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.
Agitating Scout [3PP]
Source: Expanded Spheres: Baron's Lost Apocrypha
Prerequisites: Guardian Sphere (challenge package, Swift Guardian), Scout sphere
Benefit: When you scout a creature as a swift action, you may also challenge them as part of the same action. You may not challenge more than one creature with a single swift action.
Backup Breaker (Combat) [Alienist HB]
Prerequisites: Boxing sphere, Dual Wielding sphere.
Benefit: When you ready a counter punch to make a dual attack, you may make only the attack with your primary or off-hand weapon when your counter punch is triggered. If you do, you may make your other attack when another creature would perform an action that would trigger your counter punch before the start of your next turn. You may only apply a (counter) talent to one of these attacks made as part of this counter punch. The bonus damage from a counter punch is applied to both attacks. These counter punches count as attacks in a dual attack for the purposes of Dual Wielding talents.
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.
Bloodrunner [CrimDan]
Prerequisites: Blood sphere or Duelist sphere, character level 7th.
Benefit: Your body has grown a tolerance for the blood of others, and you have learned to use it to your advantage. You ignore any detriment from traversing on bloody terrain, such as difficult terrain or the terrain being considered slippery (as long as blood is the only reason that terrain is detrimental), and you gain a +2 bonus on all saving throws against bleed effects and any effect from the Blood sphere. You can distinctly tell the difference between the blood of any two creatures, and can identify the blood of creatures you have witnessed before. You can attempt a Knowledge check to identify a creature by merely witnessing its blood, as if you had seen the creature by sight, but only if the blood was shed within an hour of you attempting to identify it.
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.
Brain Consumption [Alienist HB]
Benefit: You may consume the brain of an unconscious creature or a creature who has died within the last 24 hours as a fullround action. A corpse preserved by the Corpse Manipulation talent may have its brain consumed in this way within a week of its death. This functions as a coup de grace against a living creature with a base damage of 4d8 + your Strength modifier and a critical multiplier of x2. Doing so grants you a +2 insight bonus to two skills that the creature whose brain you ate possessed ranks in. You may only benefit from having one brain eaten at a time, but these bonuses last until the next time you consume a creature’s brain. You are immune to any non-magical diseases you are exposed to as part of consuming a creature’s brain and do not suffer any mundane negative health effects from consuming a creature’s brain, even if it would not normally be part of your natural diet. You gain no benefit from consuming the brains of subordinates. The creature’s brain is not eaten if they are not killed by this effect and you cannot consume the brains of creatures that lack brains (at GM discretion).
Catisthenics [Catgirl HB]
Prerequisite: 1 rank in any Strength- or Dexterity-based skill.
Benefits: By spending 10 minutes stretching (such as doing yoga, martial exercises, etc.), you gain a catisthenics pool with a number of dice equal to 1 + 1 for every 3 Hit Dice you possess.
You may spend a catisthenics die as part of attempting a Strength- or Dexterity-based skill check to add +1d6 to that roll. You may spend 10 minutes to stretch and replenish your catisthenics pool, regaining up to the maximum number of catisthenics dice.
If a catisthenics die is used at the same time as another ability which adds a bonus die to a check (such as investigator’s inspiration, sage’s meditation, etc.), the bonus granted by a catisthenics dice is decreased to +1d4.
Cerebrevore’s Ecstasy (Combat) [Alienist HB]
Prerequisites: Barroom sphere, Brain Consumption.
Benefit: Whenever you consume a creature’s brain using the Brain Consumption feat, you may gain the drunk status as if you had consumed an alcoholic drink. Alternatively, while you possess a bonus talent from Brain Consumption Consumptive Intuition, you may end the bonus talent’s duration to gain the drunk status as a free action. When you gain the drunk status in either of these ways, you gain the status for double the duration (twice Constitution modifier rounds + 1 per 2 points of base attack bonus).
Color Guard [Apoc]
Source: Spheres Apocrypha: Banners
Prerequisites: Banner class feature, character level 10th.
Benefit: The time required to wave a banner is reduced by one step (i.e., full-round action becomes a standard action, standard action becomes a move action).
