Akashic Feats

This section contains new feats for veilweavers and classes interested in utilizing the essence system. A new type of feat, marked with the Akashic descriptor, is presented below. Akashic feats can typically be invested with essence for greater effect (as described in their individual entries), grant additional essence, and can be taken by anyone, though they will usually provide greater benefit to veilweavers or characters with access to the essence subsystem. Some akashic feats may not be appropriate as essence receptacles, but provide other benefits dependent on a character’s essence pool or other akashic options.

Aberrant Form

The daeva within you is a bit different from its kin.

Prerequisites: Cha 15, Passion class feature.

Benefit: Select one veil granted by your Passion, and one veil from the daevic veilweaving list. You permanently remove the selected Passion veil from your list of Passion veils and replace it with the selected veil from the daevic veilweaving list.

Access Higher Chakra Slot

You gain the ability to bind veils to a Higher Chakra, increasing their power and versatility.

Prerequisites: Con 17, character level 17th.

Benefit: When this feat is selected, choose one of the following equipment slots: Neck or Belt. You can now bind a veil to that slot. This does not allow you to bind more than one veil to that slot, even if you’ve gained the ability to bind there from another source.

In addition, you gain a minor benefit from this new bind, depending on the slot chosen:

  • Neck: +1 insight bonus on Bluff and Diplomacy checks.
  • Belt: +1 insight bonus on Fortitude saves.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new slot.

Access Low Chakra Slot

You gain the ability to bind veils to a Low Chakra, increasing their power and versatility.

Prerequisites: Con 13, character level 7th.

Benefit: When this feat is selected, choose one of the following slots: Hands, Head, or Feet. You can now bind a veil to that slot. This does not allow you to bind more than one veil to that slot, even if you’ve gained the ability to bind there from another source.

In addition, you gain a minor benefit from this new bind, depending on the slot chosen:

  • Head: +1 insight bonus on Will saves.
  • Feet: +1 insight bonus on Acrobatics and Stealth checks.
  • Hands: +1 insight bonus on Climb and Swim checks.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new slot.

Access Middle Chakra Slot

You open up one of your body’s centers of power, allowing you to bind a veil or a magic item to that chakra.

Prerequisites: Con 15, character level 13th.

Benefit: When this feat is selected, choose one of the following equipment slots: Headband, Shoulders, or Wrists. You can now bind a veil to that slot. This does not allow you to bind more than one veil to that slot, even if you’ve gained the ability to bind there from another source.

In addition, you gain a minor benefit from this new bind, depending on the slot chosen:

  • Wrists: +2 insight bonus to CMB checks made to disarm or as part of a grapple.
  • Headband: +1 insight bonus on Perception and Sense Motive checks
  • Shoulders: +1 insight bonus on Reflex saves.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new middle chakra.

Akasha-Imbued Body (Akashic)

The akasha within you coats your bones and infuses your muscles, making you more resilient.

Benefit: When you take this feat, you gain 2 hit points for each akashic feat you have. Whenever you take a new akashic feat, you gain 2 more hit points. If you are using the death by massive damage rules, you gain a +4 bonus on Fortitude saves made to avoid death from massive damage.

You gain 1 point of essence.

Akasha-Infused Spells (Akashic)

You gain the ability to invest akasha directly into the spells you cast.

Prerequisites: Con 13 or veilweaver level 1, ability to cast 1st-level spells.

Benefit: When you take this feat, choose one school of magic. You can invest essence into this feat to increase the caster level of one spell you have known or prepared by 1. Prepared casters apply this benefit to all instances of the chosen spell (so if a wizard has prepared fireball twice, both instances gain the benefits). For each additional point of essence invested in this ability you may choose an additional spell from the selected school to gain this benefit.

You gain 1 point of essence.

Akashic Augmentation (Akashic, Psionic)

You can augment a psionic power with your chakra energy rather than mental energy.

Prerequisites: Con 13 or veilweaver level 1, ability to manifest 2nd-level psionic powers.

Benefit: You can invest essence into this feat and choose a particular psionic power that you know. The total power point cost when augmenting that power is reduced by a value equal to the invested essence. This can’t reduce the augmentation cost to less than 1. You can’t invest more essence in this feat than the chosen power’s level, even if the maximum essence capacity of this feat would normally be higher than that value.

