5 ranks.

Whenever you make a Sense Motive check to oppose someone's Bluff check, you can roll two dice and take the higher result.

Ultimate Magic
Instant Judgment General Second judgment class feature.

You can spend an immediate action to pronounce a judgment or change an active judgment.

Ultimate Combat
Intimidating Bane General Bane class feature, Dazzling Display, Weapon Focus, character level 8th.

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 type your …

Ultimate Combat
Intimidating Confidence General

Cha 13, Fearless Curiosity, Intimidate 5 ranks, human.

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 critical hit, …

Advanced Race Guide
Intimidating Gaze General Cha 13+, stern gaze class feature, Intimidate 5 ranks.

Once per day, as a free action, when making an Intimidate skill check, you can roll two dice and take the higher result.

Ultimate Magic
Iron Will General

You get a +2 bonus on all Will saving throws.

Core Rulebook
Ironguts General Con 13; dwarf, half-orc, or orc.

You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but not other poisons). In addition, you …

Advanced Player's Guide
Ironhide General Con 13; dwarf, half-orc, or orc.

You gain a +1 natural armor bonus due to your unusually tough hide.

Advanced Player's Guide
Judgment Surge General Judgment class feature.

Once per day, you can treat your class level for your judgment class feature as if it were 3 higher than normal. If you have multiple judgments active at the …

Ultimate Magic
Keen Scent General Wis 13, half-orc or orc.

You gain the scent special ability.

Advanced Player's Guide
Ki Stand General Ki pool.

While you have at least 1 ki point in your ki pool, you can stand up as a swift action that provokes attacks of opportunity.

You may spend 1 point …

Ultimate Magic
Knockout Artist General Sneak attack class feature, Improved Unarmed Strike.

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 on the …

Ultimate Combat
Leadership General Character level 7th.

This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are …

Core Rulebook
Leaf Singer General Cha 13, bardic performance class feature, elf or half-elf.

When you use bardic performance with audible components in a forest, the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your …

Advanced Player's Guide
Learn Ranger Trap General Survival 5 ranks.

Select one ranger trap (see page 64). You may use this trap a number of times per day equal to your Wisdom bonus (minimum 1). The DC for your trap …

Ultimate Magic
Ledge Walker General

Dex 13, dwarf, mountaineer or stability racial trait.

You can move at full speed while using Acrobatics to balance on narrow surfaces, and you gain a +4 bonus on Climb checks to catch yourself or another creature while …

Advanced Race Guide
Life Lure General Channel positive energy class feature.

As a standard action, you can channel positive energy to fascinate all undead within 30 feet for a number of rounds equal to your Charisma modifier (minimum of 1). Undead …

Ultimate Magic
Life's Blood General

Samsaran.

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 another creature. When using this feat, …

Advanced Race Guide
Light Step General Acrobatic Steps, Nimble Moves, elf.

You can ignore the effects of difficult terrain in natural environments, as if it were normal terrain.

Advanced Player's Guide
Lightning Reflexes General

You get a +2 bonus on all Reflex saving throws.

Core Rulebook
Lingering Invisibility General

Duergar.

When your invisibility ends, you gain concealment for 1 round per minute of duration the invisibility effect had remaining (minimum 1 round). This only occurs if the invisibility is from …

Advanced Race Guide
Lingering Performance General Bardic performance class feature.

The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for …

Advanced Player's Guide
Long-Nose Form General

Character level 3rd, tengu.

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 alter self with a caster level …

Advanced Race Guide
Lucky Halfling General Halfling.

Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if you were the one subject to …

Advanced Player's Guide
Lucky Healer General

Adaptive luck racial trait, halfling.

Spend a use of your adaptive luck racial trait to reroll the damage healed from a single magical healing effect (such as a spell with "cure" in the title or …

Advanced Race Guide
Mage of the Wild General

Attuned to the Wild, elf.

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, and, Knowledge …

Advanced Race Guide
Magical Aptitude General

You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to …

Core Rulebook
Magical Tail General

Kitsune.