Combat Sphere Focus (Combat) [Alienist HB]
Benefit: Choose a combat sphere. You gain a +1 bonus to saving throw DCs for all abilities from that sphere.
Special: You may take this feat multiple times. The effects do not stack. Each time it is gained, apply this benefit to a different sphere.
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.
Consumptive Intuition [Alienist HB]
Prerequisite: Brain Consumption.
Benefit: Whenever you consume a creature’s brain using the Brain Consumption feat, choose one combat talent or magic talent that the creature whose brain you consumed possessed. Once per day as a free action, you may gain that talent for a number of minutes equal to your character level. Upon consuming a creature’s brain, you learn of all talents that they possessed but must meet the prerequisites for a talent in order to select it. You still may only benefit from having one brain eaten at a time and may not exchange talents more than once every 24 hours. When you consume a new brain, you can no longer access talents from previous brains you have consumed.
Special: You may take this feat an additional time for every 5 character levels you possess. Each time, you may select an additional talent which was known by the creature whose brain you ate. When you activate the temporary bonus talent from this feat, you gain the benefits of one talent for every time you have taken this feat.
Consumptive Mutation [Alienist HB]
Prerequisites: Consumptive Intuition, Improved Transformation, Transformation, character level 5th.
Benefit: You may exchange one or more traits granted by Improved Transformation for any other traits you would qualify for whenever you consume a creature’s brain. These traits must emulate abilities that the consumed creature possessed or that are associated with the creature, subject to GM discretion.
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.
Desperate Focus (Combat) [Apoc]
Source: Spheres Apocrypha: Radiant and Righteous
Prerequisites: Berserker sphere (Deathless).
Benefit: Once per round while berserking and below 0 hit points, you may use the benefits of a class feature, combat talent, feat, or other ability which requires you to expend your martial focus without expending your martial focus.
Determined Defense (combat) [Alienist HB]
Prerequisite: Combat Expertise.
Benefit: When using the Combat Expertise feat, you do not suffer Combat Expertise’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
Devouring Finish (combat) [Alienist HB]
Prerequisites: Wrestling sphere, Brain Consumption.
Benefit: Whenever you reduce a creature that you are grappling to 0 or fewer hit points or render it unconscious, you may devour its brain as a free action. This kills the creature if it does not possess some form of regeneration or other ability which would allow it to survive without a brain.
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.
Elemental Might (Combat) [RW HB]
You channel the elements through decisive strikes and furtive determination.
Prerequisites: Ability to maintain martial focus, base attack bonus +1.
Benefit: Whenever you make an attack action or attack of opportunity, you may expend your martial focus and choose acid, cold, electricity, or fire. If you do, your attack deals additional energy damage of the chosen type equal to 1d6 + your base attack bonus.
Whenever you perform an attack action and expend martial focus to deal additional damage with a combat sphere ability (such as with Berserker sphere’s brutal strike or Fencing sphere’s fatal thrust precision damage modified with the Skewer talent), you may choose to have the additional damage be dealt as acid, cold, electricity, or fire damage, chosen when performing the attack action.
Note: Fencing sphere fatal thrust damage is still precision damage, even if it would be dealt as energy damage rather than physical damage. Other attack action additional damage is likewise subject to any targeting restrictions or immunities a target might possess.
Special: Elemental Might is treated as the Elemental Fist feat (Pathfinder Roleplaying Game: Advanced Player’s Guide) for the purposes of prerequisites. You treat maintaining martial focus as having 1 or more uses of the Elemental Fist feat; if an ability or effect would allow you to expend 1 or more uses of the Elemental Fist feat, you may expend your martial focus instead. Whenever you expend martial focus to deal energy damage with this feat (either with this feat or by converting an attack action’s additional damage), this damage is treated as damage dealt by the Elemental Fist feat for the purposes of other abilities and effects.
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.
Escutcheon [Apoc]
Source: Spheres Apocrypha: Banners
Prerequisites: Banner class feature or Warleader sphere (Heraldry), Shield sphere.
Benefit: A decorated shield you carry can act as your banner or flag, allowing you to benefit from those features without needing a free hand. Your shield only counts as your banner or flag while it gives you a shield bonus to AC.
