PF1e General Feats

Subsystem Rules & Guidelines

Pathfinder 1st Edition General Feats from official Paizo rulebooks. General feats encompass broad character capabilities, racial heritage, skill proficiencies, saving throw boosts, and companion benefits.

General Feats

402 feats

Abundant Revelations

Prerequisites:Mystery class feature

Source: Ultimate Magic

You can plumb the depths of your mystery to use your revelations more often.

Prerequisites: Mystery class feature.

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

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

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Accursed Critical

Prerequisites:Critical Focus, ability to cast bestow curse or major curse, caster level 9th

Source: Ultimate Magic

Your spells carry an embedded curse that manifests when they strike true.

Prerequisites: Critical Focus, ability to cast bestow curse or major curse, caster level 9th.

Benefit: When you confirm a critical hit with a spell or spell-like ability, you may cast bestow curse or major curse on that target as an immediate action. This works even with ranged spells. You must have bestow curse or major curse prepared or otherwise available to cast, and using this ability casts the corresponding spell.

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Accursed Hex

Prerequisites:Hex class feature

Source: Ultimate Magic

You can make a second attempt at failed hexes.

Prerequisites: Hex class feature.

Benefit: When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex's effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.

Normal: You can only target a creature with these hexes once per day.

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Acrobatic

Source: PFRPG Core

You are skilled at leaping, jumping, and flying.

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

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Acrobatic Steps

Prerequisites:Dex 15, Nimble Moves

Source: PFRPG Core

You can easily move over and through obstacles.

Prerequisites: Dex 15, Nimble Moves.

Benefit: Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).

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Additional Traits

Source: Advanced Player's Guide

You have more traits than normal.

Benefit: You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose.

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Adept Champion

Prerequisites:Smite evil class feature, base attack bonus +5

Source: Ultimate Combat

You can alter your smite ability, channeling the power of your deity into divine inspiration that grants you greater aptitude for performing combat maneuvers.

Prerequisites: Smite evil class feature, base attack bonus +5.

Benefit: While using your smite evil class feature, as a swift action at the start of your turn, you can forgo the bonus on damage rolls and instead gain half that bonus as a bonus on combat maneuver checks against the target of your smite. The effects of your smite evil feature return to normal at the start of your next turn.

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Adept Channel

Prerequisites:Ability to cast divine spells, summon familiar class ability, caster level 4th, Cha 13

Source: Orcs Of Golarion

Some orc adepts enjoy a greater connection to their gods, and can channel their faith through their unholy symbols. You gain the ability to channel energy as a cleric.

Prerequisites: Ability to cast divine spells, summon familiar class ability, caster level 4th, Cha 13.

Benefit: You gain the channel energy class feature, as a cleric, usable 2 times per day. This ability otherwise functions like the cleric's channel energy ability, except that your effective cleric level is equal to your divine spellcasting class level -3. Unlike a cleric, however, the number of times per day you may channel energy is not affected by your Charisma modifier.

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Advanced Ranger Trap

Prerequisites:Trap class feature, ranger level 5th

Source: Ultimate Magic

Your ranger traps are especially difficult to notice and avoid.

Prerequisites: Trap class feature, ranger level 5th.

Benefit: Add +1 to the Difficulty Class on all Perception and Disable Device skill checks to find or disable the traps you make with your trap class feature. Add a +1 to the Difficulty Class on all saving throws against the effects of the trap you make with your trap class feature.

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Alertness

Source: PFRPG Core

You often notice things that others might miss.

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

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Alignment Channel

Prerequisites:Ability to channel energy

Source: PFRPG Core

Choose chaos, evil, good, or law. You can channel divine energy to affect outsiders that possess this subtype.

Prerequisites: Ability to channel energy.

Benefit: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new alignment subtype. Whenever you channel energy, you must choose which type to effect.

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Altitude Affinity

Prerequisites:Endurance

Source: Inner Sea World Guide

You have hardened your body against the grueling rigors of surviving at high altitudes.

Prerequisites: Endurance.

Benefit: You are automatically acclimated at high altitudes (Pathfinder RPG Core Rulebook 430). In addition, you gain a +2 competence bonus on all Survival checks made at altitudes of 5,000 feet or higher.

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Ancient Draconic

Prerequisites:Arcane caster level 5th, speaks Draconic

Source: Kobolds Of Golarion

You empower spells using the ancient language of dragons.

Prerequisites: Arcane caster level 5th, speaks Draconic.

Benefit: You gain a +1 bonus on caster level checks to overcome spell resistance when casting arcane spells that have a verbal component. If you speak Draconic when casting an arcane language-dependent spell, all intelligent creatures with a language can understand your words.

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Andoren Falconry

Prerequisites:Cha 13, Animal Affinity, animal companion class feature

Source: Inner Sea World Guide

You know the secret Andoren arts of falconry developed by the Novotnian family of Darkmoon Vale.

Prerequisites: Cha 13, Animal Affinity, animal companion class feature.

Benefit: You improve your affinity with birds of prey, such as eagles, falcons, hawks, and owls. You gain a +2 bonus on Animal Handling checks made to train or control birds of prey. In addition, if you have a bird of prey as an animal companion, your animal companion gains one of the following bonuses chosen at the time this animal companion is gained: a +1 dodge bonus to AC, a +1 morale bonus on all attack rolls, or a +2 morale bonus on all Will saves.

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Animal Affinity

Source: PFRPG Core

You are skilled at working with animals and mounts.

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

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Animal Ally

Prerequisites:Nature Soul, character level 4th, must not have an animal companion or mount that advances as an animal companion

Source: Faiths & Philosophies

Your respect for nature is so great that you can form a deep and lasting friendship with an animal.

Prerequisites: Nature Soul, character level 4th, must not have an animal companion or mount that advances as an animal companion.

Benefit: You gain an animal companion as if you were a druid of your character level -3 from the following list: badger, bird, camel, cat (small), dire rat, dog, horse, pony, snake (viper), or wolf. If you later gain an animal companion through another source (such as the Animal domain, divine bond, hunter's bond, mount, or nature bond class features), the effective druid level granted by this feat stacks with that granted by other sources.

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Antagonize

Source: Ultimate Magic

Whether with biting remarks or hurtful words, you are adept at making creatures angry with you.

Benefit: You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10 + the target's Hit Dice + the target's Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimitade checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect. Diplomacy: You fluster your enemy. For the next minute, the target takes a -2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect. Intimidate: The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature melee attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.

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Arcane Blast

Prerequisites:Arcane spellcaster, caster level 10th

Source: Advanced Player's Guide

You can convert any spell into an attack.

Prerequisites: Arcane spellcaster, caster level 10th.

Benefit: As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner.

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Arcane Insight

Prerequisites:Worshiper of Nethys, Arcane Shield (see the Advanced Player's Guide)

Source: Faiths Of Balance

Magical insight helps you evade attacks.

Prerequisites: Worshiper of Nethys, Arcane Shield (see the Advanced Player's Guide).

Benefit: Whenever you use the Arcane Shield feat, you also gain a +1 insight bonus to your Armor Class for 1 round.

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Arcane Shield

Prerequisites:Arcane spellcaster, caster level 10th

Source: Advanced Player's Guide

You can convert any spell into a defense.

Prerequisites: Arcane spellcaster, caster level 10th.

Benefit: As a immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a def lection bonus to AC equal to the level of the spell or spell slot you sacrificed for 1 round. 0-level spells may not be sacrificed in this manner.

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Arcane Trap Suppressor

Prerequisites:Ability to cast dispel magic or greater dispel magic as a spell or spell-like ability

Source: Dungeoneer's Handbook

Your magic can suppress magic traps longer than usual.

Prerequisites: Ability to cast dispel magic or greater dispel magic as a spell or spell-like ability.

Benefit: When you target a magic trap with dispel magic or greater dispel magic, if your caster level check exceeds the Disable Device DC of the trap, the trap is disabled for 1d4 minutes.

Normal: Dispel magic suppresses an item's magical properties for 1d4 rounds.

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Arcane Vendetta

Prerequisites:Spellcraft 1 rank

Source: Inner Sea World Guide

The mistreatment of your people by an arcane society (such as Numeria's Technic League or the White Witches of Irrisen) has made you particularly eager to inf lict harm on those who use arcane magic.

Prerequisites: Spellcraft 1 rank.

Benefit: You deal +2 damage with weapon attacks made against any target you have witnessed casting an arcane spell (not using a spell-like ability) in the last 5 rounds. You must have successfully identified the spell with a Spellcraft check to know without a doubt that the spell is arcane.

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Aspect of the Beast

Prerequisites:wild shape class feature, see Special

Source: Advanced Player's Guide

Whether by magic or a curse of your blood, some part of you is more beast than man.

Prerequisites: wild shape class feature, see Special.

Benefit: Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot change it. Night Senses (Ex): If your base race has normal vision, you gain low-light vision. If your base race has low-light vision, you gain darkvision out to a range of 30 feet. If your base race has darkvision, the range of your darkvision increases by 30 feet. Claws of the Beast (Ex): You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small). Predator's Leap (Ex): You can make a running jump without needing to run 10 feet before you jump. Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks.

Special: A character that has contracted lycanthropy can take this feat without having to meet the prerequisites. A ranger who selects the natural weapon combat style can take this feat without having to meet the prerequisites (even if he does not select Aspect of the Beast as a bonus feat).

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Atheist Abjurations

Prerequisites:Divine Defiance

Source: Faiths & Philosophies

Your critical attitude toward the divine allows you to determine the best ways to remove divine inf luence.

Prerequisites: Divine Defiance.

Benefit: You gain a +2 bonus to your caster level whenever you use an abjuration spell to dispel or counter a divine spell, or send an extraplanar outsider summoned or called by a divine caster back to its home plane.

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Athletic

Source: PFRPG Core

You possess inherent physical prowess.

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

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Augment Summoning

Prerequisites:Spell Focus (conjuration)

Source: PFRPG Core

Your summoned creatures are more powerful and robust.

Prerequisites: Spell Focus (conjuration).

Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.

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Bend With The Wind

Prerequisites:Wis 15, Body Control, Endurance, Meditation Master

Source: Faiths & Philosophies

Meditation allows you to regulate your body temperature, heart rate, and other attributes to resist the elements.

Prerequisites: Wis 15, Body Control, Endurance, Meditation Master.

Benefit: For 24 hours after you meditate, you gain cold resistance 5 and fire resistance 5.

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Bestow Hope

Prerequisites:Channel positive energy class feature, Improved Channel

Source: Faiths Of Purity

Upon healing a creature with positive energy, you also give it hope.

Prerequisites: Channel positive energy class feature, Improved Channel.

Benefit: When you heal a creature by channeling positive energy, you also relieve its fear. If a creature you heal is shaken, that condition ends. If the creature is frightened, it becomes shaken instead. If the creature is panicked, it becomes frightened instead.

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Betrayer

Prerequisites:Quick Draw, Persuasive, base attack bonus +3

Source: Ultimate Combat

You can charm people into lowering their defenses, allowing you to ambush them more effectively.

Prerequisites: Quick Draw, Persuasive, base attack bonus +3.

Benefit: When you succeed at a Diplomacy check to change a creature's attitude, you can draw a weapon and make a single melee attack against that creature as an immediate action. If you changed your target's attitude to friendly or better, your target is considered flat-footed against this attack. If the target survives, it takes a -2 penalty on its initiative check for this combat. Once you attack a creature, its attitude becomes hostile.

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Blighted Critical

Prerequisites:Caster level 5th

Source: Ultimate Magic

With a critical hit from a spell or spell-like ability, you give the target a minor spellblight.

Prerequisites: Caster level 5th.

Benefit: Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the victim gains a random minor spellblight (see page 95).

Special: You can apply the effects of only one critical feat to a given critical hit unless you possess Critical Mastery.

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Blighted Critical Mastery

Prerequisites:Blighted Critical, caster level 9th

Source: Ultimate Magic

You control the type of spellblight your critical hits give your opponent.

Prerequisites: Blighted Critical, caster level 9th.

Benefit: Whenever you apply a spellblight by way of the Blighted Critical or Greater Blighted critical feat, you can choose the spellblight you apply rather than determining it randomly.

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Bloatmage Initiate

Prerequisites:Spell Focus (any school)

Source: City Of Strangers

Your introduction to the ways of the bloatmage allows you to use elaborate rituals and gruesome rites to increase the amount of blood and lymph in your body, expanding your reserves of magical energy.

Prerequisites: Spell Focus (any school).

Benefit: You learn the basics of the ancient art of hemotheurgy. Pick one school of magic in which you possess the Spell Focus feat-you cast spells from this school of magic at +1 caster level. This bonus stacks with the bonus from Spell Focus. Unfortunately, the bloating side effects increase your girth to such a point that you are constantly under the effects of a medium load-your maximum bonus to AC from Dexterity is +3, you gain an armor check penalty of -3, and your speed decreases as appropriate (generally from 30 feet to 20 feet for a Medium creature).

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Blood Of Heroes

Prerequisites:Hero's Fortune

Source: Advanced Player's Guide

You have a sense of destiny about you and always seem to succeed, even when the odds are against you.

Prerequisites: Hero's Fortune.

Benefit: Whenever you gain a level, you gain 2 hero points instead of 1.

Normal: Whenever you gain a level, you gain 1 hero point.

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Bloodletting

Prerequisites:Worshiper of Zon-Kuthon

Source: Faiths Of Corruption

When you attack with a piercing or slashing weapon, the wounds you cause bleed profusely.

Prerequisites: Worshiper of Zon-Kuthon.

Benefit: Whenever you threaten a creature with a critical hit with a piercing or slashing weapon (regardless of whether you confirm the critical hit or not), you cause that creature to bleed, making it take 1 point of bleed damage at the beginning of each round thereafter.

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Bloodstone Manhunter

Prerequisites:Bloodstone Swords 10 TPA

Source: Faction Guide

You are skilled at fighting criminal humans such as bandits.

Prerequisites: Bloodstone Swords 10 TPA.

Benefit: You gain a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks against humans, and a +1 bonus on weapon attack and damage rolls against humans. If you have a favored enemy bonus against humans, this feat does not stack with that bonus.

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Body Control

Prerequisites:Wis 11, Meditation Master

Source: Faiths & Philosophies

You can directly manipulate your autonomic functions.

Prerequisites: Wis 11, Meditation Master.

Benefit: For 24 hours after you meditate, you gain a +1 bonus on Fortitude saving throws against poison, disease, starvation, and effects that would make you fatigued or exhausted. You need only half as much food to avoid starvation, half as much water to avoid dehydration, and half as much sleep to heal injuries, avoid fatigue or exhaustion, and prepare spells.

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Body Mastery

Prerequisites:Wis 19, Body Control, Meditation Master, character level 15th

Source: Faiths & Philosophies

Meditation allows you to harden your body against physical attacks.

Prerequisites: Wis 19, Body Control, Meditation Master, character level 15th.

Benefit: For 24 hours after you meditate, you gain damage reduction 2/-.

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Bolstered Resilience

Prerequisites:Damage reduction

Source: Ultimate Combat

You can dramatically increase your damage reduction in exchange for its temporary loss.

Prerequisites: Damage reduction.

Benefit: As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR remains unchanged. If the attack you are guarding against is not successful, the increased damage reduction persists until you are hit with an attack or until the start of your next turn, whichever happens first. At the start of your next turn, you become fatigued. You cannot use this feat while you are fatigued.

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Branded for Retribution

Prerequisites:Bane class feature

Source: Ultimate Combat

You brand an enemy with your bane weapon, making it more vulnerable to your allies' attacks.

Prerequisites: Bane class feature.

Benefit: As a standard action, expend 3 rounds of your bane class feature and make a melee touch attack with the weapon affected by bane. If you hit, your target takes no damage but is branded until the start of your next turn. While this brand remains, your allies' weapons are considered to have the bane ability with which your weapon is imbued when they attack the branded creature.

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Butterfly's Sting

Prerequisites:Combat Expertise

Source: Faiths Of Purity

You can forgo a critical hit in order to pass it on to an ally.

Prerequisites: Combat Expertise.

Benefit: When you confirm a critical hit against a creature, you can choose to forgo the effect of the critical hit and grant a critical hit to the next ally who hits the creature with a melee attack before the start of your next turn. Your attack only deals normal damage, and the next ally automatically confirms the hit as a critical.

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Calm Disposition

Prerequisites:Prophets of Kalistrade 10 TPA

Source: Faction Guide

You always appear to be in control of your situation.

Prerequisites: Prophets of Kalistrade 10 TPA.

Benefit: You gain +2 bonus on saving throws against effects that affect your composure. This includes all mindaffecting spells, as well as any spell or ability that would cause you to behave in an out-of-control manner, such as fear effects and nausea. This does not include physical effects such as fatigue, and does not reduce any damage taken from concurrent effects.

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Careful Speaker

Prerequisites:Wis 13

Source: Inner Sea World Guide

The paranoid terror that comes from living in a region with a dangerous government (such as Cheliax or Galt) has made you unusually aware of what you say.

Prerequisites: Wis 13.

Benefit: You gain a +2 bonus on all Bluff checks made to fool someone or pass secret messages (but not to feint in combat), and a +2 bonus on all Will saves against attempts to scry upon you or read your mind.

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Cartwheel Dodge

Prerequisites:Evasion class feature, improved evasion class feature, acrobatics 12 ranks

Source: Ultimate Combat

You use your knack for avoiding damage to reposition yourself in combat.

Prerequisites: Evasion class feature, improved evasion class feature, acrobatics 12 ranks.

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

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Celestial Obedience

Prerequisites:Knowledge (planes) 3 ranks, must worship an empyreal lord

Source: Chronicle Of The Righteous

Your reverence for an empyreal lord is so great that daily prayer and minor sacrifices grant you special boons.

Prerequisites: Knowledge (planes) 3 ranks, must worship an empyreal lord.

Benefit: Each empyreal lord requires a different obedience, but all obediences take only 1 hour to perform. Once you've performed the obedience, you gain the benefit of a special ability or resistance as indicated in the "Obedience" entry for the empyreal lord. If you have at least 12 Hit Dice, you also gain the first boon granted by your empyreal lord upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the empyreal lord's second boon. If you have 20 Hit Dice or more, you also gain the empyreal lord's third boon. Unless a specific duration or number of uses per day is listed, a boon's effects are constant. Mystery cultists (see page 48) gain access to these boons at lower levels as a benefit of their prestige class. If you ever fail to perform a daily obedience, you lose all access to the benefits and boons granted by this feat until you next perform the obedience.

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Center Of Power

Prerequisites:Leadership score 13, hold a leadership role related to running a kingdom

Source: Quests and Campaigns

You have posted loyal followers in the most vital places.

Prerequisites: Leadership score 13, hold a leadership role related to running a kingdom.

Benefit: Choose a building in your kingdom as your center of power, and dedicate one of the followers granted to you by the Leadership feat to overseeing that location. For every kingdom turn in which that follower does nothing but oversee that location, the benefits that building grants to your kingdom's Economy, Fame, Loyalty, and Stability are doubled and any penalties are negated. This feat does not allow a building to grant benefits it does not normally provide, and has no effect on a building's other effects. This feat only applies to one building, and committing multiple followers to this or different buildings has no effect-the selected location is treated as being of particular importance to you, and its uniqueness combined with the follower's loyalty grants it special efficiencies. The same follower does not have to oversee your center of power every month, but you must keep at least one follower dedicated to this location for the entire month to gain this feat's benefits. Once per year, you may change which building is your center of power.

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Channeled Revival

Prerequisites:Channel energy 6d6 (positive energy)

Source: Ultimate Combat

You can expend a large portion of your channeling power to reverse death itself.

Prerequisites: Channel energy 6d6 (positive energy).

Benefit: As a full-round action that provokes attacks of opportunity, you can expend three uses of your channel energy class feature to restore a dead creature to life as if you had cast the breath of life spell (Core Rulebook 251).

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Channeled Shield Wall

Prerequisites:Channel energy, 3d6 prof iciency with a shield

Source: Ultimate Magic

You draw on your channel energy to enhance the protective ability of your shield and those of adjacent allies.

Prerequisites: Channel energy, 3d6 prof iciency with a shield.

Benefit: As a swift action, you can spend a use of your channel energy to grant yourself a +2 def lection bonus while using a shield. This bonus lasts 1 minute per cleric level or effective cleric level. While you benefit from this bonus, allies with shields also gain a +2 def lection bonus while they are adjacent to you.

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Channeling Scourge

Prerequisites:Channel energy class feature, inquisitor level 1st

Source: Ultimate Combat

Your zeal for hunting your faith's enemies empowers your ability to channel divine energy, as long as you channel that energy for harm.

Prerequisites: Channel energy class feature, inquisitor level 1st.

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

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Close Call

Prerequisites:Deft Hands

Source: Dungeoneer's Handbook

Your nimble fingers are able to catch small slips before they become big disasters.

Prerequisites: Deft Hands.

Benefit: Once per day, you may reroll either a Disable Device or Sleight of Hand check. You must decide to use this ability after the first attempt but before the results are revealed by the GM. You must take the second roll, even if it's worse.

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Cloud Step

Prerequisites:Spider Step, monk level 12th

Source: Advanced Player's Guide

Your tread is of unearthly lightness.

Prerequisites: Spider Step, monk level 12th.

Benefit: As a move action, you can air walk (as the spell) up to half your slow fall distance, maximum 50 feet. You must reach a solid, level surface by the end of your turn or you will fall.

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Cold Celerity

Prerequisites:Endurance

Source: People Of The North

You are a child of the frozen north, and you draw your strength from the biting cold and unforgiving conditions.

Prerequisites: Endurance.

Benefit: When you are in conditions of severe cold (below 0° F), you gain a +2 bonus on initiative checks and a +1 bonus on attack rolls. In addition, you gain the same bonuses for 1 round after any round in which you take cold damage.

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Combat Casting

Source: PFRPG Core

You are adept at spellcasting when threatened or distracted.

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

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Command Undead

Prerequisites:Channel negative energy class feature

Source: PFRPG Core

Using foul powers of necromancy, you can command undead creatures, making them into your servants.

Prerequisites: Channel negative energy class feature.

Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conf lict.

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Contingent Channeling

Prerequisites:True healer class feature, Selective Channeling

Source: Ultimate Combat

You can imbue others with your healing energy so that they can use it at the moment of greatest need.

Prerequisites: True healer class feature, Selective Channeling.

Benefit: You can use a standard action to touch an ally and expend one of your daily uses of channel energy to create a repository of positive energy within that ally. This repository contains the same number and type of dice as normal for your channel energy feature, and it lasts for 1 minute. An ally who has such a repository can use an immediate action to roll the repository's dice and regain a number of hit points equal to the result. If an ally who has such a repository is reduced to negative hit points, the repository triggers, allowing the ally to heal without using an action.

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Conviction

Prerequisites:Cha 13

Source: Blood Of The Night

Your actions are bolstered by divine determination.

Prerequisites: Cha 13.

Benefit: When you present to a vampire a holy symbol or other object it is averse to, the DC for the creature to overcome such an aversion increases by 2.

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Cooperative Crafting

Prerequisites:1 rank in any Craft skill, any item creation feat

Source: Advanced Player's Guide

Your assistance makes item crafting far more efficient.

Prerequisites: 1 rank in any Craft skill, any item creation feat.

Benefit: You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance doubles the gp value of items that can be crafted each day.

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Cosmopolitan

Source: Advanced Player's Guide

Living in large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.

Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.

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Create Reliquary Arms and Shields

Prerequisites:Craft Magic Arms and Armor, ability to cast consecrate or desecrate

Source: Ultimate Magic

Your magical creations are infused with divine power.

Prerequisites: Craft Magic Arms and Armor, ability to cast consecrate or desecrate.

Benefit: When you craft a magic weapon, magic armor, or magic shield, you may add one casting of consecrate or desecrate as part of the item crafting process. This increases the item's Price by 250 gp. The item becomes a reliquary and can be used as a holy (or unholy) symbol divine focus of your deity. If you cast consecrate or desecrate, your reliquary counts as a permanent fixture for that spell while it remains in the spell's area.

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Create Sanguine Elixir

Prerequisites:Cha 15, Brew Potion, Craft (alchemy) 12 ranks, sorcerer level 3rd

Source: Ultimate Magic

You can condense a fraction of your bloodline's power into a powerful elixir.

Prerequisites: Cha 15, Brew Potion, Craft (alchemy) 12 ranks, sorcerer level 3rd.

Benefit: Once per day, when you clear your mind to regain spell slots, you can create a sanguine elixir. When you do, pick one of your bloodline powers. You transfer that power into a small potion that any creature can drink to temporarily gain the benefit of your bloodline power. Creating a sanguine elixir takes 1 hour, and requires special oils and distillates worth 100 gp, and when you make the sanguine elixir, you lose access to the bloodline power until the next time you clear your mind to regain spell slots. When a creature drinks a sanguine elixir, it can activate the bloodline power anytime before the end of its next turn, as if it had access to that bloodline power. A creature that drinks the elixir cannot gain the benefit if its character level does not equal or exceed the minimum level of the bloodline power. Any level-dependent effects use the character level of the creature that drinks the sanguine elixir, or your sorcerer level, whichever is lower. Drinking a sanguine elixir is just like drinking a potion. A sanguine elixir is treated as a magic item with your caster level. Sanguine elixirs are extremely unstable. They lose their potency 1 day after they are created.

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Crusader's Flurry

Prerequisites:Channel energy class feature, flurry of blows class feature, Weapon Focus with your deity's favored melee weapon

Source: Ultimate Combat

You learned to use your deity's favored weapon as part of your martial arts form.

Prerequisites: Channel energy class feature, flurry of blows class feature, Weapon Focus with your deity's favored melee weapon.

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

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Cursed Item Detection

Prerequisites:Spellcraft 5 ranks, ability to cast detect magic as a spell or spell-like ability

Source: Dungeoneer's Handbook

Your arcane prowess is so great that even cursed items fail to befuddle you.

Prerequisites: Spellcraft 5 ranks, ability to cast detect magic as a spell or spell-like ability.

Benefit: You gain a +2 bonus on checks made to identify the properties of magic items. In addition, you need only exceed the DC of these checks by 5 in order to determine whether or not an item is cursed.

Normal: Unless the check made to identify a cursed item exceeds the DC by 10 or more, the item's curse cannot be detected.

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Cut Your Losses

Prerequisites:Str 13, Acrobatics 1 rank

Source: Pathfinder Society Primer

You realize that sometimes it's a safer bet to simply get out of danger's way as fast as possible. You are able to summon a surge of adrenaline when you grab what is most dear to you and run.

Prerequisites: Str 13, Acrobatics 1 rank.

Benefit: Whenever you withdraw as a full-round action and have at least one free hand, you can pick up one unattended object or unconscious ally of your size or smaller at any point during your movement without provoking attacks of opportunity. Any additional movement performed on your turn still provokes attacks of opportunity as normal. In addition, you treat your Strength score as 2 higher for the purpose of determining your carrying capacity.

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Cypher Magic

Prerequisites:Int 15, Scribe Scroll

Source: Inner Sea World Guide

Your intimacy with runes and the mysteries of ancient arcana has taught you secret ways to draw greater power from magical writings. These unusual methods were initially devised by the Cyphermages of Riddleport, but they have since spread far and wide through the Inner Sea region.

Prerequisites: Int 15, Scribe Scroll.

Benefit: You cast spells from scrolls at +1 caster level higher than the scroll's caster level. This benefit extends to scrolls that you have created. In addition, you gain a +2 bonus on caster level checks made to activate a scroll with a higher caster level than your own.

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Cypher Script

Prerequisites:Knowledge (arcana) 1 rank, Linguistics 1 rank, Spellcraft 1 rank, spellbook class feature

Source: Inner Sea World Guide

Through researching lengthy, ancient, arcane scripts, you have discovered a more efficient method of recording spells. As with the Cypher Magic feat, Cypher Script was originally developed by the Cyphermages of Riddleport, but has been spreading through the Inner Sea region recently.

Prerequisites: Knowledge (arcana) 1 rank, Linguistics 1 rank, Spellcraft 1 rank, spellbook class feature.

Benefit: Any spell you scribe in your spellbook costs half as much as normal and takes up only half the room it normally would (round all fractions up). It only takes you 10 minutes per spell level to scribe a spell into your spellbook (5 minutes for cantrips).

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Dampen Presence

Prerequisites:Skill Focus (Stealth), Stealth 5 ranks

Source: Dungeoneer's Handbook

Your habitual stillness makes you difficult to perceive for creatures that use blindsight or blindsense.

Prerequisites: Skill Focus (Stealth), Stealth 5 ranks.

Benefit: You may use the Stealth skill to hide from any creature attempting to perceive you using blindsight or blindsense, even if you are clearly in that creature's perceptual field. This feat does not confer any advantages against other forms of perception, such as scent, vision, or tremorsense.

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DEADLY DEALER

Prerequisites:Arcane Strike, Sleight of Hand 5 ranks

Source: Varisia

Your skill with handling cards and arcane talents allow you to turn mundane cards into deadly weapons.

Prerequisites: Arcane Strike, Sleight of Hand 5 ranks.

Benefit: You can throw a card as though it were a dart, with the same damage, range, and other features. You must use the Arcane Strike feat when throwing a card in this way, or else the card lacks the magical force and precision to deal lethal damage. A card is destroyed when thrown in this way. Harrow cards are treated as masterwork weapons when thrown using this feat, but are still destroyed after they are thrown. A harrow deck can no longer be used as a fortune-telling device after even a single card is thrown. A spellcaster with this feat can enhance a deck of cards as though it were a ranged weapon with 54 pieces of ammunition. This enhancement functions only when used in tandem with this feat, and has no affect on any other way the cards might be used. Only a character who possesses this feat can make use of an enhanced deck of cards, and must still use the Arcane Strike feat to activate the cards' enhancement. You have mastered the ancient Shoanti Thunder and Fang fighting style, allowing you to fight with increased effectiveness when wielding an earth breaker and klar. Prerequisites: Str 15, Two-Weapon Fighting, Weapon Focus (earth breaker), Weapon Focus (klar) You can use an earth breaker as though it were a one-handed weapon. When using an earth breaker in one hand and a klar in your off hand, you retain the shield bonus your klar grants to your Armor Class even when you use it to attack. Treat your klar as a light weapon for the purposes of determining your two-weapon fighting penalty.

Normal: An earth breaker is a two-handed weapon, preventing the use of a klar in one hand without imposing penalties for using the earth breaker one-handed. A klar can be used either as a one-handed weapon or a shield; it does not grant a bonus to AC during rounds in which it is used as a weapon.

Special: This is a combat feat, and may be selected with class features that grant bonus combat feats.

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Death's Suitor

Prerequisites:Risen Guard 20 TPA

Source: Faction Guide

You have died and returned so often that even Pharasma now deems it part of your fate.

Prerequisites: Risen Guard 20 TPA.

Benefit: Once per day, you may reroll a save or skill check if failure has a chance of killing you (whether from hit point damage, ability damage, or some instant effect). You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

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Deceitful

Source: PFRPG Core

You are skilled at deceiving others, both with the spoken word and with physical disguises.

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

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Deceptive Exchange

Prerequisites:Int 13, Combat Expertise, Improved Feint

Source: Ultimate Combat

You trick an adversary into grabbing an object you hand them, even in the midst of combat.

Prerequisites: Int 13, Combat Expertise, Improved Feint.

Benefit: If you successfully feint an opponent, you can trick that opponent into accepting a one-handed object you are holding instead of denying that opponent its Dexterity bonus to AC against your next attack. The opponent must have appendages capable of holding the object you offer, and it must have one such appendage free to take the object.

Special: An alchemist who has the delayed bomb alchemist discovery can use this feat to hand an enemy a delayed bomb. Such a delayed bomb detonates at the end of the alchemist's turn. If the bomb is in a creature's square at the end of the alchemist's turn, the bomb deals that creature a direct hit.

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Deep Drinker

Prerequisites:Con 13, monk level 11, drunken ki class feature

Source: Advanced Player's Guide

You draw greater amounts of ki from your libations.

Prerequisites: Con 13, monk level 11, drunken ki class feature.

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

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Deepsight

Prerequisites:Darkvision 60 feet

Source: Advanced Player's Guide

Your senses are especially keen in the utter darkness.

Prerequisites: Darkvision 60 feet.

Benefit: Your darkvision has a range of 120 feet.

Normal: Darkvision normally extends 60 or 90 feet.

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Defending Eidolon

Prerequisites:Shield ally feature

Source: Ultimate Magic

You have trained your eidolon to protect you.

Prerequisites: Shield ally feature.

Benefit: Whenever you are adjacent to your eidolon, you can choose for the eidolon to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your eidolon's base attack bonus reaches +5, and for every +5 thereafter, the penalty increases by -1 and the dodge bonus increases by +1. You must choose to use this feat when your eidolon is making an attack or full-attack action with melee or natural weapons, and its effect lasts until your eidolon's next turn, or until you are no longer adjacent to the eidolon, whichever occurs first.

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Deft Hands

Source: PFRPG Core

You have exceptional manual dexterity.

Benefit: You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

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Demonic Obedience

Prerequisites:3 ranks in Knowledge (planes), must worship a demon lord

Source: Lords Of Chaos

You physically defile yourself, others, or holy objects in order to prove your blasphemous devotion to a demon lord and gain special boons.

Prerequisites: 3 ranks in Knowledge (planes), must worship a demon lord.

Benefit: Each demon lord requires a different obedience, but all obediences take only an hour to perform. Once the obedience has been performed, you gain the benefit of a resistance to some element or attack associated with your demon lord, as indicated in the "Obedience" entry for the demon lord. If you have at least 12 Hit Dice, you also gain the first boon granted by your demon lord upon undertaking your obedience. If you have at least 16 Hit Dice, you also gain the demon lord's second boon. If you have 20 Hit Dice or more, you also gain the demon lord's third and final boon. Unless a specific duration or number of uses per day is listed, a boon's effects are constant. Demoniacs (see page 46) gain access to these boons at lower levels as a benefit of their prestige class. If you ever fail to perform a daily obedience, you lose all access to resistances and boons granted by this feat until you next perform the obedience.

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Demonologist

Prerequisites:Knowledge (planes) 3 ranks

Source: AP 74

You have immersed yourself deeply in studies of the nature of the Abyss and its inhabitants.

Prerequisites: Knowledge (planes) 3 ranks.

Benefit: You gain a +2 bonus on all Knowledge checks related to the Abyss or to demons, and you may take 10 on Knowledge checks made to identify demons.

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Deny Death

Prerequisites:Ki pool, Endurance

Source: Ultimate Magic

Your ki is so strong that it can deny death.

Prerequisites: Ki pool, Endurance

Benefit: As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If you succeed at the check, you can spend 1 ki point to heal 1d6 hit points. If you roll a natural 20 on the check to stabilize, you can spend 1 ki point to heal 2d6 hit points of damage instead.

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Desert Dweller

Prerequisites:Con 13, Survival 1 rank

Source: Inner Sea World Guide

Your time spent living in merciless deserts has granted you resistance to extreme heat, starvation, and thirst.

Prerequisites: Con 13, Survival 1 rank.

Benefit: You treat extreme heat conditions (Pathfinder RPG Core Rulebook 444) as severe heat, and severe heat as very hot conditions. You are not impacted at all by very hot conditions. In addition, you gain a +4 bonus on all Constitution checks made to resist the effects of starvation or thirst.

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Destroy Identity

Prerequisites:Critical Focus, base attack bonus +11, worshiper of Lamashtu

Source: Faiths Of Corruption

You are able to use your weapons to destroy some of your opponent's most distinctive physical characteristics.

Prerequisites: Critical Focus, base attack bonus +11, worshiper of Lamashtu.

Benefit: Whenever you score a critical hit against an opponent, the target is so maimed that it takes 2 points of Charisma damage and becomes staggered for 1 round.

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Destructive Dispel

Prerequisites:Ability to cast dispel magic or greater dispel magic, caster level 11th

Source: Ultimate Combat

When you dispel an enemy's magical defenses, those defenses crash down with debilitating effects.

Prerequisites: Ability to cast dispel magic or greater dispel magic, caster level 11th.

Benefit: When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of the spell used to dispel) or be stunned until the start of your next turn. If the save succeeds, the opponent is instead sickened until the start of your next turn.

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Detect Expertise

Prerequisites:Int 13; ability to cast detect chaos, detect evil, detect good, detect law, or detect magic

Source: Ultimate Magic

You can detect the mystic specialty of a foe.

Prerequisites: Int 13; ability to cast detect chaos, detect evil, detect good, detect law, or detect magic.

Benefit: When you use any of the spells listed in this feat's prerequisites to detect a creature's alignment or its magic, you have a chance of detecting what spellcasting expertise it has. After you observe a creature with the detect spell for 3 rounds, it must make a Will save (DC 10 + 1/2 your caster level + your Intelligence modifier). If it fails the saving throw, you learn what bloodlines, domains, hexes, schools, or mysteries (if any) the creature possesses. If the creature makes its save, it is immune to the effects of this feat for 24 hours.

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Die for Your Master

Prerequisites:Tumor familiar alchemist discovery

Source: Ultimate Magic

Your tumor familiar goes to any length to save your life.

Prerequisites: Tumor familiar alchemist discovery.

Benefit: If your tumor familiar is attached, and you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the familiar throws itself in the way of the attack as an immediate action. If it makes a Ref lex saving throw (DC = damage dealt), it takes all the damage from the attack; if it fails, it takes half damage and you take half damage. The familiar must be aware of the attack and able to react to it in order to use this ability, and it can only do this once per day-if it is denied its Dexterity bonus to AC, it can't use this ability. Since this effect would not normally allow the familiar to make a Ref lex save for half damage, its improved evasion ability does not apply on this saving throw.