You gain a new spell-like ability, each usable twice per day, from the following list, in order: disguise self, charm person, misdirection, invisibility, suggestion, displacement

Advanced Race Guide
Major Spell Expertise General Minor Spell Expertise, ability to cast 9th-level spells.

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 spell-like ability …

Advanced Player's Guide
Marked for Glory, Mythic General Great Fortitude, Iron Will, or Lightning Reflexes.

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.

Mythic Adventures
Master Alchemist General Craft (alchemy) 5 ranks.

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 create a number of …

Advanced Player's Guide
Master Craftsman General 5 ranks in any Craft or Profession skill.

Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen …

Core Rulebook
Maximized Spellstrike General Maximized magic magus arcana, weapon expertise class feature or Quick Draw.

When you make a melee attack and successfully use your spellstrike ability against an opponent denied his Dexterity bonus to AC, you can spend 3 points from your arcane pool …

Ultimate Combat
Menacing Bane General Bane class feature.

You can use your bane class feature to imbue a melee weapon with the menacing special weapon ability (Advanced Player's Guide 288) instead of bane. You can spend a …

Ultimate Combat
Merciful Bane General Bane class feature.

While a weapon you wield is under the effect of your bane class feature, you can spend a swift action to switch between dealing lethal or nonlethal damage with bane. …

Ultimate Combat
Metallic Wings General

Angelic Blood, Angelic Flesh, Angel Wings, aasimar, character level 11th.

You gain two wing attacks. These are secondary natural attacks that deal 1d4 points of slashing damage (or 1d3 if you are Small).

Advanced Race Guide
Minor Spell Expertise General Ability to cast 4th-level spells.

Choose one 1st-level spell that you know. You may cast that spell twice per day as a spell-like ability. The caster level for this spell-like ability is equal to your …

Advanced Player's Guide
Moonlight Summons General Spell Focus (conjuration), able to cast summon nature's ally.

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 of overcoming …

Ultimate Magic
Mother's Gift General

Changeling.

Your dark legacy manifests in one of the following ways. You choose the manifestation when you choose the feat, and once selected it cannot be changed.

Advanced Race Guide
Multitalented Mastery General

Character level 5th, half-elf, multitalented racial trait.

All of your classes are considered favored classes. You gain either +1 hit point or +1 skill point whenever you take a level in any class. Apply these bonuses retroactively …

Advanced Race Guide
Murmurs of Earth General

Echoes of Stone, character level 9th, oread.

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 that moment.

Advanced Race Guide
Mystic Stride General Dex 15, Nimble Moves, woodland stride class feature.

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 entangled condition.

Ultimate Magic
Mythic Companion, Mythic General You must be non-mythic.

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 a +1 bonus on all saves …

Mythic Adventures
Natural Charmer General

Cha 17, dhampir.

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 20 still requires 20 times the …

Advanced Race Guide
Natural Spell General Wis 13, wild shape class feature.

You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.

Core Rulebook
Neither Elf nor Human General

Exile's Path, Seen and Unseen, character level 11th, half-elf.

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 class feature.

Advanced Race Guide
Nimble Moves General Dex 13.

Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into …

Core Rulebook
Noble Spell Resistance General

Cha 13, Wis 13, Greater Drow Nobility, character level 13th, drow.

Your spell resistance is equal to 11 + your character level.

Advanced Race Guide
Oracular Intuition General Mystery class feature.

You get a +2 bonus on Sense Motive checks and Spellcraft checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for …

Ultimate Magic
Oread Burrower General

Stony Step, character level 9th, oread.

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 not leave …

Advanced Race Guide
Oread Earth Glider General

Oread Burrower, Stony Step, character level 13th, oread.

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 protected against …

Advanced Race Guide
Painful Anchor General Anchoring aura class feature.

When an evil outsider uses a calling, summoning, or teleportation effect, or any ability that physically transports a creature to or from another plane (such as blink or etherealness) …

Ultimate Magic
Parry Spell General Spellcraft 15 ranks, Improved Counterspell .