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.
Great Iaijutsu [CrimDan]
Prerequisites: Duelist sphere (Iai Slash (bleed)), base attack bonus +5.
Benefit: When utilizing your Iai Slash talent, you may expend your martial focus to additionally apply the effects of one (bleed) talent other than Iai Slash to a single creature struck as part of the talent. If you have more than one martial focus, you may expend two martial focuses to instead apply that (bleed) talent to all creatures struck.
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).
Improved Atavism [Apoc]
Source: Spheres Apocrypha: The Inheritor and Improved Atavism Heritages
Your powers are long known with stories untold. You have unlocked more of your latent bloodline’s potentials, harnessing the might of those who stood before you.
Prerequisites: Berserker sphere (Atavism (adrenaline)), base attack bonus +3.
Benefit: While benefiting from the Atavism (adrenaline) talent, you gain two additional abilities associated with your heritage you are benefiting from (see Table: Improved Atavism). Abilities granted by this feat are individually noted to be exceptional (Ex) or supernatural (Su).
Calculate the effects of abilities granted by this feat with your effective Berserker sphere base attack bonus (including adjustments from effects like a conscript’s sphere specialization or the Combat Sphere Specialization feat). If an ability granted by this feat would require a saving throw, the DC is equal to your Berserker sphere DC (10 + 1/2 base attack bonus + practitioner modifier).
Table: Improved AtavismHeritage Creature Type | Heritage Ability 1 | Heritage Ability 2 |
---|---|---|
Aberration | Beyond Understanding (Su): Whenever another creature uses an ability to gain information about you (such as a Knowledge check, the Scout sphere scout ability, Divination sphere divine sphere effect, detect alignment or discern lies spell, or other similar effect), that creature must succeed at a Will save or the ability’s target changes to another creature within medium range (100 feet + 10 feet per base attack bonus), chosen at random. The creature is not aware their ability targeted another creature but may make inferences based on the results (such as being told a human has weaknesses similar to a clockwork robot in the room). Abilities which would bypass a misdirection spell or similar effect also bypass this ability. You are aware of creatures who have failed their saving throw against this effect, and for the next 24 hours you gain an insight bonus on attack and damage rolls against creatures who have failed their saving throw against this effect equal to +1 + 1 per 5 base attack bonus. |
Slip Between The Fabric (Su): Whenever you successfully make an attack action or attack of opportunity against a creature, you may teleport 5 feet into an unoccupied space. You must have line of sight to that space to teleport into it. For every 10 base attack bonus you possess, increase the distance you can teleport with this effect by +5 feet. Teleporting more than 5 feet with this effect is taxing and may only be done a number of times each round equal to 1/2 your practitioner modifier (minimum 1). In addition, whenever you take a 5-foot step, you may instead teleport 5 feet. This allows you to take a 5-foot step into difficult terrain. |
Animal | Instincts (Ex): If you would be caught flat-footed or lose your Dexterity bonus to AC for any reason, you may expend your martial focus as an immediate action. If you do, you cannot be caught flat-footed or lose your Dexterity bonus to AC for any reason until the start of your next turn. This can allow you to remove the penalties from being feinted in combat and may be used in response to an attack roll or effect targeting you while you would be flat-footed or be denied your Dexterity bonus to AC. If you possess uncanny dodge, such as the rogue class feature, you do not need to expend your martial focus to use this ability. Mythic Note: If an effect from a mythic source would cause you to become flat-footed or lose your Dexterity bonus to AC, you do not negate that effect unless you are also mythic. |
Feral Offense (Ex): Once per round you may declare an attack to be either a precise or feral attack. You must use this ability before the attack roll is made. If you choose to make a precise attack, you may roll twice on your attack roll, taking the better result. If you choose to make a feral attack, your attack gains one of the following: * Fell: Your attack gains the trip universal monster ability, allowing you to trip as a free action that does not provoke an attack of opportunity if you successfully hit with the attack. * Howl: If you successfully hit with the attack, you may attempt an Intimidate check to demoralize the target of your attack as a free action. * Tear: Your attack deals an additional amount of bleed damage equal to your practitioner modifier (minimum 1). |