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Diehard

Prerequisites:Endurance

Source: PFRPG Core

You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.

Prerequisites: Endurance.

Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.

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Dimensional Agility

Prerequisites:Ability to use the abundant step class feature or cast dimension door

Source: Ultimate Combat

Teleportation does not faze you.

Prerequisites: Ability to use the abundant step class feature or cast dimension door.

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

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Dimensional Assault

Prerequisites:Ability to use the abundant step class feature or cast dimension door, Dimensional Agility

Source: Ultimate Combat

You have been trained to use magical movement as part of your combat tactics.

Prerequisites: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility.

Benefit: As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed (up to the maximum distance allowed by the spell or ability) and to make the attack normally allowed on a charge.

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Dimensional Dervish

Prerequisites:Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6

Source: Ultimate Combat

You teleport with a mere thought, savaging your opponents as you flash in and out of reality.

Prerequisites: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.

Benefit: You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed (up to the maximum distance allowed by the spell or ability), dividing this teleportation into increments you use before your first attack, between each attack, and after your last attack. You must teleport at least 5 feet each time you teleport.

Special: A monk can use additional points from his ki pool to increase his speed before determining the total speed for this teleportation.

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Dimensional Maneuvers

Prerequisites:Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, Dimensional Dervish, base attack bonus +9

Source: Ultimate Combat

Your rapid teleportation makes your combat maneuvers more difficult to avoid.

Prerequisites: Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, Dimensional Dervish, base attack bonus +9.

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

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Dimensional Savant

Prerequisites:Dimensional Agility, Dimensional Assault, Dimensional Dervish, ability to use the abundant step class feature or cast dimension door, base attack bonus +9

Source: Ultimate Combat

You flash into and out of reality so quickly it is impossible to tell exactly where you are at any given time.

Prerequisites: Dimensional Agility, Dimensional Assault, Dimensional Dervish, ability to use the abundant step class feature or cast dimension door, base attack bonus +9.

Benefit: While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next turn. You can effectively flank with yourself and with multiple allies when using this feat.

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Disassemble Magic Item

Prerequisites:Any item creation feat, Aspis Consortium 20 TPA

Source: Faction Guide

You can take apart and reassemble magic items.

Prerequisites: Any item creation feat, Aspis Consortium 20 TPA.

Benefit: You can break a magic item down into component pieces. These pieces are nonmagical and may have little resemblance to the original item other than being of the same material (a magical sword may be three recognizable metal pieces or simply a collection of metal scraps). Disassembling a magic item takes 1 hour per 1,000 gp of the item's price and requires you to concentrate as if crafting an item. You can only use this feat on items your item creation feat would let you craft (for example, if you have Craft Wondrous Item, you can disassemble wondrous items but not magic weapons or armor). You may reassemble a dismantled item as long as all the pieces are present; this takes the same amount of time as taking it apart did. There is a 10% chance the reconstruction fails and the item is permanently destroyed.

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Discordant Voice

Prerequisites:Bardic performance class feature, Perform (oratory or sing) 10 ranks

Source: Ultimate Combat

By singing out a precise tone, you cause discordant vibrations to run through allies' weapons.

Prerequisites: Bardic performance class feature, Perform (oratory or sing) 10 ranks.

Benefit: Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon attacks. This damage stacks with other energy damage a weapon might deal. Projectile weapons bestow this extra damage on their ammunition, but the extra damage is dealt only if the projectile hits a target within 30 feet of you.

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Disorienting Maneuver

Prerequisites:Dodge, Acrobatics 5 ranks

Source: Ultimate Combat

Your erratic movements disorient your opponent.

Prerequisites: Dodge, Acrobatics 5 ranks.

Benefit: If you successfully use Acrobatics to tumble through an opponent's space, you gain a +2 circumstance bonus on attack rolls against that opponent until the start of your next turn. If you choose to make a trip attempt against that opponent, you gain a +4 circumstance bonus on your combat maneuver check. This bonus on trip also lasts until the start of your next turn.

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Dispel Synergy

Prerequisites:Spellcraft 5 ranks

Source: Ultimate Combat

By tearing away an opponent's magical defenses, you leave your enemy vulnerable, making it difficult for him to resist your spells.

Prerequisites: Spellcraft 5 ranks.

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

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Dispelling Critical

Prerequisites:Arcane Strike, base attack bonus +11, ability to cast dispel magic

Source: Ultimate Combat

Your blows attack the physical and arcane forms of your enemies at the same time.

Prerequisites: Arcane Strike, base attack bonus +11, ability to cast dispel magic.

Benefit: If you have dispel magic prepared or can cast it spontaneously, when you score a critical hit against an opponent, you may use a swift action to cast dispel magic to make a targeted dispel against that opponent.

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Dispelling Fist

Prerequisites:Improved Unarmed Strike, base attack bonus +11, ability to cast dispel magic, caster level 7th

Source: Ultimate Combat

By focusing on your knowledge of magic and spells that negate its powers, you use your bare hands to rip magical defenses from your enemy.

Prerequisites: Improved Unarmed Strike, base attack bonus +11, ability to cast dispel magic, caster level 7th.

Benefit: If you have dispel magic prepared or can cast it spontaneously, you can cast it as a swift action after hitting an opponent with an unarmed strike. Treat this as a targeted dispel against the opponent you hit.

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Disposable Weapon

Prerequisites:Base attack bonus +1, proficient with weapon

Source: Ultimate Combat

You ignore the limitations of your equipment, striking harder despite the damage it does to your weapon.

Prerequisites: Base attack bonus +1, proficient with weapon.

Benefit: Whenever you use a melee or thrown weapon with the fragile weapon special quality to score a critical threat against an opponent, you can give your weapon the broken condition to automatically conf irm the critical hit.

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Disruptive Recall

Prerequisites:Spell recall class feature, Spellcraft 5 ranks

Source: Ultimate Combat

You can disrupt an enemy caster's spells to fuel your own arcane power.

Prerequisites: Spell recall class feature, Spellcraft 5 ranks.

Benefit: When you use a melee attack to successfully disrupt an arcane spellcaster's spell, you can immediately use your spell recall class feature to regain a magus spell you have already cast. This ability functions as if you had expended a number of points from your arcane pool equal to the level of the spell you disrupted, up to the maximum level spell you can cast.

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Divination Guide

Prerequisites:The ability to cast augury or divination, caster level 3rd

Source: Faiths Of Purity

Consulting the agents of your deity, you gain more guidance than most would.

Prerequisites: The ability to cast augury or divination, caster level 3rd.

Benefit: Whenever you cast augury or divination, you receive further guidance by your deity's agents. You gain a +1 sacred bonus on all saving throws for 10 minutes per your caster level in the class you used to cast the augury or divination spell.

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Divine Deception

Prerequisites:Knowledge (religion) 5 ranks, Use Magic Device 5 ranks

Source: Faction Guide

You are skilled at manipulating divine magical items.

Prerequisites: Knowledge (religion) 5 ranks, Use Magic Device 5 ranks.

Benefit: You gain a +5 bonus on Use Magic Device checks to use divine spell-trigger or spell completion items or to emulate a divine class feature.

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Divine Defiance

Source: Faiths & Philosophies

You distrust, disrespect, or doubt the gods, which helps you fight off their power.

Benefit: You gain a +2 bonus on saving throws against divine spells and the spell-like abilities granted by levels in a divine casting class.

Special: In certain circumstances, some outsiders and creatures of other types might have a strong connection to a specific deity they work for as agents and servants. These creatures' spells and spell-like abilities should likewise be affected by this feat, regardless of the creatures' planar origins or sources of magical power, subject to the GM's discretion.

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Divine Denouncer

Prerequisites:Divine Defiance

Source: Faiths & Philosophies

You choose to resist rather than serve the gods.

Prerequisites: Divine Defiance.

Benefit: You gain a +2 insight bonus on Bluff, Diplomacy, Intimidate, Knowledge, Perform (oratory), and Sense Motive checks involving any divine spellcaster or outsider that casts spells as a cleric.

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Divine Interference

Prerequisites:Divine spellcaster, caster level 10th

Source: Ultimate Magic

You can convert a spell to interfere with an enemy's attack.

Prerequisites: Divine spellcaster, caster level 10th.

Benefit: As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy reroll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.

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Diviner's Delving

Prerequisites:Spell Focus (divination)

Source: Advanced Player's Guide

Your keen magical intuition makes reading signs, portents, and mystical clues quick and easy.

Prerequisites: Spell Focus (divination).

Benefit: You gain a +2 bonus on caster level checks with divinations to overcome spell resistance or effects that impede divination (for example, nondetection). When using a divination spell that requires concentration, you gain information from the spell 1 round sooner than normal (so you gain information from the first 2 rounds with 1 round of concentration, and information from the third round in the second round of concentration).

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Double Bane

Prerequisites:Bane class feature, Two-Weapon Fighting

Source: Ultimate Combat

You extend your bane effect to two weapons.

Prerequisites: Bane class feature, Two-Weapon Fighting.

Benefit: You can apply your bane to a second weapon you are wielding. While your bane class feature is active, at the start of each of your turns as a free action, you choose whether to apply the ability to one weapon or the other, or both. For each round you apply your bane class feature to two weapons, you expend 2 rounds of that feature.

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Dragonbane Aura

Prerequisites:Aura of courage class feature, caster level 8th

Source: Ultimate Magic

Those within your dragonbane aura gain the same protection that you do.

Prerequisites: Aura of courage class feature, caster level 8th.

Benefit: When fighting dragons, your aura of courage expands to a 20-foot-radius emanation, and allies in the aura gain a morale bonus on saving throws against dragon breath equal to your aura of courage's bonus against fear effects.

Normal: The aura of courage is a 10-foot-radius emanation, and grants a +4 morale bonus on fear effects.

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Dragoncrafting

Prerequisites:Craft (any) 5 ranks, Knowledge (arcana) 3 ranks

Source: Dragonslayer's Handbook

You have the ability to create rare and valuable items from the bodies of fallen true dragons.

Prerequisites: Craft (any) 5 ranks, Knowledge (arcana) 3 ranks

Benefit: You gain the ability to create a variety of dragoncraft items from materials gathered from the bodies of true dragons (not lesser dragons, such as linnorms or wyverns). Crafting dragoncraft items takes 1 hour per 100 gp of items being produced. In order to gather specimens from a dragon's corpse, you must succeed at a Heal check equal to 10 + the dragon's CR within 48 hours of the dragon's death (unless the body is preserved in some way). Refer to the table below to determine how much of a given material can be harvested from a dragon based on its size. Dragoncraft Materials by Dragon Size Dragon Stomach Size Blood Acid Gall Musk Skin Tiny 2 vials 1 vial 1 vial - 1 grip Small 3 vials 1 vial 1 vial 1 vial 2 grips Medium 4 vials 2 vials 2 vials 1 vial 2 grips Large 5 vials 2 vials 2 vials 2 vials 2 grips Huge 6 vials 3 vials 2 vials 2 vials 3 grips Gargantuan 7 vials 3 vials 3 vials 3 vials 3 grips Colossal 8 vials 4 vials 3 vials 3 vials 3 grips

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Dragonheart

Prerequisites:Knowledge (arcana) 1 rank

Source: Dragonslayer's Handbook

Your familiarity with dragonkind makes you less susceptible to their abilities.

Prerequisites: Knowledge (arcana) 1 rank.

Benefit: You gain a +1 bonus on all saving throws against auras, breath weapons, spell-like abilities, spells, supernatural abilities, and other special attacks of creatures with the dragon type.

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Druidic Decoder

Prerequisites:Linguistics 1 rank, cannot be a druid

Source: Faiths & Philosophies

You have a natural understanding of the Druidic language.

Prerequisites: Linguistics 1 rank, cannot be a druid.

Benefit: You gain a +5 bonus on Linguistics checks made to decipher writings in the Druidic language. If you have 10 or more ranks in Linguistics, add Druidic to the list of bonus languages available to you.

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Eagle Eyes

Prerequisites:Wis 13, keen senses racial trait

Source: Advanced Player's Guide

Your vision is especially keen.

Prerequisites: Wis 13, keen senses racial trait.

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

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Eldritch Heritage

Prerequisites:Cha 13, Skill Focus with the class skill of bloodline selected for this feat (see below), character level 3rd

Source: Ultimate Magic

You are descended from a long line of sorcerers, and some portion of their power flows in your veins.

Prerequisites: Cha 13, Skill Focus with the class skill of bloodline selected for this feat (see below), character level 3rd.

Benefit: Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This bloodline cannot be a bloodline you already have. You gain the first-level bloodline power for the selected bloodline. For purposes of using that power, treat your sorcerer level as equal to your character level - 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.

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Elemental Channel

Prerequisites:Channel energy class feature

Source: PFRPG Core

Choose one elemental subtype, such as air, earth, fire, or water. You can channel your divine energy to harm or heal outsiders that possess your chosen elemental subtype.

Prerequisites: Channel energy class feature.

Benefit: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of your elemental subtype, your channel energy has no affect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.

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

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Elemental Focus

Source: Advanced Player's Guide

Your spells of a certain element are more difficult to resist.

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

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

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Elusive Redirection

Prerequisites:Elusive target class feature, Combat Expertise, Improved Unarmed Strike, flowing monk level 12th

Source: Ultimate Combat

You can redirect an attack back at your assailant or into an adjacent enemy.

Prerequisites: Elusive target class feature, Combat Expertise, Improved Unarmed Strike, flowing monk level 12th.

Benefit: When you successfully use your elusive target class feature to avoid taking damage, you can spend an immediate action and an additional point from your ki pool to redirect that attack back at your attacker or toward any other opponent adjacent to you and your attacker. This attack uses the same attack roll as the original attack, but it targets the opponent you choose.

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Emergency Attunement

Prerequisites:Spellcraft 7 ranks

Source: Pathfinder Society Primer

You can adapt your defenses to any situation.

Prerequisites: Spellcraft 7 ranks.

Benefit: As a standard action, you can alter one of your ongoing abjuration or transmutation spells. It must be currently affecting you and must grant a choice of options when cast. You change its benefit to a different one from the same list. In order to accomplish this, you must make a successful Spellcraft check (DC equal to 10 + the level of the spell to be altered). The duration of the spell is reduced to half of the spell's remaining duration. For example, a 7thlevel wizard could change her resist energy ( fire) spell with 50 minutes of its duration remaining into resist energy (cold), but the new duration would be 25 minutes. This ability does not change the benefit for any other creatures targeted by the original spell.

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Endurance

Source: PFRPG Core

Harsh conditions or long exertions do not easily tire you.

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.

Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.

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Eschew Materials

Source: PFRPG Core

You can cast many spells without needing to utilize minor material components.

Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.

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Esoteric Advantage

Prerequisites:Knowledge (arcana, dungeoneering, local, nature, planes, or religion) 3 ranks

Source: Pathfinder Society Primer

You're able to discern subtle and ineffable flaws in a creature's defenses.

Prerequisites: Knowledge (arcana, dungeoneering, local, nature, planes, or religion) 3 ranks.

Benefit: After identifying an individual creature with a successful Knowledge skill check, you can spend a move action to adapt your tactics to reduce that individual's natural defenses. Choose one of the following abilities that you identified: damage reduction, energy resistance, or spell resistance. For the next 24 hours you treat the selected ability as if it were 2 lower, to a minimum of 0 (for instance, you would treat DR 5/magic as if it were DR 3/magic). You can only benefit from this feat against one single creature at a time. If you use this feat to adapt your tactics to another individual before 24 hours have passed since you last adapted to a creature, the benefit provided against the first individual ends and is replaced by the benefit against the second individual. You can switch which identified creature you have adapted your tactics to (including which special ability you wish to treat as lower) as a move action.

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Evolved Familiar

Prerequisites:Int 13, Cha 13, familiar class feature

Source: Ultimate Magic

Your familiar is different from others of its kind.

Prerequisites: Int 13, Cha 13, familiar class feature.

Benefit: Select an evolution from the list of 1-point evolutions available to a summoner's eidolon. Your familiar has this evolution. The familiar must conform to any limitations of the evolution. For instance, no familiars can benefit from the mount evolution and only familiars with wings can take the wing buffet evolution. If you gain a new familiar, your old familiar loses all evolutions, and you can select a new 1-point evolution for the new familiar.

Special: You can gain this feat multiple times. Its effects stack, granting a new 1-point evolution to your familiar each time you gain this feat.

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Exorcist's Rebuttal

Prerequisites:Improved Iron Will, Iron Will

Source: Demon Hunter's Handbook

You've experienced the suffocating grip of demonic possession. The event left you emotionally scarred, but it also tempered your mind against the prying magic of evil enchantments.

Prerequisites: Improved Iron Will, Iron Will.

Benefit: If you use your Improved Iron Will feat to reroll a Will save against a compulsion effect and successfully save against the effect, the creature that created the effect (if it originated from a creature) takes 1d4 points of Wisdom damage.

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Expanded Arcana

Prerequisites:Caster level 1st, see Special

Source: Advanced Player's Guide

Your research has revealed new spells.

Prerequisites: Caster level 1st, see Special.

Benefit: Add one spell from your class's spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level in your class. You may instead add two spells from your class's spell list to your list of spells known, but both of these spells must be at least one level lower than the highest level spell you can cast in that class. Once made, these choices cannot be changed.

Special: You can only take this feat if you possess levels in a class whose spellcasting relies on a limited list of spells known, such as the bard, oracle, and sorcerer. You can gain Expanded Arcana multiple times.

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Expert Driver

Prerequisites:Skilled Driver with the selected vehicle type

Source: Ultimate Combat

When driving a chosen type of vehicle, you exhibit incredible control, maneuvering the vehicle with greater ease and stopping with uncanny precision.

Prerequisites: Skilled Driver with the selected vehicle type.

Benefit: You can make an accelerate, decelerate, or turn action as a move action instead of a standard action. Furthermore, when stopping a vehicle, you subtract 10 feet from the roll to determine how many feet the vehicle moves forward before it stops.

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Expert Trainer

Source: Quests and Campaigns

You have a special knack for a certain profession and take to it with ease.

Benefit: Choose three character classes. For the purposes of retraining, you are always considered to have a retraining synergy with these classes, regardless of your current class. Additionally, retraining any class option takes you half the time it normally would (and thus half the gp cost), though retraining a class still takes the normal amount of time (5 days for a class with which you have synergy, 7 for a class with which you don't). If you take this feat via retraining or replace it with another feat in the same manner, the retraining time takes twice as long as normal in regards to this feat only.

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Exploit Lore

Prerequisites:Monster lore class feature, base attack bonus +11

Source: Ultimate Magic

You can use your knowledge of a creature's weaknesses to deliver a driving and relentless assault against it.

Prerequisites: Monster lore class feature, base attack bonus +11.

Benefit: Once per day, when you successfully identify all abilities and weaknesses of a creature using the appropriate Knowledge check, you gain a +2 bonus on attack and damage rolls against that creature for 1 minute. If you identify the abilities and weaknesses of numerous creatures, you must pick one creature to be the target of this effect.

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Extended Bane

Prerequisites:Bane class feature

Source: Ultimate Magic

Your dedication knows no limit. Your wrath dies hard.

Prerequisites: Bane class feature.

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

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Extra Arcana

Prerequisites:Magus arcana class feature

Source: Ultimate Magic

You have unlocked the secret of a new magus arcana.

Prerequisites: Magus arcana class feature.

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

Special: You can gain this feat multiple times. Its effects stack, granting a new arcana each time you gain this feat.

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Extra Arcane Pool

Prerequisites:Arcane pool class feature

Source: Ultimate Magic

You have learned how to draw more power from your arcane pool.

Prerequisites: Arcane pool class feature.

Benefit: Your arcane pool increases by 2.

Special: You can gain this feat multiple times. Its effects stack, granting you an increase to your arcane pool each time you take this feat.

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Extra Bane

Prerequisites:Bane class feature

Source: Ultimate Combat

You can use your bane ability more often than normal.

Prerequisites: Bane class feature.

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

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Extra Bombs

Prerequisites:Bomb class feature

Source: Advanced Player's Guide

You can throw more bombs per day.

Prerequisites: Bomb class feature.

Benefit: You can throw two additional bombs per day.

Special: You can gain Extra Bombs multiple times. Its effects stack.

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Extra Cantrips or Orisons

Prerequisites:Ability to cast cantrips or orisons

Source: Ultimate Magic

You are a master of minor spells.

Prerequisites: Ability to cast cantrips or orisons.

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

Special: You can take this feat multiple times. Each time you do, add two cantrips or orisons to your spells known.

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Extra Channel

Prerequisites:Channel energy class feature

Source: PFRPG Core

You can channel divine energy more often.

Prerequisites: Channel energy class feature.

Benefit: You can channel energy two additional times per day.

Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy.

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Extra Discovery

Prerequisites:Discovery class feature

Source: Advanced Player's Guide

You have made a new alchemical discovery.

Prerequisites: Discovery class feature.

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

Special: You can gain Extra Discovery multiple times.

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Extra Evolution

Prerequisites:Eidolon class feature

Source: Ultimate Magic

Your eidolon has more evolutions.

Prerequisites: Eidolon class feature.

Benefit: Your eidolon's evolution pool increases by 1.

Special: This evolution can be taken once at 1st level, and again at 5th, 10th, 15th, and 20th.

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Extra Hex

Prerequisites:Hex class feature

Source: Advanced Player's Guide

You have learned the secrets of a new hex.

Prerequisites: Hex class feature.

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

Special: You can gain Extra Hex multiple times.

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Extra Ki

Prerequisites:Ki pool class feature

Source: PFRPG Core

You can use your ki pool more times per day than most.

Prerequisites: Ki pool class feature.

Benefit: Your ki pool increases by 2.

Special: You can gain Extra Ki multiple times. Its effects stack.

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Extra Lay On Hands

Prerequisites:Lay on hands class feature

Source: PFRPG Core

You can use your lay on hands ability more often.

Prerequisites: Lay on hands class feature.

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

Special: You can gain Extra Lay On Hands multiple times. Its effects stack.

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Extra Mercy

Prerequisites:Lay on hands class feature, mercy class feature

Source: PFRPG Core

Your lay on hands ability adds an additional mercy.

Prerequisites: Lay on hands class feature, mercy class feature.

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

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

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Extra Performance

Prerequisites:Bardic performance class feature

Source: PFRPG Core

You can use your bardic performance ability more often than normal.

Prerequisites: Bardic performance class feature.

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

Special: You can gain Extra Performance multiple times. Its effects stack.

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Extra Rage

Prerequisites:Rage class feature

Source: PFRPG Core

You can use your rage ability more than normal.

Prerequisites: Rage class feature.

Benefit: You can rage for 6 additional rounds per day.

Special: You can gain Extra Rage multiple times. Its effects stack.

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Extra Rage Power

Prerequisites:Rage power class feature

Source: Advanced Player's Guide

You have unlocked a new ability to use while raging.

Prerequisites: Rage power class feature.

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

Special: You can gain Extra Rage Power multiple times.

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Extra Ranger Trap

Prerequisites:Trap class feature

Source: Ultimate Magic

You can use ranger traps more often.

Prerequisites: Trap class feature.

Benefit: You can set ranger traps two additional times per day.

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Extra Revelation

Prerequisites:Revelation class feature

Source: Advanced Player's Guide

You have discovered a new aspect of your mystery.

Prerequisites: Revelation class feature.

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

Special: You can gain Extra Revelation multiple times.

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Extra Rogue Talent

Prerequisites:Rogue talent class feature

Source: Advanced Player's Guide

Through constant practice, you have learned how to perform a special trick.

Prerequisites: Rogue talent class feature.

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

Special: You can gain Extra Rogue Talent multiple times.

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Extra Summons

Prerequisites:Ability to cast summon monster as a spell-like ability, summoner 1st

Source: Ultimate Magic

You can summon monsters more often each day.

Prerequisites: Ability to cast summon monster as a spell-like ability, summoner 1st.

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

Special: You can take this feat multiple times, but it can only be taken once for every five summoner levels you possess.

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Eye of the Arclord

Prerequisites:Knowledge (arcana) 4 ranks, ability to cast arcane spells

Source: Inner Sea World Guide

Your understanding of the esoteric teachings of the Arclords of Nex allows you to open an eldritch eye that grants you superior perception of the magical world.

Prerequisites: Knowledge (arcana) 4 ranks, ability to cast arcane spells.

Benefit: Once per day as a standard action, you can open an incandescent third eye upon your forehead. The eye can remain open for 1 minute, during which time you cast all divination spells at +1 caster level (as long as you begin casting the spell before the eye closes), gain darkvision 60 feet, and can use detect magic (as the spell of the same name). You gain a +8 bonus on Perception checks to notice invisible creatures while the eye is open as well.

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Eyes of Judgment

Prerequisites:Detect alignment class feature, caster level 6th

Source: Ultimate Magic

The true motives of creatures cannot escape your discerning gaze.

Prerequisites: Detect alignment class feature, caster level 6th.

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

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False Casting

Prerequisites:Magical Aptitude, Bluff 1 rank, Sleight of Hand 1 rank

Source: Inner Sea Magic

When using a magic item, you can trick onlookers into thinking you used spellcasting instead.

Prerequisites: Magical Aptitude, Bluff 1 rank, Sleight of Hand 1 rank.

Benefit: When you use a magic item or a spelllike ability to create a magical effect, you may add additional magic-seeming words and hand gestures to trick onlookers into believing you cast the spell yourself. If using an item that is recognizable as a magical implement (such as a wand or ring), you can trick viewers into thinking you are just using the item as a focus component. Onlookers who have no ranks in Spellcraft have no knowledge of what is genuine spellcasting, and automatically believe you are casting a spell. If an onlooker attempts a Spellcraft check to identify your "casting," his check is opposed by your Bluff check. If he succeeds, he realizes the deception. If he fails, he believes you cast the spell. Regardless of the result of that opposed check, he uses the result of that Spellcraft check to identify the "spell" you cast, except the DC is 20 + the spell's level instead of 15 + the spell's level.

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False Focus

Prerequisites:Knowledge (religion) 1 rank, ability to cast arcane spells

Source: Inner Sea Magic

You can use a divine focus to cast arcane spells.

Prerequisites: Knowledge (religion) 1 rank, ability to cast arcane spells.

Benefit: By using a divine focus as part of casting, you can cast any spell with a material component costing the value of that divine focus (maximum 100 gp) or less without needing that component. For example, if you use a silver holy symbol worth 25 gp, you do not have to provide material components for an arcane spell if its components are worth 25 gp or less. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than the value of the divine focus, you must have the material component on hand to cast the spell, as normal.

Normal: A divine focus has no effect when used as a component in arcane spells.

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Fast Crawl

Source: Faction Guide

You are skilled at moving while prone.

Benefit: While prone, you can move at half speed. This movement provokes attacks of opportunity as normal. You can take a 5-foot step while crawling. This benefit does not stack with the rogue crawl talent.

Normal: You can crawl 5 feet as a move action. You cannot take a 5-foot step while crawling.

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Fast Drinker

Prerequisites:Con 18, drunken ki class feature

Source: Advanced Player's Guide

You swiftly guzzle spirits to draw forth ki.

Prerequisites: Con 18, drunken ki class feature.

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

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Fast Empathy

Prerequisites:Handle Animal 5 ranks, wild empathy class feature

Source: Ultimate Magic

Your empathic attunement to nature connects you swiftly with bestial minds.

Prerequisites: Handle Animal 5 ranks, wild empathy class feature.

Benefit: Using wild empathy is a standard action for you.

Normal: Using wild empathy requires 1 minute.

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Fast Healer

Prerequisites:Con 13, Diehard, Endurance

Source: Advanced Player's Guide

You benefit greatly from your healing, be it from spells or natural healing.

Prerequisites: Con 13, Diehard, Endurance.

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

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Favored Defense

Prerequisites:Favored enemy class feature

Source: Advanced Player's Guide

Your cunning is your shield against your quarry's attacks.

Prerequisites: Favored enemy class feature.

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

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

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Favored Judgment

Prerequisites:Wis 13, judgment class feature

Source: Ultimate Magic

Your judgment against a particular type of creature is particularly harsh.

Prerequisites: Wis 13, judgment class feature.

Benefit: Select a favored race from the ranger's favored enemies chart. Any sacred or profane bonus you gain from a judgment is 1 higher for attacks you make against or take from creatures that match the selected favored enemy.

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

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Fearless Aura

Prerequisites:Aura of courage class feature, caster level 8th

Source: Ultimate Magic

Your aura of courage becomes more potent, as your steadfast resolve is also manifested by your allies.

Prerequisites: Aura of courage class feature, caster level 8th.

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

Normal: The aura of courage affects each ally within 10 feet, and grants a +4 morale bonus on saving throws against fear effects.

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Fearsome Finish

Prerequisites:Intimidating Prowess, worshiper of Lamashtu

Source: Faiths Of Corruption

When you slay enemies, you frighten other opponents.

Prerequisites: Intimidating Prowess, worshiper of Lamashtu.

Benefit: Upon reducing an enemy to 0 or fewer hit points, for the remaining duration of the combat encounter, you gain a +4 bonus on any Intimidate checks made to demoralize opponents who can see both you and the opponent you reduced to 0 or fewer hit points. This bonus does not stack.

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Fey Foundling

Prerequisites:You may only select this feat at 1st level

Source: Inner Sea World Guide

You were found in the wilds as a child, bearing a mark of the First World.

Prerequisites: You may only select this feat at 1st level.

Benefit: Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).

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Field Repair

Prerequisites:Craft 4 ranks

Source: Ultimate Combat

You can repair your broken weapon or armor to serviceability even without the benefits of artisan tools.

Prerequisites: Craft 4 ranks.

Benefit: If you are trained in a Craft skill appropriate to a broken item, you can repair that item with no raw material cost and no penalty on your Craft skill check for using improvised tools. If you spend a day, the item regains 1 hit point plus one-quarter of its original hit points. Alternatively, if the item gained the broken condition because it is a firearm that has misf ired or a siege engine that suffered a mishap, or has the broken condition because it has the fragile weapon quality (or some similar quality), you can make a Craft check with the DC it takes to craft that item (see Table 2-2, below). If the check succeeds, the item loses the broken condition.

Normal: Improvised tools impose a -2 penalty on Craft checks. Items require raw materials to repair.

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Fire Music

Prerequisites:Spellcraft 5 ranks, ability to cast bard spells, ability to cast an arcane fire spell from some other spellcasting class

Source: Ultimate Magic

Your ability to command fire and bardic music has created a strange blend of both magics.

Prerequisites: Spellcraft 5 ranks, ability to cast bard spells, ability to cast an arcane fire spell from some other spellcasting class.

Benefit: When you cast a bard spell that deals damage, you may replace the spell's normal damage with fire damage or split the spell's damage so that half of it is the normal damage type and half is fire damage. If you cast a summon monster spell as a bard spell, you may choose to give the summoned creature a fiery appearance, which gives it fire resistance 5 and adds +1 fire damage to all of its natural attacks. The creature sheds dim light in a 5-foot radius. This aspect of the feat has no effect if the creature already has the fire subtype. When you use this feat, the affected spell gains the fire descriptor.

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Fleet

Source: PFRPG Core

You are faster than most.

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

Special: You can take this feat multiple times. The effects stack.

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Flensing Strike

Prerequisites:Sneak attack +3d6, bleeding sneak attack rogue trick or bleed universal monster ability

Source: Demons Revisited

Your slashing sneak attacks tend to slice away swaths of skin and natural armor.

Prerequisites: Sneak attack +3d6, bleeding sneak attack rogue trick or bleed universal monster ability.

Benefit: When you successfully inflict sneak attack damage on a foe with a slashing weapon, your attack doesn't go particularly deep, but you do carve away a significant portion of skin and flesh. If this sneak attack inflicts bleed damage, the victim of the sneak attack is sickened by the pain and has its natural armor bonus (if any) reduced by a number of points equal to the number of sneak attack dice you possess. These penalties persist as long as the bleed damage persists. Multiple strikes on the same foe do not stack the bleed damage, but the penalty to natural armor does stack, to a maximum penalty equal to the target's normal full natural armor score.

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Focused Disbelief

Prerequisites:Divine Defiance

Source: Faiths & Philosophies

So certain is your disbelief in the authority of the gods that you can brush aside their spells without effort.

Prerequisites: Divine Defiance.

Benefit: You gain spell resistance equal to 11 + your character level. This spell resistance applies only against spells and spell-like abilities covered by the Divine Defiance feat. You can lower this resistance for 1 round as a standard action.

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Focused Eidolon

Prerequisites:Shield ally class feature

Source: Ultimate Magic

Your bond with your eidolon helps to focus your concentration.

Prerequisites: Shield ally class feature.

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

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Focused Overseer

Prerequisites:Focused Worker

Source: Quests and Campaigns

Your attention to detail provides you with insights into how to more effectively and economically gain certain commodities.

Prerequisites: Focused Worker.

Benefit: You can spend a day of downtime to purchase one type of capital for half its normal cost (see Purchasing Capital on page 77 of Ultimate Campaign). This capital must be the same as the focus capital you chose for the Focused Worker feat. However, the cost of the neglected capital, chosen as part of the same Focused Worker feat, increases by half again its normal amount. These changes in price apply to both the purchased cost and the earned cost of the affected forms of capital.

Special: You may take this feat twice, but only if you have also chosen the Focused Worker feat twice. This feat only affects one feat's focus capital. The second time you take this feat, choose the other focus capital from your Focused Worker feats.

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Focused Worker

Source: Quests and Campaigns

Your attention to detail provides you with an excess of some commodities, at the cost of others.

Benefit: You excel at performing skilled work for a certain type of capital, but are less adept at generating another type of capital (see page 78 of Ultimate Campaign). Choose one of the following types of capital to be your focus capital: Goods, Inf luence, Labor, or Magic. Whenever you spend downtime to perform skilled work to gain focus capital, you gain half again the normal amount (rounded down). However, you must also choose a second, separate type of capital from the same list to be your neglected capital. Whenever you spend downtime to perform skilled work to gain neglected capital, you gain only half the amount you normally would. This feat only affects capital you gain by performing skilled work, not capital you might gain by performing unskilled work, purchasing capital, or running a business. For example, say you chose Goods as your focus capital and Magic as your neglected capital. If you spent a day performing skilled work to gain Goods, and the result of your Sleight of Hands skill check is a 33, you would gain 4 Goods (rather than the usual 3 for a result of 30 or higher). However, if you were to spend the following day using your Spellcraft check to perform skilled work and again got a result of 33, you would only gain 2 Magic rather than the usual 3.

Special: You may take this feat twice. The second time, you must choose the other two types of capital to be a focus and a neglected capital.

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Fortunate Manager

Prerequisites:Own at least one building

Source: Quests and Campaigns

Your good luck helps you and your business persevere even during the most troublesome times.

Prerequisites: Own at least one building.

Benefit: During the Event phase of downtime, if an event occurs and the GM rolls on a building event table or organization event table (see pages 114-129 of Ultimate Campaign), you may, once per week, choose to roll twice on the applicable table and choose either result. You must declare you are using this feat before the results of the initial roll are revealed.

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Fortunate Ruler

Prerequisites:Hold the Ruler leadership role for a kingdom

Source: Quests and Campaigns

Your good luck shines on your people, even in the most trying times.

Prerequisites: Hold the Ruler leadership role for a kingdom.

Benefit: During a kingdom's Event phase, once an event's type and danger level has been determined, you may choose to roll twice on the applicable kingdom or settlement table and choose either result. You must declare you are using this feat before the results of the initial roll are revealed.

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Fortune Teller

Prerequisites:Ability to cast divination spells

Source: Inner Sea World Guide

As a result of being raised in a land steeped in tradition and superstition (such as Varisia or Ustalav), you are skilled at communicating with the spirit world.

Prerequisites: Ability to cast divination spells.

Benefit: Upon taking this feat, choose a focus item for your divination magic-a crystal ball, runes, a Harrow deck, or some such item. Whenever you cast a spell from the divination school, you may use this focus item instead of the spell's material component, as long as the cost of the material component is no more than 1,000 gp. If you choose to perform the spell using your focus item and the spell's normal material component (regardless of that component's cost), you cast the spell at +1 caster level.

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Free Spirit

Prerequisites:Cha 13, any chaotic alignment

Source: Inner Sea World Guide

Your strong belief in the value of freedom protects you from mental and physical shackles.

Prerequisites: Cha 13, any chaotic alignment.

Benefit: You gain a +2 morale bonus on saving throws made against mind-affecting effects and on all Escape Artist or grapple checks made to escape a grapple or to escape from bonds.

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Friend To Animals

Prerequisites:Nature Soul, Handle Animal 3 ranks

Source: Faiths & Philosophies

You show great respect for all living things, and they sense and return the gesture.

Prerequisites: Nature Soul, Handle Animal 3 ranks.

Benefit: As a standard action you can require all animals within 30 feet to make a Will saving throw. Animals who fail the save cannot attack you unless you attack them or one of their allies first. The DC of the Will save is equal to 10 + half your character level + your Charisma modifier.

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Furious Finish

Prerequisites:Rage class feature, Vital Strike, base attack bonus +6

Source: Ultimate Combat

You channel all of your rage into one massive blow to crush your enemy.

Prerequisites: Rage class feature, Vital Strike, base attack bonus +6.

Benefit: While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued (even if you would not normally be).

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Gliding Steps

Prerequisites:Dodge, Mobility, Nimble Moves, ki pool

Source: Ultimate Magic

You skate across the surface of the earth as if gliding on ice.

Prerequisites: Dodge, Mobility, Nimble Moves, ki pool.

Benefit: If you have at least one ki in your ki pool, when you move you do not provoke attacks of opportunity when leaving the first square of that movement. You can spend 1 ki point to avoid provoking attacks of opportunity during that entire move.