Whenever you successfully counter a spell, it returns back to its caster. This works exactly like the spell turning spell.

Advanced Player's Guide
Pass For Human General Half-elf, half-orc, or halfling (see Special).

You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of another race when …

Advanced Player's Guide
Persuasive General

You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that …

Core Rulebook
Planar Preservationist General Preservationist alchemist archetype.

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 nature's ally extracts, you automatically learn …

Ultimate Magic
Planar Wild Shape General Wild shape class feature, Knowledge (planes) 5 ranks.

When you use wild shape to take the form of an animal, you can expend an additional daily use of your wild shape class feature to add the celestial template …

Ultimate Combat
Powerful Shape General Wild shape class feature, druid level 8th.

When in wild shape, treat your size as one category larger for the purpose of calculating CMB, CMD, carrying capacity, and any size-based special attacks you use or that are …

Ultimate Magic
Practiced Tactician General Tactician class feature.

You can use your tactician ability to grant allies a teamwork feat one additional time per day.

Advanced Player's Guide
Preferred Spell General Spellcraft 5 ranks, Heighten Spell.

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 level. You …

Advanced Player's Guide
Prodigy General

Choose two Craft, Perform, or Profession skills in any combination (two Craft skills, a Craft skill and a Perform skill, and so on). You receive a +2 bonus on checks …

Ultimate Magic
Prophetic Visionary General Mystery class feature.

Once per day, you can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which time you can take no other …

Ultimate Magic
Pure Faith General Divine health class feature.

You gain a +4 sacred bonus to saving throws against poison.

Ultimate Magic
Quick Channel General Knowledge (religion) 5 ranks, channel energy class feature.

You may channel energy as a move action by spending 2 daily uses of that ability.

Ultimate Magic
Quick Wild Shape General Wild shape class feature, caster level 8th.

You can wild shape as a move action or a swift action. However, you are limited to forms available to a druid two levels lower when changing form as a …

Ultimate Magic
Racial Heritage General Human.

Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human …

Advanced Player's Guide
Radiant Charge General Lay on hands class feature.

When you hit with a charge attack, you can expend all of your remaining uses of lay on hands to deal extra damage equal to 1d6 per use of lay …

Ultimate Magic
Raging Brutality General Str 13, rage class feature, Power Attack, base attack bonus +12.

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 melee attacks …

Ultimate Combat
Raging Deathblow General Greater rage class feature.

While raging, whenever your attack reduces your opponent to –1 or fewer hit points, you gain 1 extra round of rage for that day. If that attack was a critical …

Ultimate Combat
Raging Hurler General Rage class feature, Throw Anything.

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 Draw feat, …

Ultimate Combat
Raging Throw General Str 13, Con 13, rage class feature, Improved Bull Rush, Power Attack, base attack bonus +6.

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 on your …

Ultimate Combat
Raging Vitality General Con 15, rage class feature.

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 must still expend rounds of …

Advanced Player's Guide
Razortusk General Half-orc.

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 feats or effects appropriate to natural …

Advanced Player's Guide
Realistic Likeness General

Kitsune.

You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an …

Advanced Race Guide
Remote Bomb General Delayed bomb discovery.

The maximum delay for your delayed bombs increases to a number of minutes equal to your level.

If you have line of effect to your delayed bomb, you may detonate …

Ultimate Magic
Resilient Brute General

Half-orc or orc.

Once per day, when a creature confirms a critical hit against you, you may treat half the damage as nonlethal damage. You cannot use this ability if you are immune …

Advanced Race Guide
Resilient Eidolon General Eidolon class feature.

If you are knocked unconscious, fall asleep, or are killed, your eidolon remains for a number of rounds equal to your summoner level before it is banished. If you are …

Ultimate Magic
Resolute Rager General

Orc, rage class feature.

While raging, when under the effect of a fear effect that allows a saving throw, you can make a new saving throw against that fear effect at the start of …

Advanced Race Guide
Reward of Grace General Lay on hands class feature.

Each time you use your lay on hands ability, you gain a +1 sacred bonus on all attack rolls for 1 round.