Construct | Golem Blood (Su): You gain a morale bonus on saving throws made to resist magical effects (e.g. spells, supernatural abilities, spell-like abilities) equal to +1 + 1 per 6 base attack bonus. You gain this bonus even if you could not normally benefit from a morale bonus (such as having immunity to mind-affecting effects). You cannot be a willing target of any spell or magic sphere effect and must attempt saving throws to resist all spells or magic sphere effects, even those cast by your allies, except your own. | Overclock (Ex): You may expend your martial focus as a free action to overclock your body for 2 rounds + 1 round per 10 base attack bonus. While overclocked you gain the following benefits: * +10 feet bonus to all modes of movement you possess + 5 per 5 base attack bonus. * Your weapon attacks deal an additional 1d4 damage + 1d4 per 5 base attack bonus that is half electricity and half fire damage. * Whenever you make a successful attack action, you may make one extra attack as a swift action. While you are overclocked, you must use your berserking ability with the Atavism (adrenaline) for your construct heritage each round otherwise overclock’s duration immediately ends. If you overclock while benefiting from this effect, the duration stacks. When overclock’s duration ends, you are fatigued for 1 minute for each round you were overclocked, or exhausted for 1 hour if you are already fatigued by this effect. Fatigue and exhaustion from this ability bypass any immunity you may possess. |
Dragon | Draconic Heir (Su): Choose a single dragon type (see the sorcerer’s draconic bloodline for examples, Pathfinder Roleplaying Game Core Rulebook). Once chosen, this cannot be changed. You gain energy resistance equal to your base attack bonus against your dragon’s energy type which stacks with all other forms of energy resistance you possess. If you select a dragon aligned with a physical damage type (e.g. an etheric esoteric dragon with bludgeoning damage), you instead gain damage reduction against that damage type equal to 1/2 your base attack bonus (minimum 1) which stacks with all other forms of damage reduction you possess. |
Dragon’s Fury (Su): Whenever you successfully make an attack action, you may unleash your draconic power to create a 15-foot cone-shaped burst of energy. The cone originates from the struck target; the cone’s base includes the struck target’s square. Creatures in the cone’s area of effect take energy damage equal to 1d6 + your base attack bonus (Reflex half). The energy damage dealt is the same as your dragon’s energy type chosen for the draconic heir ability. You must wait at least 1d4 rounds between uses of this ability but may expend martial focus as a free action to ready this ability immediately. |
Fey | Fey Trickster (Ex): You reduce the action required to feint a creature by 1 step (standard to move, move to swift; minimum swift action). This reduction stacks with the Improved Feint feat, Fencing sphere Fast Feint talent, or other similar effects which reduce the action required to feint. Whenever you successfully feint a creature, that creature is “bewildered” for 1d4 rounds. You do not provoke attacks of opportunity for moving through a bewildered creature’s threatened area. If you would perform an action that would provoke an attack of opportunity, you may expend your martial focus as a free action that can be taken even when it is not your turn. If you do, that action does not provoke an attack of opportunity from any bewildered creatures (but otherwise provokes normally). The bewildered condition can be removed by any ability or effect which could remove the battered condition. Note: Abilities which grant you the ability to feint as part of another action (Dual Wielding sphere Cunning Combo) or through a specific ability (Illusion sphere Mage Feint) do not have their action required reduced by this ability. |
Fairy Dust Strike (Su): Whenever you successfully make an attack action against a creature, you gain concealment (20% miss chance) against that creature until the end of your next turn. The miss chance from this concealment increases by 5% for every 3 points of base attack bonus you possess; at 50% miss chance or higher, this is treated as total concealment. This concealment is an illusion effect. |
Humanoid | Aura of Kings (Su): You gain a 30-foot aura. Once per round, if another ally inside this aura would roll a saving throw, you may allow that ally to use your saving throw bonus instead. You must use this ability before the roll is made. | Lead The Way (Ex): Whenever you successfully make an attack action against a creature, that creature is marked until the end of your next turn. You and your allies gain a circumstance bonus on attack rolls against creatures marked with this ability equal to +1 + 1 per 10 base attack bonus. Alternatively, you may spend a standard action to mark one creature you can see. The bonuses against a target marked this way increase by +1. Whenever an ally attacks a creature marked by this ability, you may expend your martial focus as an immediate action to allow that ally to roll twice on their attack roll, taking the better result. You must use this ability before the first attack roll is made. |
