Table of Contents
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Wiki Note: For now, there aren't enough feats to require split pages. However, if more products for Spheres of Might are released, this section may eventually be split the way the feats section for Spheres of Power is.
See Also: Feats for Spherecasting options, and Champion Feats for options that blend the two systems together.
New Feats
Adopt Animal Ally
Prerequisites: Beastmastery sphere (handle animal) package, an animal or vermin companion.
Benefit: If your animal or vermin companion dies, you may make one of your tame creatures your new companion without the normal mourning period. The creature assumes all abilities and statistics of an animal companion appropriate to your abilities. The creature must correspond to an available animal companion type. This takes 1 hour.
Adrenaline-Fueled Frenzy (Combat) [BTH]
The shark’s frenzy turns to a churning rage.
Prerequisites: Berserker sphere (any (adrenaline) talent), Duelist sphere (Bloodied Shark’s Frenzy), base attack bonus +3.
Benefit: Whenever you enter a blood frenzy using the Bloodied Shark’s Frenzy talent, you may also gain the benefits of one (adrenaline) talent you possess for the blood frenzy’s duration. If an (adrenaline) talent requires you to expend your martial focus to use each round, you do not need to expend martial focus when first entering a blood frenzy, but must expend martial focus at the start of each subsequent round to gain the benefits of that (adrenaline).
Special: When you successfully make a brutal strike special attack action and deal bleed damage with that attack, you may expend your martial focus as a free action to enter a blood frenzy.
Aerial Trip
Prerequisites: Base attack bonus +5, Improved Trip or a combat talent that allows you to perform a trip without provoking an attack of opportunity.
Benefit: You can trip flying opponents. If you would successfully trip a flying opponent, it falls at a rate of 10 ft per round for every point of base attack bonus you possess (assuming it is conscious and attempting to remain airborne; otherwise, it falls at a rate of 500 ft per round) until it hits the ground. The creature falls immediately after being tripped, then again each round thereafter at the end of your turn.
Upon impact, the creature falls prone and takes normal falling damage (maximum: 1d6 per 10 ft. in its falling speed). A falling creature is considered entangled until it hits the ground, but it can attempt a Fly check as a free action at the start of its turn to stop falling before it hits the ground (DC = 15 + your base attack bonus); otherwise, it is unable to move (other than falling) but can act normally. You can choose to descend with the opponent, although this movement cannot exceed two times your normal flight speed.
Battle Fanfare (combat) [High. HB]
Prerequisites: Warleader sphere, bardic performance or raging song class feature.
Benefit: The character gains the ability to attach tactics they create to their songs. While using bardic performance or raging song, the character may maintain an active tactic as part of the song without spending additional actions, this has no effect on the area affected by the tactic. They still must pay any costs associated with the tactic, such as martial focus if required, to use the tactic.
Once per round you may recenter an ongoing tactic maintained as part of using bardic performance or raging song at a new location. Whenever the character creates a new tactic, they may attach it to their song or create it normally. Tactics attached to songs can be ended as a free action. Finally, as long as the song continues, the character may shout once per round as a swift or move action.
Booming Boast (combat) [Youxia HB]
Prerequisites: Gladiator sphere, Warleader sphere.
Benefits: Whenever you are able to perform a boast, you may instead perform a shout with the same action.
Combat Sphere Specialization (combat)
Your knowledge of one particular combat sphere is without peer.
Prerequisite: 1 or more combat spheres.
Benefit: Select one combat sphere you possess, you treat your base attack bonus as 1 higher for the purposes of its effects, but not for attacks made with talents from that sphere. At 5th level and every 4 levels afterwards, the chosen sphere’s base attack bonus is treated as an additional 1 higher, although the sphere’s effective base attack bonus cannot be higher than your character level.
Special: You may select this feat multiple times, each time selecting a different sphere.
Commander’s Acumen (combat) [Conq. HB]
Your intricate plans come into motion faster.
Prerequisites: Warleader sphere, tactician class feature.
Benefit: You may begin a tactic as part of the same action as your tactician ability. Your tactic must still be maintained each round as normal.
Companion Trigger (combat)
Prerequisites: Animal Companion class feature, Mount class feature, or Beastmastery sphere.
Benefit: When your animal companion or a creature you are mounted on succeeds on a combat maneuver, you may expend your martial focus as a free action even when it is not your turn to count the maneuver as though you had performed it for the purpose of any feats or talents you possess.
Craft Ooze (Item Creation)*
You can use alchemy to create dangerous ooze creatures.
Prerequisites: Brew Potion, Craft Wondrous Item, Craft (alchemy) 3 ranks, caster level 5th.