You gain 1 point of essence.

Akashic Charge (Akashic, Combat)

You can channel akasha to amplify your blows when charging. When you make a charge attack while this feat is active, your weapon is briefly encased in a thin sheath of akashic energy.

Prerequisite: Con 13 or veilweaver level 1.

Benefit: You can bind essence into this feat. You gain an insight bonus on attack rolls and damage rolls equal to the invested essence on all charge attacks.

You gain 1 point of essence.

Body-Bound Mind (Akashic, Psionic)

The energy of akasha courses through your mind, increasing your mental capacity.

Prerequisites: Con 13 or veilweaver level 1, a power point reserve.

Benefit: You can bind essence into this feat. You gain bonus power points equal to twice the bound essence. If you have the ability to bind a veil to your Head slot (even if you don’t have one currently bound), you gain an additional 2 bonus power points as long as at least 1 point of essence is bound in this feat.

You gain 1 point of essence.

Chakra Strike (Akashic, Combat)

You can channel akasha into your precision-based attacks, damaging your foe’s inner energy and body simultaneously.

Prerequisites: Con 13 or veilweaver level 1, sneak attack or studied strike class feature.

Benefit: You can invest essence into this feat. You gain an insight bonus on damage rolls made when delivering attacks with the sneak attack or studied strike class features equal to twice the invested essence.

You gain 1 point of essence.

Chakra-Enhanced Fortitude (Akashic)

You can use akasha to strengthen your blood and harden your internal organs. You boost your ability to resist effects that would adversely affect your health.

Prerequisite: Con 13 or veilweaver level 1.

Benefit: You can invest essence into this feat. You gain an insight bonus on Fortitude saves equal to the invested essence.

You gain 1 point of essence.

Chakra Power (Akashic, Combat)

You can take your body’s toughness and natural resilience and use it to fuel attacks whose power exceeds mere physical strength.

Prerequisites: Con 13, Str 13, Power Attack.

Benefit: You can invest essence into this feat. You gain an insight bonus to CMB to succeed on a Bull Rush, Overrun, or Sunder attack equal to the invested essence. You also gain an insight bonus equal to the invested essence on damage rolls made when using Power Attack.

You gain 1 point of essence.

Chakra Targeting (Akashic, Combat)

You can focus akashic energy into your ranged attacks, dealing more damage with successful critical hits.

Prerequisites: Con 13 or veilweaver level 1, Deadly Aim.

Benefit: You can invest essence into this feat. While using the Deadly Aim feat, you gain an insight bonus equal to the invested essence on ranged attack rolls against targets within 30 feet, and an insight bonus equal to the invested essence on ranged damage rolls.

You gain 1 point of essence.

Daevic Rage (Akashic)

You can channel akasha to enhance your rage. When you do so, eldritch energy bleeds from your body with every wound you take, shrouding you in power that harms your foes and shields you from harmful magics.

Prerequisites: Con 13 or veilweaver level 1, bloodrage or rage class feature.

Benefit: You can invest essence into this feat. While raging, you deal an additional 2 points of untyped energy damage per point of essence invested on all melee attacks and a +1 insight bonus per point of essence invested on all saves vs. spells and spelllike abilities for one round after taking hit point damage. This ability can only be triggered once per round.

You gain 1 point of essence.

Death Roll (Akashic, Combat)

You learn to harness your reptilian ferocity and master a devastating combat technique.

Prerequisites: Base attack bonus +1, sobek.

Benefit: When you make a successful CMB check to initiate or maintain a grapple, you may perform a death roll. As you cling to your foe, you tuck in your legs and roll rapidly, twisting and wrenching your victim. You inflict your bite damage and knock the creature prone. For each point of essence invested in your racial bite ability, you gain a +1 racial bonus to your CMB on grapple checks.

You gain 1 point of essence.

Divine Essence

You can channel positive or negative energy to imbue yourself with akasha.

Prerequisites: Con 13 or veilweaver level 1, Channel Energy class feature.

Benefit: You can spend a use of Channel Energy as a move action to add 1 point of essence to your essence pool for 1 round. For the duration of this effect, your essence capacity in all veils, akashic feats, and other essence powered abilities is increased by 1. At 5th level and every 5 levels thereafter you may spend an additional use of channel energy when activating this ability to increase the bonus to capacity by an additional 1 (for example, a 15th level cleric could spend 4 uses of channel energy to increase his total essence capacity by 4 for 1 round).