Magical Beast | Creature of Myth (Su): You add 1/2 your base attack bonus (minimum 1) to the DC of any skill check made against you (such as to Intimidate you, feint you in combat, use the Scout sphere scout ability against you). In addition, you gain an insight bonus equal to 1/4 your base attack bonus (minimum 1) on opposed skill checks you attempt (such as your Stealth check to hide opposed by other creatures’ Perception). You do not gain this bonus on opposed skill checks made to foil another creature’s check (such as your Perception check made to foil an opponent’s Stealth check). |
Rending Fang (Ex): You gain a unique rending attack which may only be used as part of this ability. This rending attack deals damage using one natural weapon, unarmed strike, or manufactured weapon you wield plus 1-1/2 times your practitioner modifier (replacing your Strength modifier or other ability score used when dealing damage with this weapon). You may make this rending attack with a ranged weapon. Once per round, whenever you confirm a critical hit or a creature fails a saving throw against a combat sphere effect used as part of an attack action made with a natural weapon, unarmed strike, or manufactured weapon (such as the Berserker sphere Heavy Swing (exertion), Dual Wielding sphere Dizzying Combination, etc.), you may use your rending attack against that creature as a free action that can be taken even when it is not your turn. |
Monstrous Humanoid | Superiority (Su): You gain an insight bonus on saving throws made to resist any effect originating from a creature that does not possess your base creature type equal to +1 + 1 per 7 base attack bonus (e.g. resisting an extraordinary effect from a construct, where your base creature type is humanoid). | Monstrous Power (Ex): Damage you deal ignores an amount of damage reduction, energy resistance, or hardness the target possesses equal to 1/2 your base attack bonus (minimum 1). You may expend your martial focus as a free action to briefly surge with strength, gaining a size bonus to your Strength and Dexterity for 1 round equal to +2 + 2 per 5 base attack bonus. You may only use this ability once every 1d4 + 1 rounds. |
Ooze | Adaptive Absorption (Su): After you take hit point damage of any kind, you gain damage reduction (DR/adamantine) or energy resistance equal to 1/2 your base attack bonus (minimum 1) against that type of damage until the end of your next turn. This stacks with any other damage reduction or energy resistance you may possess. This ability can provide damage reduction or energy resistance against unusual damage types (such as force, negative, or untyped energy damage). For the purposes of this ability, damage reduction and energy resistance are both referred to as “absorption”. Physical attacks which deal multiple damage types simultaneously (such as a bite natural attack) bypass the damage reduction granted by this ability if you do not possess damage reduction against each damage type dealt by the attack. You may maintain up to 2 types of absorption + 1 absorption for every 10 base attack bonus you possess. If you would gain a new absorption while already maintaining the maximum number of absorptions, you may choose one absorption to replace, or choose to not gain the new absorption. If an attack deals multiple damage types, choose only one type of damage to gain absorption against. For example, if you take damage from an attack dealing piercing, slashing, and fire damage, you choose only one of those damage types to gain absorption against. If you use your berserking ability with the Atavism (adrenaline) for your ooze heritage, you retain each absorption you have gained from this ability for an additional round. |
Oozemolded Armaments (Su): Any weapon you wield gains the greater transformative special ability. You may activate this greater transformative special ability once per round a free action while using your berserking ability with the Atavism (adrenaline) for your ooze heritage. Any round you are not using the Atavism (adrenaline) for your ooze heritage, any weapons transformed with this ability return to their normal form. Natural attacks, unarmed strikes, and ammunition (such as shuriken) cannot be transformed into other weapon types, and you cannot transform weapons into natural attacks, unarmed strikes, or ammunition. In addition, you can treat any weapon transformed by this ability as though it were still the original weapon for any feats, effects, or abilities you have that specifically apply to that type of weapon (such as Weapon Focus, fighter’s weapon training, warpriest’s sacred weapon, or faithful shepherd cleric’s divine guidance divine work). For example, a battleaxe transformed into a spear would still be treated as a battleaxe for the Weapon Focus feat, weapon training for axes, or as your deity’s favored weapon despite being a different type of weapon, in addition to being treated as a spear and having the properties of a spear. Feats, effects and abilities cannot apply to a transformed weapon more than once (possessing Weapon Focus for the base weapon and the new form would not grant benefits twice). You cannot use abilities that require a specific type of weapon if the transformed weapon’s current form does not support it. |