Benefit: You can create living oozes as though they were magical items. Creating an ooze creature takes 1 day for each 500 gp in its construction cost. To create an ooze, you must have access to an oozing vat (see below), you must use up raw materials worth the construction cost of the ooze, and you must succeed at a Craft (alchemy) check (DC 10 + 2 × the ooze’s CR). A failed check ruins the materials used, while a check that fails by 5 or more also results in an ooze that attacks its creator for 1d4 rounds before dissipating into useless waste material. A newly created ooze has average hit points for its Hit Dice.
Oozes created with this feat are mindless and uncontrolled, and even normally intelligent oozes like slithering trackers that created this way have no Intelligence score—nor any loyalty to their creator.
While ooze creatures cannot normally be purchased in traditional marketplaces, GMs who wish to include such an option in their games—perhaps with oozes sold as black market commodities— need only double the construction cost of a specific ooze creature in order to figure out a fair market price. The following table lists some of the most commonly crafted oozes and their creation requirements. At the GM’s discretion, other types of ooze creatures can be created with this feat.
Ooze Type | Cost (gp) | Craft (alchemy) DC |
---|---|---|
Gelatinous cube | 1,600 | 16 |
Gray ooze | 3,600 | 18 |
Slithering tracker | 3,600 | 18 |
Ochre jelly | 4,900 | 20 |
Black pudding | 8,100 | 24 |
Magma ooze | 8,100 | 24 |
Deathtrap ooze | 8,100 | 26 |
Carnivorous crystal | 16,900 | 32 |
Cultivate Ki (combat) [Youxia HB]
Prerequisites: Improved Unarmed Strike, base attack bonus +4, martial focus.
Benefits: You gain one ki power from the unchained monk’s list of ki powers, treating your base attack bonus as your unchained monk level and using your practitioner modifier in place of your Wisdom modifier when determining the effects of ki powers you gain. Whenever you would gain ki powers that require the unchained monk to be of a specific level or higher before they can be chosen, use your base attack bonus in place of your unchained monk level.
Special: If you do not have a ki pool, instead of spending one or more ki points on a ki power, you may instead spend one spell point per ki point required. As long as you have one or more spell points in your spell pool, you are treated as having at least one ki point in your ki pool for the purposes of ki powers.
Customized Bond [EO2]
Prerequisites: Bound equipment class feature, customized weapons class feature.
Benefit: You may customize your bound weapons. You may summon a customized bound weapon as a free action whenever you would be able to draw a customized weapon as a free action. You may add half your armiger levels toward your armorist level for determining the maximum enhancement bonus value of your bound equipment. If you possess the enhanced customization class feature, you may add half your armorist levels toward your armiger level for determining the maximum enhancement bonus from enhanced customization.
Defender’s Bonds [BTH]
The bonds between a warrior and his faithful companions shine in combat.
Prerequisites: Beastmastery sphere; lay on hands or sentinel’s reserve class feature, character level 3rd.
Benefit: Whenever you would heal yourself or gain temporary hit points from your lay on hands ability or by spending a reserve point, you may also affect one animal ally within your natural reach, granting that animal ally half the numeric benefits you received as though they were targeted by the ability plus any additional effects, such as the paladin’s mercy or sentinel’s defender’s determination abilities.
Whenever you restore hit points or grant temporary hit points to an animal ally within your natural reach, that animal ally gains the benefits of any damage reduction you possess from your class features for 1 round (such as damage reduction granted by the dedicated defense class feature, not damage reduction from an item, combat or magic sphere effect, or other ability).
Example: A sentinel uses their sentinel’s reserve to gain 14 temporary hit points. One animal ally within the sentinel’s natural reach would gain 7 temporary hit points and any damage reduction the sentinel possesses for 1 round.
Designer Drugs [Apoc]
Source: Spheres Apocrypha: Alchemy Poisons 2
You can fine tune your alchemical poisons to your own biology to get the most bang for your buck.
Prerequisites: Craft (alchemy) 7 ranks, Alchemy sphere (Pill Popper).
Benefit: Whenever you are subject to one of your Alchemy sphere poisons that has a benefit and a drawback (such as Performance Enhancer or Academic Enhancer), you can increase both the benefits and penalties by 2.
Dragon’s Tattoos
Etching your limbs with exquisite art, your body truly becomes a weapon.
Prerequisites: Improved Unarmed Strike, Craft (tattoos) 5 ranks.