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Glorious Heat

Prerequisites:ability to cast divine spells, caster level 5th

Source: Faiths Of Purity

When you cast divine fire spells, their heat empowers nearby allies.

Prerequisites: ability to cast divine spells, caster level 5th.

Benefit: When you cast a divine spell with the fire descriptor, choose a single ally within 30 feet that you can see. That ally heals half your level in hit points, and gains a +1 morale bonus on attack rolls until the end of its next turn.

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Go Unnoticed

Prerequisites:Dex 13, Small size or smaller

Source: Advanced Player's Guide

Your small size lets you quickly duck out of sight.

Prerequisites: Dex 13, Small size or smaller.

Benefit: During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them.

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Godless Healing

Prerequisites:Cannot have a patron deity

Source: Inner Sea World Guide

You have mastered a specialized and complex technique to ignore pain by focusing your belief on the self rather than relying on faith.

Prerequisites: Cannot have a patron deity.

Benefit: Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability.

Special: You can take this feat more than once. Each time you do, you may heal yourself one additional time per day.

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Grand Master Performer

Prerequisites:Bardic performance class feature, Extra Performance, Master Performer, bard level 8th, Kitharodian Academy 20 TPA

Source: Faction Guide

You grant your allies even greater bonuses when using your bardic performance abilities.

Prerequisites: Bardic performance class feature, Extra Performance, Master Performer, bard level 8th, Kitharodian Academy 20 TPA.

Benefit: When any of your bardic performance abilities grant your allies a bonus, that bonus increases by +1. This bonus stacks with the bonus from the Master Performer feat.

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Grant Initiative

Prerequisites:Cunning initiative class feature

Source: Ultimate Magic

Not only are you a master at taking the initiative, but you can also grant it to someone else.

Prerequisites: Cunning initiative class feature.

Benefit: At the start of each encounter, you can either choose to keep the bonus granted to you by your Wisdom modifier on initiative checks or choose to give that bonus to one of your allies that you can see. You must make this choice before you or the ally you are granting the bonus to makes the initiative check.

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Great Fortitude

Source: PFRPG Core

You are resistant to poisons, diseases, and other maladies.

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

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Greater Blighted Critical

Prerequisites:Blighted Critical, caster level 12th

Source: Ultimate Magic

Your critical hit from a spell or spell-like ability aff licts the target with a major spellblight.

Prerequisites: Blighted Critical, caster level 12th.

Benefit: Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the victim gains a random major spellblight (see page 96).

Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

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Greater Channel Smite

Prerequisites:Channel energy class feature, Channel Smite, base attack bonus +8

Source: Ultimate Combat

You empower your weapon with the might of your deity, which you discharge as you strike your foes.

Prerequisites: Channel energy class feature, Channel Smite, base attack bonus +8.

Benefit: Before making any melee attacks on your turn, you can use a swift action to expend one daily use of your channel energy class feature. The dice from your channel energy feature form a pool of damage dice you can access to further damage creatures normally harmed by the energy you are channeling-undead for positive energy, living creatures for negative energy. Prior to making each melee attack, allocate dice from the pool to be used as extra damage dice if you hit. Your target can make a Will save, as normal, to halve this extra damage. This extra damage is not multiplied when you score a critical hit. If you miss, the extra damage dice remain in your pool, but any dice left unexpended at the end of your turn are wasted.

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Greater Eldritch Heritage

Prerequisites:Cha 17, Eldritch Heritage, Improved Eldritch Heritage, character level 17th

Source: Ultimate Magic

Your discovered bloodline power reaches its zenith.

Prerequisites: Cha 17, Eldritch Heritage, Improved Eldritch Heritage, character level 17th.

Benefit: You gain an additional power from the bloodline you selected with the Eldritch Heritage feat. You gain a 15th-level (or lower) sorcerer bloodline power that you do not already have. For purposes of using that power, treat your character level as your sorcerer level for all your sorcerer bloodline powers granted by this feat, Eldritch Heritage, and Improved Eldritch Heritage.

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Greater Elemental Focus

Prerequisites:Elemental Focus

Source: Advanced Player's Guide

Choose an energy type to which you have already applied the Elemental Focus feat. Any spells you cast of this energy type are very hard to resist.

Prerequisites: Elemental Focus.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. This bonus stacks with the bonus from Elemental Focus.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new energy type to which you have already applied the Elemental Focus feat.

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Greater Mercy

Prerequisites:Cha 13, lay on hands class feature, mercy class feature

Source: Ultimate Magic

Your mercy has incredible recuperative properties.

Prerequisites: Cha 13, lay on hands class feature, mercy class feature.

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

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Greater Spell Focus

Prerequisites:Spell Focus

Source: PFRPG Core

Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist.

Prerequisites: Spell Focus.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school to which you already have applied the Spell Focus feat.

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Greater Spell Penetration

Prerequisites:Spell Penetration

Source: PFRPG Core

Your spells break through spell resistance much more easily than most.

Prerequisites: Spell Penetration.

Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.

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Greater Spell Specialization

Prerequisites:Int 13, Spell Focus, Spell Specialization, able to prepare 5th-level spells

Source: Ultimate Magic

You can sacrifice a prepared spell in order to spontaneously cast your specialized spell.

Prerequisites: Int 13, Spell Focus, Spell Specialization, able to prepare 5th-level spells.

Benefit: By sacrificing a prepared spell of the same or higher level than your specialized spell, you may spontaneously cast your specialized spell. The specialized spell is treated as its normal level, regardless of the spell slot used to cast it. You may add a metamagic feat to the spell by increasing the spell slot and casting time, just like a cleric spontaneously casting a cure or inf lict spell with a metamagic feat.

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Greater Wild Empathy

Prerequisites:Knowledge (nature) 5 ranks, wild empathy class feature

Source: Ultimate Magic

Your natural empathy stretches across the world of nature.

Prerequisites: Knowledge (nature) 5 ranks, wild empathy class feature.

Benefit: You gain a +2 insight bonus on wild empathy checks, and you may use wild empathy to duplicate an Intimidate check rather than a Diplomacy check. In addition, choose one of the following kinds of creatures: elementals, fey, lycanthropes, plants, or vermin. You may inf luence creatures of that type with wild empathy, if their Intelligence score is 1 or 2, or they do not possess an Intelligence score. Once you choose the type of creature, it cannot be changed.

Special: You may select this feat more than once. Each time, you may choose an additional creature type to inf luence.

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Green Faith Acolyte

Prerequisites:Follower of the Green Faith

Source: Inner Sea World Guide

You have trained to channel your magical energies in ways that do not harm the natural world around you.

Prerequisites: Follower of the Green Faith.

Benefit: Spells you cast that deal damage, channel negative energy, or otherwise harm life do not hurt normal or magical plants. In addition, whenever you cast a spell that utilizes, heals, or enhances normal or magical plants (such as entangle or plant growth), you cast the spell at +1 caster level.

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Guided Hand

Prerequisites:Channel energy class feature, Channel Smite, proficiency with your deity's favored weapon

Source: Ultimate Combat

Your deity blesses any strike you make with that deity's favored weapon.

Prerequisites: Channel energy class feature, Channel Smite, proficiency with your deity's favored weapon.

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

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Gunsmithing

Source: Ultimate Combat

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.

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Harmonic Sage

Prerequisites:Bardic performance class feature, Knowledge (engineering) 5 ranks

Source: Ultimate Combat

Your thorough understanding of acoustics in artificial surroundings allows you to improve the power of your bardic performance.

Prerequisites: Bardic performance class feature, Knowledge (engineering) 5 ranks.

Benefit: While inside an artif icial structure, you can spend a free action to make a DC 15 Knowledge (engineering) check when you begin your bardic performance. Success on this check allows you to do one of the following. Self-Harmonize: By performing over the acoustic reverberations of your performance, you increase the DC of your bardic performance effects +1. Reverberation: You can choose to have the effect of your current bardic performance continue for 1 round after you cease maintaining it, regardless of why you cease maintaining it. You can still have no more than one bardic performance in effect at one time.

Normal: A bardic performance lasts only as long as you maintain it.

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Harmonic Spell

Prerequisites:Bardic music ability

Source: Inner Sea World Guide

You can weave bardic music effects into your spellcasting in such a way that your spellcasting and bardic performance become indistinguishable.

Prerequisites: Bardic music ability.

Benefit: Whenever you cast a spell while you are maintaining a bardic performance, you can maintain the bardic performance for that round without expending one of your rounds of performance for the day. In addition, you can switch from one bardic performance to another as a swift action when you cast a spell while maintaining a bardic performance.

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Harrowed

Source: Inner Sea World Guide

Numerous Harrow readings early in your life seem to have hit the mark precisely, increasing your belief that you are destined for a specific purpose in life.

Benefit: You get a +1 bonus on all Will saves made to resist enchantment effects. Once per day, you may draw a card from a Harrow deck you own. At any one time for the rest of that day, you may apply a +2 bonus on any d20 roll modified by the card's suit. For example, if you drew a card from the suit of Dexterity, you could apply this +2 bonus on an Initiative check, a Ref lex save, a Dexterity-based skill check, or a ranged attack roll. You may assign this +2 bonus after you make the roll, but you must do so before you know whether the roll was a success or not.

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Hellcat Stealth

Prerequisites:Skill Focus (Stealth), Stealth 6 ranks

Source: Cheliax Empire Of Devils

You are difficult to see in the light.

Prerequisites: Skill Focus (Stealth), Stealth 6 ranks.

Benefit: You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.

Normal: You cannot make Stealth checks while observed.

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Hermean Blood

Prerequisites:You may only gain this feat at 1st level

Source: Inner Sea World Guide

You are the descendant of someone recruited to Hermea or the bastard result of a Hermean's illicit pairing with someone foreign to that land.

Prerequisites: You may only gain this feat at 1st level.

Benefit: Though you may not know it, the blood of greatness flows in your veins. Pick two skills that share the same associated ability score. Those skills are always considered class skills for you. It's possible that Hermean agents may come looking for you, either to evaluate you for an invitation or to cover up an embarrassing dalliance, as determined by the GM's whim.

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Hero's Fortune

Source: Advanced Player's Guide

Even at the start of your career, it was clear that you had a chance at greatness, and your legend continues to grow with every adventure.

Benefit: You gain a hero point. The maximum number of hero points you can have at any one time is increased to 5.

Normal: You can have no more than 3 hero points at one time.

Special: NPCs who take this feat receive 1 hero point and can have up to 3 (not 5).

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Heroic Defiance

Prerequisites:Diehard, Endurance, base Fortitude save +8

Source: Advanced Player's Guide

You struggle on when others would fall.

Prerequisites: Diehard, Endurance, base Fortitude save +8.

Benefit: Once per day as an immediate action you can delay the onset of one harmful condition or aff liction (such as panicked, paralyzed, stunned, and so on), including permanent and instantaneous conditions. Activating this feat delays the onset of the condition until the end of your next turn, after which time the condition takes its normal effect. This feat has no effect on hit point damage or ability damage.

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Heroic Recovery

Prerequisites:Diehard, Endurance, base Fortitude save +4

Source: Advanced Player's Guide

You can throw off the effects of crippling conditions.

Prerequisites: Diehard, Endurance, base Fortitude save +4.

Benefit: Once per day as a standard action you may attempt a new saving throw against a harmful condition or aff liction requiring a Fortitude save that is affecting you. If this save against the aff liction fails, there is no additional effect, but a successful save counts toward curing an aff liction such as poison or disease. You cannot use this feat to recover from instantaneous effects, effects that do not allow a saving throw, or effects that do not require a Fortitude save.

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Hymn Singer

Prerequisites:Bardic performance, good alignment, worshiper of a good deity

Source: Blood Of The Night

Your music is infused with your faith.

Prerequisites: Bardic performance, good alignment, worshiper of a good deity.

Benefit: When using bardic performance, you may choose to play, recite, or sing a religious song or piece of scripture of your faith. Each round of bardic performance you spend in this way, you count as presenting a holy symbol, chanting prayers, or ringing a hand bell for the purpose of keeping vampires at bay.

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Implant Bomb

Prerequisites:Heal 5 ranks, delayed bomb alchemist discovery

Source: Ultimate Magic

You can attach a bomb to a creature that explodes when the creature dies or after 24 hours.

Prerequisites: Heal 5 ranks, delayed bomb alchemist discovery.

Benefit: You may implant a bomb in a willing or helpless creature (a mindless creature under your control, such as a zombie, counts as willing for this purpose). This takes 1 hour and expends 1 use of your bomb ability for the day. When the implanted creature dies or is destroyed, the bomb detonates in the creature's square as if it were a delayed bomb set by you (though you can set the bomb's damage to less than your normal bomb damage). You can use any bomb-affecting discoveries on this implanted bomb (acid bomb, frost bomb, smoke bomb, and so on) as normal. The bomb automatically detonates 24 hours after you implant it in the creature. If you expend 150 gp worth of alchemical reagents per die of the bomb's damage (for example, 750 gp for a 5d6 bomb), the bomb does not automatically detonate after 24 hours, and only detonates if the creature dies or is destroyed (24 hours after implantation, this bomb no longer counts toward your daily total). Implanting a bomb is as invasive as using the Heal skill to treat deadly wounds and leaves surgical scars unless the creature is healed by magic or abilities such as regeneration or fast healing. Some creatures (such as oozes, elementals, and creatures with the incorporeal quality) cannot have bombs implanted in them. Removing an implanted bomb requires a Heal check to treat deadly wounds, followed by a dispel magic spell or Disable Device check to neutralize the bomb (DC = 11 + alchemist's caster level).

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Improved Channel

Prerequisites:Channel energy class feature

Source: PFRPG Core

Your channeled energy is harder to resist.

Prerequisites: Channel energy class feature.

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

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Improved Counterspell

Source: PFRPG Core

You are skilled at countering the spells of others using similar spells.

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

Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.

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Improved Day Job

Prerequisites:Ability to attempt Day Job checks (see the Guide to Pathfinder Society Organized Play)

Source: Pathfinder Society Primer

You learned the importance of an honest day's work while training as an initiate of the Pathf inder Society.

Prerequisites: Ability to attempt Day Job checks (see the Guide to Pathfinder Society Organized Play).

Benefit: You gain a +3 bonus on Day Job checks using one skill you choose when you take this feat. This bonus stacks with other feats that grant a bonus to the chosen skill, including Skill Focus.

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Improved Eldritch Heritage

Prerequisites:Cha 15, Eldritch Heritage, character level 11th

Source: Ultimate Magic

The power of your discovered bloodline continues to grow.

Prerequisites: Cha 15, Eldritch Heritage, character level 11th.

Benefit: You gain either the 3rd-level or the 9th-level power (your choice) of the bloodline you selected with the Eldritch Heritage feat. For purposes of using that power, treat your sorcerer level as equal to your character level - 2, even if you have levels in sorcerer. You do not gain any of the other bloodline abilities.

Special: You may select this feat multiple times. Its effects do not stack. Each time you select the feat, it applies to a different bloodline power for that bloodline available at sorcerer level 3 or 9.

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Improved Familiar

Prerequisites:Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below)

Source: PFRPG Core

This feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar.

Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

Benefit: When choosing a familiar, the creatures listed below are also available to you (see the Pathfinder RPG Bestiary for statistics on these creatures). You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil). Arcane Spellcaster Familiar Alignment Level Celestial hawk1 Neutral good 3rd Dire rat Neutral 3rd Fiendish viper2 Neutral evil 3rd Elemental, Small (any type) Neutral 5th Stirge Neutral 5th Homunculus3 Any 7th Imp Lawful evil 7th Mephit (any type) Neutral 7th Pseudodragon Neutral good 7th Quasit Chaotic evil 7th 1 Or other celestial animal from the standard familiar list. 2 Or other fiendish animal from the standard familiar list. 3 The master must first create the homunculus. Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

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Improved Great Fortitude

Prerequisites:Great Fortitude

Source: PFRPG Core

You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.

Prerequisites: Great Fortitude.

Benefit: Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

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Improved Infuse Weapon

Prerequisites:Infuse weapon special ability, Cha 27

Source: Demons Revisited

When you infuse weapons, you may add an additional magical quality.

Prerequisites: Infuse weapon special ability, Cha 27

Benefit: When you infuse a weapon, you can add an additional +1 worth of weapon qualities to that weapon; this could either be used to increase a weapon infused to be a +1 weapon to be a +2 weapon, or to grant a weapon quality like flaming, defending, keen, or any other +1 quality from the Pathfinder RPG Core Rulebook. This effect occurs automatically as you infuse a weapon, but you may only do so to one weapon you wield at a time.

Special: You may take this feat more than once; each time you do, the limit to the number of weapons on which you can simultaneously use Improved Infuse Weapon increases by 2.

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Improved Iron Will

Prerequisites:Iron Will

Source: PFRPG Core

Your clarity of thought allows you to resist mental attacks.

Prerequisites: Iron Will.

Benefit: Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

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Improved Learn Ranger Trap

Prerequisites:Learn Ranger Trap, Survival 8 ranks

Source: Kobolds Of Golarion

Your skill with traps is extensive.

Prerequisites: Learn Ranger Trap, Survival 8 ranks.

Benefit: You learn one additional ranger trap and can now use both extraordinary and supernatural versions of any ranger traps you know.

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Improved Lightning Reflexes

Prerequisites:Lightning Reflexes

Source: PFRPG Core

You have a knack for avoiding danger all around you.

Prerequisites: Lightning Reflexes.

Benefit: Once per day, you may reroll a Ref lex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

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Improved Monster Lore

Prerequisites:Monster lore class feature

Source: Ultimate Magic

You are obsessed with the abilities and weaknesses of monsters.

Prerequisites: Monster lore class feature.

Benefit: You gain a sacred bonus on all skill checks to identify the abilities and weaknesses of creatures equal to 1/2 your level in classes that grant you the monster lore class feature.

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Improved Possession

Prerequisites:Demonic Possession or shadow demon, Cha 25

Source: Demons Revisited

Your ability to possess bodies is more powerful.

Prerequisites: Demonic Possession or shadow demon, Cha 25

Benefit: The duration of your magic jar spell-like ability increases to 24 hours. You can choose to activate a host body's extraordinary abilities, supernatural abilities, spell-like abilities, and spells known or prepared.

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Improved Share Spells

Prerequisites:Spellcraft 10 ranks, ability to acquire an animal companion, eidolon, familiar, or special mount

Source: Advanced Player's Guide

You can share spells with those you have a magical connection with.

Prerequisites: Spellcraft 10 ranks, ability to acquire an animal companion, eidolon, familiar, or special mount.

Benefit: Any non-instantaneous spell (but not any spell-like ability) you cast on yourself can also affect a creature bonded to you (such as an animal companion, eidolon, familiar, or special mount). The creature must be within 5 feet of you at the time of casting to receive the benefit. The spell's duration is halved between you and your bonded creature (for example, a spell with a duration of 1 hour has a duration of 30 minutes for both you and your bonded creature). If the spell or effect has a duration other than instantaneous, it stops affecting the creature if it moves farther than 5 feet away from you. It does not affect the creature again if it returns before the duration expires. You may share spells in this fashion even if the spells normally do not affect creatures of that type. This feat only applies to animal companions, eidolons, familiars, or special mounts gained through a class feature.

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Improved Stalwart

Prerequisites:Diehard, Endurance, Stalwart, base attack bonus +11

Source: Ultimate Combat

You can roll with the punches while simultaneously striking back at your attackers.

Prerequisites: Diehard, Endurance, Stalwart, base attack bonus +11.

Benefit: Double the DR you gain from Stalwart, to a maximum of DR 10/-.

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Improved Stench

Prerequisites:Stench universal monster ability

Source: Demons Revisited

Your foul odor is particularly strong and wide-reaching.

Prerequisites: Stench universal monster ability.

Benefit: The aura range of your stench ability increases by 30 feet. In addition, your stench ability save DC increases by 2, and its duration increases by 50%.

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Insightful Gaze

Prerequisites:Stern gaze class feature, Sense Motive 5 ranks

Source: Ultimate Magic

In your personal interactions, you notice what others don't. It's hard to get anything past you.

Prerequisites: Stern gaze class feature, Sense Motive 5 ranks.

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

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Inspirational Commander

Prerequisites:Charisma 13

Source: Quests and Campaigns

Armies under your command enjoy higher morale thanks to your excellent leadership.

Prerequisites: Charisma 13.

Benefit: You or any army that is under your command gains a +2 bonus on Morale checks. Additionally, you gain two additional boons of your choice (see page 240 of Ultimate Campaign).

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Instant Judgment

Prerequisites:Second judgment class feature

Source: Ultimate Combat

Your hastiest condemnations can have power.

Prerequisites: Second judgment class feature.

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

Normal: Pronouncing or changing a judgment requires a swift action.

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Intimidating Bane

Prerequisites:Bane class feature, Dazzling Display, Weapon Focus, character level 8th

Source: Ultimate Combat

Your bane weapon strikes fear into your enemies.

Prerequisites: Bane class feature, Dazzling Display, Weapon Focus, character level 8th.

Benefit: Whenever you use Dazzling Display while your bane feature is active, you gain a +2 bonus on the Intimidate check that Dazzling Display allows against creatures of the type your bane weapon currently affects. Such creatures remain shaken while your bane feature is still active and effective against their creature type.

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Intimidating Gaze

Prerequisites:Cha 13+, stern gaze class feature, Intimidate 5 ranks

Source: Ultimate Magic

There is something in your eyes that scares people.

Prerequisites: Cha 13+, stern gaze class feature, Intimidate 5 ranks.

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

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Iron Will

Source: PFRPG Core

You are more resistant to mental effects.

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

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Jackal Heritage

Prerequisites:Humanoid, must be taken at 1st level

Source: Rival Guide

A jackalwere crouches somewhere in your family tree.

Prerequisites: Humanoid, must be taken at 1st level.

Benefit: You gain a +2 racial bonus on saving throws against mind-affecting effects, and a +2 racial bonus on Perception checks.

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Judgment Surge

Prerequisites:Judgment class feature

Source: Ultimate Magic

Once per day, the power of your faith surges, further empowering your judgments.

Prerequisites: Judgment class feature.

Benefit: Once per day, you can treat your class level for your judgment class feature as if it were 3 higher than normal. If you have multiple judgments active at the same time, this benefit applies to all of them.

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Ki Stand

Prerequisites:Ki pool

Source: Ultimate Magic

If an opponent knocks you down, you swiftly rebound with an attack.

Prerequisites: Ki pool.

Benefit: While you have at least 1 ki point in your ki pool, you can stand up as a swift action that provokes attacks of opportunity. You may spend 1 point of your ki pool to stand up as a swift action without provoking attacks of opportunity.

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Knockout Artist

Prerequisites:Sneak attack class feature, Improved Unarmed Strike

Source: Ultimate Combat

You can throw devastating knockout punches.

Prerequisites: Sneak attack class feature, Improved Unarmed Strike.

Benefit: When you use your unarmed strike to deal nonlethal damage and sneak attack damage to an opponent denied his Dexterity bonus to AC, you gain a +1 bonus on the damage roll per each sneak attack damage die you roll.

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Leadership

Prerequisites:Character level 7th

Source: PFRPG Core

You attract followers to your cause and a companion to join you on your adventures.

Prerequisites: Character level 7th.

Benefit: This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs. See Table 5-2 for what level of cohort and how many followers you can recruit.

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Learn Ranger Trap

Prerequisites:Survival 5 ranks

Source: Ultimate Magic

You learn how to create one kind of ranger trap.

Prerequisites: Survival 5 ranks.

Benefit: Select one ranger trap (see page 64). You may use this trap a number of times per day equal to your Wisdom bonus (minimum 1). The DC for your trap is equal to 10 + 1/2 your character's level + your Wisdom bonus, and it lasts 1 day per two character levels. If you are not a ranger, you can only set extraordinary traps with this feat; like all extraordinary ranger traps, this decreases the trap DC by 2.

Special: A ranger may use ranger traps a number of times per day equal to 1/2 his ranger level plus his Wisdom bonus. See the description of ranger traps for durations.

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Learn Ranger Trap

Prerequisites:Survival 5 ranks

Source: Kobolds Of Golarion

You learn how to create one kind of ranger trap.

Prerequisites: Survival 5 ranks.

Benefit: Select one ranger trap (see page 20). You may use this trap a number of times per day equal to your Wisdom bonus (minimum 1). The DC for your trap is equal to 10 + 1/2 your character's level + your Wisdom bonus, and it lasts 1 day per 2 character levels. If you aren't a ranger, you can only set extraordinary traps with this feat; like all extraordinary ranger traps, this decreases the trap's DC by 2.

Special: A ranger can use ranger traps a number of times per day equal to 1/2 his ranger level + his Wisdom bonus. See the description of ranger traps for durations.

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Legacy of Ozem

Prerequisites:Base attack bonus +5, good alignment

Source: Champions Of Purity

Your purity is so great that the blades and bows of long-forgotten heroes sing to you as if they had been made for your righteous hands.

Prerequisites: Base attack bonus +5, good alignment.

Benefit: When using good-aligned weapons, including those under the effects of a bless weapon spell, you gain a +1 sacred bonus on damage rolls.

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Life Lure

Prerequisites:Channel positive energy class feature

Source: Ultimate Magic

Your channeled positive energy is irresistibly sweet to nearby undead.

Prerequisites: Channel positive energy class feature.

Benefit: As a standard action, you can channel positive energy to fascinate all undead within 30 feet for a number of rounds equal to your Charisma modifier (minimum of 1). Undead that succeed at a Will save (DC 10 + 1/2 your cleric level + your Charisma modifier) are unaffected. Channeling energy for this purpose does not heal or harm creatures.

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Lightning Reflexes

Source: PFRPG Core

You have faster ref lexes than normal.

Benefit: You get a +2 bonus on all Ref lex saving throws.

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Lingering Performance

Prerequisites:Bardic performance class feature

Source: Advanced Player's Guide

The effects of your bardic performance carry on, even after you have stopped performing.

Prerequisites: Bardic performance class feature.

Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

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Luck Of Heroes

Prerequisites:Hero's Fortune

Source: Advanced Player's Guide

To others, it seems that you always have a bit of luck around you.

Prerequisites: Hero's Fortune.

Benefit: Whenever you spend a hero point to reroll a die roll or to grant yourself a bonus before a die roll is made, there is a chance that the hero point is not spent. Whenever you spend a hero point, roll a d20. If the result is greater than 15, the hero point is not spent. You cannot use this feat when you cheat death.

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Magical Aptitude

Source: PFRPG Core

You are skilled at spellcasting and using magic items.

Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

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Major Spell Expertise

Prerequisites:Minor Spell Expertise, ability to cast 9th-level spells

Source: Advanced Player's Guide

You can cast a single low-level spell as a spell-like ability.

Prerequisites: Minor Spell Expertise, ability to cast 9th-level spells.

Benefit: Choose one spell that you know of 5th level or lower. You may cast that spell twice per day as a spelllike ability. The caster level for this spell-like ability is equal to your caster level in the class from whose spell list the spell is taken. The spell-like ability's save DC is Charisma-based. If the spell has an expensive focus or material component, it may not be chosen for this feat. You cannot apply metamagic feats to this spell.

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

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Marked For Glory

Prerequisites:Great Fortitude, Iron Will, or Lightning Reflexes

Source: Mythic Adventures

You're destined for glory beyond the ken of ordinary adventurers and mere mortals.

Prerequisites: Great Fortitude, Iron Will, or Lightning Reflexes.

Benefit: You can use the surge ability (see page 12) once per day (adding 1d6). If you are or become mythic, you can use your surge one additional time per day.

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Master Alchemist

Prerequisites:Craft (alchemy) 5 ranks

Source: Advanced Player's Guide

Your mastery of alchemy is nearly supernatural.

Prerequisites: Craft (alchemy) 5 ranks.

Benefit: You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost. In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item's gp value as its sp value when determining your progress (do not multiply the item's gp cost by 10 to determine its sp cost).

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Master Craftsman

Prerequisites:5 ranks in any Craft or Profession skill

Source: PFRPG Core

Your superior crafting skills allow you to create simple magic items.

Prerequisites: 5 ranks in any Craft or Profession skill.

Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15). You cannot use this feat to create any spell-trigger or spell-activation item.

Normal: Only spellcasters can qualify for the Craft Magic Arms and Armor and Craft Wondrous Item feats.

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Master Performer

Prerequisites:Bardic performance class feature, Extra Performance, Kitharodian Academy 15 TPA

Source: Faction Guide

When using your bardic performance abilities, you grant your allies greater bonuses.

Prerequisites: Bardic performance class feature, Extra Performance, Kitharodian Academy 15 TPA.

Benefit: When any of your bardic performance abilities grant your allies a bonus, that bonus is increased by +1.

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Maximized Spellstrike

Prerequisites:Maximized magic magus arcana, weapon expertise class feature or Quick Draw

Source: Ultimate Combat

You deal brutal damage against opponents caught unawares.

Prerequisites: Maximized magic magus arcana, weapon expertise class feature or Quick Draw.

Benefit: When you make a melee attack and successfully use your spellstrike ability against an opponent denied his Dexterity bonus to AC, you can spend 3 points from your arcane pool to maximize the spell delivered through your spellstrike as if using the Maximize Spell metamagic feat.

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Meditation Master

Source: Faiths & Philosophies

When fully focused on your inner self, you can enter a deep meditative state that allows you a more perfect control over your mind and body.

Benefit: When you meditate for at least 1 hour after getting at least 8 hours of rest, you gain special insight into your situation that is nearly impartial, granting you the edge in whatever endeavor matters most during the day. After meditating, you gain a +1 insight bonus that you can apply to any d20 roll over the course of the next 24 hours without using an action. The bonus may be applied after the roll is made, but must be applied before the results of the roll are determined. Once the bonus has been used for the day, you cannot use it again until after you meditate again after another 8 hours of rest. An unused bonus fades after 24 hours.

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Meditative Concentration

Prerequisites:Wis 13, Combat Meditation, Meditation Master, character level 5th

Source: Faiths & Philosophies

Meditation clears your mind, allowing you to concentrate on your spells as if not distracted.

Prerequisites: Wis 13, Combat Meditation, Meditation Master, character level 5th.

Benefit: For 1 round per character level after you perform combat meditation, whenever you attempt a concentration check to avoid losing a spell or a Fortitude save to resist a distraction effect (such as the distraction ability of a swarm), you gain a +4 bonus on the check. If you choose to use the benefits of Combat Meditation on the check, the bonus applies to both die rolls.

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Menacing Bane

Prerequisites:Bane class feature

Source: Ultimate Combat

You are deadly when you team up with allies against a single foe.

Prerequisites: Bane class feature.

Benefit: You can use your bane class feature to imbue a melee weapon with the menacing special weapon ability (Advanced Player's Guide 288) instead of bane. You can spend a swift action to switch between the two special weapon abilities. Doing so otherwise works according to your bane class feature.

Special: If you have the Double Bane feat, you can imbue each weapon you wield with either bane or menacing. No single weapon can have both.

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Merciful Bane

Prerequisites:Bane class feature

Source: Ultimate Combat

You can use your bane ability to inf lict nonlethal damage.

Prerequisites: Bane class feature.

Benefit: While a weapon you wield is under the effect of your bane class feature, you can spend a swift action to switch between dealing lethal or nonlethal damage with bane. While your bane effect allows you to deal nonlethal damage in this way, you take no penalty on your attack roll for using a lethal weapon to deal nonlethal damage.

Normal: When using a lethal weapon to deal nonlethal damage, you take a -4 penalty on attack rolls.

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Merciless Rush

Prerequisites:Improved Bull Rush, worshiper of Rovagug

Source: Faiths Of Corruption

You are a determined foe, and though hordes may stand against you, they will not stand long.

Prerequisites: Improved Bull Rush, worshiper of Rovagug.

Benefit: When you bull rush a creature and your check exceeds the target's CMD by 5 or more, you can choose to move through that creature instead of pushing it back a number of feet, effectively trampling the creature and dealing it a number of points of damage equal to your Strength modifier.

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Minor Spell Expertise

Prerequisites:Ability to cast 4th-level spells

Source: Advanced Player's Guide

You are able to cast a 1st-level spell as a spell-like ability.

Prerequisites: Ability to cast 4th-level spells.

Benefit: Choose one 1st-level spell that you know. You may cast that spell twice per day as a spell-like ability. The caster level for this spell-like ability is equal to your caster level in the class from whose spell list the spell is taken. The spell-like ability's save DC is Charisma-based. If the spell has an expensive focus or material component, it may not be chosen for this feat. You cannot apply metamagic feats to this spell.

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

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Moonlight Summons

Prerequisites:Spell Focus (conjuration), able to cast summon nature's ally

Source: Ultimate Magic

Your summoned minions are infused with the power of the moon.

Prerequisites: Spell Focus (conjuration), able to cast summon nature's ally.

Benefit: Creatures you summon shed light as a light spell. They are immune to confusion and sleep effects, and their natural weapons are treated as silver for the purposes of overcoming damage reduction.

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Mounted Blade

Prerequisites:Ride 3 ranks, Mounted Combat, Ride-By Attack, base attack bonus +1, Qadira affinity

Source: Qadira

You have learned to use the momentum of your mount to carry your weapon through one foe and into another.

Prerequisites: Ride 3 ranks, Mounted Combat, Ride-By Attack, base attack bonus +1, Qadira affinity

Benefit: When you use the Ride-By Attack feat, if your attack hits, you may also make an attack against a target adjacent to your original target. This additional attack has a -5 penalty to the attack roll. You may use this feat whether riding a mount or using a flying item such as a broom of flying or carpet of flying.

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Multiweapon Defense

Prerequisites:Three or more arms, Dex 21

Source: Demons Revisited

You sacrifice attacks to parry blows.

Prerequisites: Three or more arms, Dex 21

Benefit: When you make a full-attack action, you may choose not to take an attack with a number of your wielded weapons other than your primary weapon. For each attack you forgo, you gain a +1 shield bonus to your AC for that round. This bonus stacks with itself to a maximum bonus of +5, but not with shield bonuses to AC from other sources.

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Multiweapon Specialist

Prerequisites:Three or more arms, Dex 21

Source: Demons Revisited

You gain bonuses on damage when you wield identical one-handed weapons.

Prerequisites: Three or more arms, Dex 21

Benefit: When you wield one-handed or light weapons in each of your arms, and all of those weapons belong to the same weapon group (as defined for the fighter class), all attacks with those weapons gain a +2 bonus on damage rolls.

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Mystic Stride

Prerequisites:Dex 15, Nimble Moves, woodland stride class feature

Source: Ultimate Magic

Enchanted vegetation does not bar your path.

Prerequisites: Dex 15, Nimble Moves, woodland stride class feature.

Benefit: You can move at full speed even through thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, even if those areas confer the entangled condition.

Normal: Woodland stride does not apply to thorns, briars, and overgrowth areas that are enchanted or magically manipulated.

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Mythic Companion

Prerequisites:You must be non-mythic

Source: Mythic Adventures

Despite your non-mythic nature, you're a vital part of the greater mythic world.

Prerequisites: You must be non-mythic.

Benefit: You're considered a mythic creature for the purposes of determining how mythic spells and effects affect you. If you ever become mythic, you gain a +1 bonus on all saves against mythic spells and effects.

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Nameless Servitor

Prerequisites:Risen Guard rank, Risen Guard 10 TPA

Source: Faction Guide

The fact that you have given up your real name makes you resistant to certain types of magic.

Prerequisites: Risen Guard rank, Risen Guard 10 TPA.

Benefit: Anyone who attempts to use magic in order to learn personal information about you, such as through divination, scrying, or similar magic, must make a caster level check with a DC equal to 10 plus your level to succeed. You are immune to spells that require the use of your name in order to function (such as trap the soul). Most members of the Risen Guard with this feat are addressed by their rank.

Special: If you ever choose a real name, you lose all benefits of this feat.

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Natural Ruler

Prerequisites:Hold a leadership role related to running a kingdom

Source: Quests and Campaigns

You have a special talent for ruling a nation, and take to the task with ease.

Prerequisites: Hold a leadership role related to running a kingdom.

Benefit: Choose an ability score. Any time your leadership role calls for that ability score to affect one of your kingdom's attributes, your modifier to that ability score is treated as being +2 higher. For example, if you choose Charisma and occupy the General or High Priest leadership role, your Charisma modifier to affect your kingdom's stability would be +2 higher than normal. However, if you occupied the Spymaster leadership role-which employs the Intelligence and Wisdom ability scores-this feat would grant no benefit. Additionally, the entire kingdom gains +2 Stability for as long as you occupy a leadership role.

Special: You may gain this feat multiple times, but each time you must choose a different ability score. The bonus to Stability gained from this feat stacks.

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Natural Spell

Prerequisites:Wis 13, wild shape class feature

Source: PFRPG Core

You can cast spells even while in a form that cannot normally cast spells.

Prerequisites: Wis 13, wild shape class feature.

Benefit: You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.

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Nature Soul

Source: Faiths & Philosophies

You are innately in tune with nature and venerate the power and mystery of the natural world.

Benefit: You get a +2 bonus on all Knowledge (nature) checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

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Necromantic Affinity

Prerequisites:Con 15

Source: Inner Sea World Guide

Long exposure to necromantic energies has granted you a small measure of resistance against them.

Prerequisites: Con 15.

Benefit: You gain a +2 bonus on saving throws made to resist spells and effects that utilize negative energy, cause negative levels, or cause ability damage, ability drain, or ability penalties. In addition, damage caused by inf lict spells heals you as if you were an undead creature, but you also take damage from cure spells.

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Nimble Moves

Prerequisites:Dex 13

Source: PFRPG Core

You can move across a single obstacle with ease.

Prerequisites: Dex 13.

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

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Nimble Natural Summons

Prerequisites:Augmented Summoning, Spell Focus (conjuration), caster level 6th

Source: Faiths Of Purity

Your summoned natural allies ignore difficult terrain in undergrowth.