Outsider | Planar Heritor (Su): Choose a single outsider subtype or specific outsider (subject to GM discretion). Once chosen, this cannot be changed. From your chosen outsider subtype, select a number of defensive abilities your outsider type possesses equal to your practitioner modifier (minimum 1). If you could choose more options than your outsider subtype possesses, you may choose additional options your outsider type does not possess (subject to GM discretion). These selections are made when you first gain this feat and may be changed after 8 hours of rest. You do not gain the selected defensive abilities. Instead, whenever you attempt a saving throw against an effect with a descriptor that would be mitigated, resisted, or ignored by a selected defensive ability, you may roll twice, taking the better result. Note: Defensive abilities include resistance, immunity, and saving throw bonuses (ex. acid resistance, petrification immunity, +2 vs. poison). If a defensive ability grants benefits against a creature type, alignment, or other open ended effect, you do not gain any benefits against that effect unless it is a descriptor or condition. For example, choosing “evil” would allow you to roll twice against effects with the evil descriptor, not any effect from an evil source. |
Planar Pressure (Su): Any damage you deal is treated as being aligned damage for the purposes of overcoming damage reduction, regeneration, and other abilities. These alignment types are determined by the chosen outsider’s alignments for the planar heritor ability (ex. a chosen outsider being a devil would grant evil and lawful). If the outsider chosen for the planar heritor ability is true neutral, you may expend your martial focus as a free action to choose a single alignment for this ability for a number of rounds equal to your practitioner modifier (minimum 1). In addition, opponents treat each square within 5 feet + 5 feet per 10 base attack bonus of you as difficult terrain. |
Plant | Blossoming Barrier (Su): Whenever you take hit point damage, reduce the amount of damage taken by the number of blossoms you have. Then, if you are still damaged by the effect, you gain 1 blossom for every 3 base attack bonus you possess. You may only have a number of blossoms equal to 3 + 1/2 your base attack bonus at any time, and you lose all blossoms at the start of your turn. Unlike damage reduction, damage prevented by this ability cannot be bypassed. | Punishing Brambles (Su): Whenever you successfully make an attack action, the target is entangled for 1 round + 1 round for every 3 base attack bonus you possess (Reflex negates). If a target entangled by this ability fails their saving throw against this ability again, the entangled condition’s duration stacks. A target entangled by this ability can attempt to remove the entangled condition as a move action that does not provoke attacks of opportunity by attempting a Reflex saving throw, Escape Artist check, or Strength ability check with a DC equal to this ability’s DC. Alternatively, the entangling mass of brambles and vines can be cut away as a standard action, or as a move action by another creature. In addition, after a target entangled by this ability makes an attack roll or casts a non-harmless spell that targets you or includes you in its effect, the target takes piercing damage equal to your practitioner modifier (minimum 1) and must succeed at a Reflex saving throw or fall prone. A target that successfully avoids falling prone cannot be knocked prone by this ability until the start of their next turn. |
Undead | Thief Of Life (Su): You are healed by both positive and negative energy effects if they could heal a living or undead creature. You take damage from positive or negative energy effects normally if it could not heal a living or undead creature (such as a cleric’s channel negative energy to harm or a Destruction sphere Nether Blast dealing negative energy damage). Whenever an opponent within 30 feet of you receives any amount of healing (except fast healing or regeneration), you also heal an amount equal to half the healing received unless that opponent succeeds at a Will saving throw. If multiple opponents would be healed simultaneously by the same effect, you only receive healing once from this ability even if multiple opponents fail their saving throw. |