Ultimate Magic
Reward of Life General Lay on hands class feature.

Each time you use your lay on hands ability to heal a creature other than yourself, you heal a number of hit points equal to your Charisma bonus. This ability …

Ultimate Magic
Rhetorical Flourish General Cha 13, Persuasive.

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 creature. If …

Ultimate Combat
Ricochet Splash Weapon General Dex 13, Throw Anything.

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 penalty) as …

Ultimate Magic
Righteous Healing General Judgment class feature.

If you cast a cure spell while you have a judgment active, each target regains 1 extra hit point from the cure spell + 1 hit point per three inquisitor …

Ultimate Combat
Run General

When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if …

Core Rulebook
Sacred Summons General Aura class feature, ability to cast summon monster.

When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting …

Ultimate Magic
Scavenger's Eye General

Tengu.

You gain a +2 bonus on Appraise checks. You may determine the most valuable item in a hoard as a standard action and gain an additional +2 bonus on the …

Advanced Race Guide
Sea Legs General Profession (sailor) 5 ranks.

You gain a +2 bonus on Acrobatics, Climb, and Swim checks.

Ultimate Combat
Seen and Unseen General

Exile's Path, character level 5th, half-elf.

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 humans take …

Advanced Race Guide
Selective Channeling General Cha 13, channel energy class feature.

When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Core Rulebook
Self-Sufficient General

You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for …

Core Rulebook
Sense Link General Bond senses class feature.

When sharing the senses of your eidolon, you gain a +4 competence bonus on Perception checks for the duration of your bond senses ability.

Ultimate Magic
Shadow Caster General

Caster level 1st, drow.

When you cast spells of the shadow subschool or spells with the darkness descriptor, you are considered two levels higher when determining the duration of those spells.

Advanced Race Guide
Shadow Ghost General

Fetchling, shadow walk spell-like ability.

You gain the ability to use shadow walk an additional time each day.

Advanced Race Guide
Shadow Walker General

Fetchling, shadow walk spell-like ability.

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 for this ability must be in …

Advanced Race Guide
Shadowy Dash General

Wayang.

Whenever you are in an area of dim light or darkness, you can move at full speed using Stealth without taking the normal –5 penalty for doing so.

Advanced Race Guide
Shapeshifter Foil General Knowledge (arcana) 5 ranks or Knowledge (nature) 5 ranks, ability to use any polymorph effect.

A creature you deal damage to has difficulty using or maintaining polymorph effects until the end your next turn. To use a polymorph effect it must make a concentration check …

Ultimate Combat
Shapeshifting Hunter General Favored enemy class feature, wild shape class feature.

Your levels of druid stack with your ranger levels for determining when you select your next favored enemy. Also, your ranger levels stack with your druid levels in determining the …

Ultimate Combat
Shaping Focus General Wild shape class feature, Knowledge (nature) 5 ranks.

If you are a multiclassed druid, your wild shape ability is calculated as though your druid level were four higher, to a maximum level equal to your character level.

Ultimate Magic
Shared Insight General Wis 13, half-elf.

As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Perception checks for a number of rounds …

Advanced Player's Guide
Shared Judgment General Second judgment class feature.

You can pronounce a single judgment and extend its effects to one adjacent ally instead of pronouncing a second judgment. Similarly, once you have the third judgment class feature, you …

Ultimate Combat
Shared Manipulation General

Cha 13, half-elf.

As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Bluff or Intimidate checks (choose which skill …

Advanced Race Guide
Sharp Senses General Keen senses racial trait.

You receive a +4 racial bonus on Perception skill checks. This replaces the normal bonus from the keen senses racial trait.

Advanced Player's Guide
Sin Seer General Detect undead paladin class feature.

You gain the detect evil class feature. You may use it or the detect undead class feature, but not at the same time.

Ultimate Magic
Skeleton Summoner General Spell Focus (necromancy), ability to cast summon monster.

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 summon monster …

Ultimate Magic
Skill Focus General

You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.