Prerequisites: Augmented Summoning, Spell Focus (conjuration), caster level 6th.

Benefit: Creatures you summon with summon nature's ally can move through any sort of undergrowth (such as natural thorns, briars, and similar terrain) at their normal speeds without taking damage or suffering other impairment. Thorns, briars, and undergrowth areas that have been magically manipulated to impede motion, however, still affect the summoned creatures.

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Noble Scion

Prerequisites:Cha 13, must be taken at 1st level

Source: Inner Sea World Guide

You are a member of a proud noble family, whether or not you remain in good standing with your family.

Prerequisites: Cha 13, must be taken at 1st level.

Benefit: You gain a +2 bonus on all Knowledge (nobility) checks, and that chosen Knowledge skill is always considered a class skill for you. When you select this feat, choose one of the benefits listed below that matches the flavor of your noble family. Work with your GM to ensure that your choice is appropriate. Scion of the Arts: You gain a +1 bonus on all Perform checks, and Perform is always a class skill for you. If you have the bardic performance ability, you can use that ability for an additional 3 rounds per day. Scion of Lore: You gain a +1 bonus on all Knowledge skills in which you have at least 1 rank. Scion of Magic: You gain one of the following languages as a bonus language: Abyssal, Aklo, Celestial, Draconic, Infernal, or Sylvan. Once per day, as a free action, you can gain a +2 bonus on any Spellcraft check you make. You must spend the free action to gain this bonus before you make the check. Scion of Peace: Whenever you take 10 on a Wisdom-based skill, treat the result as if you had rolled a 13 instead of a 10. Scion of War: You use your Charisma modifier to adjust Initiative checks instead of your Dexterity modifier.

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Old Cults Awakener

Prerequisites:Old Cults 20 TPA

Source: Faction Guide

You hear the voices of the Old Ones, and believe it is your destiny to awaken others to their ancient cause using bizarre and torturous rituals. Whether your work leaves these individuals mad or truly touched by alien sentience remains unproven.

Prerequisites: Old Cults 20 TPA.

Benefit: You can attempt a DC 25 Heal check upon an unconscious but stable intelligent creature. The ritual takes 1 hour to complete. If it's successful, the victim must make a DC 25 Will save or he gains a false memory of a vision that he has personally been chosen by the Great Old Ones to serve them (treat as an implanted memory from modify memory, except this is a nonmagical effect). If the ritual is unsuccessful, the victim takes 1d2 points of Intelligence and Wisdom drain; you may attempt the ritual again.

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Ominous Mien

Prerequisites:Hellknight rank, Hellknight 10 TPA

Source: Faction Guide

Your walk, stance, and voice all amplify your status as a Hellknight when you cast spells or use spell-like abilities against opponents.

Prerequisites: Hellknight rank, Hellknight 10 TPA.

Benefit: Whenever you cast a spell or use a spell-like ability from the compulsion, fear, phantasm, or shadow sub-schools, add +1 to the DC of the saving throw against that spell or effect.

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Oracular Intuition

Prerequisites:Mystery class feature

Source: Ultimate Magic

You are highly sensitive to magic and changes in a person's demeanor.

Prerequisites: Mystery class feature.

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

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Ordered Mind

Prerequisites:Caster level 7th, lawful alignment, worshiper of Asmodeus

Source: Faiths Of Corruption

Your study of Hell's laws improves your counterspells.

Prerequisites: Caster level 7th, lawful alignment, worshiper of Asmodeus.

Benefit: You are able to modify more of your spells to use as counterspells. The DC of the Spellcraft check you must succeed at to identify an opponent's spell is equal to 20 + the spell level of the opponent's spell (instead of 15 + the spell level), but you are able to cast as your counterspell any spell from the same school of the foe's spell (instead of the same spell). The level of the spell used to counterspell must be of a level equal to or higher than your foe's spell.

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Osirionology

Prerequisites:Knowledge (history) 1 rank, Knowledge (local) 1 rank, must be able to speak Osiriani and Ancient Osiriani

Source: People Of The Sands

You have a broad interest in Osirion and are something of an authority in one specialized field.

Prerequisites: Knowledge (history) 1 rank, Knowledge (local) 1 rank, must be able to speak Osiriani and Ancient Osiriani.

Benefit: Pick one Intelligence-based skill. You gain a +3 bonus on all checks made using that skill in relation to Osirion or its people. In addition, you gain a +1 bonus on all other Intelligence-based skill checks made in relation to Osirion or its people.

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Ostentatious Display

Source: Dungeoneer's Handbook

Your extravagant jewelry and accessories give you an air of importance you can use to your advantage in many social situations.

Benefit: As long as you are wearing a valuable nonmagical item in a magic item slot, you gain a +1 bonus on skill checks with a corresponding skill. Bonuses from wearing items in multiple slots that affect the same skill do not stack. Each item must be worth at least 5% of your character wealth by level (see Table 12-4 on page 399 of the Pathfinder RPG Core Rulebook). For example, a 6th-level PC gains a +1 bonus on Bluff checks while wearing a gem-studded tiara (which fills the headband slot) worth at least 800 gp. When she reaches 7th level, she must wear an accessory in the appropriate slot worth at least 1,175 gp in order to continue gaining this bonus. Item Slot Skill Bonus Belt, chest, shoulders +1 Intimidate Body, feet, neck +1 Diplomacy Eyes, hands, headband +1 Bluff Head, ring, wrists +1 Perform (any)

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Outer Planes Traveler

Prerequisites:Knowledge (planes) 11 ranks, ability to cast plane shift or gate as a spell or spell-like ability

Source: Demon Hunter's Handbook

You have seen the outer reaches of the multiverse, and have gleaned knowledge from these alien realms. You have a special affinity for one of these realms in particular, and carry some of that plane's power within you.

Prerequisites: Knowledge (planes) 11 ranks, ability to cast plane shift or gate as a spell or spell-like ability.

Benefit: Choose one of the planes below. The alignment of the plane must be within one step of your alignment. You gain a +2 bonus on saves against spells and spell-like abilities with the associated descriptor, and you cast spells with that descriptor at +1 caster level. Plane Alignment Descriptor Heaven LG Light Nirvana NG Good Elysium CG EmotionUM Axis LN Lawful The Boneyard N Death The Maelstrom CN Chaotic Hell LE PainUM Abaddon NE Evil The Abyss CE Fear

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Painful Anchor

Prerequisites:Anchoring aura class feature

Source: Ultimate Magic

Evil outsiders take damage when they attempt to connect to other planes.

Prerequisites: Anchoring aura class feature.

Benefit: When an evil outsider uses a calling, summoning, or teleportation effect, or any ability that physically transports a creature to or from another plane (such as blink or etherealness) within your anchoring aura, it takes damage equal to 4d8 + your Charisma modifier. This damage comes from holy power and is not subject to damage reduction, energy immunities, or energy resistances.

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Parry Spell

Prerequisites:Spellcraft 15 ranks, Improved Counterspell

Source: Advanced Player's Guide

You can throw an enemy spell back at its caster.

Prerequisites: Spellcraft 15 ranks, Improved Counterspell.

Benefit: Whenever you successfully counter a spell, it returns back to its caster. This works exactly like the spell turning spell (Pathfinder RPG Core Rulebook page 347).

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Peacemaker

Prerequisites:Charisma 13, good alignment

Source: Champions Of Purity

Your words of peace ring true and are much more difficult for others to resist.

Prerequisites: Charisma 13, good alignment.

Benefit: The DC to resist spells you cast to ensure peace or force aggressive creatures to become peaceful increases by +2. This affects spells that dissuade creatures from aggressive actions without exerting long-term or absolute control over them, and without leaving them defenseless. These spells include, but are not limited to, calm animals, calm emotions, command, compassionate allyUM, enthrall, euphoric tranquilityUM, sanctuary, and serenityUM.

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Penetrating Possession

Prerequisites:Magic jar as a known spell or spell-like ability, Cha 21

Source: Demons Revisited

Your ability to possess foes can bypass magical protections.

Prerequisites: Magic jar as a known spell or spell-like ability, Cha 21

Benefit: The first time you attempt to possess a host under the effect of protection from evil spell or any similar spell, you have a chance to dispel that spell as if you had cast dispel magic on the spell.

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Persuasive

Source: PFRPG Core

You are skilled at swaying attitudes and intimidating others into your way of thinking.

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

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Planar Hunter

Prerequisites:Knowledge (planes) 5 ranks, favored terrain (any plane) class feature

Source: Champions Of Balance

After careful study of otherworldly environments, you can quickly evaluate how an outsider reacts in its home surroundings. You can use your knowledge of the outsider's native environment to guide your attacks and overcome the outsider's natural resistances.

Prerequisites: Knowledge (planes) 5 ranks, favored terrain (any plane) class feature.

Benefit: When you are on one of the planes you've selected as a favored terrain, you gain a +2 bonus on weapon attack rolls against outsiders native to that plane. You also ignore up to 5 points of damage reduction when making weapon attacks against outsiders native to that plane, except for damage reduction without a type (such as DR 10/-). In addition, you gain this bonus against extraplanar creatures you encounter and identify as being from one of your planar favored terrains, such as with a successful Knowledge (planes) check, regardless of what plane you or they are on.

Special: You may select this feat multiple times. Each time you take it, you apply it to a different qualifying favored terrain.

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Planar Preservationist

Prerequisites:Preservationist alchemist archetype

Source: Ultimate Magic

You know how to preserve and reconstitute extraplanar monsters as well as normal animals.

Prerequisites: Preservationist alchemist archetype.

Benefit: For every summon nature's ally extract you know, you learn the equivalent summon monster spell as an extract. If you later learn other summon nature's ally extracts, you automatically learn the equivalent summon monster spell as an extract.

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Planar Wild Shape

Prerequisites:Wild shape class feature, Knowledge (planes) 5 ranks

Source: Ultimate Combat

You can infuse your wild shape with planar strength.

Prerequisites: Wild shape class feature, Knowledge (planes) 5 ranks.

Benefit: When you use wild shape to take the form of an animal, you can expend an additional daily use of your wild shape class feature to add the celestial template or fiendish template to your animal form. (Good druids must use the celestial template, while evil druids must use the fiendish template.) If your form has the celestial template and you score a critical threat against an evil creature while using your form's natural weapons, you gain a +2 bonus on the attack roll to confirm the critical hit. The same bonus applies if your form has the fiendish template and you score a critical threat against a good creature.

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Planned Spontaneity

Prerequisites:Knowledge (arcana) 9 ranks, ability to prepare and cast 4th-level spells

Source: Pathfinder Society Primer

You have a measure of flexibility when preparing spells.

Prerequisites: Knowledge (arcana) 9 ranks, ability to prepare and cast 4th-level spells.

Benefit: Once per day when you prepare spells, you can designate one spell slot from each of up to three different spell levels that are lower than the highest-level spell that you can cast. In each designated slot you can memorize two different spells of the respective level. You can cast either spell as normal, but when you do, the spell consumes both of the spells prepared in that spell slot.

Special: A wizard can select this feat as one of his bonus feats.

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Potent HolySymbol

Prerequisites:Good alignment, worshiper of a good deity

Source: Blood Of The Night

In your pious hands, your holy symbol is a shining light of faith.

Prerequisites: Good alignment, worshiper of a good deity.

Benefit: Any round in which you use your holy symbol as a divine focus for the casting of a spell or to channel positive energy, you count as presenting a holy symbol, chanting prayers, or ringing a hand bell for the purpose of keeping vampires at bay.

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Powerful Shape

Prerequisites:Wild shape class feature, druid level 8th

Source: Ultimate Magic

Your wild shapes are mighty and muscular.

Prerequisites: Wild shape class feature, druid level 8th.

Benefit: When in wild shape, treat your size as one category larger for the purpose of calculating CMB, CMD, carrying capacity, and any size-based special attacks you use or that are used against you (such as grab, swallow whole, and trample).

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Practiced Leadership

Prerequisites:Leadership, membership in the same organization as your cohort

Source: Champions Of Balance

When you and your cohort are both members of the same organization, you needn't shoulder the burden of leadership alone. By relying on the authority of your shared organization as well as your own leadership skills, your cohort demonstrates improved devotion and tactical acumen.

Prerequisites: Leadership, membership in the same organization as your cohort.

Benefit: As long as you and your cohort maintain membership in good standing within the same organization, your cohort gains a +4 morale bonus on Will saves against enchantment spells and effects. Additionally, your cohort is treated as though she possessed the same teamwork feats you do for the purpose of determining whether you receive a bonus from your teamwork feats. Your cohort doesn't receive any bonuses from these feats unless she actually possesses the feats. If you and your cohort belong to one of the organizations listed in this section, your cohort gains the practiced leadership benefit associated with your organization. If a benefit grants your cohort access to a spell-like ability, the caster level of the effect is 1st or equal to your cohort's caster level, whichever is higher.

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Practiced Tactician

Prerequisites:Tactician class feature

Source: Advanced Player's Guide

With only a few quick gestures and commands, you can direct others in combat.

Prerequisites: Tactician class feature.

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

Special: You can gain Practiced Tactician multiple times. Its effects stack.

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Precocious Youth

Prerequisites:Young age category

Source: Quests and Campaigns

Even in youth, you seek to be more adult than your childish peers, a personal trait that will no doubt aid you in future years.

Prerequisites: Young age category.

Benefit: You lose one of the penalties associated with the young age category, either -2 Constitution, -2 Strength, or -2 Wisdom. Upon reaching adulthood you may exchange this feat for Great Fortitude, Iron Will, or Lightning Reflexes.

Special: You may take this feat up to three times. Each time you do, it affects a different penalty and must be exchanged for a different feat upon reaching adulthood.

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Preferred Spell

Prerequisites:Spellcraft 5 ranks, Heighten Spell

Source: Advanced Player's Guide

You find it very easy to cast one particular spell.

Prerequisites: Spellcraft 5 ranks, Heighten Spell.

Benefit: Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.

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

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Prodigy

Source: Ultimate Magic

You are naturally skilled at arts, professions, and the acquisition of knowledge.

Benefit: Choose two Craft, Perform, or Profession skills in any combination (two Craft skills, a Craft skill and a Perform skill, and so on). You receive a +2 bonus on checks with these skills. If you have 10 or more ranks in any one of these skills, the bonus increases to +4 for that skill.

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

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Prophetic Visionary

Prerequisites:Mystery class feature

Source: Ultimate Magic

Your oracular abilities give you a glimpse into the future.

Prerequisites: Mystery class feature.

Benefit: Once per day, you can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which time you can take no other actions. If you are interrupted, you must begin again. When you come out of the trance, you know whether a particular action in the immediate future will bring good or bad results, as an augury spell with a 70% chance of success.

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Protector's Strike

Prerequisites:Smite evil class feature, base attack bonus +5

Source: Faiths Of Purity

When you smite evil, your divine power protects a creature within line of sight.

Prerequisites: Smite evil class feature, base attack bonus +5.

Benefit: When you choose the target of your smite evil ability, you also choose one creature other than you within line of sight. While your smite is in effect, the additional creature you chose gains a deflection bonus to AC equal to your Charisma modifier against attacks made by the target of the smite. This bonus ends when the smite ends. You do not gain the deflection bonus to AC typical for the smite evil class feature.

Normal: While smite evil is in effect, the paladin gains a deflection bonus to her AC equal to her Charisma modifier (if any) against attacks made by the target of the smite.

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Pungent Stench

Prerequisites:Stench universal monster ability, Improved Stench, Great Fortitude

Source: Demons Revisited

Your stench is overwhelmingly nauseating.

Prerequisites: Stench universal monster ability, Improved Stench, Great Fortitude

Benefit: The first round a creature is affected by your stench, it is nauseated in addition to being sickened. At the end of an affected creature's turn after the first round, it can make a new save against the stench's DC to remove the nauseated condition, but the sickened condition lasts as long as normal.

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Pure Faith

Prerequisites:Divine health class feature

Source: Ultimate Magic

Not only are you immune to disease, like most paladins, but you also are highly resilient to poisons.

Prerequisites: Divine health class feature.

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

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Quick Channel

Prerequisites:Knowledge (religion) 5 ranks, channel energy class feature

Source: Ultimate Magic

Your divine energies flash with dazzling speed.

Prerequisites: Knowledge (religion) 5 ranks, channel energy class feature.

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

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Quick Preparation

Prerequisites:Ability to prepare spells

Source: Pathfinder Society Primer

Early on in your adventuring career, you learned (perhaps the hard way) how to prepare your spells even when put under extreme time constraints.

Prerequisites: Ability to prepare spells.

Benefit: When preparing spells, you halve the time necessary to do so.

Normal: Preparing all of your spells takes 1 hour.

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Quick Wild Shape

Prerequisites:Wild shape class feature, caster level 8th

Source: Ultimate Magic

You sacrifice power for speed in changing form.

Prerequisites: Wild shape class feature, caster level 8th.

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

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Radiant Charge

Prerequisites:Lay on hands class feature

Source: Ultimate Magic

When you charge, you do so with the power of faith.

Prerequisites: Lay on hands class feature.

Benefit: When you hit with a charge attack, you can expend all of your remaining uses of lay on hands to deal extra damage equal to 1d6 per use of lay on hands expended + your Charisma bonus. This damage comes from holy power and is not subject to damage reduction, energy immunities, or energy resistances.

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Raging Brutality

Prerequisites:Str 13, rage class feature, Power Attack, base attack bonus +12

Source: Ultimate Combat

You expend some of your rage to strike your opponents with a more powerful weapon blow.

Prerequisites: Str 13, rage class feature, Power Attack, base attack bonus +12.

Benefit: While raging and using Power Attack, you can spend 3 additional rounds of your rage as a swift action to add your Constitution bonus on damage rolls for melee attacks or thrown weapon attacks you make on your turn. If you are using the weapon two-handed, instead add 1-1/2 times your Constitution bonus. This bonus damage is not multiplied on a critical hit.

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Raging Deathblow

Prerequisites:Greater rage class feature

Source: Ultimate Combat

Every killing blow gives you a surge of vitality, further fueling your rage.

Prerequisites: Greater rage class feature.

Benefit: While raging, whenever your attack reduces your opponent to -1 or fewer hit points, you gain 1 extra round of rage for that day. If that attack was a critical hit, you gain 1 additional extra round of rage for that day. Whenever you rest to renew your total number of rounds of rage per day, any extra rounds you still have from this feat are lost.

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Raging Hurler

Prerequisites:Rage class feature, Throw Anything

Source: Ultimate Combat

An opponent can do little to evade your wrathful pitching of weapons and objects.

Prerequisites: Rage class feature, Throw Anything.

Benefit: While raging, you can throw a two-handed weapon as a standard action, and you double the range increment for weapons you throw. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks. Further, you can pick up an unattended object that you can use as a improvised weapon within your reach as part of the attack action to throw that item.

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Raging Throw

Prerequisites:Str 13, Con 13, rage class feature, Improved Bull Rush, Power Attack, base attack bonus +6

Source: Ultimate Combat

You expend some of your rage to throw one opponent at another.

Prerequisites: Str 13, Con 13, rage class feature, Improved Bull Rush, Power Attack, base attack bonus +6.

Benefit: While raging, when you attempt a bull rush combat maneuver, you can spend 1 additional round of your rage as a swift action to add your Constitution bonus on your combat maneuver check to the bull rush. Further, if you bull rush an opponent into a square another creature occupies or into a solid object, the opponent and the creature or object take bludgeoning damage equal to your Strength modifier + your Constitution modifier.

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Raging Vitality

Prerequisites:Con 15, rage class feature

Source: Advanced Player's Guide

While raging, you are full of vigor and health.

Prerequisites: Con 15, rage class feature.

Benefit: Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.

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Reject Poison

Prerequisites:Dex 13, poison use class feature, worshiper of Norgorber

Source: Faiths Of Corruption

You are a careful poisoner, and know how to protect yourself against exposure to the ill effects of most substances.

Prerequisites: Dex 13, poison use class feature, worshiper of Norgorber.

Benefit: Whenever a creature attempts to poison you with a poison you have previously used or undergone the effects of, you have a 20% chance of naturally rejecting the poison's effects on you, negating its effects and wasting its use.

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Remote Bomb

Prerequisites:Delayed bomb discovery

Source: Ultimate Magic

You can set off your delayed bombs at great distances.

Prerequisites: Delayed bomb discovery.

Benefit: The maximum delay for your delayed bombs increases to a number of minutes equal to your level. If you have line of effect to your delayed bomb, you may detonate it earlier than its preset time by making a DC 20 Intelligence check; the DC increases by +1 for every 10 feet of distance between you and the bomb.

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Renown

Source: Pathfinder Society Primer

Word of your pre-Pathf inder accomplishments precedes you, and you know how to make the most of your previous reputation.

Benefit: When in a settlement of 5,000 people or more, treat your Fame score as 2 higher for the purposes of qualifying for Prestige Awards or purchasing equipment. This feat doesn't grant you any additional Prestige Points.

Normal: Your Fame score is determined by the total number of Prestige Points earned over the course of your career.

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Resilient Eidolon

Prerequisites:Eidolon class feature

Source: Ultimate Magic

Your link with your eidolon is strong enough that it can remain with you for a short time after you fall unconscious or are killed.

Prerequisites: Eidolon class feature.

Benefit: If you are knocked unconscious, fall asleep, or are killed, your eidolon remains for a number of rounds equal to your summoner level before it is banished. If you are brought back to consciousness before this duration expires, your eidolon is not banished. If the duration expires before you are brought back to consciousness, your eidolon is banished normally.

Normal: An eidolon is immediately banished when its summoner is unconscious, asleep, or killed.

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Reward of Grace

Prerequisites:Lay on hands class feature

Source: Ultimate Magic

When you lay on hands, divine energy ripples through you, granting you grace.

Prerequisites: Lay on hands class feature.

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

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Reward of Life

Prerequisites:Lay on hands class feature

Source: Ultimate Magic

When you lay on hands, you are also healed.

Prerequisites: Lay on hands class feature.

Benefit: Each time you use your lay on hands ability to heal a creature other than yourself, you heal a number of hit points equal to your Charisma bonus. This ability has no effect if you use lay on hands to harm undead.

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Rhetorical Flourish

Prerequisites:Cha 13, Persuasive

Source: Ultimate Combat

You rapidly change topics and employ confusing rhetoric to distract people from your true intent.

Prerequisites: Cha 13, Persuasive.

Benefit: When using the Diplomacy skill to make a request or change a creature's attitude, you can use verbal misdirection. To do so, make a Bluff check against that creature. If you succeed, you gain a +4 bonus on your next Diplomacy check against that creature if the check is made within the next minute. If you fail by 5 or more, you instead take a -2 penalty on your next Diplomacy check against that creature. Alternatively, you can use this feat to retry a single failed Diplomacy check against a creature. You take a -4 penalty on your Bluff check when using Rhetorical Flourish in this way. If you succeed, rather than gaining this feat's normal bonus, you can retry your last Diplomacy check against the creature if that check was made in the past minute.

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Ricochet Splash Weapon

Prerequisites:Dex 13, Throw Anything

Source: Ultimate Magic

Even when your thrown splash weapons miss, they are especially dangerous.

Prerequisites: Dex 13, Throw Anything.

Benefit: Whenever your splash weapon misses and the misdirection roll indicates it lands in a square occupied by a creature, you may make an attack roll (at a -5 penalty) as if you had thrown the splash weapon at that creature. If this attack roll succeeds, the splash weapon hits and the creature takes full damage instead of splash damage. Squares adjacent to this creature still take splash damage as normal.

Normal: A thrown splash weapon that misses deals splash damage in the square where it lands and in adjacent squares.

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Righteous Healing

Prerequisites:Judgment class feature

Source: Ultimate Combat

Your healing spells are more potent when you have a judgment active.

Prerequisites: Judgment class feature.

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

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Rugged Northerner

Prerequisites:Con 13, Survival 1 rank

Source: Inner Sea World Guide

You live a hard life in a cold climate and gain some benefit from it.

Prerequisites: Con 13, Survival 1 rank.

Benefit: You treat extreme cold conditions (Pathfinder RPG Core Rulebook 442) as severe cold, and severe cold as cold weather conditions. You are not impacted at all by normal cold weather conditions. In addition, you do not become fatigued by frostbite or hypothermia.

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Run

Source: PFRPG Core

You are swift of foot.

Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.

Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

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Sacred Summons

Prerequisites:Aura class feature, ability to cast summon monster

Source: Ultimate Magic

The minions of your divine patrons stand ready to answer your call.

Prerequisites: Aura class feature, ability to cast summon monster.

Benefit: When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting time of 1 round.

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Scholar

Source: Inner Sea World Guide

You have graduated from one of the many colleges, universities, and specialty schools of higher learning scattered throughout the Inner Sea region.

Benefit: Pick any two Knowledge skills. You gain a +2 bonus on these two skills. If you have 10 or more ranks in one of these Knowledge skills, the bonus increases to +4 for that skill.

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SchooledResolve

Prerequisites:Bravery class feature

Source: Blood Of The Night

Your intensive combat training to fight vampiric forces allows you to fight off their mental spells and effects using your resistance to fear.

Prerequisites: Bravery class feature.

Benefit: You add your bravery bonus on Will saves against mind-affecting spells and effects from vampires. This does not stack with the normal bravery bonus on saves against fear effects.

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Sea Legs

Prerequisites:Profession (sailor) 5 ranks

Source: Ultimate Combat

You have a sailor's instincts for moving about while aboard seagoing vessels.

Prerequisites: Profession (sailor) 5 ranks.

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

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Secret Signs

Prerequisites:Int 13

Source: Inner Sea World Guide

You are particularly adept at communicating with others via innuendo, gestures, and secret hand signs.

Prerequisites: Int 13.

Benefit: You gain a +4 bonus on Bluff checks made to pass secret messages. In addition, you are adept at hiding the somatic components of spellcasting. If you cast a spell that has only somatic components, an observer must make a Perception check opposed by your Sleight of Hand check to notice your spellcasting. Spellcraft checks made to identify any spell you cast that has somatic components take a -2 penalty.

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Seeds Ofdoubt

Prerequisites:Hex class feature, Divine Defiance

Source: Faiths & Philosophies

You have learned to plant the seeds of your own doubt in the minds of others by way of your hexes.

Prerequisites: Hex class feature,Divine Defiance.

Benefit: As long as a creature is subject to one of your hexes, it gains a +1 luck bonus on Will saving throws and can't help but doubt and resist divine magic. Whenever an affected creature is subject to a divine spell or spell-like ability granted by a divine spellcasting class, that creature must attempt a saving throw if at all possible, even if the effect is harmless, cast by an ally, or cast by the creature itself.

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Selective Channeling

Prerequisites:Cha 13, channel energy class feature

Source: PFRPG Core

You can choose whom to affect when you channel energy.

Prerequisites: Cha 13, channel energy class feature.

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

Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.

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Self-Sufficient

Source: PFRPG Core

You know how to get along in the wild and how to effectively treat wounds.

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

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Shade of the Uskwood

Prerequisites:Neutral evil, patron deity Zon-Kuthon

Source: Inner Sea World Guide

Ordained as one of the sinister albino druids who dwell within the heart of the Uskwood, you carry with you into the wider world a powerful effigy of hair, twigs, and blood that crawls with the deepening cold of the Midnight Lord's hallowed hunting grounds.

Prerequisites: Neutral evil, patron deity Zon-Kuthon.

Benefit: Add the following spells to your druid spell list. 0-disrupt undead, ray of frost; 1st-ghost sound, touch of fatigue; 2nd-chill touch, spectral hand; 3rd-ghoul touch, invisibility; 4th-displacement, ray of exhaustion; 5th-animate dead, phantasmal killer; 6th-nightmare, waves of fatigue; 7th-circle of death, shadow walk; 8th-mass invisibility, waves of exhaustion; 9th-horrid wilting, weird. Remove all spells with the fire descriptor from all your spell lists (not just your druid spell list). You cannot cast any spells with the fire descriptor, nor activate them off scrolls, wands, or any other magic devices. In addition, you may not use wild shape to take the form of any creature with the fire subtype.

Special: As part of this feat, you create a personal Umbrae-Token that ties your soul and your doings to the fell power of the Uskwood. This potent object is treated as a wooden unholy symbol that radiates faint necromancy magic. If your Umbrae-Token is ever destroyed, your connection to the shadowy heart of the Uskwood is severed and all benefits of this feat are lost until another is created. This process requires a journey to the Uskwood and an atonement spell cast by a fellow worshiper of Zon-Kuthon.

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Shadow Dodge

Prerequisites:Dex 13, worshiper of Norgorber

Source: Faiths Of Corruption

You use light and darkness to your advantage, confusing your enemies and confounding their senses.

Prerequisites: Dex 13, worshiper of Norgorber.

Benefit: You are able to use the light around you to move back and forth from shadow to light again, and your sudden shifting dazzles your enemies' eyes. By spending a number of feet (in 10-foot increments) when you use this feat to move from one square to another and back again, you gain a Dodge bonus to your AC. This bonus is equal to +1 for every 10 feet you spend moving like this. You do not provoke an attack of opportunity while using this ability. Enemies who do not use sight in order to pinpoint your location or who are otherwise able to locate you more precisely (such as creatures that possess blindsight, tremorsense, or true seeing) ignore this AC bonus. Likewise, this feat is ineffective in areas of darkness or bright light, where one cannot readily shift between light and shadow.

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Shadow Gambit

Prerequisites:Spell Focus (illusion), caster level 5th

Source: Inner Sea Magic

You can tap into the Plane of Shadow to momentarily lend reality to one of your illusion (figment) spells.

Prerequisites: Spell Focus (illusion), caster level 5th.

Benefit: As a standard action, you can draw upon energies from the Plane of Shadow to cause an ongoing figment spell you cast to damage a foe as if the illusion were real. The illusion must be one you retain ongoing control of, such as minor image, and the target must be both visible to you and within or adjacent to the area of your illusion. Using this feat immediately ends the figment's duration. You must either make a melee touch attack or give the target a saving throw (Fortitude or Reflex) to resist the damage (see below). If you choose a melee touch attack, you use your own melee touch attack bonus, and if you miss, the spell deals no damage. If you choose to allow the target a saving throw, a successful save means it takes half damage. The shadowy attack deals 1d6 points of damage per spell level. If the target disbelieves or sees through the illusion, reduce the damage by half. The shadowy attack can deal acid, bludgeoning, cold, electricity, fire, piercing, or slashing damage, but the damage must be appropriate to the illusion. For example, an illusory wall that collapses deals bludgeoning damage with a Fortitude save for half, an illusory swordsman strikes with a melee touch attack deals slashing damage, and an illusory wall of fire deals fire damage with a Reflex save for half.

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Shapeshifter Foil

Prerequisites:Knowledge (arcana) 5 ranks or Knowledge (nature) 5 ranks, ability to use any polymorph effect

Source: Ultimate Combat

Your command of shapeshifting magic can disrupt similar effects in others.

Prerequisites: Knowledge (arcana) 5 ranks or Knowledge (nature) 5 ranks, ability to use any polymorph effect.

Benefit: A creature you deal damage to has difficulty using or maintaining polymorph effects until the end your next turn. To use a polymorph effect it must make a concentration check (DC 15 + twice the level of the effect). If you deal damage to an opponent under a polymorph effect, that opponent must succeed at a Will saving throw (DC 10 + 1/2 your character level + your Wisdom modifier) or be forced back to its original form. If you score a critical hit against such an opponent, no saving throw is allowed.

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Shapeshifting Hunter

Prerequisites:Favored enemy class feature, wild shape class feature

Source: Ultimate Combat

You blend your knowledge of foes and your shapeshifting abilities together.

Prerequisites: Favored enemy class feature, wild shape class feature.

Benefit: Your levels of druid stack with your ranger levels for determining when you select your next favored enemy. Also, your ranger levels stack with your druid levels in determining the number of times per day you can use your wild shape class feature, up to a maximum of eight times per day.

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Shaping Focus

Prerequisites:Wild shape class feature, Knowledge (nature) 5 ranks

Source: Ultimate Magic

Your powers of shapeshifting outstrip your dabbling in the druidic faith.

Prerequisites: Wild shape class feature, Knowledge (nature) 5 ranks.

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

Special: This feat has no effect if you are not a multiclassed druid.

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Shared Judgment

Prerequisites:Second judgment class feature

Source: Ultimate Combat

You extend the benefits of your judgment to an ally.

Prerequisites: Second judgment class feature.

Benefit: You can pronounce a single judgment and extend its effects to one adjacent ally instead of pronouncing a second judgment. Similarly, once you have the third judgment class feature, you can pronounce a single judgment and extend its effects to two adjacent allies instead of pronouncing a second and third judgment. Alternatively, once you have the third judgment class feature, you can pronounce two judgments and extend the effects of one judgment to one adjacent ally instead of pronouncing a third judgment. Once an ally has gained the effects of your judgment, he need not remain adjacent to you to continue gaining that benefit. You can spend a free action to end this benefit for one or both allies. If your judgment bonus is suspended for you, it is suspended for all allies, but when it resumes, it does so for all allies.

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Sharp Senses

Prerequisites:Keen senses racial trait

Source: Advanced Player's Guide

Your senses are especially sharp, even for your kind.

Prerequisites: Keen senses racial trait.

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

Normal: The keen senses trait normally grants a +2 racial bonus on Perception skill checks.

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Shatter Resolve

Prerequisites:Channel negative energy class feature, worshiper of Urgathoa

Source: Faiths Of Corruption

Damaging a foe with negative energy causes despair.

Prerequisites: Channel negative energy class feature, worshiper of Urgathoa.

Benefit: When you damage a creature by channeling negative energy, you fill it with fear. A creature that is affected by your channel negative energy ability and fails its Will save to halve the damage also becomes shaken for a number of rounds equal to the number of dice used to calculate the damage caused by the channel energy ability (so if you deal 1d6 points of damage, the condition lasts 1 round; if 2d6 points of damage, then 2 rounds, and so on).

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Silent Performer

Prerequisites:Bardic performance class feature, Extra Performance, Master Performer, bard level 12th, Kitharodian Academy 15 TPA

Source: Faction Guide

You can use any bardic performance ability without making a sound.

Prerequisites: Bardic performance class feature, Extra Performance, Master Performer, bard level 12th, Kitharodian Academy 15 TPA.

Benefit: You can use your audible-component bardic performance as visual-component bardic performances. Any bardic ability used in this manner expends 4 times as many bardic performance rounds as normal.

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Sin Seer

Prerequisites:Detect undead paladin class feature

Source: Ultimate Magic

Unlike others who have taken the oath against undeath (see page 60), your preoccupation with the undead does not cloud your view of good and evil.

Prerequisites: Detect undead paladin class feature.

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

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Siphon Poison

Source: Champions Of Purity

You can remove poison from afflicted creatures.

Benefit: As a full-round action, you can remove an injury poison from a helpless or willing creature's bloodstream with a successful Heal check. The DC of this check is equal to the poison's DC. You can only draw out poison in this way within the first 2 rounds of when the target was poisoned. If the check is successful, the creature no longer suffers any additional effects from the poison. By performing this action, you do not risk poisoning yourself.

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Skeleton Summoner

Prerequisites:Spell Focus (necromancy), ability to cast summon monster

Source: Ultimate Magic

The walking dead respond to your call.

Prerequisites: Spell Focus (necromancy), ability to cast summon monster.

Benefit: Add "human skeleton" to the list of creatures you can summon with summon monster I and "human skeletal champion" to the list of creatures you can summon with summon monster III. Once per day, when you cast summon monster, you may summon a skeletal version of one of the creatures on that spell's summoning list (apply the skeleton template to that creature to create this monster).

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Skill Focus

Source: PFRPG Core

Choose a skill. You are particularly adept at that skill.

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

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

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Skilled Driver

Source: Ultimate Combat

Choose a type a type of vehicle (either air, land, or water). You are more skilled when driving that vehicle.

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

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Slayer's Knack

Prerequisites:Favored enemy class feature, base attack bonus +6

Source: Ultimate Combat

You know how to battle your favored enemies with such efficacy that any weapon you wield against them becomes more deadly.

Prerequisites: Favored enemy class feature, base attack bonus +6.

Benefit: When you take this feat, choose one of your favored enemy types. Against enemies of that type, the threat range of any weapon you wield is doubled. This effect does not stack with any other effect that expands a weapon's threat range.

Special: You can take this feat multiple times. Each time you take it, you choose a different favored enemy type.

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Small But Deadly

Prerequisites:Weapon Focus or natural weapon, Small size or smaller

Source: Kobolds Of Golarion

You have learned to make the most of certain weapons, despite your physical weakness.

Prerequisites: Weapon Focus or natural weapon, Small size or smaller.

Benefit: You ignore your Strength penalty to damage when making attacks with your racial natural weapons and weapons for which you have the Weapon Focus feat.

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Sneaking Precision

Prerequisites:Sneak attack class feature, Critical Focus, any critical feat, base attack bonus +9

Source: Ultimate Combat

Your knowledge of your enemies' vulnerable spots is especially punishing.

Prerequisites: Sneak attack class feature, Critical Focus, any critical feat, base attack bonus +9.

Benefit: Whenever you successfully sneak attack an opponent for a second time on your turn, you can spend a swift action to apply the effects of one critical feat you know to that opponent.

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Sorcerous Bloodstrike

Prerequisites:Cha 13, sorcerer bloodline class feature

Source: Ultimate Magic

You can regain power when you kill a creature.

Prerequisites: Cha 13, sorcerer bloodline class feature.

Benefit: Once per day, as an immediate action upon reducing a creature to 0 or fewer hit points with one of your sorcerer spells, you can regain one usage of a sorcerer bloodline power that has a limited number of uses per day. The slain creature must have at least half as many Hit Dice as your sorcerer level. You cannot use this feat to gain another usage of a bloodline power that you have not yet used today.