Lash Of The Pale Court (Su): Whenever you successfully make an attack action against a creature, that creature is marked with a necrotic scar. Necrotic scars last until the end of your next turn; whenever you mark a creature with a necrotic scar, refresh the duration of each active necrotic scar. A creature with a necrotic scar is referred to as a “scarred creature” by this ability. Necrotic scars from different sources are tracked separately. Abilities and effects which refer to scarred creatures or necrotic scars are limited to necrotic scars you have created, not necrotic scars from any source. Scarred creatures suffer negative energy damage equal to your practitioner modifier at the start of their turn (to a maximum of your base attack bonus). If a scarred creature possesses necrotic scars from multiple sources, they only suffer this damage once. You may expend your martial focus as an immediate action to end any number of active necrotic scars, causing each scarred creature to take negative energy damage equal to 1d6 + 1d6 per 5 base attack bonus (Fortitude half). For each necrotic scar ended this way, the saving throw DC increases by +1. If a scarred creature would be marked by you an additional time, you may target 1 unmarked creature + 1 additional unmarked creature per 10 base attack bonus within close range of the creature (25 feet + 5 feet per 2 base attack bonus), marking them with a necrotic scar until the end of your next turn. Negative energy damage from this ability cannot heal undead creatures. |
Vermin | Vermin Heart (Ex): You gain a natural armor bonus that stacks with other sources of natural armor equal to +1 + 1 per 5 base attack bonus. In addition, you reduce any damage taken from a swarm by 1/2 your base attack bonus (minimum 1). Whenever you would attempt a saving throw against a swarm’s abilities, you roll twice and take the better result. | Swarmblade (Ex): Your weapon attacks deal full damage to swarms, regardless of the swarm’s immunity to weapon damage (if any; damage reduction applies as normal). In addition, whenever you successfully make an attack action against a non-swarm creature, that creature gains infested wounds (Fortitude negates). Whenever a creature with infested wounds attempts to take a standard or full-round action, they suffer untyped damage equal to your practitioner modifier + 1/2 your base attack bonus (minimum 1). This counts as taking damage when casting a spell for the purpose of concentration checks. This is treated as a swarm’s distraction ability for the purposes of immunities. Creatures immune to effects which require a Fortitude save are not immune to this ability, but instead gain a +4 bonus on their saving throw to resist the effects (such as constructs and undead). A creature with infested wounds can end this effect by either receiving healing greater than or equal to the infesting attack’s damage or by spending a move action. The effects of infested wounds do not stack; if a creature would gain infested wounds more than once, use the strongest instance of infested wounds to determine how much healing is required to remove the effect and how much damage is inflicted. |
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.
Author's Note: This feat does not allow you to perform shield bashes with a free hand or unarmed strike.
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.
Observant Oppurrtunist (combat) [Catgirl HB]
The soft paws pace around their target, slowly analyzing and waiting for the moment to pounce.
Prerequisites: Perception 5 ranks, Scout sphere.
Benefits: The first attack of opportunity you make each round against a scouted target does not require you to expend an attack of opportunity.
After a successful attack action or attack of opportunity against an unscouted target, you may scout that target as an immediate action. You may expend 1 attack of opportunity to use this ability instead of spending an immediate action. A scout attempt made this way is performed before damage is rolled (and may allow you to use effects or abilities which apply against a scouted target as part of this attack).
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.
Petrifying Pennant [Apoc]
Source: Spheres Apocrypha: Banners
Prerequisites: Base attack bonus +8 or Diplomacy 8 ranks, banner class feature or Warleader sphere (Heraldry).
Benefit: As long as your banner or flag is clearly visible, all enemies within range of your banner (or tactics if you possess the Heraldry talent) take a -2 penalty on saving throws against fear effects.
Special: If you possess the Gladiator sphere Strike Fear ability or the Terrifying Pierce Lancer talent, when you attempt to demoralize a creature affected by your banner, you can lower the DC of the check by 2.
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.
Rigorous Student [Origin]
Benefit: Choose a class you have levels in. For the purpose of calculating the DCs of class features based on that class’ level (such as scholar material impositions and thaumaturge invocations), you treat your class level as 4 higher, to a maximum of your character level. This does not improve other effects of the class feature (for example, a character with 18 Intelligence, 5 levels in scholar, and 3 levels in conscript would have a flashbang save DC of 18, but their sulfuric detonation would only add 2d6 damage to their flashbang). This does not affect abilities which use your caster level to calculate the DC.