Core Rulebook
Skilled Driver General

You gain a +4 bonus on driving checks with your chosen vehicle.

Ultimate Combat
Slayer's Knack General Favored enemy class feature, base attack bonus +6.

When you take this feat, choose one of your favored enemy types. Against enemies of that type, the threat range of any weapon you wield is doubled. This effect does …

Ultimate Combat
Sleep Venom General

Vishkanya.

As a swift action, you may alter the effects of your venom so the target falls unconscious. This changes the initial and secondary effect of your venom to the following:

Advanced Race Guide
Smell Fear General Keen Scent, half-orc or orc.

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 Motive skill …

Advanced Player's Guide
Sneaking Precision General Sneak attack class feature, Critical Focus, any critical feat, base attack bonus +9.

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 you know …

Ultimate Combat
Sociable General Cha 13, half-elf.

As a move action, you grant all friendly creatures within 30 feet who can see or hear you (including yourself) a +2 bonus on Diplomacy checks for a number of …

Advanced Player's Guide
Sorcerous Bloodstrike General Cha 13, sorcerer bloodline class feature.

Once per day, as an immediate action upon reducing a creature to 0 or fewer hit points with one of your sorcerer spells, you can regain one usage of a …

Ultimate Magic
Spell Bane General Bane class feature.

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 type.

Ultimate Combat
Spell Bluff General Bluff 5 ranks, Spellcraft 5 ranks.

If another spellcaster tries to counterspell your casting, she adds +4 to her Spellcraft DC when trying to determine your spell.

Because you have studied how to mask the recognizable …

Ultimate Magic
Spell Focus General

Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Core Rulebook
Spell Hex General Major hex class feature.

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 can use that hex three times …

Ultimate Magic
Spell Mastery General 1st-level wizard

Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, you can prepare these spells without …

Core Rulebook
Spell Penetration General

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

Core Rulebook
Spell Perfection General Spellcraft 15 ranks, at least three metamagic feats.

Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its …

Advanced Player's Guide
Spell Specialization General Int 13, Spell Focus.

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 the spell.

Ultimate Magic
Spellsong General Cha 13, bardic performance class ability, able to cast 1st-level spells.

You can combine your bardic performance and your spellcasting in two ways.

First, you can conceal the activity of casting a bard spell by masking it in a performance. As …

Ultimate Magic
Spider Step General Acrobatics 6 ranks, Climb 6 ranks, monk level 6th.

As a move action, you can move up to half your slow fall distance across a wall or ceiling or across ropes, branches, or even water or other surfaces that …

Advanced Player's Guide
Spider Summoner General

Ability to cast summon monster or summon nature's ally spells, drow.

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 can summon the spiders listed below.

Advanced Race Guide
Spirit of the Wild General

Attuned to the Wild, Guardian of the Wild, elf.

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 in the …

Advanced Race Guide
Splintering Weapon General Base attack bonus +1, proficient with weapon, weapon made of primitive material.

Whenever you use a melee or thrown weapon with the fragile weapon feature (page 146) or similar quality and hit an opponent, you can give your weapon the broken condition …

Ultimate Combat
Split Hex General Witch level 10th.

When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can choose another creature within 30 feet of the …

Ultimate Magic
Split Major Hex General Split hex, caster level 18th.

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 to also …

Ultimate Magic
Spontaneous Metafocus General Cha 13, one metamagic feat, able to spontaneously cast spells.

Pick a single spell that you are able to cast spontaneously. When you apply metamagic feats to that spell, you can cast the spell using the normal casting time instead …

Ultimate Magic
Stalwart General Diehard, Endurance, base attack bonus +4.

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 equivalent amount …

Ultimate Combat
Starlight Summons General Spell Focus (conjuration), able to cast summon nature's ally.

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 iron for …

Ultimate Magic
Stealthy General

You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 …

Core Rulebook
Steam Caster General

Undine.

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 of 1 full-round action or longer …

Advanced Race Guide
Steel Soul General Dwarf, hardy racial trait.

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 trait.