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Spear Dancer

Prerequisites:Weapon Focus (any twohanded reach weapon), Perform 4 ranks

Source: Faiths Of Purity

You incorporate a two-handed reach weapon into a dizzying martial dance.

Prerequisites: Weapon Focus (any twohanded reach weapon), Perform 4 ranks.

Benefit: Each time you hit a creature with a two-handed reach weapon that you have Weapon Focus in, the creature is dazzled for 1 round.

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Spell Bane

Prerequisites:Bane class feature

Source: Ultimate Combat

While your bane weapon is active, creatures that your bane affects find it more difficult to resist your spells.

Prerequisites: Bane class feature.

Benefit: While your bane class feature is affecting a creature type, the saving throw's DCs for your spells increase by +2 for creatures of that type.

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Spell Bluff

Prerequisites:Bluff 5 ranks, Spellcraft 5 ranks

Source: Ultimate Magic

You know the principles of arcane dueling, and when fighting other spellcasters, you have learned to hide the true nature of your spells until the last possible moment.

Prerequisites: Bluff 5 ranks, Spellcraft 5 ranks.

Benefit: If another spellcaster tries to counterspell your casting, she adds +4 to her Spellcraft DC when trying to determine your spell. Because you have studied how to mask the recognizable elements of your spellcasting, you gain a +2 bonus on your Spellcraft checks to identify and counter an opponent's spell if it is a spell you know or have in your spellbook.

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Spell Focus

Source: PFRPG Core

Choose a school of magic. Any spells you cast of that school are more difficult to resist.

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

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

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Spell Hex

Prerequisites:Major hex class feature

Source: Ultimate Magic

You can transform a 1st-level spell into a hex.

Prerequisites: Major hex class feature.

Benefit: Select one 1st-level spell in the class that grants you the major hex class feature. You can learn that spell as a hex, and can use that hex three times per day. This is a spell-like ability. You use your class level in the major-hex-granting class as your caster level for the spell hex. The spell hex uses your hex DC instead of its original spell DC. If the spell is a touch spell and you miss the creature, you cannot target the creature with that spell hex again for 24 hours. If the spell allows a saving throw to negate or take a partial effect from the spell, and the target succeeds at that saving throw, it cannot be affected by the spell hex for 24 hours, even if it is in the area of the spell hex.

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Spell Mastery

Prerequisites:1st-level wizard

Source: PFRPG Core

You have mastered a small handful of spells, and can prepare these spells without referencing your spellbooks at all.

Prerequisites: 1st-level wizard.

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

Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.

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Spell Penetration

Source: PFRPG Core

Your spells break through spell resistance more easily than most.

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

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Spell Perfection

Prerequisites:Spellcraft 15 ranks, at least three metamagic feats

Source: Advanced Player's Guide

You are unequaled at the casting of one particular spell.

Prerequisites: Spellcraft 15 ranks, at least three metamagic feats.

Benefit: Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.

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Spell Specialization

Prerequisites:Int 13, Spell Focus

Source: Ultimate Magic

Select one spell. You cast that spell with greater than normal power.

Prerequisites: Int 13, Spell Focus.

Benefit: Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell. Every time you gain an even level in the spellcasting class you chose your spell from, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell.

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

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Spellsong

Prerequisites:Cha 13, bardic performance class ability, able to cast 1st-level spells

Source: Ultimate Magic

You can blend the power of your performance and spellcasting.

Prerequisites: Cha 13, bardic performance class ability, able to cast 1st-level spells.

Benefit: You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell's casting time. Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.

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Spider Step

Prerequisites:Acrobatics 6 ranks, Climb 6 ranks, monk level 6th

Source: Advanced Player's Guide

Your physical mastery grants you an impossible stride.

Prerequisites: Acrobatics 6 ranks, Climb 6 ranks, monk level 6th.

Benefit: As a move action, you can move up to half your slow fall distance (maximum 50 feet) across a wall or ceiling or across ropes, branches, or even water or other surfaces that cannot support your weight. You must reach a solid, level surface by the end of your turn or you will fall.

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Spirit Vision

Prerequisites:Magic jar as a known spell or spell-like ability, Wis 15

Source: Demons Revisited

You retain your senses when seeking a possession target.

Prerequisites: Magic jar as a known spell or spell-like ability, Wis 15

Benefit: When you sense life forces while seeking a host, you can observe them as you could when you were in your own body. Attempting to possess a body is a standard action.

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Splintering Weapon

Prerequisites:Base attack bonus +1, proficient with weapon, weapon made of primitive material

Source: Ultimate Combat

Your fragile weapon works to your advantage, breaking off fragments in wounds you inf lict.

Prerequisites: Base attack bonus +1, proficient with weapon, weapon made of primitive material.

Benefit: Whenever you use a melee or thrown weapon with the fragile weapon feature (page 146) or similar quality and hit an opponent, you can give your weapon the broken condition to deal that opponent 1d4 points of bleed damage.

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Split Hex

Prerequisites:Witch level 10th

Source: Ultimate Magic

You can split the effect of one of your targeted hexes, affecting another creature you can see.

Prerequisites: Witch level 10th.

Benefit: When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can choose another creature within 30 feet of the first target to also be targeted by the hex.

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Split Major Hex

Prerequisites:Split hex, caster level 18th

Source: Ultimate Magic

You can split the effect of one of your targeted hexes, affecting another creature you can see.

Prerequisites: Split hex, caster level 18th.

Benefit: When you use one of your major hexes (not a grand hex) that targets a creature, you can choose another creature within 30 feet of the first target to also be targeted by the major hex.

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Spontaneous Metafocus

Prerequisites:Cha 13, one metamagic feat, able to spontaneously cast spells

Source: Ultimate Magic

You can focus to combine one of your known spells and metamagic feats.

Prerequisites: Cha 13, one metamagic feat, able to spontaneously cast spells.

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

Special: You can take this feat multiple times. Each time you select this feat, choose a new spell that you can cast spontaneously; the feat applies to that spell.

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Squash Flat

Prerequisites:Improved Bull Rush, Merciless Rush, worshiper of Rovagug

Source: Faiths Of Corruption

You are able to bull rush an opponent straight to the ground.

Prerequisites: Improved Bull Rush, Merciless Rush, worshiper of Rovagug.

Benefit: Whenever you make a bull rush attack and your check exceeds the target's CMD by 5 or more, you can choose to expend one of the increments of 5 feet you would normally move the target back to instead attempt to trip the target as a part of your bull rush action. This does not provoke an attack of opportunity.

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Stalwart

Prerequisites:Diehard, Endurance, base attack bonus +4

Source: Ultimate Combat

You adopt a defensive stance that allows you to absorb and redirect hits.

Prerequisites: Diehard, Endurance, base attack bonus +4.

Benefit: While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount of DR, to a maximum of DR 5/-, until the start of your next turn. This damage reduction stacks with DR you gain from class features, such as the barbarian's, but not with DR from any other source. If you are denied your Dexterity bonus to AC, you are also denied this DR.

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Starlight Summons

Prerequisites:Spell Focus (conjuration), able to cast summon nature's ally

Source: Ultimate Magic

Your summoned minions slink along under the shadows of the stars.

Prerequisites: Spell Focus (conjuration), able to cast summon nature's ally.

Benefit: Creatures you summon gain the Blind-Fight feat, a +5 bonus to Perception and Stealth checks in dim light or darkness, and their natural weapons are treated as cold iron for overcoming damage reduction.

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Steadfast Mind

Prerequisites:Cha 15, Int 15, or Wis 15 (see special)

Source: Pathfinder Society Primer

You can concentrate even in the direst circumstances, and know how to retain your magic even when it would otherwise be wasted.

Prerequisites: Cha 15, Int 15, or Wis 15 (see special).

Benefit: Whenever you fail a concentration check while casting defensively and would normally lose a prepared spell or spell slot, you may attempt a Will save (DC = 15 + spell level) to retain the spell as though you had not attempted to cast it. The failed concentration check still results in the spell's failure, even if the spell is retained.

Special: To gain the benef its of this feat, you must meet the prerequisite that matches the ability score you use to determine your save DCs, bonus spells per day, and ability to cast spells of a given level. If you gain spells from multiple classes, you must meet the prerequisite ability score for each class to gain the benef its of this feat when casting spells from that class's spell list.

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Stealthy

Source: PFRPG Core

You are good at avoiding unwanted attention and slipping out of bonds.

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

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Stoic

Prerequisites:Iron Will

Source: Inner Sea World Guide

You know from firsthand experience that life is a series of unforgiving trials, and that fear itself is something that can be conquered.

Prerequisites: Iron Will.

Benefit: You gain a +1 bonus on all saving throws against fear effects. If you successfully save against any fear effect, you are immune to further fear effects from that source for 24 hours.

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Stone Read

Prerequisites:Knowledge (dungeoneering) 4 ranks

Source: Faiths Of Purity

Even the faint movement and vibrations of stone can alert you to trouble.

Prerequisites: Knowledge (dungeoneering) 4 ranks.

Benefit: While within a primarily underground or mountainous environment, you gain a +2 bonus on Perception checks. If you have 10 or more ranks in Knowledge (dungeoneering), the bonus increases to +4.

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Stone Sense

Prerequisites:Improved Stonecunning, Perception 10 ranks

Source: Advanced Player's Guide

You can feel movement in the very earth and stones around you.

Prerequisites: Improved Stonecunning, Perception 10 ranks.

Benefit: You gain tremorsense to a range of 10 feet.

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Storm-Lashed

Source: Inner Sea World Guide

A life spent enduring gales and storms has hardened your body to the elements.

Benefit: You can ignore many of the effects of severe weather. In rainy conditions, your visibility is only reduced by one-quarter (not by half ) and you only take a -2 penalty on Perception checks. You are treated as if you were one size category larger for the purpose of wind effects, and halve any penalty to Perception caused by high winds. Finally, you gain a +2 bonus on all saving throws against electrical effects.

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Strong Comeback

Source: Ultimate Combat

You learn quickly from past mistakes.

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

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Summoner's Call

Prerequisites:Eidolon class feature

Source: Advanced Player's Guide

Whenever you summon your eidolon, it is more powerful for a brief period of time.

Prerequisites: Eidolon class feature.

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

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Sunlight Summons

Prerequisites:Spell Focus (conjuration), able to cast summon nature's ally

Source: Ultimate Magic

Your summoned minions shine with the power of the sun.

Prerequisites: Spell Focus (conjuration), able to cast summon nature's ally.

Benefit: Creatures that you summon shed light as a light spell. They are immune to blinding or dazzling effects, and their natural weapons are treated as magical for overcoming damage reduction.

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Sunlit Strike

Prerequisites:Arcane Strike, able to prepare or cast sunlight

Source: Blood Of Angels

Your melee blows deal extra damage to creatures sensitive to light, making you adept at hunting foul monsters of the night.

Prerequisites: Arcane Strike, able to prepare or cast sunlight.

Benefit: Whenever you successfully hit an enemy that is vulnerable to light (such as by the light blindness, light sensitivity, or sunlight powerlessness universal monster rules) with a melee weapon you've imbued with your Arcane Strike feat, you deal an additional 1d6 points of damage to the target of your attack. The struck creature must also succeed at a Fortitude saving throw (DC 10 + your character level + your Strength modifier) or become staggered for 1 round.

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Superior Summoning

Prerequisites:Augment Summoning, caster level 3rd

Source: Ultimate Magic

You can summon more creatures.

Prerequisites: Augment Summoning, caster level 3rd.

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

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Sure Grasp

Prerequisites:Climb 1 rank

Source: Ultimate Combat

Your quick ref lexes and skill at climbing keep you from falling to your doom.

Prerequisites: Climb 1 rank.

Benefit: Roll twice while climbing or when making a Ref lex save to avoid falling, and take the higher result.

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Survivor

Prerequisites:Con 13, Diehard, Endurance

Source: Inner Sea World Guide

Only the strong thrive in your homeland, and you are no weakling, even among your kin.

Prerequisites: Con 13, Diehard, Endurance.

Benefit: You gain a +5 bonus on all Constitution checks made to stabilize while dying. Once per day, if you are struck by a critical hit or sneak attack, you can spend an immediate action to negate the critical or the sneak attack damage, making the attack a normal hit.

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Tapestry Traveler

Prerequisites:Character level 5th

Source: Pathfinder Society Primer

Your many visits to the Hao Jin Tapestry demiplane have made you an expert in long-distance travel.

Prerequisites: Character level 5th.

Benefit: You cast spells of the teleportation subschool as though your caster level were 2 higher, and you treat yourself as one step more familiar when teleporting to an established Pathfinder lodge with the teleport spell. If you can teleport as a supernatural ability, you treat your class level as if it were 2 higher when calculating the total distance that you can travel with this ability.

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Taunt

Prerequisites:Cha 13, Small size or smaller

Source: Advanced Player's Guide

You may be small, but your remarks cut others down to size.

Prerequisites: Cha 13, Small size or smaller.

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

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Tenacious Transmutation

Prerequisites:Spell Focus (transmutation)

Source: Advanced Player's Guide

Your mastery of the magic of changing makes your transmutations more durable.

Prerequisites: Spell Focus (transmutation).

Benefit: The DC of caster level checks to dispel or remove your transmutations increases by 2; even if the spell is negated, its effects persist for 1 additional round before dissipating.

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Theurgy

Prerequisites:Wis 13, Int or Cha 13, able to cast 1st-level arcane spells, able to cast 1st-level divine spells

Source: Ultimate Magic

You can blend the power of arcane and divine magic.

Prerequisites: Wis 13, Int or Cha 13, able to cast 1st-level arcane spells, able to cast 1st-level divine spells.

Benefit: You can augment the power of your divine spells with arcane energy and augment your arcane spells with divine energy. When casting a divine spell, you may sacrifice an arcane spell slot or arcane prepared spell of that spell's level or higher as a swift action. The caster level for that divine spell increases by +1. When casting an arcane spell, you may sacrifice a divine spell slot or prepared divine spell of the same or higher level as a swift action. Half the damage dealt by the arcane spell becomes holy (if you channel positive energy) or unholy (if you channel negative energy).

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Thoughtful Discernment

Prerequisites:Discern lies class feature

Source: Ultimate Magic

Thinking back, you discover a lie in what you once thought to be words of truth.

Prerequisites: Discern lies class feature.

Benefit: Once per day as a free action, you can think back about a single statement you heard in the last day and determine if it was a lie. This acts like the discern lies spell, but instead of affecting a creature, it affects a single statement a creature has made. For example, if the king told you, "My daughter is in the monster's dungeon" before you left to find her, as long as the king said that to you within the past day, you can use this feat to determine whether or not the king deliberately and knowingly lied to you when he made that statement.

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Thunder And Fang

Prerequisites:Str 15, Two-Weapon Fighting, Weapon Focus (earth breaker), Weapon Focus (klar)

Source: Varisia

You have mastered the ancient Shoanti Thunder and Fang fighting style, allowing you to fight with increased effectiveness when wielding an earth breaker and klar.

Prerequisites: Str 15, Two-Weapon Fighting, Weapon Focus (earth breaker), Weapon Focus (klar)

Benefit: You can use an earth breaker as though it were a one-handed weapon. When using an earth breaker in one hand and a klar in your off hand, you retain the shield bonus your klar grants to your Armor Class even when you use it to attack. Treat your klar as a light weapon for the purposes of determining your two-weapon fighting penalty.

Normal: An earth breaker is a two-handed weapon, preventing the use of a klar in one hand without imposing penalties for using the earth breaker one-handed. A klar can be used either as a one-handed weapon or a shield; it does not grant a bonus to AC during rounds in which it is used as a weapon.

Special: This is a combat feat, and may be selected with class features that grant bonus combat feats.

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TORCH HANDLING

Source: Dungeoneer's Handbook

In your grasp, a simple torch becomes a beacon.

Benefit: You gain three benefits upon taking this feat. First, you treat torches as simple weapons. Second, the radius of normal and increased illumination shed by any torch or mundane light source you carry increases by 10 feet. Finally, once per day you may reroll a single saving throw to resist any effect that would otherwise extinguish your light source, such as having water thrown at you, being targeted by a quench spell, and so on.

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Totem Spirit

Prerequisites:Member of a Shoanti tribe

Source: Inner Sea World Guide

You are mystically tied to your tribe's sacred totem.

Prerequisites: Member of a Shoanti tribe.

Benefit: The benefit granted by this feat depends on which Shoanti tribe you belong to: Lyrune-Quah (Moon Clan): You gain a +1 bonus on Will saves and a +2 bonus on Perception checks. Shadde-Quah (Axe Clan): If you have the rage ability, you can rage for 3 additional rounds per day. You also gain a +2 bonus on Intimidate checks. Shriikirri-Quah (Hawk Clan): You gain a +2 bonus on Initiative checks and a +2 bonus on Ride checks. Shundar-Quah (Spire Clan): You gain a +1 bonus on Fortitude saves and a +2 bonus on Perception checks. Sklar-Quah (Sun Clan): You gain a +1 bonus on Ref lex saves and a +2 bonus on Acrobatics checks. Skoan-Quah (Skull Clan): You gain a +2 bonus on weapon damage against undead and a +2 bonus on Heal checks. Tamiir-Quah (Wind Clan): Your base land speed increases by 5 feet. You also gain a +2 bonus on Acrobatics checks.

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Touched By Sacred Fire

Prerequisites:Endurance, Risen Guard rank, Risen Guard 15 TPA

Source: Faction Guide

Regular contact with an elemental guardian of the Ruby Prince (such as Khemet's invisible fire elemental cohort Janhelia) has left you able to shrug off many sources of unnatural heat, even if the effort required sometimes makes it difficult to defend yourself from attacks.

Prerequisites: Endurance, Risen Guard rank, Risen Guard 15 TPA.

Benefit: You gain fire resistance 5 and a +2 bonus on all saving throws to resist the effects of fire or heat. As a swift action, you can increase your fire resistance to 10 and your save bonus to +4 until your next turn; this causes you to lose your Dexterity bonus to Armor Class until your next turn (which leaves you vulnerable to sneak attacks).

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Toughness

Source: PFRPG Core

You have enhanced physical stamina.

Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

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Toxic Stench

Prerequisites:Stench universal monster ability, immunity to poison, Improved Stench, Toughness

Source: Demons Revisited

Your stench is poisonous.

Prerequisites: Stench universal monster ability, immunity to poison, Improved Stench, Toughness

Benefit: The first round a creature is affected by your stench, it must also make a successful Fortitude save against the same DC to resist becoming poisoned. If you have 10 or fewer HD, this poison is identical to insanity mist; if you have 11 or more HD, the poison also adds confusion for 1 round to its effects.

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Trapper's Setup

Prerequisites:Craft (traps) 5 ranks

Source: Ultimate Combat

You have an instinct for waiting until just the right moment to spring a hazard or trap.

Prerequisites: Craft (traps) 5 ranks.

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

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Tribal Scars

Prerequisites:Member of a Mammoth Lords tribe or following

Source: People Of The North

You endured the grueling coming-of-age rituals of your tribe or following, and proudly bear the scars that grant you the blessings of your tribe's ancestors or totem.

Prerequisites: Member of a Mammoth Lords tribe or following.

Benefit: You gain 6 hit points. In addition, you gain another benefit, depending on which Mammoth Lords following you belong to. Bearpelt: You gain a +1 bonus on Fortitude saves and a +2 bonus on Intimidate checks. Greattusk: You gain a +2 bonus on combat maneuver checks to make bull rush or overrun maneuvers and a +2 bonus on Ride checks. Ice Chasm: You gain a +1 bonus on Reflex saves and a +2 bonus on Climb checks. Night Hunt: You gain a +2 bonus on Perception and Survival checks. Raptorscale: Your base land speed increases by 5 feet, and you gain a +2 bonus on Acrobatics checks. Slothjaw: You gain a +1 bonus on Will saves and a +2 bonus on Handle Animal checks.

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Turn Undead

Prerequisites:Channel positive energy class feature

Source: PFRPG Core

Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.

Prerequisites: Channel positive energy class feature.

Benefit: You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).

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Ultimate Mercy

Prerequisites:Cha 19, Greater Mercy, lay on hands, mercy class feature

Source: Ultimate Magic

By using lay on hands, you can bring the dead back to life.

Prerequisites: Cha 19, Greater Mercy, lay on hands, mercy class feature.

Benefit: You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with a caster level equal to your paladin level. You must provide the material component for raise dead or choose to accept 1 temporary negative level; this level automatically goes away after 24 hours, never becomes a permanent negative level, and cannot be overcome in any way except by waiting for the duration to expire.

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Ultimate Resolve

Prerequisites:Aura of resolve class feature

Source: Ultimate Magic

Your aura of resolve does not fall with you.

Prerequisites: Aura of resolve class feature.

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

Normal: The aura of resolve affects each ally within 10 feet, and ends when you fall unconscious.

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Uncanny Activation

Prerequisites:Use Magic Device 12 ranks

Source: Pathfinder Society Primer

You can coax greater power out of magical devices.

Prerequisites: Use Magic Device 12 ranks.

Benefit: If you exceed the Use Magic Device DC to activate a spell completion or spell trigger item by 5 or more, you can increase the item's caster level by 1 for determining the spell's effect. Alternatively, if you exceed the Use Magic Device DC by 10 or more when activating a magic item with charges, you can expend an additional charge to increase the caster level by 2 levels. Regardless, you can't increase an item's caster level to one that is higher than your own caster level.

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Uncanny Alertness

Prerequisites:Alertness

Source: Ultimate Magic

Your research into arcana and the nature of reality has given you heightened senses.

Prerequisites: Alertness.

Benefit: This feat gives you an additional +1 bonus on Perception and Sense Motive checks, and you gain a +2 bonus on saving throws against sleep and charm effects.

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Uncanny Concentration

Prerequisites:Combat Casting

Source: Ultimate Magic

You have learned to enter a deeper state when casting spells, allowing you to shrug off distractions, damage, weather effects, and even the effects of other spells.

Prerequisites: Combat Casting.

Benefit: You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration checks.

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Undead Master

Prerequisites:Spell focus (necromancy), the ability to cast animate dead or command undead

Source: Ultimate Magic

You can marshal vast armies of the undead to serve you.

Prerequisites: Spell focus (necromancy), the ability to cast animate dead or command undead.

Benefit: When you cast animate dead or use the Command Undead feat, you are considered to be four levels higher when determining the number of Hit Dice you animate. When you cast command undead, your duration is doubled.

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Undermining Exploit

Prerequisites:Knowledge (dungeoneering) 4 ranks

Source: Faiths Of Purity

Your familiarity with earth and stone gives you a distinct advantage on rocky battlefields.

Prerequisites: Knowledge (dungeoneering) 4 ranks.

Benefit: You gain a +4 insight bonus on combat maneuvers against opponents that are located in rocky, difficult terrain.

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Unsanctioned Detection

Prerequisites:Detect evil class feature

Source: Ultimate Magic

You can focus your ability to detect evil for more practical or mundane purposes

Prerequisites: Detect evil class feature.

Benefit: As a swift action, you can focus the clarity granted by your detect evil ability to heighten your awareness of other things. This gives you a +10 sacred bonus on Perception and Sense Motive checks for one round. This expends your use of the detect evil class ability for the next 24 hours.

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Unsanctioned Knowledge

Prerequisites:Int 13, ability to cast 1st-level paladin spells

Source: Ultimate Magic

You have searched though forbidden texts and are privy to powerful but proscribed magic.

Prerequisites: Int 13, ability to cast 1st-level paladin spells.

Benefit: Pick one 1st-level spell, one 2nd-level spell, one 3rd-level spell, and one 4th-level spell from the bard, cleric, inquisitor, or oracle spell lists. Add these spells to your paladin spell list as paladin spells of the appropriate level. Once chosen, these spells cannot be changed.

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Varisian Tattoo

Prerequisites:Spell Focus

Source: Inner Sea World Guide

You bear intricate tattoos that inspire and empower your natural magic ability. These tattoos mark you as a worker of the ancient traditions of Varisian magic. A Varisian tattoo typically consists of a long string of complex characters from the Thassilonian alphabet.

Prerequisites: Spell Focus.

Benefit: Select a school of magic (other than divination) in which you have Spell Focus-you cast spells from this school at +1 caster level. Additionally, you gain a single spell-like ability usable up to three times per day. The spelllike ability gained (and its Varisian name) are as follows: Abjuration (avidais): resistance Conjuration (idolis): acid splash Enchantment (carnasia): daze Evocation (ragario): dancing lights Illusion (vangloris): ghost sound Necromancy (voratalo): touch of fatigue Transmutation (avaria): mage hand

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Verbose Performer

Prerequisites:Bardic performance class feature, Extra Performance, Master Performer, bard level 8th, Kitharodian Academy 15 TPA

Source: Faction Guide

The range of your bardic performances increases.

Prerequisites: Bardic performance class feature, Extra Performance, Master Performer, bard level 8th, Kitharodian Academy 15 TPA.

Benefit: Double the range of any bardic performance ability that possesses a range in the ability description.

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Vermin Heart

Prerequisites:Wild empathy class feature

Source: Advanced Player's Guide

You have a special bond with things that creep, crawl, skitter, and sting.

Prerequisites: Wild empathy class feature.

Benefit: You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to inf luence vermin as easily as you inf luence animals.

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Versatile Channeler

Prerequisites:Channel energy class feature, necromancer or neutrally aligned cleric (see below)

Source: Ultimate Magic

You can choose to channel positive and negative energy.

Prerequisites: Channel energy class feature, necromancer or neutrally aligned cleric (see below).

Benefit: You may make a choice whenever you use your channel energy class feature. If you normally channel positive energy, you may choose to channel negative energy as if your effective cleric level were 2 levels lower than normal. If you normally channel negative energy, you may choose to channel positive energy as if your effective cleric level were 2 levels lower than normal. Having this feat means you qualify for feats and abilities that have "channel positive energy" or "channel negative energy" as a prerequisite (for example, you qualify for the Command Undead feat and the Turn Undead feat).

Note: This feat only applies to necromancers, neutral clerics who worship neutral deities, or neutral clerics who do not worship a deity-characters who have the channel energy class ability and have to make a choice to channel positive or negative energy at 1st level. Clerics whose alignment or deity makes this choice for them cannot select this feat.

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Versatile Spontaneity

Prerequisites:Int 13 or Wis 13 (see Special), ability to spontaneously cast 2nd-level spells

Source: Pathfinder Society Primer

You made a good name for yourself in the Pathf inder Society in part because you knew how to prepare for the challenges before you, even if your natural magical abilities lend themselves less to preparation and more to spontaneity.

Prerequisites: Int 13 or Wis 13 (see Special), ability to spontaneously cast 2nd-level spells.

Benefit: When you regain spell slots at the start of the day, you may opt to prepare one spell you don't know in place of a daily spell slot 1 level higher than the prepared spell's level. To do so, you must have access to the selected spell on a scroll or in a spellbook, and the spell must be on your spell list (even if it is not one of your spells known). This process takes 10 minutes per spell level of the selected spell. You can cast the selected spell a single time, expending the spell slot as though it were a known spell being cast by you. Preparing a spell in this manner expends a scroll but not a spellbook. A spell prepared in this way is considered its actual level rather than the level of the spell slot expended. You can apply metamagic feats to the spell as normal, as long as the spell's actual level plus the increases from metamagic feats is 1 level lower than the highest-level spell you can cast. For example, a 12th-level sorcerer with this feat, a scroll of fireball, and the Empower Spell metamagic feat could prepare an empowered fireball spell in her 6th-level spell slot.

Special: If you spontaneously cast arcane spells, you must have an Intelligence score of at least 13 to take this feat. If you spontaneously cast divine spells, you must have a Wisdom score of at least 13 to take this feat. If you have both arcane and divine spellcasting classes, you can use this feat to prepare a spell using a given class's spell slot as long as you meet the associated ability score prerequisite.

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Vigilant Eidolon

Prerequisites:Eidolon class feature

Source: Ultimate Magic

Your eidolon is highly observant, and its link with you increases your own watchfulness.

Prerequisites: Eidolon class feature.

Benefit: While your eidolon is within your reach, you gain a +4 bonus on Perception checks. If you have 10 or more ranks in Perception, this bonus increases to +8. This does not apply if your eidolon is helpless or unconscious.

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Voice of the Sibyl

Prerequisites:Cha 15

Source: Ultimate Magic

Your voice is strangely compelling.

Prerequisites: Cha 15.

Benefit: You get a +1 bonus on all Bluff, Diplomacy, and Perform (oratory) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +3 for that skill. You do not get these bonuses if you do not use your voice when using the skill (such as using Bluff to feint in combat).

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Wand Dancer

Prerequisites:Dex 13, Dodge, Mobility, Perform (dance) 5 ranks

Source: Inner Sea World Guide

You are trained in a tradition of Garundi courtesans and court mages that melds dance with the use of magic wands.

Prerequisites: Dex 13, Dodge, Mobility, Perform (dance) 5 ranks.

Benefit: When using a spell trigger item, you can move both before and after triggering the item, as long as the total distance moved is not greater than your speed. Choose one creature potentially affected by your spell trigger item. Your movement does not provoke attacks of opportunity from that creature only. You must move at least 5 feet before and after using your spell trigger item to utilize this feat.

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Warrior Priest

Prerequisites:Ability to cast divine spells, domain or mystery class feature

Source: Ultimate Magic

Your religion is both a shield and a weapon in battle.

Prerequisites: Ability to cast divine spells, domain or mystery class feature.

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

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Weather Eye

Prerequisites:Survival 3 ranks, must worship nature

Source: Faiths & Philosophies

Your constant attention to the natural order and your place in it has given you a keen sense for the ebb and flow of the seasons.

Prerequisites: Survival 3 ranks, must worship nature.

Benefit: You gain a +4 bonus on Survival checks made to predict the weather. You gain a +1 bonus on saving throws to avoid the effects of extreme weather.

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Whispered Knowledge

Prerequisites:Corporeal undead, Whispering Way 15 TPA

Source: Faction Guide

You possess secret knowledge that enhances and helps perfect your undead form.

Prerequisites: Corporeal undead, Whispering Way 15 TPA.

Benefit: Choose one of the following secrets: Secret of Blood: After successfully dealing damage to a living creature with a melee attack, you can consume that creature's blood from your weapon as a swift action, gaining 1d8 temporary hit points, a +2 enhancement bonus to Strength, and a +1 bonus to your caster level. This lasts 10 minutes per Hit Die of your target, and otherwise acts as a death knell spell. Secret of Bone: Your bones harden and calcify. You gain DR 5/bludgeoning. Secret of Brains: As secret of blood, but you gain a +2 enhancement bonus to your Intelligence instead of Strength. This ability has no effect on mindless targets. Secret of the Grave: You can designate an unholy container for your remains, such as a coffin, canopic jar, or burial urn. When in this container and not taking any actions, you gain fast healing 5.

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

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Wild Speech

Prerequisites:Druid level 6th, wild shape class feature

Source: Ultimate Magic

You speak with the tongue of men and beasts.

Prerequisites: Druid level 6th, wild shape class feature.

Benefit: When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally in any language you know. This allows you to cast spells with verbal components, speak command words, and activate spell completion and spell trigger items. However, it does not give you the ability to cast spells requiring somatic components unless you also have the Natural Spell feat, or cast spells with material components merged into your form. When using wild shape to take the form of an animal, you may use speak with animals to communicate with animals of your assumed form. This is a spell-like ability with a caster level equal to your druid level, and you may use it for a number of minutes per day equal to your druid level. These minutes do not have to be consecutive, but must be used in one-minute increments.

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Witch Knife

Prerequisites:Witch class

Source: Ultimate Magic

You empower your witch spells by incorporating the use of a special ceremonial knife during your castings.

Prerequisites: Witch class.

Benefit: Each day, when you prepare your spells, you can select a masterwork or magical dagger, transforming it into a witch knife, which serves as an additional focus component for witch patron spells. Add +1 to the DC of all your patron spells.

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Word of Healing

Prerequisites:Lay on hands class feature

Source: Ultimate Magic

Using the same divine energy as your lay on hands ability, you can heal others at a distance.

Prerequisites: Lay on hands class feature.

Benefit: You may use your lay on hands to heal another creature at a range of 30 feet as a standard action that does not provoke an attack of opportunity. You must be able to speak and have a free hand to use this ability. The target heals half the amount they would have healed if you had touched them, but gains the benef its of your mercies as normal.

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Worldwound Walker

Prerequisites:5 or more Hit Dice, good alignment

Source: Champions Of Purity

Your purity always remains a blessing, even when you're surrounded by creatures that despise it.

Prerequisites: 5 or more Hit Dice, good alignment.

Benefit: You can alter the essence of your being to lessen the effects of spells designed to harm good creatures. When affected by spells and effects that behave differently according to alignment (such as unholy word or protection from good), you can choose whether you are considered good or neutral. This ability does not actually change your alignment or fool divinations, nor does it permit you to overcome alignment requirements for the use of magic items, class abilities, and so on.

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Companion & Familiar Feats

12 feats

Boon Companion

Prerequisites:Animal companion or familiar class feature

Source: Animal Archive

Your bond with your animal companion or familiar is unusually close.

Prerequisites: Animal companion or familiar class feature.

Benefit: The abilities of your animal companion or familiar are calculated as though your class were 4 levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar that has received this benefit, you may apply this feat to the replacement creature.

Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.

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Critical Conduit

Prerequisites:Deliver touch spells ability, familiar

Source: Animal Archive

You are deadly when delivering your master's magic.

Prerequisites: Deliver touch spells ability, familiar.

Benefit: When delivering a touch spell for your master, the critical threat range of your touch attack is doubled. This feat does not stack with Improved Critical or other effects that increase critical threat range.

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Extra Item Slot

Prerequisites:Non-humanoid body shape

Source: Animal Archive

You are able to wear magic items more easily than other creatures of your kind.

Prerequisites: Non-humanoid body shape.

Benefit: Choose one magic item slot not normally available to creatures with your shape. You can now use magic items in that slot.

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Familiar Focus

Prerequisites:Familiar

Source: Animal Archive

You are closely connected to your master's powers.

Prerequisites: Familiar.

Benefit: Whenever your master targets you with a harmless spell or spell-like ability, your master's effective caster level for the effect is increased by 1.

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Jumper

Prerequisites:Acrobatics 1 rank, creature type other than humanoid or outsider

Source: Animal Archive

You are a natural leaper.

Prerequisites: Acrobatics 1 rank, creature type other than humanoid or outsider.

Benefit: You always count as having a running start when making jump checks using Acrobatics. Acrobatics becomes a class skill for you.

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Lithe Attacker

Prerequisites:Narrow Frame, Escape Artist 5 ranks, animal or magical beast

Source: Animal Archive

Your unmatched grace allows you to strike even from the tightest crevices.

Prerequisites: Narrow Frame, Escape Artist 5 ranks, animal or magical beast.

Benefit: You can attack from nooks and crannies, even while using Escape Artist to squeeze through or into a narrow space less than half as wide as your normal space, and you do not lose your Dexterity bonus to AC while using Escape Artist to squeeze through or into a narrow space. You still take a -4 penalty to AC while using Escape Artist in this way.

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Master ofYour Kind

Prerequisites:Familiar, speak with animals of its kind ability

Source: Animal Archive

When you speak to other animals of your kind, you can influence them to act according to your wishes and those of your master.

Prerequisites: Familiar, speak with animals of its kind ability.

Benefit: Your master gains a +2 bonus on Handle Animal checks with animals of your kind. In addition, once per day you can use animal messenger, animal trance, or charm animal as a spell-like ability, using your master's caster level but your own Charisma modifier. These abilities affect only animals of your kind, and you gain only one use of this ability per day (not one of each ability); however, you can gain one additional use of any one of these three abilities by having your master sacrifice a prepared spell or spell slot of the same level or higher as a standard action.

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Narrow Frame

Prerequisites:Escape Artist 1 rank, animal or magical beast

Source: Animal Archive

Your excellent coordination allows you to maneuver better in close quarters.

Prerequisites: Escape Artist 1 rank, animal or magical beast.

Benefit: You do not take penalties on your attack rolls or to your AC for squeezing through a narrow space that is at least half as wide as your normal space, though each move into or through a narrow space still counts as if it were 2 squares.

Normal: You take a -4 penalty on attack rolls and a -4 penalty to AC while squeezing.

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Spell Sponge

Prerequisites:Animal companion or familiar, share spells ability

Source: Animal Archive

Your mystical connection with your spellcasting master attunes you to helpful magical effects.

Prerequisites: Animal companion or familiar, share spells ability.

Benefit: Whenever your master targets you with a harmless spell with a target of "you," the spell's duration is doubled as if modified by the Extend Spell metamagic feat. This does not affect spells with a duration of concentration, instantaneous, or permanent, or spells already modified by Extend Spell.

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Stable Gallop

Prerequisites:Animal or magical beast

Source: Animal Archive

You run with a smooth and steady gait.

Prerequisites: Animal or magical beast.

Benefit: Your AC penalty when charging is halved. The penalties on ranged attacks made by your rider are reduced by 1 when you take a double move and by 2 when you run (minimum penalty of 0). Your rider gains a +4 bonus on concentration checks caused by your motion.

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Sure-Footed

Prerequisites:Quadruped animal or magical beast

Source: Animal Archive

Your footing is secure in unstable terrain.

Prerequisites: Quadruped animal or magical beast.

Benefit: You gain a +2 bonus on Acrobatics checks to keep your balance and Reflex saves to avoid falling. You can move at a normal speed on steep slopes and stairs and do not risk falling when running or charging downhill.

Normal: Moving uphill costs 2 squares of movement to enter each square of steep slope. Running or charging downhill requires a successful DC 10 Acrobatics check (or DC 10 Ride check for mounted characters) or you risk falling (Pathfinder RPG Core Rulebook 428).