Benefit: You learn how to adorn yourself with the sacred tattoos that are said to have been first conceived by an ancient monk known only as “the Dragon”. Covering your body in these intricate tattoos etched by your own hand, your limbs, grapples, and unarmed strikes are now treated as masterwork weapons, and may be enhanced just as any other masterwork weapon. Enhancements applied via this ability apply to all unarmed strikes or grapple checks you make, regardless of the limb you choose to use; essentially, your entire body is treated as a single weapon.
Author's Note: Dragon's Tattoos applies to all of your unarmed strikes and natural attacks, essentially like an amulet of mighty fists.
Dual Wielding Mystic Fusion
Prerequisites: Dual Wielding Sphere, Spherecasting.
Benefit: As a special attack action, while you have martial focus you can use your Dual Attack or Combo Maneuvers ability with a sphere ability in place of your first offhand weapon attack. The ability must be one that requires a touch attack or that can be made with a weapon attack and that can be cast with a standard action. The sphere ability has its caster level (excluding enhancement bonuses) limited to your BAB and provokes attacks of opportunity normally.
If the sphere ability is a ranged attack, it does not provoke an attack of opportunity if you possess the Mixed Assault talent.
Dual Wielding Mystic Strike
Prerequisites: Dual Wielding Mystic Fusion.
Benefit: When you use dual wielding mystic fusion with a sphere ability, you may deliver the sphere ability with a melee weapon attack. The sphere ability uses its own threat range.
Emotional Conduit
Prerequisites: Leadership sphere, (cohort) package, emotion class feature.
As a joint action, you may channel your emotion class feature through one of your cohorts within medium range (100 feet + 10 feet per class level in the class that grants the emotion class feature), treating it as the origin for the effect but using your save DC, durations, and other parameters. Any required attack roll is resolved with the cohort’s base attack bonus, attributes, and other attack roll modifiers.
Extend Stance (combat) [Youxia HB]
Prerequisite: Any (stance) talent.
Benefit: Whenever you successfully damage a creature with an attack action, you may choose to extend the duration of one of your active (stance) talents by 1 round.
Extra Battlefield Specialization
Your expertise extends to a new battlefield environment.
Prerequisite: Commander 5.
Benefit: Gain an additional battlefield specialization for which you qualify.
Special: This feat may be taken a second time starting at 11th and a third time starting 17th level.
Extra Boon Of Purpose [Conq. HB]
Prerequisite: Boon of purpose class feature.
Benefit: You may use your boon of purpose class feature one additional time per day.
Special: You may take this feat multiple times. The effects stack.
Extra Combat Talent (combat)
Your knowledge of combat is easily expanded.
Benefit: Gain an additional sphere or a talent from a combat sphere you possess.
Special: You may take this feat multiple times. The effects stack.
Extra Ki Power [Youxia HB]
Prerequisites: Cultivate Ki or ki power class feature.
Benefits: Gain an additional ki power for which you qualify.
Special: This feat may be taken a second time starting at 11th level and a third time starting at 17th level.
Extra Swarm Enhancement
Prerequisite: Swarm enhancement class feature.
Benefit: You may select an additional swarm enhancement that you qualify for.
Special: This feat may be taken more than once; each time you select an additional swarm enhancement.
Extra Prowess
You know how to better utilize your armiger abilities.
Prerequisite: Armiger 5.
Benefit: Gain an additional prowess for which you qualify.
Special: This feat may be taken a second time starting at 11th and a third time starting 17th level.
Extra Scholar’s Knack
Research and study lead you to new academic discoveries.
Prerequisite: Scholar 7.
Benefit: Gain an additional scholar’s knack for which you qualify.
Special: This feat may be taken a second time starting at 15th level.
Extra Smithing Insight
Your experience and skill unlock new insights into the smith’s craft.
Prerequisite: Blacksmith 7.
Benefit: Gain an additional smithing insight for which you qualify.
Special: This feat may be taken a second time starting at 15th level.
Extra Striker Art
You know how to better utilize your striker abilities.
Prerequisite: Striker 5.
Benefit: Gain an additional striker art for which you qualify.
Special: This feat may be taken a second time starting at 11th and a third time starting 17th level.
Extra Technical Insight
Your experimentations have unlocked new insights.
Prerequisite: Technician 5.
Benefit: Gain an additional technical insight for which you qualify.
Special: This feat may be taken a second time starting at 11th and a third time starting 17th level.
Flawless Strategy (combat) [Conq. HB]
When all the pieces come together to make something amazing.
Prerequisites: Warleader sphere, ability to share teamwork feats, challenge class feature, character level 11th.