You can use this ability once per round.

Diving Fury (Akashic, Combat)

Swooping down on your foe, you unleash a furious avian barrage.

Prerequisites: Base attack bonus +1, suqur.

Benefit: When using the charge action to attack with a manufactured or veil weapon while flying, you may also make a single free attack with each of your talons as part of the charge (these are treated as secondary natural attacks). In addition, your falcon blood racial trait may now be invested with essence, increasing the bonus to Fly and Perception checks by +1 per point of essence invested.

You gain 1 point of essence.

Enhanced Capacity

Your capacity for channeling Akasha allows you to maintain more essence in a single Veil.

Prerequisites: Con 15 or veilweaver level 7th.

Benefit: When you shape your veils for the day, choose one essence receptacle such as a veil, magic item designed to contain essence, or class feature. Your essence capacity for that receptacle is increased by 1. Each time you shape your veils, you can change the receptacle that benefits from this feat.

Special: You can take this feat multiple times. For each time you take this feat, you can apply its effects to one additional receptacle while shaping. You can’t apply this feat’s affects more than once to the same receptacle.

Essence Expertise (Akashic, Combat)

By achieving a special meditative state, you can focus your essence to grant yourself akasha-enhanced defenses.

Prerequisites: Con 13 or veilweaver level 1, Combat Expertise.

Benefit: You can invest essence into this feat. You gain an insight bonus to CMB to make a disarm attack, a feint in combat, or a trip attempt equal to the invested essence. You also gain an insight bonus equal to the invested essence to AC when using Combat Expertise.

You gain 1 point of essence.

Essence Focus (Akashic, Psionic)

The blending of akasha and psionics you have mastered gives you unusual focus and recovery.

Prerequisites: Con 13 or veilweaver level 1, a power point reserve.

Benefit: You can invest a point of essence into this feat as a move action to regain your psionic focus. Essence invested in this way cannot be reassigned for 3 rounds. In addition, while essence is invested in this feat you gain the ability to activate two abilities which require you to expend your psionic focus as part of the same action (for example, a psion using this ability could gain the benefits of both Quicken Power and Talented as part of the same expenditure).

You gain 1 point of essence.

Essence of Movement (Akashic, Combat)

You flow through the battlefield, nimbly evading the blows of your enemies.

Prerequisites: Con 13 or veilweaver level 1, Dex 13, Dodge

Benefit: You get a +1 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area, plus an additional +1 per point of essence invested in this feat. In addition, you gain a +1 insight bonus per point of essence invested on all acrobatics checks. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose the dodge and acrobatics bonuses. This feat counts as the Mobility feat for determining prerequisites.

You gain 1 point of essence.

Essence of Recovery (Akashic)

You can channel akasha to enhance your ability to heal. When you use your akasha-infused healing class feature, your body and hands hum with eldritch energy.

Prerequisites: Con 13 or veilweaver level 1, lay on hands or wholeness of body class feature.

Benefit: You can bind essence into this feat. Add the bound essence to your class level to determine the amount of healing available to you from your lay on hands or wholeness of body class features. If you have both class features, the benefit applies to both.

You gain 1 point of essence.

Essence Rejection

A strange defect or racial quirk has left you utterly devoid of even the vaguest hints of akashic energy, and your chakra energy is unusually resistant to akashic effects.

Prerequisite: No essence pool.

Benefit: You gain a +1 bonus on saving throws against effects generated by veils and other akashic abilities. This bonus increases by 1 at 4th level and every 4 levels thereafter (to a maximum bonus of +6 at 20th level).

Special: You lose the benefit of this feat if you gain any essence.

Essence of the Immortal (Akashic)

You fortify your body with akasha, making you even more durable.

Prerequisite: Con 15 or veilweaver level 5, must have an essence pool.

Benefit: You gain hit points equal to your total essence pool. If the size of your essence pool changes, such as when taking essence burn, the number of hit points granted by this feat changes to match the new total. Hit points granted by this feat are not lost first like temporary hit points.

You gain 1 point of essence.