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Valiant Steed

Prerequisites:Animal or magical beast

Source: Animal Archive

Your courage is unnaturally strong.

Prerequisites: Animal or magical beast.

Benefit: You gain a +4 morale bonus on saves against fear and emotion effects. If you can serve as a mount, your rider gains a +4 morale bonus on Handle Animal, Ride, and wild empathy checks to force you within range of a creature with the unnatural aura universal monster rule. In addition, the DC to push you with the Handle Animal skill does not increase if you are wounded or have taken any nonlethal damage or ability score damage.

Normal: The DC to push an animal increases by 2 if the animal is wounded or has taken any nonlethal damage or ability score damage.

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Grit Feats

12 feats

Blowout Shot Deed (Grit)

Prerequisites:Craft (alchemy) 3 ranks, grit class feature or Amateur GunslingerUC feat

Source: Magical Marketplace

By using a specially prepared mix of reagents, you can create concussive blasts with your firearm.

Prerequisites: Craft (alchemy) 3 ranks, grit class feature or Amateur GunslingerUC feat.

Benefit: Spend 1 grit point to retrieve a specially prepared dose of black powder from your person. The next time you use the firearm you've loaded with this special black powder, the concussive blast knocks you back 5 feet from the direction at which you were aiming. If there is no available space behind you, you brace yourself against the obstacle and do not move from your square. Any creatures within the first range increment of the firearm struck by this attack take damage as normal and must succeed at a Ref lex save (DC = 10 + 1/2 your gunslinger level + your Int modifier) or be pushed back 10 feet. Creatures within two range increments are pushed back 5 feet, while creatures farther away than this are unaffected by the concussive blast.

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Deft Shootist Deed (Grit)

Prerequisites:Grit class feature or Amateur Gunslinger feat, Dodge, Mobility

Source: Ultimate Combat

You keep an eye out while focusing on your weapon, allowing you to avoid attacks while shooting and reloading firearms.

Prerequisites: Grit class feature or Amateur Gunslinger feat, Dodge, Mobility.

Benefit: As long as you have at least 1 grit point, you do not provoke attacks of opportunity when shooting or reloading a firearm.

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Extra Grit (Grit)

Prerequisites:Grit class feature or the Amateur Gunslinger feat

Source: Ultimate Combat

You have more grit than the ordinary gunslinger.

Prerequisites: Grit class feature or the Amateur Gunslinger feat.

Benefit: You gain 2 extra grit points at the start of each day, and your maximum grit increases by 2.

Normal: If you are a gunslinger, you gain your Wisdom modifier in grit points at the start of each day, which is also your maximum grit. If you have the Amateur Gunslinger feat, you gain 1 grit point at the start of each day, and your maximum grit is equal to your Wisdom modifier.

Special: If you possess levels in the gunslinger class, you can take this feat multiple times.

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Fabulist (Grit)

Prerequisites:Amateur GunslingerUC feat or grit class feature

Source: Champions Of Balance

You enjoy telling tall tales and gain confidence when others believe them.

Prerequisites: Amateur GunslingerUC feat or grit class feature.

Benefit: You gain a +1 bonus on Perform (act, comedy, oratory, and sing) skill checks, and Perform is a class skill for you. In addition, each time you make a successful Bluff check to convince someone of a far-fetched or impossible story, you regain 1 grit point. Successfully lying to a friendly or helpful creature, or a creature that has fewer Hit Dice than half your character level, doesn't restore grit.

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Gun Twirling (Grit)

Prerequisites:Amateur GunslingerUC feat or grit class feature, Dazzling Display, Weapon Focus

Source: Champions Of Balance

You can spin and juggle a small firearm, making it difficult to predict where you will shoot.

Prerequisites: Amateur GunslingerUC feat or grit class feature, Dazzling Display, Weapon Focus.

Benefit: You can spend 1 grit point to make a feint attempt using a one-handed firearm for which you have Weapon Focus (instead of a melee weapon). The target of this feint must be within 30 feet of you and be able to see you. If you have the Quick Draw feat, you can holster a onehanded firearm as a free action as long as you have at least 1 grit point.

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Leaping Shot Deed (Grit)

Prerequisites:Dex 13, grit class feature or Amateur Gunslinger feat, Dodge, Mobility, base attack bonus +4

Source: Ultimate Combat

You leap through the air, guns blazing.

Prerequisites: Dex 13, grit class feature or Amateur Gunslinger feat, Dodge, Mobility, base attack bonus +4.

Benefit: You gain a +2 bonus on Acrobatics checks made to jump. As a full-round action, you can move up to your speed and make firearm attacks at your highest base attack bonus with each loaded firearm you are wielding. You can make these attacks at any point during your movement, and if you are wielding two firearms, you can make the attacks at different points during the movement. At the end of this movement, you fall prone. This deed costs 1 grit point to perform.

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Named Bullet (Grit)

Prerequisites:Amateur GunslingerUC feat or grit class feature, GunsmithingUC, base attack bonus +5

Source: Champions Of Balance

You can craft ammunition intended to kill specific foes.

Prerequisites: Amateur GunslingerUC feat or grit class feature, GunsmithingUC, base attack bonus +5.

Benefit: Whenever you craft ammunition using Gunsmithing, you may inscribe a bullet or alchemical cartridge with the name of its intended target. The ammunition gains the bane weapon special ability against the chosen creature only. If the ammunition is used to attack any other target, the attack roll is instead made with a -2 penalty. Crafting a named bullet costs 1 grit point and reduces your maximum grit points by 1 until the named bullet is fired or destroyed.

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No Name (Grit)

Prerequisites:Grit class feature or Amateur Gunslinger feat, Bluff 4 ranks

Source: Ultimate Combat

You don't need an elaborate disguise to keep your identity under wraps.

Prerequisites: Grit class feature or Amateur Gunslinger feat, Bluff 4 ranks.

Benefit: You often rely on surprise and misdirection in your social dealings. You gain a +2 bonus on Bluff checks, and you can spend 1 grit point to gain a +10 bonus on Disguise checks for 10 minutes per your gunslinger level (minimum 10 minutes). This deed does not actually change your appearance, but rather allows you to hide your identity in other ways.

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Ricochet Shot Deed (Grit)

Prerequisites:Grit class feature or Amateur Gunslinger feat, Blind-Fight

Source: Ultimate Combat

You can ricochet a firearm shot off the wall and still hit your target.

Prerequisites: Grit class feature or Amateur Gunslinger feat, Blind-Fight.

Benefit: You can fire a shot at a wall or piece of solid terrain, and have it ricochet off. When you do, use the square immediately in front of the wall or piece of solid terrain to determine line of sight to a target, and this square is considered the new origin square of the attack. Use that square to determine the effects of cover, and your own square to determine the effects of concealment. You can make this shot as long as you have at least 1 grit point. When making this shot, you can spend 1 grit point to ignore the effects of all cover or concealment. You must choose to spend the grit point before you make the attack roll.

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Secret Stash Deed (Grit)

Prerequisites:Grit class feature or Amateur Gunslinger feat, Sleight of Hand 1 rank

Source: Ultimate Combat

You are so skilled at stashing small packets of firearm ammunition and black powder on your person that you sometimes surprise yourself when you find them.

Prerequisites: Grit class feature or Amateur Gunslinger feat, Sleight of Hand 1 rank.

Benefit: Spend 1 grit point while in combat to recover either 1 bullet and 1 dose of black powder or 1 alchemical cartridge from a hidden stash on your person that you had, until now, forgotten about. If the bullet and black powder or the alchemical cartridges are normal shot, you do not need to pay for the ammunition. If you want to recover any other kind of ammunition, you must pay for it with gold pieces from your character's wealth. The grit cost of this deed cannot be decreased by the Signature Deed feat, the true grit class feature, or any other similar effect that reduces the number of grit points you spend to use a deed. You also gain a +4 bonus on any Sleight of Hand checks made while gambling.

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Signature Deed (Grit)

Prerequisites:Grit class feature, gunslinger level 11th

Source: Ultimate Combat

You are known for performing a particular deed, and can perform it with greater ease.

Prerequisites: Grit class feature, gunslinger level 11th.

Benefit: Pick a deed that you have access to and that you must spend grit to perform. You can perform this deed for 1 fewer grit point (minimum 0). If the amount of grit needed to perform the deed is reduced to 0, you can perform this deed for the normal action cost as long as you have at least 1 grit point.

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Whip-Shot Deed (Grit)

Prerequisites:Grit class feature or Amateur GunslingerUC feat, pistol-whip deed

Source: Magical Marketplace

You can fire your weapon and strike with it at the same time.

Prerequisites: Grit class feature or Amateur GunslingerUC feat, pistol-whip deed.

Benefit: Whenever you use your pistol-whip deed, you can fire a single bullet from your firearm at the same time that you strike a foe with the butt of your firearm. You must spend a total of 2 grit points to use the pistol-whip deed in this way, and must still succeed at a ranged touch attack against the target of your pistolwhip deed to hit. You cannot use the scatter weapon quality of a firearm when you use this feat.

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Racial Feats

204 feats

Adaptive Fortune

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

Source: Advanced Race Guide

Your luck takes on almost legendary proportions.

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

Benefit: Increase the number of times per day you can use the adaptable luck racial trait by 1. Furthermore, when you use adaptable luck, increase the luck bonus for each type of use by 2.

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Agile Tongue

Prerequisites:Grippli

Source: Advanced Race Guide

Your long pink tongue is capable of manipulating small items and even stealing objects.

Prerequisites: Grippli.

Benefit: You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal or disarm combat maneuvers, or make melee touch attacks with your tongue.

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Airy Step

Prerequisites:Sylph

Source: Advanced Race Guide

The air responds to your innate elemental nature, protecting you from harm and cushioning your falls.

Prerequisites: Sylph.

Benefit: You gain a +2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage. You may ignore the first 30 feet of any fall when determining falling damage.

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Ancestral Scorn

Prerequisites:Intimidate 5 ranks, tiefling

Source: Blood Of Fiends

The fury you harbor for your fiendish ancestors gives evil outsiders great reason to fear you.

Prerequisites: Intimidate 5 ranks, tiefling.

Benefit: Whenever you successfully demoralize an outsider of the evil subtype with an Intimidate check, it becomes sickened for 1 round in addition to being affected by the normal effects of being demoralized. If you beat the DC by 5 or more, the creature is nauseated for 1 round instead.

Normal: Demoralizing a foe with a successful Intimidate check causes it to become shaken for 1 round, +1 round for every 5 by which you beat the DC.

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Angel Wings

Prerequisites:Angelic Blood, aasimar, character level 10th

Source: Advanced Race Guide

Feathered wings sprout from your back.

Prerequisites: Angelic Blood, aasimar, character level 10th.

Benefit: You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with a medium or heavy load or medium or heavy armor. Fly is a class skill for you.

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Angelic Blood

Prerequisites:Con 13, aasimar

Source: Advanced Race Guide

Your blood is infused with holy power.

Prerequisites: Con 13, aasimar.

Benefit: You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not dead). Furthermore, each time you take bleed or blood drain damage, each undead creature or creature with the evil subtype that is currently adjacent to you also takes 1 point of damage.

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Angelic Flesh

Prerequisites:Angelic Blood, aasimar

Source: Advanced Race Guide

Your skin shines like burnished metal.

Prerequisites: Angelic Blood, aasimar.

Benefit: You take a -2 penalty on Disguise and Stealth checks but gain one of the following benefits, depending on the metallic affinity of your flesh (choose one). Brazen: You gain fire resistance 5 and a +2 bonus on saves against fire effects. Golden: You gain a +2 bonus on saves against blindness, dazzling, patterns, and effects with the light descriptor. When you cast spells or use spell-like abilities that are from the illusion (pattern) subschool or have the light descriptor, you do so at +1 caster level. Silver: You gain a +2 bonus on saves against paralysis, petrification, and poison, and your unarmed strikes or natural weapons count as silver for the purpose of overcoming damage reduction. Steel: You gain a +1 natural armor bonus to AC, and your unarmed strikes or natural weapons count as cold iron for the purpose of overcoming damage reduction.

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Aquatic Ancestry

Prerequisites:Undine

Source: Advanced Race Guide

You favor your outsider ancestry and are better adapted to life in the water.

Prerequisites: Undine.

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

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Arcane School Spirit

Prerequisites:Bluff 1 rank, arcane school class feature, gnome

Source: Gnomes Of Golarion

You can talk up the power of your own school of magic to such an extent that creatures find it more difficult to resist your spells.

Prerequisites: Bluff 1 rank, arcane school class feature, gnome.

Benefit: As a full-round action, you extol the virtues of your school of magic to one creature within 30 feet. Make a Bluff check opposed by a target's Sense Motive check; if you win the check, the target takes a -2 penalty on saving throws made to resist the next spell of this school that you cast. If your chosen school is universalist, choose a specific school each time you use this ability. If your Bluff check succeeds, however, your lack of true commitment to the school means the target takes only a -1 penalty on its saving throw.

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Arcane Talent

Prerequisites:Cha 10; elf, half-elf, or gnome

Source: Advanced Player's Guide

Magic is in your blood, and at your fingertips.

Prerequisites: Cha 10; elf, half-elf, or gnome.

Benefit: Choose a 0-level spell from the sorcerer/wizard spell list. You can cast this spell three times per day as a spell-like ability. The caster level is equal to your character level. The save DC is 10 + your Charisma modifier.

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Armor of the Pit

Prerequisites:Tiefling

Source: Advanced Race Guide

Your fiendish traits take the form of a protective scaly skin.

Prerequisites: Tiefling.

Benefit: You gain a +2 natural armor bonus.

Special: If you have the scaled skin racial trait, you instead gain resistance 5 to two of the following energy types that you don't have resistance to already: cold, electricity, and fire.

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Attuned to the Wild

Prerequisites:Elf

Source: Advanced Race Guide

You share a strong mystic connection with one type of wilderness terrain.

Prerequisites: Elf.

Benefit: Select one type of terrain from the ranger class's favored terrain class feature (except urban). While you are in your selected terrain type, your natural healing rate (the amount of hit points and ability damage you heal from a full night's rest) doubles.

Special: You can take this feat multiple times. Its effects do not stack. Each time you take it, it applies to a different terrain type.

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Aversion Tolerance

Prerequisites:Vampire

Source: Blood Of The Night

You have been hunted for so long that you have developed resistances to slayers' usual scare tactics.

Prerequisites: Vampire.

Benefit: You gain a +2 bonus on saves made to resist aversions to objects, sounds, and materials appropriate to your vampire type (such as garlic, holy symbols, and mirrors for a moroi). When confronted with such things, you may immediately make a saving throw instead of after 1 round.

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Babau Rogue Talent

Prerequisites:Dex 17, babau

Source: Demons Revisited

Your instinct for combat is much like that of a rogue.

Prerequisites: Dex 17, babau.

Benefit: Choose one rogue talent that adds to sneak attacks (such as bleeding attack or slow reactions).

Special: You may select this feat multiple times. Each time you take the feat, you gain a new rogue talent.

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Babble-Peddler

Prerequisites:Appraise 5 ranks, Bluff 5 ranks, gnome

Source: Gnomes Of Golarion

Your talent for flimflam allows you to trick creatures into exchanging valuable objects for whatever junk you happen to offer.

Prerequisites: Appraise 5 ranks, Bluff 5 ranks, gnome.

Benefit: Make a Bluff check to praise the value and worth of an object in your hand while denigrating an object held by a nearby creature; this takes anywhere from 1 round to 1 minute depending on the appearance and nature of the items. If the creature fails its check, it agrees to exchange your object for its own. Obvious differences in the value between the exchanged items give your roll a +4 or -4 modifier, at the GM's discretion (offering a clay cup for a jeweled dagger gives your roll a -4 penalty). The GM may rule that some items are too obviously valuable or worthless for this feat to apply (a king wouldn't trade his crown for any item, and no normal person would trade an item for a piece of garbage). If you fail the check by 5 or more, the target is insulted and his attitude toward you worsens by one category. Once the exchange happens, make an Appraise roll opposed by the target's Appraise or Sense Motive roll. If the target wins, it immediately realizes the true value of the object you offered it and behaves accordingly. If you succeed, it believes your false assessment for 1 round; for every 5 by which your check exceeds your opponent's check, the deception lasts 1 more round. As with disbelieving illusions, the target's ally can point out the true value of the object, giving the target another check with a +2 bonus. You cannot use this ability in combat, against a creature whose attitude toward you is hostile or unfriendly, against a creature that does not understand you, or against a creature that has an Intelligence score of 3 or less.

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Bat Shape

Prerequisites:Cha 13, werebat-kin

Source: Blood Of The Moon

Your powers of transformation have been honed to the point where you can wholly become a bat.

Prerequisites: Cha 13, werebat-kin.

Benefit: You can take the form of a bat whose appearance is static and cannot be changed each time you assume this form. You gain a +10 racial bonus on Disguise checks to appear as a bat. Changing from werebat-kin to bat shape is a standard action. This ability otherwise functions as beast shape II, and your ability scores change accordingly. If you wear a bat pelt (see page 31), you may choose to adopt a form resembling the bat whose skin you wear instead of your normal bat form.

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Battle Singer

Prerequisites:Goblin, bardic performance class feature

Source: Goblins Of Golarion

Your battle songs can drive your fellow goblins to new heights of frenzy.

Prerequisites: Goblin, bardic performance class feature.

Benefit: When using bardic performance to inspire courage in allies, you can choose to sing in Goblin-allies who do not speak Goblin gain no benefits from this performance. Allied goblins who hear your battle songs become more energetic and brave, and thus add the bonus granted by your inspire courage ability to all saving throws as a morale bonus.

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Beast Rider

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

Source: Advanced Race Guide

You gain the service of a monstrous companion or mount.

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

Benefit: Select one of the following creature types: elephant, pteranodon, rhinoceros, stegosaurus, or triceratops. Add this creature type to your list of possible animal companions or mounts. When summoning a creature of the selected type to serve as a mount or companion, treat your effective druid level as if it were two levels higher (to a maximum of your character level). If the creature is large enough for you to ride, it gains the combat training general purpose (see Handle Animal) at no cost.

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Bestow Luck

Prerequisites:Defiant Luck, Inexplicable Luck, human

Source: Advanced Race Guide

You are extremely lucky and sometimes your allies are as well.

Prerequisites: Defiant Luck, Inexplicable Luck, human.

Benefit: You gain an extra use per day of your Defiant Luck ability. You can also use your Inexplicable Luck ability to grant an ally that can see and hear its benefit as an immediate action.

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Bewildering Koan

Prerequisites:Bluff 1 rank, ki pool class feature, gnome

Source: Gnomes Of Golarion

You can pose unanswerable questions that leave creatures momentarily dumbfounded as they dwell on their significance.

Prerequisites: Bluff 1 rank, ki pool class feature, gnome.

Benefit: As a swift action, spend 1 point from your ki pool and make a Bluff check by asking a creature one of the impossible questions you ponder when meditating. If the creature fails its check, you choose whether it loses its next action or you gain a +2 bonus on all damage rolls you make against that creature for 1 round.

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Black Cat

Prerequisites:Catfolk

Source: Advanced Race Guide

Bad luck befalls those who dare to cross you.

Prerequisites: Catfolk.

Benefit: Once per day as an immediate action, when you are hit by a melee attack, you can force the opponent who made the attack to reroll it with a -4 penalty. The opponent must take the result of the second attack roll. This is a supernatural ability.

Special: If you take this feat and don't already have all black fur, your fur turns completely black when you takes this feat.

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Blinding Light

Prerequisites:Inner Light, aasimar, daylight spell-like ability

Source: Blood Of Angels

You use your impenetrable luminescence to disorient harbingers of darkness.

Prerequisites: Inner Light, aasimar, daylight spell-like ability.

Benefit: Whenever an enemy unsuccessfully attempts to counter or dispel your daylight spell-like ability, it must succeed at a Fortitude saving throw (DC 10 + 1/2 your character level + your Charisma modifier) or become blinded for 1 round as its mind is overwhelmed with celestial light. This is a supernatural mind-affecting effect.

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Blood Drinker

Prerequisites:Dhampir

Source: Advanced Race Guide

Consuming blood reinvigorates you.

Prerequisites: Dhampir.

Benefit: Choose one humanoid subtype, such as "goblinoid" (this subtype cannot be "dhampir"). You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood from such a creature, you gain 5 temporary hit points and a +1 bonus on checks and saves based on Constitution. The effects last 1 hour. If you feed multiple times, you continue to gain hit points to a maximum of 5 temporary hit points for every three Hit Dice you have, but the +1 bonus on Constitution-based skill checks and saving throws does not stack. Normally, you can only drink blood from an opponent who is helpless, grappled, paralyzed, pinned, unconscious, or similarly disabled. If you have a bite attack, you can drink blood automatically as part of your bite attack; otherwise, you must first cut your target by dealing 1 hit point of damage with a slashing or piercing weapon (though you may feed upon a creature with severe wounds or a bleed effect without cutting it first). Once you cut the target, you can drink from its wound as a standard action. Drinking blood deals 2 points of Constitution damage to the creature you feed upon. The blood must come from a living creature of the specified humanoid subtype. It cannot come from a dead or summoned creature. Feeding on unwilling intelligent creatures is an evil act.

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Blood Feaster

Prerequisites:Blood Drinker, base attack bonus +6, dhampir

Source: Advanced Race Guide

Consuming blood gives you superhuman strength.

Prerequisites: Blood Drinker, base attack bonus +6, dhampir.

Benefit: If you use your Blood Drinker feat to drain 4 or more points of Constitution from a living creature, you gain a +2 bonus on damage rolls and a +1 bonus on Strength-based skill checks. This bonus lasts for a number of rounds equal to 1/2 your Hit Dice.

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Blood Salvage

Prerequisites:Blood Drinker, dhampir

Source: Advanced Race Guide

You do not need to drink blood from a living creature to gain healing benefits.

Prerequisites: Blood Drinker, dhampir.

Benefit: You can use your Blood Drinker feat on a dead creature of the appropriate humanoid subtype. The creature must have died less than 6 hours beforehand.

Normal: You only benefit from the Blood Drinker feat if you consume fresh blood from a living creature.

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Blood Ties

Prerequisites:Bluff 1 rank, bloodline class feature, gnome

Source: Gnomes Of Golarion

Pointing out your shared kinship with someone gives you the chance to win over creatures associated with your bloodline.

Prerequisites: Bluff 1 rank, bloodline class feature, gnome.

Benefit: When attempting a Diplomacy check to influence a creature with a plausible connection to your sorcerous bloodline, you may instead make a Bluff check. For example, a gnome sorcerer with the draconic bloodline may use this feat against dragons and their kin, but no other creatures.

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Blood Vengeance

Prerequisites:Half-orc or orc, nonlawful

Source: Advanced Race Guide

Seeing an ally fall in combat fills you with a raging and murderous fury.

Prerequisites: Half-orc or orc, nonlawful.

Benefit: Whenever one of your allies is reduced to negative hit points or killed, you may enter a state similar to but less powerful than a barbarian's rage as a free action on your next turn. If you have the rage class feature and are already raging, your morale bonuses to Strength and Constitution increase by +2 for the duration of your rage. If you do not have the rage class feature, or you have no more rage rounds left, this weaker rage gives you all the benefits and penalties of a barbarian's rage, except your morale bonus to Strength and Constitution is only +2. In either case, this state lasts for 4 rounds. As with a barbarian's rage, when this weaker rage ends, you are fatigued; if another ally falls before this duration ends, the weaker rage lasts for an additional 4 rounds. This feat does not allow you to enter a rage if you are fatigued. You may only use this feat if the fallen ally had at least as many Hit Dice as you (excluding conjured or summoned allies).

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Blood Vengeance

Prerequisites:Half-orc or orc, non-lawful

Source: Orcs Of Golarion

Seeing an ally fall in combat fills you with a murderous fury.

Prerequisites: Half-orc or orc, non-lawful.

Benefit: Whenever one of your worthy allies is brought to negative hit points or killed, you may enter a state similar to but less powerful than a barbarian's rage as a free action on your turn. If you have the rage class feature and are already raging, your morale bonuses to Strength and Constitution increase by +2 for the duration of your rage. If you do not have the rage class feature, or you have no more rage rounds left, this weaker rage gives you all the benefits and penalties of a rage, except your morale bonus to Strength and Constitution is only +2, and this state lasts for 4 rounds. As with a barbarian's rage, when this weaker rage ends, you are fatigued; if another ally falls before this duration ends, the weaker rage lasts for 4 more rounds after that. This feat does not allow you to enter a rage if you are fatigued. You may only use this feat if the fallen ally had at least as many Hit Dice as you.

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Bloodmarked Flight

Prerequisites:Base attack bonus +5, werebat-kin

Source: Blood Of The Moon

Your attunement to your werebat ancestry has allowed you to master a crude form of flight.

Prerequisites: Base attack bonus +5, werebat-kin.

Benefit: As an additional bestial feature, you can use your change shape ability to gain a fly speed of 30 feet with poor maneuverability if carrying a light load and wearing no armor or light armor, or a fly speed of 20 feet with clumsy maneuverability if carrying a medium or heavy load or wearing medium or heavy armor.

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Born Alone

Prerequisites:Orc

Source: Advanced Race Guide

You are so tough and vicious that you killed and ate the rest of your litter while still in the womb.

Prerequisites: Orc.

Benefit: Whenever you kill or knock unconscious an opponent with a melee attack, you gain temporary hit points equal to your Constitution bonus (minimum 1) until your next turn. These temporary hit points do not stack. You do not gain this bonus if the opponent is helpless or has less than half your Hit Dice.

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Breadth of Experience

Prerequisites:Dwarf, elf, or gnome; 100+ years old

Source: Advanced Player's Guide

Although still young for your kind, you have a lifetime of knowledge and training.

Prerequisites: Dwarf, elf, or gnome; 100+ years old.

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

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Brewmaster

Prerequisites:Craft (alchemy) 1 rank, Profession (brewer) 1 rank, dwarf

Source: Advanced Race Guide

You can concoct potent brews.

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

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

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Burn! Burn! Burn!

Prerequisites:Disable Device 1 rank, goblin

Source: Advanced Race Guide

You take the goblin love of arson and fire play to a whole new level.

Prerequisites: Disable Device 1 rank, goblin.

Benefit: You deal an extra 1d4 points of fire damage when you attack with fire from an alchemical or nonmagical source (such as with alchemical fire or torches) and gain a +4 competence bonus on Ref lex saving throws made to avoid catching on fire or to put yourself out when on fire. Additional damage caused by this feat does not apply to magical attacks (such as an alchemist's bomb) or to splash damage.

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Burrowing Teeth

Prerequisites:Sharpclaw, Tunnel Rat, ratfolk

Source: Advanced Race Guide

You have teeth and claws that suit you well to digging.

Prerequisites: Sharpclaw, Tunnel Rat, ratfolk.

Benefit: You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. You do not leave a hole behind, nor is your passage marked on the surface.

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Carrion Feeder

Prerequisites:Tengu

Source: Advanced Race Guide

Like many scavengers, you can stomach foods that would make weaker creatures ill.

Prerequisites: Tengu.

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

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Casual Illusionist

Prerequisites:Gnome, gnome magic racial trait

Source: Advanced Race Guide

You can use your innate magic to create minor illusions that augment your efforts at trickery and deceit.

Prerequisites: Gnome, gnome magic racial trait.

Benefit: As long as you have at least one spell-like ability unused from your gnome magic racial trait, you gain a +2 racial bonus on all Bluff, Disguise, and Sleight of Hand checks you make. At 10th level, these bonuses increase to +4.

Special: This feat counts as the Deceitful feat for the purposes of all prerequisites.

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Catfolk Exemplar

Prerequisites:Catfolk

Source: Advanced Race Guide

Your feline traits are more defined and prominent than those of other members of your race.

Prerequisites: Catfolk.

Benefit: You can take the Aspect of the Beast feat (Advanced Player's Guide 151) even if you do not meet the normal prerequisites. Furthermore, your catlike nature manifests in one of the following ways. You choose the manifestation when you take this feat, and cannot change it later. Enhanced Senses (Ex): If you have low-light vision, you gain the scent catfolk racial trait. If you have the scent racial trait, you gain low-light vision. Fast Sprinter (Ex): You gain a 10-foot racial bonus to your speed when using the charge, run, or withdraw actions. If you have the sprinter racial trait, your racial bonus to speed when using the charge, run, or withdraw action increases to a 20-foot bonus. Sharp Claws (Ex): If you do not have the cat's claws racial trait or the claws of the beast manifestation from the Aspect of the Beast feat (Advanced Player's Guide 151), you gain the cat's claws racial trait. If you have either the cat's claws racial trait or the claws of the beast manifestation, your claw damage increases to 1d6.

Special: You can take this feat multiple times. Its effects do not stack. Each time you select it, you must choose a different manifestation.

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Caustic Slur

Prerequisites:Bluff 1 rank, favored enemy class feature, gnome

Source: Gnomes Of Golarion

You know exactly how to insult your favored enemies in order to make them lose their heads.

Prerequisites: Bluff 1 rank, favored enemy class feature, gnome.

Benefit: As a standard action, you can make a Bluff check against one sort of favored enemy. Any creature of that type within 60 feet of you must make a Will saving throw or become angered. If an affected creature attacks you, it's treated as if it were using Power Attack (taking a penalty on attack rolls but gaining a bonus on damage rolls). If the creature already has the power attack feat, the attack penalty increases by 1 and the damage bonus increases by 2. These modifiers end when combat ends. This ability does not work on creatures that cannot understand you, though sometimes a simple gesture is sufficient for an intelligent opponent to catch your gist regardless of any language barrier.

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Celestial Servant

Prerequisites:Aasimar, animal companion, familiar, or mount class feature

Source: Advanced Race Guide

Rather than being a normal animal or beast, your companion or familiar hails from the heavenly realms.

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

Benefit: Your animal companion, familiar, or mount gains the celestial template and becomes a magical beast, though you may still treat it as an animal when using Handle Animal, wild empathy, or any other spells or class abilities that specifically affect animals.

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Channel Force

Prerequisites:Aasimar, channel energy 2d6

Source: Advanced Race Guide

Your channel is bolstered by your faith, allowing you to move and damage your foes.

Prerequisites: Aasimar, channel energy 2d6.

Benefit: When you channel energy to deal damage, you may choose to affect only a single target within 30 feet. In addition to dealing damage, if that single target fails its saving throw, you may pull or push (Pathfinder RPG Bestiary 303) the target up to 5 feet for every 2d6 points of channel energy damage you are capable of dealing.

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Childlike

Prerequisites:Cha 13, halfling

Source: Advanced Player's Guide

Your resemblance to a human child tends to make others trust you, perhaps more than they should.

Prerequisites: Cha 13, halfling.

Benefit: You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. You gain a +2 bonus on Disguise skill checks to pose as a human child, and ignore the check penalties for disguising yourself as a different race and age category while doing so.

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Cloud Gazer

Prerequisites:Sylph

Source: Advanced Race Guide

Your insight into your elemental heritage gives you a clarity of sight few humans possess.

Prerequisites: Sylph.

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

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Combat Distraction

Prerequisites:Goblin, Acrobatics 1 rank, Escape Artist 1 rank

Source: Goblins Of Golarion

Anyone who attacks you while you act like a lunatic exposes themselves to brutal counterattacks from your allies.

Prerequisites: Goblin, Acrobatics 1 rank, Escape Artist 1 rank.

Benefit: As a full-round action, you can choose to do something that seems to serve no useful purpose. Example actions could include laughing at another creature's misfortune, rooting in your pockets for a snack, bending over to pick up what looks like a weird bug, or trying to fly into the air by flapping your arms like a sea gull.Although you're acting like a lunatic, your unpredictable actions are distracting. Any creature other than a goblin within 5 feet of you takes a -2 penalty on Perception checks and concentration checks for as long as you continue to be a distraction and remain in range. This penalty stacks with other goblins performing combat distractions, as long as you're both adjacent to the distracted target.

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Consume Undeath

Prerequisites:Nabasu, Con 23

Source: Demons Revisited

You gain the powers of undeath when you feed upon their kind.

Prerequisites: Nabasu, Con 23

Benefit: As a full-round action, you can consume the animating force of any undead creature you have created with your death-stealing gaze. This immediately destroys the undead creature, but grants you one of that creature's special attacks or supernatural abilities (chosen from one of the following abilities possessed by the undead: Constitution drain, disease, energy drain, or paralysis). The ability granted persists for 24 hours or until the next sunrise, whichever comes first.

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Courageous Resolve

Prerequisites:Craven racial trait or fearless racial trait, halfling

Source: Advanced Race Guide

Even when others run, you tend to stand your ground.

Prerequisites: Craven racial trait or fearless racial trait, halfling.

Benefit: If you have the fearless racial trait, your racial bonus on saving throws against fear effects increases to +4. If you have the craven racial trait, you still take the -2 penalty on fear saves, but you can gain the benefit of morale bonuses on saving throws against fear effects.

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Dark Sight

Prerequisites:Gloom Sight, fetchling

Source: Advanced Race Guide

With further modification, your eyes can pierce the gloom of even magical darkness.

Prerequisites: Gloom Sight, fetchling.

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

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Dauntless Destiny

Prerequisites:Cha 13, Fearless Curiosity, Intimidate 10 ranks, human

Source: Advanced Race Guide

Your ability to avert disaster is impressive.

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

Benefit: You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with those granted by Fearless Curiosity and Intimidating Confidence. In addition, once per day you may reroll a natural 1 on a saving throw or an attack roll. If your reroll results in a successful saving throw or attack roll, as a free action you can make an Intimidate check to demoralize the target of your attack or the creature that forced you to make a saving throw, as long as the creature is within 30 feet and can see and hear you. This effect does not apply on saving throws against traps or other objects. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.

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Deafening Explosion

Prerequisites:Bomb class feature, hobgoblin

Source: Advanced Race Guide

Your bombs explode with deafening force.

Prerequisites: Bomb class feature, hobgoblin.

Benefit: You may reduce your bomb damage by one die to give it the ability to deafen the creature struck by it. The bomb must deal fire, force, or sonic damage. If a creature takes a direct hit from your bomb, it must make a saving throw against the bomb's DC or be deafened for 1 minute. This deafening is in addition to any other effects the bomb would normally have.

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Defiant Luck

Prerequisites:Human

Source: Advanced Race Guide

You can sometimes defiantly shrug off spells and attacks that would kill a lesser creature.

Prerequisites: Human.

Benefit: Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force the creature that confirmed the critical hit against you to reroll the critical confirmation roll. This does not stack with other effects that allow you to reroll a saving throw or an attack roll. You may only make one reroll.

Special: If you are using the optional hero point system (Advanced Player's Guide 322-324), you can also spend 1 hero point when a critical hit is confirmed against you to have the opponent reroll the critical hit confirmation roll.

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Demonic Possession

Prerequisites:Demon or half-demon, Cha 21, Wis 17

Source: Demons Revisited

You can possess creatures.

Prerequisites: Demon or half-demon, Cha 21, Wis 17

Benefit: You gain the ability to use magic jar as a spell-like ability once per day.

Special: You may take this feat more than once. Each time you select this feat, you gain the ability to use your magic jar spell-like ability one additional time per day.

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Dire Bat Shape

Prerequisites:Cha 13, Bat Shape, base attack bonus +3, werebat-kin

Source: Blood Of The Moon

You can become a dire bat.

Prerequisites: Cha 13, Bat Shape, base attack bonus +3, werebat-kin.

Benefit: When you use Bat Shape to become a bat, you can choose to become a bat or a dire bat.

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Discerning Eye

Prerequisites:Elf or half-elf, keen senses racial trait

Source: Advanced Race Guide

You are not easily fooled by illusions and forgeries.

Prerequisites: Elf or half-elf, keen senses racial trait.

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

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Diverse Palate

Prerequisites:Blood Drinker, dhampir

Source: Advanced Race Guide

Your taste for blood is broader than that of other dhampirs.

Prerequisites: Blood Drinker, dhampir.

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

Special: You can take this feat multiple times. Each time you select it, choose a new humanoid subtype or the monstrous humanoid.

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Dog Killer, Horse Hunter

Prerequisites:Goblin, Handle Animal 1 rank

Source: Goblins Of Golarion

Embracing fear and hatred of your ancestral foes allows you to make particularly telling blows.

Prerequisites: Goblin, Handle Animal 1 rank.

Benefit: You gain a +2 morale bonus on all attack and damage rolls made against dogs and horses (including doglike and horse-like targets such a nightmares or worgs). Additionally, you gain a +2 bonus on rolls to confirm critical hits against these foes.

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Dog-Sniff-Hate

Prerequisites:Skill Focus (Perception), goblin

Source: We Be Goblins Too

Unlike many goblins, you're not particularly afraid of dogs. You know what dogs smell like, and that smell makes you mad. Very mad.

Prerequisites: Skill Focus (Perception), goblin.

Benefit: You gain the scent ability, but only against canines (including dogs, goblin dogs, wolves, worgs, yeth hounds, and any similar creatures, subject to GM approval). Against these creatures, you gain a +1 morale bonus on attack rolls and a +2 morale bonus on weapon damage rolls.

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Draconic Aspect

Prerequisites:Kobold

Source: Advanced Race Guide

You possess some of the qualities of your dragon ancestors.

Prerequisites: Kobold.

Benefit: Your scales take on the color and some of the resistances of one of the chromatic dragons. Choose one of the following chromatic dragon types: black (acid), blue (electricity), green (acid), red (fire), or white (cold). Your scales take on the color of that dragon, and you gain resistance 5 to the dragon color's corresponding energy type.

Special: If you have the dragon-scaled racial trait, your scale color does not change and you gain a +1 natural armor bonus instead.