Benefit: When using your challenge class ability to challenge a target, allies you have shared a teamwork feat with (such as with the Cavalier’s tactician ability, Warleader conscript specialization’s born leader ability, the Cavalry Officer Cavalier’s officer ability, or any other similar ability subject to GM discretion) and are benefiting from a Warleader tactic you created also receive half the benefits of your challenge class ability, including half the benefits from your order if applicable (minimum +1). Allies benefit from your challenge’s bonuses until the target of your talent is dead or unconscious or until the combat ends.
Flyby Attack (Monster)*
This creature can make an attack before and after it moves while flying.
Prerequisite: Fly speed.
Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Focused Stamina
Prerequisites: Martial focus, combat stamina.
Benefit: Whenever you would expend your martial focus, you may instead spend 5 stamina points.
Forbidden Consumption Technique (combat) [Youxia HB]
Prerequisite: Base attack bonus +5.
Benefits: Whenever you would expend martial focus, you may take 1 point of nonlethal damage per character level instead of expending your martial focus, to a limit of once per action. This damage cannot be healed by any means other than getting a full night’s rest, which removes all associated nonlethal damage. This nonlethal damage cannot be reduced or redirected, and a character incapable of taking nonlethal damage cannot use this feat.
Friends In Close Places [Conq. HB]
Your retinue of followers has attracted some skilled individuals you can call on in a time of need.
Prerequisites: Leadership sphere ((follower) package), call in a specialist logistic specialty.
Benefit: When using your call in a specialist logistic specialty, you may recruit a specialist from your followers so that the specialist appears in half the time they’d normally take to arrive. For example, a level 11 commander recruits an equipment specialist, who arrives in 6.5 hours instead of 13.
In addition, whenever your followers attempt a skill check using your ranks or bonus in Diplomacy, they gain a +2 bonus on that check. If you have 10 or more ranks in Diplomacy, this bonus increases to +4.
Giantslayer (combat)*
Your martial training and natural heartiness are the only tools you need to tackle even the mightiest foes.
Prerequisites: Con 13, base attack bonus +5.
Benefit: When performing or resisting a combat maneuver against a foe who is at least 1 size category larger than yourself, you gain a bonus to your CMB and CMD equal to +1 per size category larger than yourself the opponent is (for example, a Small character would gain a +4 bonus to resist or perform combat maneuvers against a Gargantuan opponent). In addition, you can use combat maneuvers against targets 1 size larger than would normally be allowed (e.g., although normally a creature cannot drag a target more than 1 size category larger than itself, a character with this feat could drag targets up to two size categories larger than itself).
Great Focus (combat)
Prerequisites: 2 or more combat spheres, base attack bonus +6 or higher.
Benefit: You may maintain a second martial focus. This martial focus is gained and expended independently from the first.
Wiki Note: Remember that even with Great Focus, you can only gain Martial Focus once per round.
Gunsmithing*
You know the secrets of repairing and restoring firearms.
Benefit: 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 make a Craft check to create firearms and ammunition or to restore firearms.
Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).
Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.
Special: If you are a gunslinger, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.
Harmonious Swordplay (combat) [Youxia HB]
Prerequisites: Dual Wielding sphere, Improved Unarmed Strike.
Benefits: As long as you have martial focus, dual attacks made with a manufactured weapon and an unarmed strike remove the attack penalty from dual attack for one manufactured weapon (as long as it is not being treated as an unarmed strike), and any unarmed strikes add your full Strength bonus to damage rolls instead of half for an off-hand attack.
Harmony
Prerequisites: Leadership sphere, (cohort) package, bard song or raging song class feature.
When you begin a bard song or raging song, you may pass it off to a cohort within 30 feet as a free action. The cohort may maintain the performance as a standard action each round, spending your rounds of performance normally to do so. You may initiate a performance while another one is being maintained by your cohort, though multiple instances of the same performance do not stack.
Heroic Resolve (combat)
Prerequisites: Ability to gain martial focus, Constitution 13 or higher.
Benefit: As a move action, you may expend focus to suppress a single instance of the dazzled, fatigued, shaken, or sickened condition for a number of rounds equal to your Constitution modifier (minimum 1). The duration of these conditions continues to expire while suppressed. You may instead choose to treat the frightened condition as shaken, the nauseated condition as sickened, the exhausted condition as fatigued, or the blinded condition as dazzled for the same duration. You may take this move action even if the condition would normally prevent you from taking move actions. You may only have one condition suppressed at a time; suppressing an additional condition forces you to stop suppressing the previous condition.
If your base attack bonus is +10 or higher, you may suppress the dazed, frightened, nauseated, shaken, staggered, and stunned conditions and treat the panicked condition as shaken, though the duration of the suppression is cut in half (minimum 1 round).