Special: This feat counts as the Toughness feat for determining prerequisites.

Extra Essence

You are better able to harness your personal store of akasha.

Prerequisites: Con 13 or veilweaver level 1.

Benefit: You gain 1 point of essence. If you are capable of shaping at least one veil, you instead gain 2 points of essence.

Focused Critical (Akashic, Combat)

You can focus your spirit into your weapon attacks, dealing more damage with successful critical strikes.

Prerequisite: Con 13 or veilweaver level 1.

Benefit: You can invest essence into this feat. You gain an insight bonus equal to the invested essence on attack rolls made to confirm a critical threat. You also gain an insight bonus equal to the invested essence on damage rolls made as part of a critical hit. (This extra damage is also multiplied for the critical hit.)

You gain 1 point of essence.

Life Bond (Akashic)

You can transfer your own vital essence into another.

Prerequisites: Con 17, veilweaver level 5.

Benefit: You gain the ability to transfer your life force to other living creatures. As long as you are in physical contact with another creature, you can spend a full round action to transfer any number of your own hit points to that creature. You must transfer at least 1 hit point when using this ability, and you cannot lower your current hit points below zero. For each point of essence invested in this ability, increase the amount of healing your target receives by 5 hit points.

You gain 1 point of essence.

Pistolero’s Bind (Akashic)

With a flick of the wrist you repair your damaged weapon with a thin layer of akasha.

Prerequisites: Con 13 or veilweaver level 1, proficient with at least one firearm, ability to bind veils to your Hands slot.

Benefit: You can use a swift action to remove the broken condition from a single firearm you are currently wielding, as long as that condition was gained by a firearm misfire. This is not a permanent fix, as you have merely reinforced the weapon with a weak akashic veil. An additional misfire will shatter the akashic bonds, returning the weapon to the broken condition.

Powerful Throw (Combat)

You can leverage your great strength to control the flight of your thrown weapons.

Prerequisites: Strength 15, base attack bonus +1, Power Attack.

Benefit: You may use your Strength modifier in place of your Dexterity modifier for your attack rolls when making a ranged attack with thrown weapons. You may also use the Power Attack feat instead of the Deadly Aim feat when attacking with thrown weapons.

Normal: Power Attack cannot be used with thrown weapons, and Dexterity, not Strength, is used for ranged attack rolls.

Sand Slide (Akashic, Combat)

The gamla’s size and awkward hands belie their uncanny adroitness when battling in their natural environs.

Prerequisite: Base attack bonus +1, gamla.

Benefit: When you successfully trip an opponent, you may use your spit racial ability against the target of your trip as a free action. In addition to the spit’s normal effects, when this ability is used in a sandy environment the spit mixes with sand on the tripped opponent’s face to form a clay-like substance that blinds the target until they spend a standard action to clear it away. In addition, your desert strider racial ability may now be invested with essence, granting you a +1 racial bonus to CMD to resist a trip and to Acrobatics checks in sandy environments per point of essence invested.

You gain 1 point of essence.

Shape Veil

You gain the ability to shape a single veil.

Prerequisite: Con 13 or veilweaver level 1, Wis 13.

Benefit: When this feat is selected, choose a veil from any class’s veil list. The veil must match one of the following slots: Belt, Body, Chest, Feet, Hands, Head, Headband, Neck, Shoulders, or Wrists. A veil that can be shaped in multiple slots is not eligible to be taken unless both slots are included in this list.

You can shape that veil using the normal veilweaving rules. If you do not have levels in a veilweaving class, you have total veils shaped of 1 and use your Wisdom to determine the DC’s and effects of your veil abilities. If you gain any levels in a veilweaving class, your primary veilweaving attribute is determined by that class. Once chosen, the veil granted by this feat can never be changed. Your veilweaver level for this veil is equal to your character level.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, choose a new veil.

Shared Veil

You can share a veil with an ally with which you have a special bond.

Prerequisite: Ability to shape veils and an animal companion, eidolon, familiar, mount, or creature whose services are granted as part of a known veil.