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Draconic Breath

Prerequisites:Draconic Aspect, kobold

Source: Advanced Race Guide

You possess draconic defenses and a draconic breath weapon.

Prerequisites: Draconic Aspect, kobold.

Benefit: You gain a +2 bonus against sleep and paralysis effects. You gain a breath weapon that is determined by your scale coloration by either the Draconic Aspect feat or the dragon-scaled racial trait. Using a breath weapon is a standard action that does not provoke attacks of opportunity. You can use your breath weapon once per day. Creatures within the area of your breath weapon who succeed at a Reflex saving throw (DC 10 + your character level + your Constitution modifier) take only half damage. Black (Su): You breathe a 30-foot line of acid that deals 2d6 points of acid damage. Blue (Su): You breathe a 30-foot line of electricity that deals 2d6 points of electricity damage. Green (Su): You breathe a 15-foot cone of acid that deals 2d6 points of acid damage. Red (Su): You breathe a 15-foot cone of fire that deals 2d6 points of fire damage. White (Su): You breathe a 15-foot cone of cold that deals 2d6 points of cold damage.

Special: Kobold sorcerers with either the Draconic or Kobold bloodline can use their Charisma modif ier instead of their Constitution to determine the number of times per day they can use this breath weapon and the DC of this breath weapon.

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Draconic Glide

Prerequisites:Draconic Aspect, kobold

Source: Advanced Race Guide

You possess draconic defenses and wings that allow you to glide.

Prerequisites: Draconic Aspect, kobold.

Benefit: You gain a +2 bonus against sleep and paralysis effects. You grow a pair of wings that you can use to fall and glide at a safe pace. You can make a DC 15 Fly check to fall safely from any height without taking falling damage, as if using feather fall. When falling safely, you may make an additional DC 15 Fly check to glide, moving 5 feet laterally for every 20 feet you fall.

Special: If you have the gliding wings racial trait, instead of the above abilities, your base speed increases to 30 feet.

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Draconic Paragon

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

Source: Advanced Race Guide

You can shrug off sleep and paralysis effects as well as any dragon, and your draconic aspects improve.

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

Benefit: You gain an additional +2 bonus against sleep and paralysis effects. You can use your breath weapon twice per day and your breath weapon damage increases to 4d6 points of energy damage. Your wings from the Draconic Glide feat grow stronger, granting you a fly speed of 20 feet (average maneuverability).

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Drow Nobility

Prerequisites:Able to use drow spell-like abilities, drow

Source: Advanced Race Guide

Your blood courses with power, granting you greater spell-like abilities.

Prerequisites: Able to use drow spell-like abilities, drow.

Benefit: You may use detect magic as a spell-like ability at will, and add feather fall and levitate to the spell-like abilities that you may use once each per day. Your caster level is equal to your character level.

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Dwarf Blooded

Prerequisites:Oread

Source: Advanced Race Guide

You have dwarven blood coursing through your veins.

Prerequisites: Oread.

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

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Echoes of Stone

Prerequisites:Oread

Source: Advanced Race Guide

Your senses are keener among the rocks and stones.

Prerequisites: Oread.

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

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Eclectic

Prerequisites:Human

Source: Advanced Player's Guide

You have a talent for picking up different vocations.

Prerequisites: Human.

Benefit: Choose an additional favored class and gain either +1 hit point or +1 skill point whenever you take a level in that class. If you choose a class in which you already have levels, the benefits of this feat are retroactive.

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Elemental Jaunt

Prerequisites:Character level 15th, ifrit, oread, sylph, or undine

Source: Advanced Race Guide

The spirits of your ancestral home call to you, beckoning you to return.

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

Benefit: Once per day, you can cast plane shift as a spell-like ability with a caster level equal to your level to transport yourself and willing targets to an elemental plane that is appropriate to your race (ifrits to the Plane of Fire, oreads to the Plane of Earth, sylphs to the Plane of Air, and undines to the Plane of Water). While on that plane, you (but not anyone transported with you) are treated as though under the effect of the spell planar adaptation (Advanced Player's Guide 236).

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Elven Spirit

Prerequisites:Half-elf

Source: Advanced Race Guide

Although you are of mixed heritage, you are closer to your elven relatives and the magic in their blood flows freely in your veins.

Prerequisites: Half-elf.

Benefit: You possess the elven magic racial trait of the elves, granting you a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, you receive a +2 racial bonus on Spellcraft checks made to identify the properties of magic items. Alternatively, you can instead gain any one racial trait that elves can exchange for the elven magic racial trait.

Special: You can only take this feat at 1st level. If you take this feat, you cannot take the Human Spirit feat.

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Exile's Path

Prerequisites:Half-elf

Source: Advanced Race Guide

A lifetime spent shunned by others and eschewing your heritage makes you resistant to efforts to pry inside of your mind.

Prerequisites: Half-elf.

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

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Expanded Fiendish Resistance

Prerequisites:Tiefling

Source: Advanced Race Guide

You gain extra fiendish resistances.

Prerequisites: Tiefling.

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

Special: You can take this feat multiple times. Each time you do, pick another energy type you do not have resistance to. You gain resistance 5 to that energy type.

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Expanded Resistance

Prerequisites:Gnome, illusion resistance racial trait

Source: Advanced Race Guide

You have expanded your natural resistance to magic to encompass different kinds of magic.

Prerequisites: Gnome, illusion resistance racial trait.

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

Special: You may select this feat more than once. Its effects do not stack. Each time you select it, it applies to a different school of magic.

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Extra Elemental Assault

Prerequisites:Suli

Source: Advanced Race Guide

You have unlocked greater elemental power.

Prerequisites: Suli.

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

Special: You can take this feat multiple times. Its effects stack.

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Extra Feature

Prerequisites:Con 13, skinwalker

Source: Blood Of The Moon

You are an exceptional shapechanger.

Prerequisites: Con 13, skinwalker.

Benefit: When you change shape to your bestial form, you may choose one additional feature from those listed in your shapechange ability and gain that benefit while in bestial form.

Special: You can gain this feat multiple times. Its effects stack.

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Famine Tolerance

Prerequisites:Moroi or nosferatu

Source: Blood Of The Night

You can abide much longer periods without feeding, and enjoy increased benefits from a meal.

Prerequisites: Moroi or nosferatu.

Benefit: You can go without feeding for a number of days equal to twice your Hit Dice before having to make hunger saves. When you use your blood drain ability, you gain twice the normal amount of temporary hit points for each feeding.

Special: This feat is only for campaigns using the optional undead hunger rules (see page 22).

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Fast Change

Prerequisites:Dex 13, base attack bonus +6, skinwalker

Source: Blood Of The Moon

You can change forms faster than most skinwalkers.

Prerequisites: Dex 13, base attack bonus +6, skinwalker.

Benefit: You can assume your bestial form as a move action instead of a standard action.

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Fast Learner

Prerequisites:Int 13, human

Source: Advanced Race Guide

You progress gain extra versatility.

Prerequisites: Int 13, human.

Benefit: When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

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Fearless Curiosity

Prerequisites:Cha 13, human

Source: Advanced Race Guide

Your desire to see and experience the world overrides healthy caution.

Prerequisites: Cha 13, human.

Benefit: You gain a +1 bonus on saving throws against effects with the emotion descriptor. In addition, for any round in which you begin your turn affected by a fear effect, you gain a new save at the beginning of your turn to reduce the severity of the fear effect, from panicked to frightened, frightened to shaken, and shaken to unaffected.

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Feline Grace

Prerequisites:Dexterity 13, catfolk

Source: Advanced Race Guide

Your innate grace allows you to get out of the stickiest situations.

Prerequisites: Dexterity 13, catfolk.

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

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Ferocious Action

Prerequisites:Ferocity racial trait, orc

Source: Advanced Race Guide

You ferocity is quick but shorter lived.

Prerequisites: Ferocity racial trait, orc.

Benefit: When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that caused by the barbarian rage class feature), you instead only lose 1 hit point per round.

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Ferocious Resolve

Prerequisites:Con 13, half-orc, orc ferocity racial trait

Source: Advanced Race Guide

Your orc heritage allows you to fight on.

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

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

Normal: A half-orc with the orc ferocity racial trait can fight for 1 more round after he is brought below 0 hit points.

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Ferocious Summons

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

Source: Advanced Race Guide

Your summoned creatures gain your ferocity.

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

Benefit: Creatures you summon gain the ferocity universal monster ability.

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Fiend Sight

Prerequisites:Darkvision 60 ft, tiefling

Source: Advanced Race Guide

Your eyes develop keener sight in dim light and darkness.

Prerequisites: Darkvision 60 ft., tiefling.

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

Special: You can take this feat twice. When you take it a second time, you gain the see in darkness universal monster ability (Bestiary 2 301).

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Fiendish Darkness

Prerequisites:Darkness spell-like ability, tiefling

Source: Blood Of Fiends

You can use your darkness spell-like ability more often.

Prerequisites: Darkness spell-like ability, tiefling.

Benefit: You can use darkness three times per day as a spell-like ability.

Normal: Tieflings can use darkness once per day as a spell-like ability.

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Fiendish Facade

Prerequisites:Must be taken at 1st level, tiefling

Source: Blood Of Fiends

You are easily mistaken for a member of another race. Your fiendish physical traits are normally hidden by clothing or appear to be markings of another race.

Prerequisites: Must be taken at 1st level, tiefling.

Benefit: You gain a +5 racial bonus on Disguise checks when attempting to impersonate a particular race. You must select the race you are able to impersonate when you select this feat, and thereafter you cannot change the race you have chosen. That race must be Medium size.

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Fiendish Resilience

Prerequisites:Dex 13, evasion class feature, tiefling

Source: Blood Of Fiends

You dodge energy attacks with amazing agility.

Prerequisites: Dex 13, evasion class feature, tiefling.

Benefit: Choose one of the following energy types that you have resistance to: cold, electricity, or fire. Anytime you make a Reflex saving throw against an attack that deals the selected type of energy damage and is subject to your evasion class feature, you gain a +4 competence bonus on the save.

Special: You can take this feat multiple times. Each time you take it, you select a different qualifying energy type.

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Fight On

Prerequisites:Con 13; dwarf, half-orc, or orc

Source: Advanced Player's Guide

You can keep fighting even after you should be dead.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: Once per day, you can gain a number of temporary hit points equal to your Constitution modifier. You can activate this feat as an immediate action when reduced to 0 or fewer hit points. You can use this feat to prevent yourself from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal. If you also have the ferocity racial trait, you can use that once you have lost the temporary hit points from this feat.

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Fire God's Blessing

Prerequisites:Half-orc or orc, worshiper of the Fire God

Source: Orcs Of Golarion

The Fire God rewards you for killing enemies with flame.

Prerequisites: Half-orc or orc, worshiper of the Fire God.

Benefit: When in combat, if you deal fire damage to an enemy, you heal 1 hit point. You can only benefit from this healing once per round. Attacks that cause a target to catch on fire heal you each round the target takes fire damage.

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Fire Tamer

Prerequisites:Goblin

Source: Advanced Race Guide

You know your way around even magical fire.

Prerequisites: Goblin.

Benefit: You gain a +2 bonus on saves against spells with the fire descriptor. Additionally, your scars mark you as a talented fire tamer, granting you a +2 circumstance bonus on Diplomacy and Intimidate checks when dealing with other goblins.

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Firesight

Prerequisites:Ifrit

Source: Advanced Race Guide

Fire no longer blinds you, and smoke conceals nothing from your gaze.

Prerequisites: Ifrit.

Benefit: You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you to see anything you could not otherwise see (for example, invisible creatures are still invisible). You are immune to the dazzled condition.

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Flame Heart

Prerequisites:Fire Tamer, character level 5th, goblin

Source: Advanced Race Guide

You have mastered fire magic and alchemy.

Prerequisites: Fire Tamer, character level 5th, goblin.

Benefit: You gain fire resistance 5. When casting spells with the fire descriptor or throwing alchemist bombs that deal fire damage, treat your caster level or alchemist level as if you were 1 level higher.

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Foment the Blood

Prerequisites:Channel energy class feature, orc

Source: Advanced Race Guide

You can unleash a wave of energy that drives orcs into a frenzy.

Prerequisites: Channel energy class feature, orc.

Benefit: When you channel energy, instead of creating its normal effect, you can give orcs a bonus on weapon damage and critical hit conf irmation rolls until your next turn. This bonus is equal to the number of dice your channeled energy normally heals or harms. Your channel has its normal effect on other creatures in the area.

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Fortunate One

Prerequisites:Adaptable luck racial trait, halfling

Source: Advanced Race Guide

You have an even greater knack than most halflings for adaptable luck.

Prerequisites: Adaptable luck racial trait, halfling.

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

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Giant Steps

Prerequisites:Duergar, slow and steady racial trait

Source: Advanced Race Guide

When enlarged, your speed increases.

Prerequisites: Duergar, slow and steady racial trait.

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

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Gloom Sight

Prerequisites:Fetchling

Source: Advanced Race Guide

With a combination of strange shadow magic and chirurgery, your eyes are permanently modified to see farther in darkness.

Prerequisites: Fetchling.

Benefit: You gain darkvision 90 ft., but gain the light sensitivity weakness (Bestiary 301).

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Gnome Trickster

Prerequisites:Cha 13, gnome, gnome magic racial trait

Source: Advanced Player's Guide

Your arcane talents go beyond the illusory.

Prerequisites: Cha 13, gnome, gnome magic racial trait.

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

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Gore Fiend

Prerequisites:Half-orc or orc, rage class feature

Source: Advanced Race Guide

Horrible wounds, whether on yourself or your enemies, make your blood sing.

Prerequisites: Half-orc or orc, rage class feature.

Benefit: When you are raging and you confirm a critical hit with a melee weapon or a critical hit is confirmed on you (whether by a melee weapon, spell, or ranged weapon), you regain 1 round of rage (up to your maximum for the day). You can only gain this benefit once per round.

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Grasping Tail

Prerequisites:Tiefling

Source: Advanced Race Guide

Your tail becomes more useful.

Prerequisites: Tiefling.

Benefit: You can use your tail to grab stowed items. While you cannot wield weapons with your tail, you can use it to retrieve small, stowed objects carried on your person as a swift action.

Special: If you have the prehensile tail racial trait, you can use your tail to grab unattended items within 5 feet as a swift action as well as to grab stowed objects carried on your person; you can hold such objects with your tail, though you cannot manipulate them with your tail (other than to put them in your hand).

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Greater Channel Force

Prerequisites:Channel Force, Improved Channel Force, aasimar, channel energy 6d6

Source: Advanced Race Guide

Your eruptions of divine power move your enemies.

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

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

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Greater Drow Nobility

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

Source: Advanced Race Guide

You have mastered the lesser spell-like abilities of the drow, demonstrating true nobility.

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

Benefit: Your detect magic spell-like ability is now constant. You may use your dancing lights, deeper darkness, faerie fire, feather fall, and levitate spell-like abilities at will.

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Groundling

Prerequisites:Cha 13, gnome, gnome magic racial trait

Source: Advanced Player's Guide

You can speak with burrowing animals.

Prerequisites: Cha 13, gnome, gnome magic racial trait.

Benefit: You can use speak with animals as a spell-like ability at will, but only to communicate with burrowing animals like gophers, moles, and the like. You can still use your gnome speak with animals ability once per day to speak with any animal, as usual.

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Guardian of the Wild

Prerequisites:Attuned to the Wild, elf

Source: Advanced Race Guide

Your mystic connection with the wilderness enhances your ability to react to threats.

Prerequisites: Attuned to the Wild, elf.

Benefit: When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 dodge bonus to Armor Class. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types.

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Half-Drow Paragon

Prerequisites:Drow-blooded and drow magic racial traits, half-elf

Source: Advanced Race Guide

Your drow blood is particularly strong.

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

Benefit: You count as a drow for any effects that relate to race. Furthermore, the spell-like abilities granted to you by your drow magic racial trait count as drow spell-like abilities for the purposes of any feat prerequisites.

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Heavenly Radiance

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

Source: Advanced Race Guide

Your heavenly light can be used in a variety of ways.

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

Benefit: You gain one additional use per day of daylight. Choose one spell from the table below; by expending a use of daylight, you may use this spell as a spell-like ability. To select a spell, you must meet the minimum character level for its listing in the table. The save DC for this spell is Charisma-based. Minimum Spell-Like Ability Character Level Flare burst (Advanced Player's Guide 223) 1st Wake of light (Advanced Player's Guide 254) 3rd Searing light 5th Wandering star motes 7th (Advanced Player's Guide 255) Sunbeam (one beam only) 9th

Special: You may take this feat multiple times. Each time you select it, you gain an additional use of daylight and may select another spell from the table.

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Helpless Prisoner

Prerequisites:Bluff 5 ranks, Escape Artist 1 rank, gnome

Source: Gnomes Of Golarion

You can talk your way out of most restraints.

Prerequisites: Bluff 5 ranks, Escape Artist 1 rank, gnome.

Benefit: When you are restrained or imprisoned, you can make a Bluff check against any one creature within 30 feet in which you emphasize both your own harmlessness and the pain or inconvenience of your current condition. If the creature knows you are dangerous, it adds a +4 bonus to its Sense Motive check. If you win the check, the target does something intended to make you a little more comfortable-or at least shut you up-that gives you a +5 bonus on your next Escape Artist check.

Special: At the GM's discretion, an especially evil or cruel creature may gain a +2 bonus to its Sense Motive check to resist this ability. If it succeeds, it does something to make your bindings even more secure and less comfortable, giving you a -5 penalty on all Escape Artist checks made in those particular bonds.

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Heroic Will

Prerequisites:Iron Will, base Will save +4, human

Source: Advanced Race Guide

Your indomitable will breaks free from mental shackles.

Prerequisites: Iron Will, base Will save +4, human.

Benefit: Once per day as a standard action, you may attempt a new saving throw against a harmful condition requiring a Will save that is affecting you. If you are dominated, controlled, or cannot take an action because of the effect against which you are trying to make a new saving throw, you can make this saving throw at the start of the turn as no action, but on a success, your turn ends. You cannot use this feat to remove instantaneous effects, effects that do not require a Will save, or effects that do not allow a saving throw.

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Hobgoblin Discipline

Prerequisites:Base attack bonus +1, hobgoblin

Source: Advanced Race Guide

The presence of other hobgoblins bolsters your resolve.

Prerequisites: Base attack bonus +1, hobgoblin.

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

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Human Spirit

Prerequisites:Half-elf

Source: Advanced Race Guide

Your blood burns with the passion and unyielding quest for self-improvement displayed so prominently by your human relatives.

Prerequisites: Half-elf.

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

Special: You can only take this feat at 1st level. If you take this feat, you cannot take the Elven Spirit feat.

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Huntmaster

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

Source: Advanced Race Guide

You are an expert trainer of horses, hounds, falcons, or hunting cats.

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

Benefit: If you have the animal companion class feature, pick one of the following types of animal companions that this feat affects: bird, dog, small cat, or horse. If you have the divine bond (mount) or mount class feature, this feat always affects horses. You gain a +2 bonus on Handle Animal and Knowledge (nature) checks with creatures of that type of animal. Furthermore, you are treated as one level higher when determining the abilities of your animal companion or mount, as long as it is of the chosen type.

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Hydraulic Maneuver

Prerequisites:Hydraulic push spell-like ability, undine

Source: Advanced Race Guide

You can use your hydraulic push to disarm or trip.

Prerequisites: Hydraulic push spell-like ability, undine.

Benefit: You may use hydraulic push to attempt a bull rush, disarm, dirty trick (blind or dazzle, see Advanced Player's Guide), or trip combat maneuver. Each time you use hydraulic push, you must decide which of the allowed combat maneuvers you want to perform. You may use this feat with your hydraulic push racial spell-like ability, your class-granted use of hydraulic push, or any hydraulic push spells you cast, but not with magic items or other external sources that use that spell.

Normal: Hydraulic push can only be used to make a bull rush combat maneuver.

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Improved Channel Force

Prerequisites:Channel Force, aasimar, channel energy 4d6

Source: Advanced Race Guide

You move your enemies within a beam of righteous energy.

Prerequisites: Channel Force, aasimar, channel energy 4d6.

Benefit: When using Channel Force, you can affect all creatures in a 60-foot line or a 30-foot cone-shaped burst. You must choose to either push or pull all creatures within the affected area that fail their saves.

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Improved Dark Sight

Prerequisites:Dark Sight, Gloom Sight, fetchling

Source: Advanced Race Guide

With further modification, your eyes see clearly in not only normal darkness, but in magical darkness as well.

Prerequisites: Dark Sight, Gloom Sight, fetchling.

Benefit: You gain the see in darkness ability (Bestiary 2 301) and lose the light sensitivity weakness, but gain the light blindness weakness (Bestiary 301).

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Improved Death-Stealing

Prerequisites:Nabasu, Ability Focus (death-stealing gaze)

Source: Demons Revisited

Your death-stealing gaze creates more powerful undead.

Prerequisites: Nabasu, Ability Focus (death-stealing gaze)

Benefit: When you would normally create a ghoul with your death-stealing gaze, you instead create a ghast. As a free action, you may also spend a number of growth points in order to even further augment your new undead minion as it is created. If you spend 1 growth point, you create a wight instead of a ghast. If you spend 3 growth points, you create a wraith instead of a ghast. And if you spend 5 growth points, you transform the target into a juju zombie instead of a ghast. Note that spending growth in this manner reduces your statistics as appropriate.

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Improved Drow Nobility

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

Source: Advanced Race Guide

Your magical heritage is more potent than that of your peers, as demonstrated by your superior spell-like abilities.

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

Benefit: You may use your dancing lights, faerie fire, feather fall, and levitate spell-like abilities twice per day. Your darkness spell-like ability instead becomes deeper darkness, which you may use twice per day.

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Improved Fiendish Darkness

Prerequisites:Fiendish Darkness, darkness spell-like ability, caster level 3rd, tiefling

Source: Blood Of Fiends

Your innate ability to shroud others in darkness is further empowered.

Prerequisites: Fiendish Darkness, darkness spell-like ability, caster level 3rd, tiefling.

Benefit: You gain a +2 bonus to your effective caster level when using your darkness spell-like ability. In addition, whenever you cast a spell with the evil descriptor that targets another creature, you can spend a swift action to apply the effects of your darkness spell-like ability to the spell cast, with the darkness effect centered on the spell's target. Using the darkness spell-like ability in this way expends all three uses of it for the day, and it cannot be used if fewer than three uses of it remain for that day.

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Improved Fiendish Sorcery

Prerequisites:Fiendish sorcery racial trait, tiefling

Source: Blood Of Fiends

Your skill with foul sorcery is even more potent than that of others of your race.

Prerequisites: Fiendish sorcery racial trait, tiefling.

Benefit: If you are a sorcerer and possess the Rakshasa bloodline (Pathfinder RPG Ultimate Magic 68) or Shadow bloodline (Pathfinder RPG Advanced Player's Guide 140), treat your Charisma score as 2 points higher for all sorcerer class abilities.

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Improved Improvisation

Prerequisites:Int 13, Fast Learner, Improvisation, human

Source: Advanced Race Guide

You are masterful in your improvisation.

Prerequisites: Int 13, Fast Learner, Improvisation, human.

Benefit: Your nonprof iciency penalty with weapons, armor, and shields is halved. In addition, the bonus on all skill checks for skills you have no ranks in increases to +4 instead of +2.

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Improved Stonecunning

Prerequisites:Wis 13, dwarf, stonecunning racial trait

Source: Advanced Player's Guide

Your sense for stonework is uncanny.

Prerequisites: Wis 13, dwarf, stonecunning racial trait.

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

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Improved Umbral Scion

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

Source: Advanced Race Guide

You are a master of drow noble magic.

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

Benefit: You may use dispel magic, divine favor, and suggestion once per day as spell-like abilities. Your caster level is equal to your character level.

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Improvisation

Prerequisites:Int 13, Fast Learner, human

Source: Advanced Race Guide

You can figure out how to do almost anything.

Prerequisites: Int 13, Fast Learner, human.

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

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Incremental Elemental Assault

Prerequisites:Suli

Source: Advanced Race Guide

You may activate and quench your elemental assault ability multiple times per day.

Prerequisites: Suli.

Benefit: You may use your elemental assault ability in 1-round increments, up to a maximum number of rounds per day equal to your character level. These rounds do not have to be consecutive. Activating the ability is a swift action; ending it is a free action.

Normal: You can use elemental assault once per day. It lasts a number of rounds equal to your class level.

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Inexplicable Luck

Prerequisites:Defiant Luck, human

Source: Advanced Race Guide

Others are often dumfounded by your luck.

Prerequisites: Defiant Luck, human.

Benefit: Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this ability after the roll is made, but if you do, this bonus is reduced to +4.

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Inner Breath

Prerequisites:Character level 11th, sylph

Source: Advanced Race Guide

Your body is suffused with elemental air that provides for all your respiratory needs.

Prerequisites: Character level 11th, sylph.

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

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Inner Light

Prerequisites:Aasimar, daylight spell-like ability

Source: Blood Of Angels

Even when your innate powers over light fail you, you and your allies prove vigilant against dark forces, fighting until the end.

Prerequisites: Aasimar, daylight spell-like ability.

Benefit: Whenever you cast your daylight spell-like ability, you do so as if your caster level were one higher. Whenever an enemy successfully counters or dispels your daylight spell-like ability, you and any allies within a 20-foot radius gain darkvision 60 feet for a number of rounds equal to your character level. This is a supernatural effect.

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Intimidating Confidence

Prerequisites:Cha 13, Fearless Curiosity, Intimidate 5 ranks, human

Source: Advanced Race Guide

You have boundless faith in your success.

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

Benefit: You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with the bonus granted by Fearless Curiosity. When you confirm a critical hit, as a free action you can make an Intimidate check to demoralize one creature you threaten. If you have the Dazzling Display feat, you can make Intimidate checks to demoralize all creatures you threaten instead. You gain a +2 bonus on this check if your weapon has a x3 critical modifier, or +4 if it has a x4 critical modifier.

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Invoke Primal Instinct

Prerequisites:Bluff 1 rank, wild shape class feature, gnome

Source: Gnomes Of Golarion

You can use your ability to take the shape of an animal to enhance your Bluff skill, giving yourself an aura of danger or meekness that influences nearby creatures into doing what you want.

Prerequisites: Bluff 1 rank, wild shape class feature, gnome.

Benefit: As a standard action, you can pantomime or describe predator- or prey-like behavior, expend one of your uses of wild shape, and make a Bluff check. All creatures within 30 feet that fail a Will save against your Bluff check DC regard you as a figure of either fear or contempt (your choice applies to all affected creatures). If you choose fear, the targets are frightened for 1 round per druid level. If you choose contempt, the targets consider you harmless for 1 minute, ignoring you unless you attack them or take a threatening action.

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Ironguts

Prerequisites:Con 13; dwarf, half-orc, or orc

Source: Advanced Player's Guide

You have an especially strong stomach.

Prerequisites: Con 13; dwarf, half-orc, or orc.

Benefit: You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but not other poisons). In addition, you receive a +2 bonus on Survival skill checks to find food for yourself (and only yourself ).

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Ironhide

Prerequisites:Con 13; dwarf, half-orc, or orc

Source: Advanced Player's Guide

Your skin is thicker and more resilient than that of most of your people.

Prerequisites: Con 13; dwarf, half-orc, or orc.

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

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Keen Scent

Prerequisites:Wis 13, half-orc or orc

Source: Advanced Player's Guide

Your nose is as sensitive as that of a wild predator.

Prerequisites: Wis 13, half-orc or orc.

Benefit: You gain the scent special ability.

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Kobold Confidence

Prerequisites:Charisma 13, kobold

Source: Kobolds Of Golarion

Your cunning, confidence, or faith in the draconic power in your blood allows you to overcome your physical frailty.

Prerequisites: Charisma 13, kobold.

Benefit: You use your Charisma, Intelligence, or Wisdom in place of Constitution to determine your bonus to Fortitude saves and your maximum negative hit points before death. Once this choice has been made, it can't be changed.

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Leaf Singer

Prerequisites:Cha 13, bardic performance class feature, elf or half-elf

Source: Advanced Player's Guide

Your songs recount the ways and mysteries of your people.

Prerequisites: Cha 13, bardic performance class feature, elf or half-elf.

Benefit: When you use bardic performance with audible components in a forest, the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the fey type, regardless of where the performance occurs.

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Ledge Walker

Prerequisites:Dex 13, dwarf, mountaineer or stability racial trait

Source: Advanced Race Guide

You negotiate tiny ledges like a mountain goat.

Prerequisites: Dex 13, dwarf, mountaineer or stability racial trait.

Benefit: You can move at full speed while using Acrobatics to balance on narrow surfaces, and you gain a +4 bonus on Climb checks to catch yourself or another creature while falling. You also gain a +4 bonus on saving throws against effects that would cause you to fall prone (such as earthquakes). This bonus does not apply to your CMD against bull rush or trip attacks.

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Letter Fury

Prerequisites:Goblin, rage class feature

Source: Goblins Of Golarion

You go wild when someone tries to steal the words from your head.

Prerequisites: Goblin, rage class feature.

Benefit: If someone reads or writes in your presence (including casting spells like glyph of warding or symbol) you can, as an immediate action, choose to activate your rage class ability for 1 round. This round of rage does not count toward the total number of rounds which you can rage each day, but if you wish to continue your rage beyond that single round you must expend rounds from your daily rage allotment as normal. Once you use this feat you must wait at least 1 minute after you cease raging before you can use it again.

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Life's Blood

Prerequisites:Samsaran

Source: Advanced Race Guide

Your blood flows with eternal life, and its healing powers allow you use your blood to heal others.

Prerequisites: Samsaran.

Benefit: At will as a full-round action, you may perform a special bloodletting ritual through which you sacrifice some of your own vitality to heal another creature. When using this feat, you take 1d4 points of damage and apply your blood to the wounds of a living creature, healing it for a number of hit points equal to the amount of damage you took from the ritual. This is a supernatural ability. Only you can perform this bloodletting. A creature cannot be healed by this ability more than once per day.

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Life-Dominant Soul

Prerequisites:Dhampir

Source: Blood Of The Night

You gain unusual resiliency from your mortal heritage.

Prerequisites: Dhampir.

Benefit: You are healed by channeled positive energy used to heal living creatures and channeled negative energy used to heal undead, but both only heal half the normal amount. You still take damage from positive energy used to harm undead, such as that from channeled energy and lay on hands.

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Light Step

Prerequisites:Acrobatic Steps, Nimble Moves, elf

Source: Advanced Player's Guide

You pick your way nimbly through even the most dangerous and uneven terrain.

Prerequisites: Acrobatic Steps, Nimble Moves, elf.

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

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Lingering Invisibility

Prerequisites:Duergar

Source: Advanced Race Guide

You remain brief ly translucent after losing invisibility.

Prerequisites: Duergar.

Benefit: When your invisibility ends, you gain concealment for 1 round per minute of duration the invisibility effect had remaining (minimum 1 round). This only occurs if the invisibility is from your racial spell-like ability or a spell you cast. Effects that negate invisibility negate this concealment.

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Long-Nose Form

Prerequisites:Character level 3rd, tengu

Source: Advanced Race Guide

You can shift into the form of a human with an unusually long nose.

Prerequisites: Character level 3rd, tengu.

Benefit: Once per day, you can assume the form of a human whose nose is the length of your beak. This spell-like ability functions as alter self with a caster level equal to your level. While in this form you gain the scent ability and a +2 bonus to your Strength score. Because your long nose in this form clearly indicates you are not fully human, you do not gain the normal bonus to Disguise checks for using a polymorph effect (however, you could possibly explain the nose as an unfortunate curse or deformity, or hide it with an item such as a plague doctor's mask).

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Lucky Halfling

Prerequisites:Halfling

Source: Advanced Player's Guide

You bring luck to those with whom you travel.

Prerequisites: Halfling.

Benefit: Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if you were the one subject to the effect requiring it. You may use this ability after your ally has rolled, but before the GM declares if the roll was a success or failure. Your ally may choose to use your saving throw in place of his own.

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Lucky Healer

Prerequisites:Adaptive luck racial trait, halfling

Source: Advanced Race Guide

Your luck allows you to draw from magical healing far more efficiently than most.

Prerequisites: Adaptive luck racial trait, halfling.

Benefit: Spend a use of your adaptive luck racial trait to reroll the damage healed from a single magical healing effect (such as a spell with "cure" in the title or channel energy). You regain a number of hit points equal to the new roll or the original roll, whichever is greater. Other creatures healed by the effect do not gain this benef it.

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Mage of the Wild

Prerequisites:Attuned to the Wild, elf

Source: Advanced Race Guide

Your mystic connection with the wilderness enhances your spellcasting.

Prerequisites: Attuned to the Wild, elf.

Benefit: When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 bonus on caster level checks, concentration checks, and, Knowledge (arcana) and Spellcraft checks. If you are in an area that qualifies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one of the terrain types.

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Magical Tail

Prerequisites:Kitsune

Source: Advanced Race Guide

You grow an extra tail that represents your growing magical powers.

Prerequisites: Kitsune.

Benefit: You gain a new spell-like ability, each usable twice per day, from the following list, in order: disguise self, charm person, misdirection, invisibility, suggestion, displacement, confusion, dominate person. For example, the first time you select this feat, you gain disguise self 2/day; the second time you select this feat, you gain charm person 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based.

Special: You may select this feat up to eight times. Each time you take it, you gain an additional ability as described above.

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Merciless Magic

Prerequisites:Ability to cast spells, kobold

Source: Kobolds Of Golarion

Your spellcasting is strongest against those in peril.

Prerequisites: Ability to cast spells, kobold.

Benefit: The DC to resist your spells increases by 1 for targets that are already aff licted with any of the following conditions: blinded, dying, entangled, exhausted, frightened, helpless, nauseated, panicked, paralyzed, or stunned.

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Merciless Precision

Prerequisites:Sneak attack class feature, kobold

Source: Kobolds Of Golarion

You delight and excel in bringing down hobbled targets.

Prerequisites: Sneak attack class feature, kobold.

Benefit: Your sneak attack damage increases by 1d6 against targets that are already aff licted with any of the following conditions: blinded, dying, entangled, exhausted, frightened, helpless, nauseated, panicked, paralyzed, or stunned.

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Metallic Wings

Prerequisites:Angelic Blood, Angelic Flesh, Angel Wings, aasimar, character level 11th

Source: Advanced Race Guide

Your wing feathers are made of gleaming metal.

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

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

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Mixed Scales

Prerequisites:Draconic AspectARG or dragon-scaled racial traitARG, kobold

Source: Kobolds Of Golarion

You have two colors of scales, which mark you as special.

Prerequisites: Draconic AspectARG or dragon-scaled racial traitARG, kobold.

Benefit: Choose an additional color for your Draconic Aspect feat or dragon-scaled racial trait. You gain the benefits of both this color and the color you originally chose. (If you have both Draconic Aspect and dragon-scaled, this benefit applies to both.) If you gain abilities that rely on scale color, choose which color gains the benefits.

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Monstrous Mask

Prerequisites:Tiefling, must be taken at 1st level

Source: Blood Of Fiends

Your fiendish physical traits give you a twisted and fearsome appearance that strikes fear into others' hearts.

Prerequisites: Tiefling, must be taken at 1st level.

Benefit: You get a +5 racial bonus on Intimidate checks made against all creatures of the humanoid type.

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Mother's Gift

Prerequisites:Changeling

Source: Advanced Race Guide

You inherit a special boon from your hag parent.

Prerequisites: Changeling.

Benefit: Your dark legacy manifests in one of the following ways. You choose the manifestation when you choose the feat, and once selected it cannot be changed. Hag Claws (Ex): You gain a +1 bonus on attack and damage rolls with your claws. Surprisingly Tough (Ex): Your natural armor bonus increases by +1. Uncanny Resistance (Su): You gain spell resistance equal to 6 + your character level.

Special: You can gain this feat up to three times. Its effects do not stack. Each time you take the feat, you must select a different manifestation.

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Multitalented Mastery

Prerequisites:Character level 5th, half-elf, multitalented racial trait

Source: Advanced Race Guide

You are adept at numerous disciplines.

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

Benefit: All of your classes are considered favored classes. You gain either +1 hit point or +1 skill point whenever you take a level in any class. Apply these bonuses retroactively for all class levels that have not yet gained one of these bonuses.

Normal: Half-elves with the multitalented racial trait have two favored classes.

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Murmurs of Earth

Prerequisites:Echoes of Stone, character level 9th, oread

Source: Advanced Race Guide

The earth opens up her secrets to your perceptions.

Prerequisites: Echoes of Stone, character level 9th, oread.

Benefit: You gain a limited form of tremorsense. As a move action, you become aware of all creatures within 15 feet that are in contact with the ground at that moment.

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Natural Charmer

Prerequisites:Cha 17, dhampir

Source: Advanced Race Guide

You possess some of the dominating powers of your vampire progenitor.

Prerequisites: Cha 17, dhampir.

Benefit: You can take 20 on any Charisma-based skills to charm, convince, persuade, or seduce humanoids whose attitude is at least friendly to you. Taking 20 still requires 20 times the normal time to perform the skill.

Normal: You cannot take 20 on any check where you incur penalties for failure.

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Neither Elf nor Human

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

Source: Advanced Race Guide

You have removed yourself from your heritage so thoroughly that even magic does not recognize you.

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

Benefit: You are not considered elven or human for the purpose of harmful spells or effects based on your type, like a bane weapon or a ranger's favored enemy class feature.

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Noble Spell Resistance

Prerequisites:Cha 13, Wis 13, Greater Drow Nobility, character level 13th, drow

Source: Advanced Race Guide

Your ascension is complete; you have the spell resistance approaching that of a demon.

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

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

Special: You receive a +1 circumstance bonus on Diplomacy and Intimidate checks made against any drow.