Inkbound Portents [Conq. HB]
Whether through acts of charlatanism or infusing your paints with latent magic, you’ve become skilled with using your paints to depict cryptic, almost prophetic imagery.
Prerequisites: Alchemy sphere (War Paint (formulae)).
Benefit: Instead of applying a prepared war paint to a creature, you may pour a prepared war paint over a blank piece of parchment, scroll, or other surface that can easily hold writing. You may then spend 10 minutes concentrating on a specific action or event in the near future, as the paint forms a short, cryptic phrase or abstract image. This acts as the Augury (divine) Divination talent, using your ranks in Craft (alchemy) as your caster level, except you always get a meaningful reply. You may use this ability a number of times per day equal to your casting or practitioner modifier, whichever is higher (minimum 1).
Special: If you possess another (divine) talent from the Divination sphere, you may benefit from that sphere effect instead of Augury.
Iron Palm (combat) [Warden]
Prerequisite: Shield sphere, Improved Unarmed Strike.
Benefit: As long as you have one hand free, your free hand is considered to be a shield for the purposes of using active defense and talents that augment active defense. Talents that require you to be wielding a shield or have a shield equipped such as Deflecting Shield, Hardened Shield and Shield Skate do not gain the benefits of this talent.
Additionally, the talents you possess within the Shield sphere count towards your unarmed damage progression.
Mixed Coordinator (combat)
Prerequisites: Beastmastery sphere, (handle animal) package, Leadership sphere, (cohort) package.
When you tame a creature or recruit a cohort, you may choose to have its Hit Dice count against both your tame and recruit limits. When doing so, the creature counts as both an animal ally and a cohort for the purpose of talents that grant actions to or are triggered by cohorts and animal allies.
Mounted Athlete [BTH]
The handler is often as athletic as the mount.
Prerequisites: Athletics sphere, Beastmastery sphere ((ride) package).
Benefit: Whenever your mount would attempt a skill check associated with an Athletics sphere package you possess, you may attempt that skill check for your mount, using your bonus in that skill. For example, if you possess the (leap) or (run) packages, you may attempt Acrobatics checks for your mount whenever your mount would attempt such a check.
In addition, you share your Athletics sphere talents with your mount. Your mount is treated as possessing any packages or talents you possess and uses your skill ranks and Athletics sphere save DC when determining the effects of shared talents.
If your mount cannot maintain martial focus, shared Athletics sphere talents do not grant the ability to maintain martial focus.
As long as you have martial focus, your mount counts as possessing martial focus when determining the benefits of shared Athletics sphere talents that require you to have martial focus (such as the Swift Movement talent). If your mount would expend martial focus to use a shared Athletics sphere talent, you must expend your martial focus and both you and your mount benefit from the shared talent’s effects (where applicable). A mount that is a practitioner and can maintain martial focus cannot use its own martial focus with shared Athletics sphere talents, but may use shared talents in combination with any talents it possesses.
Your mount’s movement made using a movement mode corresponding to an Athletics sphere package you possess counts as your own movement for the purposes of Athletics sphere talents. This allows you to use Athletics sphere talents while mounted, such as using the Reflexive Twist talent to avoid an attack despite being mounted. Whenever your mount’s movement would allow you or your mount to use a (motion) talent, both you and your mount must use the same (motion) talent. If a (motion) talent would affect another creature, it only affects that creature a single time (such as the Dizzying Tumble (motion) talent only occurring once). If a (motion) talent would benefit you, it benefits both you and your mount normally (such as both you and your mount gaining miss chance from the Moving Target (motion) talent).
Athletics sphere talents which allow you or your mount to take an action are only used by the creature that spent the required actions, unless both creatures spend the required actions. For example, if your mount uses the Diving Strike talent, only your mount gains the benefits and suffers the risks of the talent unless you also take the charge action with your mount, gaining the bonus damage to your attack but also suffering the fall damage.
Mounted Protector [Conq. HB]
Your protective might is delivered on the swift heels of your mount.
Prerequisites: Beastmastery sphere or animal companion class feature, Guardian sphere ((patrol) package).
Benefit: While mounted, you may use your mount’s movement whenever you could move as part of your patrol, provided your mount’s total movement before its next turn does not exceed its base speed. Any movement you or your mount make provoke attacks of opportunity as normal. In addition, whenever you could make an attack of opportunity as part of your patrol, you may have your mount make an attack of opportunity against that target instead.
Normal: You cannot move with your mount as part of your patrol.