Benefit: When shaping your veils, any one veil shaped by you can also affect your familiar, animal companion, mount, or any creature currently created or controlled by one of your shaped veils. You may change which veil is shared in this way, or which companion it is shared with, as a standard action. The creature in question must remain within 15 feet of you to receive the benefit and must have the appropriate limb or body part (a horse cannot benefit from a veil that occupies the Hands slot,for example). If the creature leaves this radius of effect, it loses the benefits of the veil until such time as it returns within 15 feet. If the veil has an activated ability (like Gorget of the Wyrm’s breath weapon attack) the companion instinctively knows how to use it and can be commanded to do so with a Handle Animal check as though it were a trained trick. Familiars do not require a check, and can be commanded to utilize their veil as a free action (though they must still spend the appropriate action to activate it). Your companion also shares the benefits of any essence you have invested in the veil.

Tainted Essence

Your essence is tainted with the energy of some dark entity or shadowed bloodline, giving your veils and akashic abilities a sinister cast.

Prerequisites: Ability to shape veils.

Benefits: You gain a +1 profane bonus to the save DCs of veils with the evil descriptor and increase any profane bonuses normally offered by such veils by +1. If your alignment is not evil, you appear as one alignment step closer to evil for each veil with the evil descriptor you have equipped when subjected to abilities like an antipaladin’s detect good ability or detect alignment spells. If you have at least three veils with the evil descriptor bound, you are treated as being evil aligned for spells and abilities whose effects are determined by alignment, such as an antipaladin’s smite good or an unholy blight spell.

Treewalker (Akashic)

You can run up trees and other living vertical surfaces as though they were solid ground.

Prerequisites: Con 15 or veilweaver level 3, ability to bind veils to your Feet slot.

Benefit: You gain the ability to bind your essence to trees, plants, and other non-sentient living things, allowing you to move up and down the surfaces of these as though you had a climb speed equal to your base land speed.

You gain 1 point of essence.

Twin Veil

One of your chakra slots becomes more receptive and capable of sustaining more akasha than would normally be possible

Prerequisite: Veilweaver level 9th.

Benefit: When this feat is selected, choose a chakra to which you can bind veils. Two of your shaped veils can occupy (and be bound to) that chakra simultaneously. This still counts as two veils towards your total number of active veils.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new chakra.

Normal: Without this feat, each chakra slot can only be occupied or bound by a single veil.

Philosophy of Battle (Combat)

Whatever your beliefs, there’s one thing you know for sure—nothing beats having the right tool for the job.

Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, Philosophy class feature.

Benefit: Choose one weapon for which you have already selected the Weapon Focus feat. This weapon now counts as a Philosophy weapon for you and may be used in conjunction with your Gentle Touch ability and other Philosophy abilities.

Veilbound Metamagic (Akashic)

You can use essence to enhance your spells.

Prerequisites: Con 13 or veilweaver level 1, ability to cast 1st-level spells, any metamagic feat.

Benefit: When you take this feat, choose one metamagic feat you know. Once per day, you can invest essence into this feat and choose one or more spells that you know (and have prepared, if you prepare spells) to apply the effects of the selected feat to. Using this ability adds one hour to the normal time required for spell preparation (for spontaneous casters this requires an hour of meditation). You must invest a number of points of essence equal to the normal spell level adjustment required by the metamagic feat (minimum 1 point of essence) for each spell to be affected. The next time you cast that spell, the spell gains the effect of that feat without any change to its level (or casting time, if you cast spells spontaneously). You can apply the effect of this feat to as many spells as you can afford to invest with essence. For example, you could invest 4 points of essence to quicken one spell (as Quicken Spell), or 12 points of essence to quicken 3 spells, as long as you had at least 12 points of essence to invest, an essence capacity of at least 4, and knew the Quicken Spell feat. Once essence is invested in a spell, it remains invested until the spell is cast, at which point the essence returns to your essence pool.

You gain 1 point of essence

Veilbound Resilience (Akashic)

You can use akasha to seal your wounds, causing the wounds to throb with eldritch energy while they mend.

Prerequisites: Con 13 or veilweaver level 1, Heal 1 rank.

Benefit: Once per day, you can invest essence in this feat. As a swift action, you can heal your own wounds. Each use of this ability heals 3 hp per point of essence invested in the feat, and you can use the feat a number of times per day equal to the invested essence. This is a supernatural ability. Once the amount of essence invested is chosen, it cannot be altered and remains invested for 24 hours.