Special: You may select this feat multiple times. The effects of this feat stack if applied to the same class multiple times.
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.
Stinging Bee (combat) [EO3]
Prerequisites: Boxing sphere (Floating Butterfly (stance)), base attack bonus +4.
While maintaining the Floating Butterfly stance, you retain the competence bonus to damage rolls when making a counter punch, in addition to gaining an insight bonus to Reflex saving throws equal to the dodge bonus granted by the talent.
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.
Swooping Grapple (combat) [3PP]
Source: Expanded Spheres: Baron's Lost Apocrypha
Prerequisites: Athletics Sphere (Mobile Striker), Wrestling Sphere
Benefit: You can attempt a grapple in place of an attack action when using Mobile Striker and may use your Snag ability at any point during your movement with Mobile Striker. When you successfully grapple a creature as part of Mobile Striker, you can move yourself and your target up to your remaining speed.
Tactical Ensign [Apoc]
Source: Spheres Apocrypha: Banners
Prerequisites: Diplomacy 10 ranks, Warleader sphere (Heraldry), banner class feature.
Benefit: An ally who benefits from a tactic you create is considered to be within range of your banner and receives its benefits accordingly.
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.
Through The Long Night (combat) [Apoc]
Source: Spheres Apocrypha: Radiant and Righteous
The night is hard and the night is long, but you know deep down, you can brave it.
Prerequisites: Heroic Resolve, ability to gain martial focus, Cha 15 or Con 15, good alignment.
Benefit: When you activate heroic resolve and suppress a condition, you may instead suppress it for a number of rounds equal to the highest bonus between your Charisma or Constitution modifier.
If the chosen condition originates from an evil-aligned creature or object or a creature or object with an evil aura or the evil sub-type, you may activate heroic resolve as a swift action.
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.
Note: The 5-foot radius effect only applies to formulae that would normally affect a single target. Formulae that normally affect an area or multiple targets in an area have their radius unchanged when used with this feat.
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.
Versed Student [Origin]
Benefit: Choose a class you have levels in. For the purpose of determining class features selected individually at advancing levels you may select (such as alchemist discoveries, shifter bestial traits, striker arts, and witch hexes), you treat your level in that class as 4 higher, to a maximum of your character level. For example, a character with 4 levels in mageknight and 6 levels in shifter who has selected shifter with this feat may select bestial traits as if they were a 10th-level shifter (although they would have a total of three bestial traits, not 5). This does not include advanced rogue talents, grand hexes, and other such abilities which would normally only be selectable starting at higher levels unless you already have access to such abilities from one of your classes. This feat does not grant any such abilities when it is taken, nor does it cause levels in any class to count as levels in other classes for the purpose of determining the effects of class abilities.
Special: You may select this feat multiple times. The effects of this feat stack if applied to the same class multiple times.
Wiggling Footsies (combat) [Catgirl HB]
Prerequisites: Fencing sphere (Footwork), Scout sphere (Calibrating Wiggle).
Benefits: Whenever you use the Fencing sphere Footwork talent in response to an attack made against you, you may also scout the attacker. If you successfully avoid the attack (e.g. missing or succeeding at a Reflex saving throw) and you have scouted the attacker (whether previously scouted or as part of this ability), you gain the Scout sphere Calibrating Wiggle’s bonus precision damage on your first successful attack made against the attacker before the end of your next turn, even if you do not make a charge attack against them.
In addition, whenever you deal the Scout sphere Calibrating Wiggle’s bonus precision damage to a target, you may regain martial focus as a free action that can be taken even when it is not your turn.
Special: Abilities which function similarly to the Fencing sphere Footwork talent may be used to qualify for this feat in place of the Footwork talent (such as the Warp sphere Emergency Teleport talent, swashbuckler’s dodging panache deed, or other ability subject to GM discretion), and may treat evading an attack with such an abilities as using the Footwork talent for the purposes of this feat.
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).