Muscular Reflexes (combat)
You rely on muscle memory and strength to enhance your reflexes.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Strength bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: The Muscular Reflexes feat does not allow a rogue to use her opportunist ability more than once per round. The attacks of opportunity from this feat do not stack with those granted by Combat Reflexes or similar feats, but Muscular Reflexes counts as Combat Reflexes when meeting the prerequisites for feats.
Overwatch (combat) [Apoc]
Prerequisites: Covering Fire talent, Guardian sphere (patrol package)
Benefit: You may treat the area you threaten with the Covering Fire talent as if it were a patrol, benefiting from guardian sphere talents as normal, except that you cannot move within this threatened area outside of normal turn order like with a standard patrol.
Perfect Calm (combat) [Youxia HB]
Prerequisite: Martial focus.
Benefit: You can expend your martial focus as part of any single Will saving throw or concentration check you make. When you expend your martial focus in this manner, your saving throw or concentration check is treated as if you rolled a 13, similarly to taking 10 on a skill check, except that the number you add to your saving throw or concentration check is 13.
Special: This feat counts as having Iron Will for the purposes of meeting prerequisites of feats.
Piranha Strike (combat)*
You make a combination of quick strikes, sacrificing accuracy for multiple, minor wounds that prove exceptionally deadly.
Prerequisites: Weapon Finesse, base attack bonus +1.
Benefit: When wielding a light weapon, you can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is halved (-50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. This feat cannot be used in conjunction with the Power Attack feat.
Potent Pigments [Conq. HB]
You’ve learned to mix your paints to be exceptionally vibrant, increasing their effects.
Prerequisites: Alchemy sphere (War Paint (formulae)).
Benefit: Treat the effects of any war paint you apply to yourself as though you had 5 additional ranks in Craft (alchemy). If you have 10 or more ranks in Craft (alchemy), you instead treat war paints you apply to yourself as though you had 10 additional ranks in Craft (alchemy).
Pouncing Sweep (combat) [Youxia HB]
Prerequisites: Athletics sphere, Open Hand sphere.
Benefits: Whenever you use the sweep ability of the Open Hand sphere, you may move 5 feet immediately before performing the trip using any movement mode associated with Athletics sphere packages you possess. This movement provokes attacks of opportunity as normal. At +6 base attack bonus and every 5 base attack bonus higher, you may add up to +5 feet of movement to the sweep.
Practiced Interruption (combat)
You are adept at anticipating and interrupting spellcasters.
Prerequisites: Extra Combat Talent or combat training class feature, base attack bonus +5.
Benefit: You may expend your martial focus to ready an attack action to disrupt a spell caster’s casting as a move action. The spellcaster must be within reach or range of your wielded weapon. A single casting attempt cannot trigger more than one readied action to interrupt from you.
Special: You may take this feat a second time. If you do, you may instead use this ability as a swift action.
Projectile Vomit [Apoc]
Source: Spheres Apocrypha: Dipsomania
Prerequisites: Barroom sphere (Purge), base attack bonus +5.
Benefits: When you utilize your Purge talent, you can instead perform it as a standard action, vomiting on all squares in a close-ranged cone, instead of the normal area. All affected squares are treated affected as per the Purge talent, and creatures in the cone must succeed at a Fortitude save or become sickened for one round. At base attack bonus +10 or higher, creatures that fail their Fortitude save are instead nauseated for one round, and sickened for one minute afterwards. A success negates the nauseate and reduces the sickened duration to one round.
Rolling Serpent (combat) [Youxia HB]
Prerequisites: Athletics sphere, Boxing sphere (Shoulder Roll).
Benefits: As long as you have martial focus, whenever a creature makes a melee attack against you while you are using a movement mode corresponding to a package you possess, you may use shoulder roll against the attack without it counting towards your one usage per round.
Shared Rage (combat)
Prerequisites: Leadership sphere, (cohort) package, rage or bloodrage class feature.
When you activate your rage, you may extend its benefits and penalties to one cohort within 30 feet as a swift action. The cohort spends rage rounds from your pool. The cohort may end its rage at will, suffering the normal penalties for doing so. The cohort need not remain within range to maintain this rage. You may share rage with more than one cohort; each requires a separate swift action and each spend one round from your rage rounds each round.
Studied Scout
Prerequisites: Scout sphere, studied target or studied combat class feature.
Benefit: When you use your studied target or studied combat class feature, you may use your scout ability on the same target as a free action.
Style Synthesis (combat) [Youxia HB]
Prerequisites: Any (stance) talent, any style feat.
Benefits: Whenever you spend an action to activate a (stance) talent, you may activate a style feat as part of that action.