If you have the ability to bind a veil to your body slot, each use of this ability instead heals 5 hp per point of essence invested in the feat.

You gain 1 point of essence.

Veil-Touched Nemesis (Akashic)

Akashic energy imbues your attacks, enabling your allies to more easily exploit your enemy’s weaknesses.

Prerequisites: Con 13 or veilweaver level 1, favored enemy class feature.

Benefit: Whenever you successfully deal weapon damage to a favored enemy, that enemy suffers a penalty to armor class against all attacks made by your allies equal to the amount of essence invested in this feat for 1 round. This penalty does not apply to attacks made by you.

You gain 1 point of essence

Veil-Woven Channel (Akashic)

You can enhance the power of your Channel Energy ability with akasha-focused power.

Prerequisites: Con 13 or veilweaver level 1, Channel Energy class feature.

Benefit: You can invest essence into this feat. When you use your Channel Energy class feature choose one of the following: armor class, fortitude saves, reflex saves, will saves, or attack rolls. When you use Channel Energy to heal, all creatures healed by the effect gain a bonus equal to the amount of invested essence to the selected ability for 1 round. When you use your Channel Energy class feature to deal damage, all creatures who fail their save take a penalty to the selected ability equal to the amount of essence invested for 1 round.

You gain 1 point of essence.

Veiled In Purity (Akashic)

You can wrap your chakra in positive energy, concealing your true nature.

Prerequisites: Ability to shape veils.

Benefit: You gain a +1 sacred bonus to the save DCs of veils with the good descriptor and increase any sacred bonuses normally offered by such veils by +1. If your alignment is not good, you appear as one alignment step closer to good for each veil with the good descriptor you have equipped when subjected to abilities like a paladin’s detect evil ability or detect alignment spells. If you have at least three veils with the Good descriptor bound, you are treated as being good aligned for spells and abilities whose effects are determined by alignment, such as a paladin’s smite evil or a holy smite spell.

View Energy (Akashic)

You can imbue your eyes with chakra, allowing you to see the life energy that flows through living things.

Prerequisites: Con 13 or veilweaver level 1, Wis 13, Perception 5 ranks.

Benefit: Once per day, you can invest essence into this feat. While essence is invested in this feat you can spend a move action to activate a special mode of sensory perception, chakra-sight, which allows you to accurately detect and pinpoint living creatures, regardless of invisibility or lighting conditions. This chakra-sight has a range equal to 5 feet per point of invested essence. The chakra-sight lasts until the start of your next turn. If you have the ability to bind a veil to your Headband slot, the chakra-sight granted by this feat is capable of detecting both living and nonliving creatures.

You gain 1 point of essence.

Weaver’s Reflexes (Akashic)

You can use akasha to boost your ability to avoid harm by giving yourself enhanced reaction speed.

Prerequisite: Con 13 or veilweaver level 1.

Benefit: You can invest essence into this feat. You gain an insight bonus on Reflex saves equal to the invested essence.

You gain 1 point of essence.

Wildclaw Chakra (Akashic)

You can channel akasha to enhance your combat prowess while wild shaped.

Prerequisites: Con 13 or veilweaver level 1, wild shape class feature.

Benefit: You can invest essence into this feat. While wild shaped, you gain an insight bonus on attack rolls made with natural weapons equal to the invested essence.

You gain 1 point of essence.

Will of the Daeva (Akashic)

You can use akasha to boost your willpower, giving you newfound strength of purpose.

Prerequisite: Con 13 or veilweaver level 1.

Benefit: You can invest essence into this feat. You gain an insight bonus on Will saves equal to the invested essence.

You gain 1 point of essence.

Willful Throw (Akashic, Combat)

It is the strength of your desire, not the finesse of your hand, that determines your weapon’s destination.

Prerequisites: Cha 15, essence pool 5.

Benefit: You may invest essence in this feat. When you have at least 1 point of essence invested in this feat, you may use your Charisma modifier in place of your Dexterity modifier for your attack rolls when attacking with thrown weapons, and gain a bonus to damage rolls with these attacks equal to the total essence invested in this feat. In addition, for each point of essence invested your thrown weapon attacks ignore 1 point of AC your target has due to cover, and reduce the penalty for attacking a prone target by 1.

You gain 1 point of essence.

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