Advanced Player's Guide
Stoic Pose General

Svirfneblin.

By spending 5 rounds finding a suitable location, you can hold yourself so still that you appear to be a Small object such as a pile of rocks. This allows …

Advanced Race Guide
Stone Sense General Improved Stonecunning, Perception 10 ranks.

You gain tremorsense to a range of 10 feet.

Advanced Player's Guide
Stone Singer General Cha 13, bardic performance class feature, dwarf.

When you use bardic performance with audible components underground, the range or area of your chosen performance is doubled, and you can affect deaf creatures if they possess tremorsense and …

Advanced Player's Guide
Stone-Faced General Dwarf.

You receive a +4 bonus on Bluff checks to lie or conceal your feelings or true motives, but not to feint in combat or deliver secret messages. In addition, the …

Advanced Player's Guide
Stony Step General

Oread.

Whenever you move, you may move through 5 feet of earth- or stone-based difficult terrain (rubble, stone stairs, and so on) each round as if it were normal terrain. The …

Advanced Race Guide
Stretched Wings General

Str 13, Skill Focus (Fly), strix, wing-clipped racial trait.

Your strix racial fly speed increases to 60 feet (average). You ignore the wing-clipped trait's Fly check requirement to fly upward.

Advanced Race Guide
Strong Comeback General

Whenever you are allowed to reroll an ability check, a skill check, or a saving throw, you gain a +2 circumstance bonus on the reroll.

Ultimate Combat
Summoner's Call General Eidolon class feature.

Whenever you summon your eidolon, you may give it a +2 enhancement bonus to its Strength, Dexterity, or Constitution. This bonus lasts 10 minutes after the summoning ritual is complete.

Advanced Player's Guide
Sunlight Summons General Spell Focus (conjuration), able to cast summon nature's ally.

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 damage reduction.

Ultimate Magic
Superior Summoning General Augment Summoning, caster level 3rd.

Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.

Ultimate Magic
Sure Grasp General Climb 1 rank.

Roll twice while climbing or when making a Reflex save to avoid falling, and take the higher result.

Ultimate Combat
Sure and Fleet General

Fleet of foot racial trait, halfling.

You gain a +2 racial bonus on Acrobatics and Climb checks.

Advanced Race Guide
Surge of Success General

Human.

When you confirm a critical hit or roll a natural 20 on a saving throw, you gain a +2 circumstance bonus on a single attack roll, saving throw, skill check, …

Advanced Race Guide
Taunt General Cha 13, Small size or smaller.

You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.

Advanced Player's Guide
Tenacious Survivor General

Con 13, Diehard, Endurance, half-orc or orc.

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, but a …

Advanced Race Guide
Tenacious Transmutation General Spell Focus (transmutation).

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 before dissipating.

Advanced Player's Guide
Tengu Raven Form General

Tengu Wings, character level 7th, tengu.

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 size bonus …

Advanced Race Guide
Tengu Wings General

Character level 5th, tengu.

Once per day, you can sprout a pair of giant black crow's wings, granting you a fly speed of 30 feet (average maneuverability). This spell-like ability otherwise functions as beast …

Advanced Race Guide
Theurgy General Wis 13, Int or Cha 13, able to cast 1st-level arcane spells, able to cast 1st-level divine spells.

You can augment the power of your divine spells with arcane energy and augment your arcane spells with divine energy.

When casting a divine spell, you may sacrifice an arcane …

Ultimate Magic
Thoughtful Discernment General Discern lies class feature.

Once per day as a free action, you can think back about a single statement you heard in the last day and determine if it was a lie. This acts …

Ultimate Magic
Thrill of the Kill General

Half-orc or orc, rage class feature.

When you are raging and your attack reduces an enemy to negative hit points or kills it, you regain 1 round of rage. You may only use this feat if …

Advanced Race Guide
Toughness General

You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain …

Core Rulebook
Toxic Recovery General

Dwarf, hardy racial trait.