Target Spotting
Prerequisites: Scout sphere, favored enemy class feature.
Benefit: Whenever you scout an enemy, you may expend your martial focus to treat them, for the duration of the scout, as your favored enemy for the purpose of your favored enemy ability. You receive the maximum bonuses against them that your favored enemy feature can grant.
Technological Training
Benefit: Reduce the penalties you suffer when using technician inventions that are not your own by half. If the technician who made the invention possesses Aesthetic Insight, these penalties are reduced to 0.
Titan Breaker (combat)*
You are the bane of those who believe they stand atop the world.
Prerequisites: Con 15, Giantslayer, base attack bonus +10.
Benefit: The bonus granted by your Giantslayer feat when performing or resisting a combat maneuver against a foe who is at least 1 size category larger than yourself increases to +2 per size category larger than yourself the opponent is. In addition, you can now use combat maneuvers against targets 2 size categories larger than would normally be allowed (instead of just 1 size category as allowed by the Giantslayer feat).
True Rage (combat) [Conq. HB]
Your mastery over adrenaline walks hand in hand with anger.
Prerequisites: Berserker sphere (any (adrenaline) talent), base attack bonus +6.
Benefit: When berserking, when you choose to benefit from an (adrenaline) talent, you do not lose the temporary hit points granted by the base berserking ability. This does not allow you to benefit from two (adrenaline) talents at the same time.
Normal: When berserking, a creature who chooses to benefit from an (adrenaline) talent does not gain the temporary hit points from the base berserking ability.
Two-Weapon Rend (combat)*
Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.
Prerequisites: Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.
Understand Thy Enemy [Apoc]
Source: Spheres Apocrypha: Swashbucklers
Prerequisites: Fencing sphere (Read Foe, Parry And Riposte) or Fencing sphere (Read Foe) and opportune parry and riposte deed, Scout sphere.
Benefit: Whenever you scout a creature, the next parry and riposte you use against that creature does not cost martial focus, an attack of opportunity, or a panache point. When used in this way, the ability does not require you to have a panache point to perform an attack and you do not regain martial focus.
Unorthodox Unarmed Training (combat) [Warden]
Prerequisite: Improved Unarmed Strike, base attack bonus +4.
Benefit: Choose two combat spheres that you possess that do not have Improved Unarmed Strike as an associated feat. The talents that you possess with the two chosen spheres count towards your unarmed damage progression. You may take this feat multiple times, choosing an additional two spheres each time.
Unseen Terror [BTH]
The hunter stalks its prey. The prey knows, but can only run from the scraping, rattling, and growling noises which chase them.
Prerequisites: Intimidate 3 ranks, Stealth 3 ranks.
Benefit: You gain a +2 bonus on Intimidate and Stealth checks. Whenever your Stealth check to hide exceeds an opposing creature’s Perception check by 5 or more, you may attempt an Intimidate check as a swift action to demoralize one target creature within 30 feet who failed to notice you. The target does not need to be able to see you, but must be able to hear you. The target is not made aware of your location when you Intimidate them with this feat, and making an Intimidate check this way does not automatically reveal your location. If you are able to use the Intimidate skill to cause a target to become frightened or worse, and the target is unaware of your position, the frightened creature will attempt to flee to a location it feels is safe, treating the location it became frightened at as the source of its fear.
If you possess the Dazzling Display feat or Gladiator sphere, whenever you could attempt an Intimidate check as a swift action from this feat, you may instead use the Dazzling Display feat or Gladiator sphere strike fear ability as a standard action to intimidate all creatures within range instead of a single creature, even if you could not normally use those abilities as a standard action.
Special: This feat counts as having the Skill Focus feat for either Intimidate or Stealth, chosen when you gain this feat, for the purposes of meeting prerequisites.
Vaporized Formulae [Apoc]
Source: Tandem Talents
Prerequisites: Alchemy sphere ((formulae) package)
Benefit: You can increase the Craft DC of a formulae by 10 to turn the formulae from a liquid to a gaseous state. A vaporized formulae that would require a Reflex save instead requires a Fortitude save, otherwise functioning as the original formulae. A formulae talent that can only be used on a single target (such as Panacea and Salve) can also be vaporized, allowing it to be thrown as a ranged touch attack with a range increment of 10 feet. Creatures within a 5-foot radius burst of the point of contact gain the benefits of the chosen formulae.
Vermin Master
Prerequisites: Beastmastery sphere (Bee Keeper), able to tame creatures of the vermin type.
Benefit: Swarms and creatures of the vermin type no longer count as twice their Hit Dice against the total amount of Hit Dice you may have tame at once.