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Oread Burrower

Prerequisites:Stony Step, character level 9th, oread

Source: Advanced Race Guide

The ground parts for you at the slightest touch, allowing you to dig with great speed.

Prerequisites: Stony Step, character level 9th, oread.

Benefit: You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. You do not leave a hole behind, nor is your passage marked on the surface.

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Oread Earth Glider

Prerequisites:Oread Burrower, Stony Step, character level 13th, oread

Source: Advanced Race Guide

The earth welcomes you, showing you the secret paths through sand and soil.

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

Benefit: You gain the earth glide universal monster ability and can use it to travel at your full base speed through sand, dirt, clay, gravel, or similar materials. If protected against fire damage, you can even burrow through lava. You can burrow through solid stone at 1/2 your base speed.

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Pass For Human

Prerequisites:Half-elf, half-orc, or halfling (see Special)

Source: Advanced Player's Guide

You're easily mistaken for a human rather than a member of your own race.

Prerequisites: Half-elf, half-orc, or halfling (see Special).

Benefit: You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of another race when you do so. In areas largely populated or settled by humans, you can take 10 on your Disguise check, meaning most people tend to assume you are human unless given a reason to think otherwise.

Special: A half ling may take this feat, but must have the Childlike feat as a prerequisite. The benefits of the two feats stack.

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Racial Heritage

Prerequisites:Human

Source: Advanced Player's Guide

The blood of a non-human ancestor flows in your veins.

Prerequisites: Human.

Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human and a dwarf for the purpose of taking traits, feats, how spells and magic items affect you, and so on.

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Razortusk

Prerequisites:Half-orc

Source: Advanced Player's Guide

Your powerful jaws and steely teeth are deadly enough to give you a bite attack.

Prerequisites: Half-orc.

Benefit: You can make a bite attack for 1d4 points of damage, plus your Strength modifier. You're considered proficient in this attack and can apply feats or effects appropriate to natural attacks to it. If used as part of a full attack action, the bite is considered a secondary attack and is made at your full base attack bonus -5, and adds half your Strength modifier to damage.

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Realistic Likeness

Prerequisites:Kitsune

Source: Advanced Race Guide

When you are in human form, you can take the shape of a specific individual.

Prerequisites: Kitsune.

Benefit: You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an individual, granting you a +10 circumstance bonus on Disguise checks made to fool others with your impersonation.

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Redeemed Kobold

Prerequisites:Good alignment, kobold

Source: Kobolds Of Golarion

The purity you have found in the teachings of good dragonkind colors your scales and grants you confidence.

Prerequisites: Good alignment, kobold.

Benefit: Your scales take on a metallic sheen appropriate for that of a good-aligned metallic dragon who shares any existing energy affinity you possess, or whom you have chosen to emulate. You gain a +2 circumstance bonus on Diplomacy checks when interacting with good creatures. In addition, your Charisma is considered 2 points higher for the purposes of channeling positive energy.

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Resilient Brute

Prerequisites:Half-orc or orc

Source: Advanced Race Guide

You absorb punishment others find deadly.

Prerequisites: Half-orc or orc.

Benefit: Once per day, when a creature confirms a critical hit against you, you may treat half the damage as nonlethal damage. You cannot use this ability if you are immune to nonlethal damage. When your base attack bonus reaches +10, you may use this ability an additional time per day.

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Resolute Rager

Prerequisites:Orc, rage class feature

Source: Advanced Race Guide

Fear passes quickly while you are raging.

Prerequisites: Orc, rage class feature.

Benefit: While raging, when under the effect of a fear effect that allows a saving throw, you can make a new saving throw against that fear effect at the start of each of your turns before acting. If you make the new save, the fear effect ends.

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Revered Guidance

Prerequisites:Aasimar, must be taken at 1st level

Source: Blood Of Angels

You were selected by your celestial ancestor to be a guide for a chosen people, and serve as a beacon of hope in times of despair.

Prerequisites: Aasimar, must be taken at 1st level.

Benefit: Select one of the following creature subtypes: dwarf, elf, gnome, halfling, human, or orc. You gain a +4 racial bonus on Diplomacy checks made to influence creatures of the selected subtype.

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Scaled Disciple

Prerequisites:Ability to spontaneously cast divine spells, kobold

Source: Kobolds Of Golarion

Your draconic heritage manifests as divine power.

Prerequisites: Ability to spontaneously cast divine spells, kobold.

Benefit: You gain a +1 bonus to your caster level when casting spells included in the dragon domain or subdomains. Your spontaneous divine spellcasting qualifies in place of arcane casting for the dragon disciple prestige class, and you may increase spellcasting in your spontaneous divine class as you progress in dragon disciple levels. Add the bonus spells gained from the blood of dragons ability to those you can cast as divine spells.

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Scavenger's Eye

Prerequisites:Tengu

Source: Advanced Race Guide

Your gaze is naturally drawn to valuable glittering objects.

Prerequisites: Tengu.

Benefit: You gain a +2 bonus on Appraise checks. You may determine the most valuable item in a hoard as a standard action and gain an additional +2 bonus on the Appraise check to do so. In addition, if you fail an Appraise check by 5 or more, you treat the check as if you had failed by less than 5.

Normal: Determining the most valuable object in a treasure hoard takes 1 full-round action.

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Seen and Unseen

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

Source: Advanced Race Guide

Your anonymity makes you difficult to find through magical or mundane means, and you have learned how to combat both of your progenitor races.

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

Benefit: You gain a +2 bonus on all saving throws against scrying or divination effects. Additionally, you gain a +2 bonus on all Stealth checks, and elves, half-elves, and humans take a -4 penalty on all efforts to track you through the Survival skill.

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Shadow Caster

Prerequisites:Caster level 1st, drow

Source: Advanced Race Guide

Your command over shadow and darkness create longer-lasting spell effects.

Prerequisites: Caster level 1st, drow.

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

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Shadow Ghost

Prerequisites:Fetchling, shadow walk spell-like ability

Source: Advanced Race Guide

You can move between the Shadow Plane and the Material Plane more often.

Prerequisites: Fetchling, shadow walk spell-like ability.

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

Special: You may select this feat multiple times. Its effects stack.

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Shadow Walker

Prerequisites:Fetchling, shadow walk spell-like ability

Source: Advanced Race Guide

You can pierce the veil between the Shadow Plane and the Material Plane more often, and to greater effect.

Prerequisites: Fetchling, shadow walk spell-like ability.

Benefit: You can expend one use of your shadow walk spell-like ability to use dimension door as a spell-like ability. Your start and end locations for this ability must be in dim light or darkness.

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Shadowy Dash

Prerequisites:Wayang

Source: Advanced Race Guide

In dim light, you resemble little more than a shadow.

Prerequisites: Wayang.

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

Normal: When moving at more than half your speed and up to your normal speed, you take a -5 penalty on Stealth checks.

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Shared Insight

Prerequisites:Wis 13, half-elf

Source: Advanced Player's Guide

You deftly direct others' attentions where you wish.

Prerequisites: Wis 13, half-elf.

Benefit: As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Perception checks for a number of rounds equal to your Wisdom modifier (minimum 1 round).

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Shared Manipulation

Prerequisites:Cha 13, half-elf

Source: Advanced Race Guide

You can subtly bolster allies' ability to misdirect and infuriate their enemies.

Prerequisites: Cha 13, half-elf.

Benefit: As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Bluff or Intimidate checks (choose which skill to affect each time you use this ability) for a number of rounds equal to your Charisma modifier (minimum 1 round).

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Sleep Venom

Prerequisites:Vishkanya

Source: Advanced Race Guide

You can change the nature of your toxic spittle to put your enemies to sleep.

Prerequisites: Vishkanya.

Benefit: As a swift action, you may alter the effects of your venom so the target falls unconscious. This changes the initial and secondary effect of your venom to the following: initial effect staggered for 1d4 rounds; secondary effect unconsciousness for 1 minute. You must make the decision to alter your venom before you apply it to a weapon.

Normal: Vishkanya venom deals Dexterity damage.

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Smell Fear

Prerequisites:Keen Scent, half-orc or orc

Source: Advanced Player's Guide

You can catch the sour scent of fear on the wind.

Prerequisites: Keen Scent, half-orc or orc.

Benefit: You receive a +4 bonus on Perception checks to detect creatures with the shaken, frightened, or panicked conditions using scent. You can substitute your Perception skill for Sense Motive skill checks if the subject has one of the previous conditions or is attempting to cover up their fear in some way.

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Sociable

Prerequisites:Cha 13, half-elf

Source: Advanced Player's Guide

You have a way of helping others to get along.

Prerequisites: Cha 13, half-elf.

Benefit: As a move action, you grant all friendly creatures within 30 feet who can see or hear you (including yourself ) a +2 bonus on Diplomacy checks for a number of rounds equal to your Charisma modifier (minimum 1 round).

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Spider Step

Prerequisites:Character level 3rd, drow

Source: Advanced Race Guide

You tread where only arachnids dare.

Prerequisites: Character level 3rd, drow.

Benefit: You can cast spider climb once per day as a spell-like ability, using your character level as the caster level. Furthermore, you gain a +4 bonus on saving throws against the web special attacks of spiders and the effects of web and other similar spells (such as the web cloud spell).

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Spider Summoner

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

Source: Advanced Race Guide

You gain the ability to summon powerful spiders.

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

Benefit: When casting either a summon monster spell or a summon nature's ally spell, your options increase. Depending on the level of the spell, you can summon the spiders listed below. Summon Monster: 1st level-giant crab spider* (Bestiary 3 254); 4th level-giant black widow* (Bestiary 2 256); 5th level-ogre spider* (Bestiary 3 256); 7th level-giant tarantula* (Bestiary 2 256) Summon Nature's Ally: 1st level-giant crab spider (Bestiary 3 254); 4th level-giant black widow (Bestiary 2 256); 5th level-ogre spider (Bestiary 3 256); 7th level- giant tarantula (Bestiary 2 256) Creatures marked with an asterisk (*) are summoned with the celestial template if you are good, and the fiendish template if you are evil. If you are neutral, you may choose which template to apply to the creature. Furthermore, when you summon spiders using summon monster or summon nature's ally, the DC of the summoned monster's poison and web effects increases by 2.

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Spirit of the Wild

Prerequisites:Attuned to the Wild, Guardian of the Wild, elf

Source: Advanced Race Guide

Your mystic connection with one type of wilderness has grown even stronger.

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

Benefit: When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +4 bonus on Perception checks made to act in the surprise round of combat. If you act in the surprise round, you gain blindsense out to a range of 30 feet during the surprise round. If you are in an area that qualif ies as more than one kind of terrain, these bonuses do not stack; you receive the bonus for only one terrain type.

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Steam Caster

Prerequisites:Undine

Source: Advanced Race Guide

You imbue your fire spells with elemental water, transforming them into powerful gouts of steam.

Prerequisites: Undine.

Benefit: You may increase the casting time of a fire spell to a full-round action, infusing it with elemental power (spells with a casting time of 1 full-round action or longer do not have an increased casting time). The spell is treated as if it had the water descriptor. All fire effects of the altered spell instead manifest as superheated steam. The altered spell works normally underwater without requiring a caster level check. Unlike fire, the steam cannot ignite objects or set creatures on fire. As the spell still deals fire damage, fire resistance or immunity still applies to the spell's effects.

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Steel Soul

Prerequisites:Dwarf, hardy racial trait

Source: Advanced Player's Guide

You are especially resistant to magic.

Prerequisites: Dwarf, hardy racial trait.

Benefit: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf 's hardy racial trait.

Normal: Dwarves normally receive a +2 racial bonus on saving throws against spells and spell-like abilities.

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Stoic Pose

Prerequisites:Svirfneblin

Source: Advanced Race Guide

You can hold yourself as still as a statue, evading detection.

Prerequisites: Svirfneblin.

Benefit: By spending 5 rounds finding a suitable location, you can hold yourself so still that you appear to be a Small object such as a pile of rocks. This allows you to make a Stealth check without cover or concealment, as long as you do not move or take any other actions.

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Stone Singer

Prerequisites:Cha 13, bardic performance class feature, dwarf

Source: Advanced Player's Guide

Your songs are in accordance with the ways and lands of your people.

Prerequisites: Cha 13, bardic performance class feature, dwarf.

Benefit: When you use bardic performance with audible components underground, the range or area of your chosen performance is doubled, and you can affect deaf creatures if they possess tremorsense and are in your new range. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the earth subtype, regardless of where the performance occurs.

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Stone-Faced

Prerequisites:Dwarf

Source: Advanced Player's Guide

Rocks show more expression than you.

Prerequisites: Dwarf.

Benefit: You receive a +4 bonus on Bluff checks to lie or conceal your feelings or true motives, but not to feint in combat or deliver secret messages. In addition, the DC for Sense Motive checks to get a hunch about you is 25 rather than 20.

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Stony Step

Prerequisites:Oread

Source: Advanced Race Guide

The earth recognizes its kinship with you and does not impede your movement.

Prerequisites: Oread.

Benefit: Whenever you move, you may move through 5 feet of earth- or stone-based difficult terrain (rubble, stone stairs, and so on) each round as if it were normal terrain. The effects of this feat stack with similar feats such as Acrobatic Steps and Nimble Moves. This feat allows you to take a 5-foot step into this kind of difficult terrain.

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Stretched Wings

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

Source: Advanced Race Guide

You strengthen your crippled wings.

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

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

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Supernal Feast

Prerequisites:Con 15, aasimar

Source: Blood Of Angels

You sup on the blood of your ancestors to fuel your fury.

Prerequisites: Con 15, aasimar.

Benefit: Whenever you are adjacent to a good outsider that takes bleed or blood drain damage, you gain 1 temporary hit point as you bathe in the celestial being's gore. Furthermore, as a full-round action, you can feast on the fallen body of a good outsider that has been dead no longer than 24 hours. When you do, you regain 1 temporary hit point per Hit Die the outsider possessed at a rate of 1 hit point per minute. Temporary hit points gained from this feat last 1d4 hours.

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Sure and Fleet

Prerequisites:Fleet of foot racial trait, halfling

Source: Advanced Race Guide

You are both fast and careful.

Prerequisites: Fleet of foot racial trait, halfling.

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

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Surge of Success

Prerequisites:Human

Source: Advanced Race Guide

Your success drives your further actions.

Prerequisites: Human.

Benefit: When you confirm a critical hit or roll a natural 20 on a saving throw, you gain a +2 circumstance bonus on a single attack roll, saving throw, skill check, or ability check of your choice before the end of your next turn. You must choose to use this bonus before you make the attack roll, saving throw, skill check, or ability check.

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Tenacious Survivor

Prerequisites:Con 13, Diehard, Endurance, half-orc or orc

Source: Advanced Race Guide

Your spirit lingers long after any other's would have passed on.

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

Benefit: When you are killed by hit point damage, your soul lingers in your body for a number of rounds equal to your Constitution bonus. You are still dead, but a creature can make a DC 10 Heal check as a standard action to realize that you can still be saved. You can be healed by magic as if you were alive. If you are healed enough hit points that you would no longer be dead, you are alive again, but you gain one permanent negative level.

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Tengu Raven Form

Prerequisites:Tengu Wings, character level 7th, tengu

Source: Advanced Race Guide

You can shift into the form of a giant black raven.

Prerequisites: Tengu Wings, character level 7th, tengu.

Benefit: Once per day, you can take the form of a Large black bird resembling a raven, granting you a fly speed of 60 feet (good maneuverability), a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus. This spell-like ability otherwise functions as beast shape II with a caster level equal to your level.

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Tengu Wings

Prerequisites:Character level 5th, tengu

Source: Advanced Race Guide

You can grow wings that allow you to fly.

Prerequisites: Character level 5th, tengu.

Benefit: Once per day, you can sprout a pair of giant black crow's wings, granting you a fly speed of 30 feet (average maneuverability). This spell-like ability otherwise functions as beast shape I (though you do not gain any other benefits of that spell) with a caster level equal to your level.

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Terrifying Mask

Prerequisites:Cha 13, Monstrous Mask, tiefling

Source: Blood Of Fiends

Your fiendish visage has made you a truly terrifying spectacle to behold, and you can force others to betray their feelings with a single look.

Prerequisites: Cha 13, Monstrous Mask, tiefling.

Benefit: Anytime you can make a Sense Motive check to get a hunch or detect whether someone is trustworthy or not, you can choose to instead make an Intimidate check at a -2 penalty. This ability only works on creatures of the humanoid type.

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Thrill of the Kill

Prerequisites:Half-orc or orc, rage class feature

Source: Advanced Race Guide

Killing fuels your rage.

Prerequisites: Half-orc or orc, rage class feature.

Benefit: When you are raging and your attack reduces an enemy to negative hit points or kills it, you regain 1 round of rage. You may only use this feat if the fallen enemy had at least as many Hit Dice as you. You can only gain this benefit once per round.

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Thrill of the Kill

Prerequisites:Half-orc or orc, rage class feature

Source: Orcs Of Golarion

Killing fuels your rage.

Prerequisites: Half-orc or orc, rage class feature.

Benefit: When you are raging and your attack brings an enemy to negative hit points or kills them, you regain 1 round of rage. You may only use this feat if the fallen enemy had at least as many Hit Dice as you.

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Toxic Recovery

Prerequisites:Dwarf, hardy racial trait

Source: Advanced Race Guide

Your system recuperates from the effects of poisons with astonishing speed.

Prerequisites: Dwarf, hardy racial trait.

Benefit: Whenever you succeed at a saving throw against poison, you heal 1 point of ability damage of the type dealt by the poison. Whenever you heal ability damage naturally or magically, you heal 1 additional point of ability damage. This feat has no effect on penalties to ability scores or ability drain.

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Trap Wrecker

Prerequisites:Power Attack, Disable Device 1 rank, orc

Source: Advanced Race Guide

You can smash traps instead of disarming them.

Prerequisites: Power Attack, Disable Device 1 rank, orc.

Benefit: You can attempt to disarm a trap by striking it with a melee weapon instead of making a Disable Device check. As a full-round action, make a melee attack against an Armor Class equal to the trap's Disable Device DC. If you miss, the trap activates. If you hit, roll damage. If this damage is at least half the trap's Disable Device DC, you disable the trap. If this damage is less than half the trap's Disable Device DC, the trap activates. You can only attempt this on nonmagical traps. You must be able to reach some part of the trap with your attack in order to use this feat. At the GM's discretion, some traps may not be susceptible to this feat.

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Triton Portal

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

Source: Advanced Race Guide

You can channel your inner magic to summon allies.

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

Benefit: Once per day, you may expend your racial hydraulic push ability to instead cast summon nature's ally III as a spell-like ability with a caster level equal to your character level. This use of the ability can only summon a Small water elemental or 1d3 dolphins. Using this ability is a full-round action.

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Tunnel Rat

Prerequisites:Ratfolk, swarming racial trait

Source: Advanced Race Guide

You are a master of fighting in confined spaces.

Prerequisites: Ratfolk, swarming racial trait.

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

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Umbral Scion

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

Source: Advanced Race Guide

New spell-like abilities are unlocked for you as you rise to ascendency among the drow people.

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

Benefit: Select one of the following: dispel magic, divine favor, or suggestion. You may use this spell once per day as a spell-like ability. Your caster level is equal to your character level.

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VampiricCompanion

Prerequisites:Dhampir or vampire, nongood alignment, 10 levels in a class that grants a familiar or animal companion

Source: Blood Of The Night

Just as your undead existence mocks nature, so too are you granted a twisted companion that reflects the vile nature of vampirism.

Prerequisites: Dhampir or vampire, nongood alignment, 10 levels in a class that grants a familiar or animal companion.

Benefit: Your animal companion or familiar's type changes to "undead." The creature gains your vampire or dhampir weaknesses and fast healing 5. If you are a vampire, the creature also gains the following abilities, depending on what type of vampire you are. Jiang-Shi: If the creature is adjacent to you or you are sharing a square, it gains the benefit of your prayer scroll ability. The creature crumbles into dust if destroyed ( just like a jiang-shi), but is not permanently destroyed unless measures are taken that would destroy a jiang-shi. Moroi: If the creature is adjacent to or in your square when you assume gaseous form, it transforms with you and follows you; its transformation ends when yours does. If reduced to 0 hit points, it is forced into gaseous form and must return to your coffin to reform (or the foot of your coffin if it cannot fit within it). Nosferatu: If the creature is adjacent to or in your square when you assume swarm form, it transforms with you and follows you; its transformation ends when yours does. The creature can climb as if using spider climb, even if its anatomy is not suitable for climbing (such as a horse). Vetala: The creature may use malevolence and possession as if it were a vetala, but by touch and only affecting creatures or corpses that are the same type of creature as the animal companion or familiar (such as bear, horse, or snake). If reduced to 0 hit points in combat, the creature is helpless and its fast healing ceases to function for 1 hour (additional damage or desecration has no effect); after 1 hour it regains 1 hit point and is no longer helpless, and its fast healing resumes. It can be permanently destroyed as if it were a vetala.

Special: If your animal companion or familiar is destroyed, dismissed, or lost, you may apply the effects of this feat to the replacement creature. If you are destroyed, the creature retains its undead type but loses all other special abilities from this feat. If you have more than one animal companion or familiar, choose one of them when you select this feat and apply its effects to that creature. You may select this feat more than once. Each time you select the feat, it applies to a different animal companion or familiar.

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Vandal

Prerequisites:Goblin, sneak attack class feature

Source: Goblins Of Golarion

Even other goblins admire your talent for mindless destruction.

Prerequisites: Goblin, sneak attack class feature.

Benefit: You treat unattended objects as if they were vulnerable to your sneak attack, but you only deal half as much damage as you would against an actual creature. For instance, if you rolled 12 extra damage from the sneak attack you would deal an extra 6 damage to the object. This only applies when attacking unattended objects.

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Variant Prayer Scroll

Prerequisites:Jiang-shi

Source: Blood Of The Night

You have learned the secret to changing the powers granted by your prayer scroll.

Prerequisites: Jiang-shi.

Benefit: You gain the ability to create a different type of prayer scroll. You may create a prayer scroll with this ability by using any strip of parchment and a writing instrument, but doing so requires 10 minutes of uninterrupted work. Swapping your current prayer scroll for a different prepared one is a standard action. When wearing a different prayer scroll, you gain its special abilities, but lose your normal prayer scroll's immunity to spell completion and spell trigger magic items. Your prayer scrolls can be used only by you, and have no effect when used by other jiang-shis. When you choose this feat, select one of the following prayer scroll types. Embalmed Form: This prayer scroll alters your physical form to how you looked 1 day before your death. Treat this as an alter self spell that affects you regardless of your original or current type; your caster level is equal to your Hit Dice. Your speed increases by 10 feet, but you lose your immunity to trip attacks and your ability to move through difficult terrain unhindered. These effects persist indefinitely as long as you wear the prayer scroll, but end immediately if you use a different prayer scroll or 24 hours after you remove this prayer scroll. Enduring Dust: If you crumble into dust from hit point damage, you reform after 1 round instead of 1 minute. Scattering your dust does not prevent you from reforming as long none of your dust is more than 30 feet from any other part of your dust. Storing a portion of your dust in an air-tight container prevents you from reforming. If you are unable to reform after 1 minute, you are destroyed. Positive Energy Immunity: You become immune to positive channeled energy used to harm undead. This does not protect you against positive energy from other sources such as cure spells or lay on hands. Spell Immunity: The prayer scroll grants you immunity to a spell, as if you were using spell immunity. You decide which spell when you create the prayer scroll, and can choose a different spell each time you create a new spell immunity prayer scroll. If you have 15 or more Hit Dice, this functions as greater spell immunity. Creating this type of prayer scroll costs 100 gp x the spell level of the spell keyed to the scroll.

Special: You may select this feat multiple times. Each time you do so, choose another ability granted by the feat.

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War Singer

Prerequisites:Cha 13, bardic performance class feature, half-orc or orc

Source: Advanced Player's Guide

Your songs draw upon the savage chants and brutal ways of your people, inspiring those around you to new heights of violence and savagery.

Prerequisites: Cha 13, bardic performance class feature, half-orc or orc.

Benefit: When you use bardic performance with audible components on a battlefield (any area where a combat involving a dozen or more combatants is taking place), the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the orc subtype, regardless of where the performance occurs.

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Warleader's Rage

Prerequisites:Cha 13, half-orc or orc, non-lawful

Source: Orcs Of Golarion

Your rages are so inspiring to your allies that they don't have to remain adjacent to you to stay raging.

Prerequisites: Cha 13, half-orc or orc, non-lawful.

Benefit: Feats and abilities that allow an ally to rage or enhance a rage if adjacent to you (such as Amplified Rage and Sympathetic Rage) persist as long as your ally is within 30 feet of you and can see you. The conditions to activate the rage effect remain unchanged. For example, an ally with Sympathetic Rage must be adjacent to you to enter his own rage, but once his rage begins, he can continue raging as long as he can see you and you are within 30 feet.

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Water Skinned

Prerequisites:Undine

Source: Advanced Race Guide

Your touch extinguishes small flames.

Prerequisites: Undine.

Benefit: As a standard action, you can extinguish a small nonmagical fire with a touch, affecting anything up to the size of a large campfire. This ability does not affect fires with a total area greater than 5 square feet. Touching the fire in this way does not harm you.

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Well-Prepared

Prerequisites:Halfling

Source: Advanced Player's Guide

Somehow, you always seem to have the right tools or supplies close at hand.

Prerequisites: Halfling.

Benefit: Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand check with a DC of 10 plus the item's cost in gold pieces to "happen" to have such an item on your person. For example, having a crowbar would be DC 12, whereas a flask of acid would be DC 20. The item must be something you can easily carry-if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You cannot have magical items using this feat, nor can you have specif ic items, such as the key to a particular door. If you are stripped of your equipment or possessions, you lose the benef its of this feat until you have at least a day to resupply and "acquire" new items. You must pay for these items normally.

Special: At the GM's option, a character can substitute the Survival skill for Sleight of Hand with this feat. Such a choice is permanent.

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Wicked Valor

Prerequisites:Con 15, Diehard, Endurance, tiefling

Source: Blood Of Fiends

The fiendish blood that courses through your body causes your wounds to heal faster than usual.

Prerequisites: Con 15, Diehard, Endurance, tiefling.

Benefit: When you regain hit points by resting, you heal double the normal amount of damage. This feat does not stack with items or effects that also affect the amount of damage you recover from while resting. This feat only functions with a full night's rest; complete bed rest is not affected by this feat.

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Wings of Air

Prerequisites:Airy Step, character level 9th, sylph

Source: Advanced Race Guide

The winds lift you, carrying you where you want to go.

Prerequisites: Airy Step, character level 9th, sylph.

Benefit: Your bonus on saves against effects with the air or electricity descriptors and effects that deal electricity damage increases to +4. In addition, you gain a supernatural fly speed equal to your base speed (good maneuverability). You may only fly with this ability when wearing light armor or no armor.

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Teamwork Feats

27 feats

Allied Spellcaster (Teamwork)

Prerequisites:Caster level 1st

Source: Advanced Player's Guide

With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.

Prerequisites: Caster level 1st.

Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all leveldependent variables, such as duration, range, and effect.

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Amplified Rage (Teamwork)

Prerequisites:Half-orc or orc, rage class feature

Source: Orcs Of Golarion

When adjacent to other raging allies, your rages become even more powerful.

Prerequisites: Half-orc or orc, rage class feature.

Benefit: Whenever you are raging and adjacent to a raging ally who also has this feat or flanking the same opponent as a raging ally with this feat, your morale bonuses to Strength and Constitution increase by +4. This feat does not stack with itself (you only gain this bonus from one qualifying ally, regardless of how many are adjacent to you).

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Back to Back (Teamwork)

Prerequisites:Perception 3 ranks

Source: Ultimate Combat

Your ally's eyes are your own, and yours are his.

Prerequisites: Perception 3 ranks.

Benefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you.

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Collective Recollection (Teamwork)

Source: Pathfinder Society Primer

You and your allies can quickly jog each other's memories to remember essential facts.

Benefit: When an ally who also has this feat attempts a trained Knowledge skill check while within 30 feet of you, you may attempt an aid another check as a free action to improve that ally's skill check. You must have at least 1 rank in the Knowledge skill to be aided in order to use this feat. If you succeed at the aid another check, you automatically know any information your ally gains from the Knowledge check as if you had rolled the Knowledge check. Whether or not your aid another check is successful, you cannot attempt a Knowledge check to determine the same information as your ally after using this feat.

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Combat Medic (Teamwork)

Prerequisites:Heal 5 ranks

Source: Ultimate Combat

You know the urgency of treating wounds in the heat of battle, applying first aid to your allies with such speed that you assure no one gets left behind.

Prerequisites: Heal 5 ranks.

Benefit: Whenever you use Heal to provide first aid, treat caltrop wounds, or treat poison on an ally who also has this feat, you provoke no attacks of opportunity, and can take 10 on the check. Unlike with other teamwork feats, allies that are paralyzed, stunned, unconscious, or cannot otherwise act still count for the purposes of this feet.

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Courage In Numbers (Teamwork)

Prerequisites:Iron Will

Source: Dragonslayer's Handbook

Your allies give you courage when you face an enemy as one.

Prerequisites: Iron Will.

Benefit: You gain a +2 morale bonus on saves against fear for every ally within 10 feet who possesses this feat (maximum +8).

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Duck and Cover (Teamwork)

Source: Advanced Player's Guide

Your allies assist you in avoiding certain attacks.

Benefit: Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Ref lex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally's result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.

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Ensemble (Teamwork)

Prerequisites:Perform 5 ranks

Source: Ultimate Magic

You can create an ensemble of skilled and amateur performers to aid you in your performance.

Prerequisites: Perform 5 ranks

Benefit: When you are performing, allies within 20 feet who also have this feat can aid you with your Perform checks (including those made as part of bardic performance) as if they were aiding another as an immediate action. The allies make their aid another rolls before you make your check. No more than four allies can grant you a bonus with aid another. Allies aiding you do not need to use the same category of the Perform skill that you are using in order to aid you.

Special: If you possess one or more levels of the bard class, you can choose any one ally within 20 feet to be part of the ensemble. The ally is considered to have the ensemble teamwork feat for the purposes of aiding your performance.

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Escape Route (Teamwork)

Source: Ultimate Combat

You have trained to watch your allies' backs, covering them as they make tactical withdraws.

Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

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Ferocious Loyalty (Teamwork)

Source: Blood Of The Moon

You have a powerful sense of responsibility for your allies.

Benefit: You gain a +1 morale bonus on attack rolls against any foe that currently threatens an ally who also has this feat. Whenever an ally with this feat is rendered helpless or killed within 30 feet of you, you gain a +2 morale bonus on attack rolls for 1 minute or until the foe responsible is rendered helpless or killed, whichever comes first.

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Focusing Blow (Teamwork)

Prerequisites:Hobgoblin Discipline, hobgoblin

Source: Advanced Race Guide

You and your allies work together to shake off mental effects.

Prerequisites: Hobgoblin Discipline, hobgoblin.

Benefit: An ally who also has this feat can deal damage to you in order to break an ongoing mind-affecting effect that allows a saving throw. The ally must cause at least 5 points of damage to you with an attack, spell, or other ability. You then reroll your saving throw, with a +1 bonus for every 5 additional points of damage the attack caused. If your save is successful, the mind-affecting effect ends. Only damage actually dealt counts for purposes of this feat; nonlethal damage and damage reduced or eliminated by damage reduction, resistances, and so on does not qualify.

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Horde Charge (Teamwork)

Prerequisites:Base attack bonus +1, half-orc or orc

Source: Advanced Race Guide

When you charge with an ally, you are more deadly.

Prerequisites: Base attack bonus +1, half-orc or orc.

Benefit: When charging during the same round as an ally with this feat, you gain a +2 bonus on attack and damage rolls in addition to the normal bonus for charging. If you can make multiple attacks on a charge, this bonus only applies to the first attack.

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Improved Back to Back (Teamwork)

Prerequisites:Back to Back, Perception 5 ranks

Source: Ultimate Combat

After much practice, you and an ally have become adept at fighting in close proximity to one another.

Prerequisites: Back to Back, Perception 5 ranks.

Benefit: While you are adjacent to an ally who is flanked and also has this feat, you can spend a swift action to gain a +2 bonus to AC against all flankers until the start of your next turn.

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Lastwall Phalanx (Teamwork)

Prerequisites:Base attack bonus +3, good alignment

Source: Champions Of Purity

When battling the terrifying hordes of Belkzen, you find strength in your shield brothers and sisters.

Prerequisites: Base attack bonus +3, good alignment.

Benefit: You gain a sacred bonus to your AC against the attacks of evil creatures and a sacred bonus to saves against the spells and abilities of evil creatures equal to the number of adjacent allies who also have this feat.

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LastwallPhalanx (Teamwork)

Prerequisites:Base attack bonus +3, good alignment

Source: Champions Of Purity

When battling the terrifying hordes of Belkzen, you find strength in your shield brothers and sisters.

Prerequisites: Base attack bonus +3, good alignment.

Benefit: You gain a sacred bonus to your AC against the attacks of evil creatures and a sacred bonus to saves against the spells and abilities of evil creatures equal to the number of adjacent allies who also have this feat.

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Out Of The Sun (Teamwork)

Prerequisites:Bluff 3 ranks, Stealth 3 ranks

Source: People Of The Sands

Your allies use the sun's glare to their advantage.

Prerequisites: Bluff 3 ranks, Stealth 3 ranks.

Benefit: When you hit with a melee attack, you can attempt a Bluff check as a move action to feint. You do not gain the benefits of this feint; instead, if your Bluff check is successful, an ally with this feat who is adjacent to you or your opponent gains the benefits, so that her next melee attack against that opponent does not allow him to use his Dexterity bonus to AC (if any). This attack must be made on or before your ally's next turn. You gain a +2 circumstance bonus on your Bluff check in bright light. This bonus increases to +4 in natural sunlight. You cannot use this feat in dim light or darkness.

Special: If you have the Improved Feint feat, you can feint with Out of the Sun as a swift action after you hit with a melee attack.

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Shake It Off (Teamwork)

Source: Ultimate Combat

You support your allies and help them recover from crippling effects.

Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).

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Shielded Caster (Teamwork)

Source: Advanced Player's Guide

Your allies cover you while you cast complicated spells.

Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.

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Spell Chain (Teamwork)

Prerequisites:Spell Penetration

Source: Demon Hunter's Handbook

You help your allies bypass your foes' magical defenses.

Prerequisites: Spell Penetration.

Benefit: Whenever you make a successful caster level check to overcome a target's spell resistance, the next ally who also has this feat that attempts to overcome the same target's spell resistance can roll twice when attempting his own caster level check, taking the better result. This benefit must be used within 1 round or else it is lost.

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Stealth Synergy (Teamwork)

Source: Ultimate Combat

Working closely with an ally, you are able to move like twin shadows.

Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.

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Swarm Scatter (Teamwork)

Source: Blood Of The Moon

You have studied the habits of swarming rats for defensive tactics.

Benefit: For each ally who has this feat and is adjacent to you, you gain a +1 circumstance bonus to AC. As long as you have this bonus, you are immune to the swarm attack and distraction ability of rat swarms.

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Swarm Strike (Teamwork)

Source: Blood Of The Moon

You and your allies have trained to overwhelm foes like a swarm of rodents.

Benefit: Whenever a foe provokes an attack of opportunity from you, you gain a +1 bonus on your attack roll, plus an additional +1 bonus for each ally who also has this feat and currently threatens that foe.

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Team Pickpocketing (Teamwork)

Prerequisites:Bluff 1 rank, Sleight of Hand 1 rank

Source: Ultimate Combat

You distract a mark with friendly conversation while your partner robs the victim blind.

Prerequisites: Bluff 1 rank, Sleight of Hand 1 rank.

Benefit: Whenever an ally with this feat succeeds a Bluff check to feint an opponent, if you are adjacent to that creature, you can spend an immediate action to make a Sleight of Hand check to pickpocket that opponent and gain a +4 bonus on that attempt.

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Thuvian Grenadier (Teamwork)

Prerequisites:Precise Shot or Throw Anything

Source: People Of The Sands

Training with alchemically inclined allies helps you avoid friendly fire.

Prerequisites: Precise Shot or Throw Anything.

Benefit: Whenever you hit a creature with a splash weapon, you may choose to exclude one creature within the weapon's splash area from taking splash damage. If a creature within the splash area also has this feat, it automatically ignores splash damage from your splash weapons on a successful hit. In addition, if you miss with a splash weapon and the errant weapon lands in a square occupied or adjacent to an ally with this feat, your ally can attempt a DC 20 Ref lex save. If the ally succeeds, he is able to catch the weapon. If your ally also has the Snatch Arrows feat, he can toss the splash weapon back to you as an immediate action.

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Tribe Mentality (Teamwork)

Source: Kobolds Of Golarion

You and your tribemates grant each other mental strength.

Benefit: When you're simultaneously subject to the same enchantment (compulsion) or [emotion] effect as another ally with this feat, you both roll saves but can use either result.

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Undermine (Teamwork)

Source: People Of The Sands

You and your allies take advantage of shifting terrain to unbalance enemies.

Benefit: When you use a combat maneuver to move a creature into or through a square adjacent to an ally with this feat, your opponent treats all squares adjacent to that ally as difficult terrain during his next turn. In addition, the DC of any of your opponent's Acrobatics checks in the affected squares increases by 2 for each of your allies with this feat who are adjacent to him.

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Wall Offlesh (Teamwork)

Prerequisites:Small size or smaller

Source: Kobolds Of Golarion

You swarm with your allies, becoming a wall of creatures.

Prerequisites: Small size or smaller.

Benefit: When adjacent to an ally with this feat, you're considered one size category larger for determining CMD and the way combat maneuvers and abilities affect you.

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