Whenever you succeed at a saving throw against poison, you heal 1 point of ability damage of the type dealt by the poison. Whenever you heal ability damage naturally or …

Advanced Race Guide
Trap Wrecker General

Power Attack, Disable Device 1 rank, orc.

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 attack against …

Advanced Race Guide
Trapper's Setup General Craft (traps) 5 ranks.

When you manually trigger a trap against opponents, that trap receives either a +2 circumstance bonus on melee attack rolls or a +2 circumstance bonus to its saving throw DC.

Ultimate Combat
Triton Portal General

Character level 5th, hydraulic push spell-like ability, undine.

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 caster level equal to your character …

Advanced Race Guide
Tunnel Rat General

Ratfolk, swarming racial trait.

You count as one size smaller than normal for the purpose of squeezing.

Advanced Race Guide
Turn Undead General Channel positive energy class feature.

You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead …

Core Rulebook
Ultimate Mercy General Cha 19, Greater Mercy, lay on hands, mercy class feature.

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 level equal …

Ultimate Magic
Ultimate Resolve General Aura of resolve class feature.

Your aura of resolve is a 20-foot emanation, and does not end if you fall unconscious.

Ultimate Magic
Umbral Scion General

Cha 13, Wis 13, Drow Nobility, Greater Drow Nobility, Improved Drow Nobility, able to use drow spell-like abilities, drow.

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 level is …

Advanced Race Guide
Uncanny Alertness General Alertness.

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.

Ultimate Magic
Uncanny Concentration General Combat Casting.

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 checks.

Ultimate Magic
Undead Master General Spell focus (necromancy), the ability to cast animate dead or command undead.

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. When you …

Ultimate Magic
Unsanctioned Detection General Detect evil class feature.

As a swift action, you can focus the clarity granted by your detect evil ability to heighten your awareness of other things. This gives you a +10 sacred bonus on …

Ultimate Magic
Unsanctioned Knowledge General Int 13, ability to cast 1st-level paladin spells.

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 these spells to your paladin spell …

Ultimate Magic
Vermin Heart General Wild empathy class feature.

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 use wild empathy to …

Advanced Player's Guide
Versatile Channeler General Channel energy class feature, necromancer or neutrally aligned cleric (see below).

You may make a choice whenever you use your channel energy class feature.

If you normally channel positive energy, you may choose to channel negative energy as if your effective …

Ultimate Magic
Vigilant Eidolon General Eidolon class feature.

While your eidolon is within your reach, you gain a +4 bonus on Perception checks. If you have 10 or more ranks in Perception, this bonus increases to +8. This …

Ultimate Magic
Voice of the Sibyl General Cha 15.

You get a +1 bonus on all Bluff, Diplomacy, and Perform (oratory) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to …

Ultimate Magic
War Singer General Cha 13, bardic performance class feature, half-orc or orc.

When you use bardic performance with audible components on a battlefield (any area where a combat involving a dozen or more combatants is taking place), the range or area of …

Advanced Player's Guide
Warrior Priest General Ability to cast divine spells, domain or mystery class feature.

You gain a +1 bonus on initiative checks and a +2 bonus on concentration checks made to cast a spell or use a spell-like ability when casting defensively or while …

Ultimate Magic
Water Skinned General

Undine.

As a standard action, you can extinguish a small nonmagical fire with a touch, affecting anything up to the size of a large campfire. This ability does not affect fires …

Advanced Race Guide
Well-Prepared General Halfling.

Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand check with a DC of 10 …

Advanced Player's Guide
Wild Speech General Druid level 6th, wild shape class feature.

When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally in any language you know. This allows …

Ultimate Magic
Wings of Air General

Airy Step, character level 9th, sylph.

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 speed equal …

Advanced Race Guide
Witch Knife General Witch class.

Each day, when you prepare your spells, you can select a masterwork or magical dagger, transforming it into a witch knife, which serves as an additional focus component for witch …

Ultimate Magic
Word of Healing General Lay on hands class feature.

You may use your lay on hands to heal another creature at a range of 30 feet as a standard action that does not provoke an attack of opportunity. You …

Ultimate Magic

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