Zodiac Tattoos*
Mystical tattoos ward you from harm and transform your skin into protective armor.
Prerequisites: Craft (tattoos) 5 ranks, Unarmored Training or AC Bonus class feature.
Benefit: Covering your body in these intricate tattoos etched by your own hand, you gain the ability to have your skin enchanted with armor special abilities as though it was a suit of +1 leather armor. You cannot have a total bonus of armor special abilities higher than +6. You cannot use this ability to add any armor special abilities that add a flat gp amount to their cost instead of a bonus equivalent.
* This feat is previously published, and is reprinted here for ease of use.
Tech Sphere Feats
Mobile Drone
Prerequisites: Tech sphere, Drone.
Benefit: Drones you create gain the Athletics sphere as a bonus talent. If the drone already possess the Athletics sphere, they instead gain a bonus talent from the Athletics sphere. In addition, each drone is created with Acrobatics, Climb, Fly, and Swim as class skills.
Special: This feat may be taken multiple times, each time granting an additional talent from the Athletics sphere.
Receptive to Grafts
Benefit: Your body is more capable of handling a larger amount of cybertech, grafts, and other implants. When determining your maximum implantation value, increase it by 1 for every 2 Hit Dice you possess (minimum 1).
Reckless Drone
Prerequisites: Tech sphere, Drone.
Benefit: Drones you create add twice their base attack bonus to their maximum hit points. In addition, drones you create gain the Berserker sphere or Brute sphere as a bonus talent. If the drone already possess the sphere, they instead gain a bonus talent from either sphere.
Special: This feat may be taken multiple times, each time granting an additional talent from the Berserker or Brute sphere.
Recon Drone
Prerequisites: Tech sphere, Drone.
Benefit: Drones you create gain the Scout sphere as a bonus talent. If the drone already possess the Scout sphere, they instead gain a bonus talent from the Scout sphere. In addition, each drone is created with Perception, Sense Motive, and Stealth as class skills.
Special: This feat may be taken multiple times, each time granting an additional talent form the Scout sphere.
Remote Hacking
Prerequisites: Tech sphere (Remote Control).
Benefit: Your remote control can be used to override signals that don’t belong to you. Locating foreign signals with the remote control requires a Craft (mechanical) check opposed by their sphere DC. Each time you spend an action to control their gadgets you musts make a craft Craft (mechanical) check opposed by their sphere DC +5.
In place of an activation check or Craft (mechanical) check, each time you spend an action to control a foreign gadget, it gets to attempt a Will saving throw opposed by your Tech sphere DC.
Sacrificial Augment (combat)
Prerequisite: Guardian sphere.
Benefit: When your delayed damage pool empties, you may as an immediate action redirect the damage you would take to augment or implant on your person or an innate gadget. The damage redirected this way is treated as untyped lethal damage, bypassing any damage reduction or hardness the augment or implant would possess otherwise.
Special: This overrides the normal rules for the delayed damage pool which states that you cannot further redirect damage from the delayed damage pool.
Shield Drone
Prerequisites: Tech sphere, Drone.
Benefit: Drones you create are proficient with all shields (including tower shields). In addition, drones you create gain the Guardian sphere or Shield sphere as a bonus talent. If the drone already possess the sphere, they instead gain a bonus talent from either sphere.
Special: This feat may be taken multiple times, each time granting an additional talent from the Guardian or Shield sphere.
Technical Compatibility
Prerequisites: Independent Invention, Tech sphere, Drone.
Benefit: Your independent inventions are considered drones for purposes from benefiting from effects that affect drones, and vice versa. In addition as independent inventions you can select Drones as a base form (these independent inventions don’t count towards the maximum number of Hit Dice of drones you may maintain). Your independent inventions can be activated or deactivated as if they where drones.
You may also apply improvements and technical insights to your drones (1 improvement for every 10 levels of technician you possess (minimum 0)).
Technologically Alchemical Ammo (dual sphere)
Prerequisites: Tech sphere, Ammo Spitter, Alchemy sphere (formulae) package.
Benefit: Your ammo spitter may create alchemical or complex ammunition (such as alchemical cartridges and vial bolts) costing 50 gp or less. This alchemical ammunition doesn’t have to be made exclusively for firearms but the weapon firing it must still meet all the prerequisites (such as having the scatter quality).
Undetectable Hacking
Prerequisites: Tech sphere (Remote Control), Remote Hacking.
When you attempt to control a foreign gadget, whether it succeeds or fails on its Will save it must immediately succeed at a second Will save. If it fails this second save, it does not realize it it was subject to a hack attempt (including knowing if any routines were transferred).