{table="header"]
Feat Name | Pre-requisites | Benefits
General Feats
Sudden Challenge | BAB+3, Iaijutsu Focus, Intimidate | Gain bonuses to Iaijustus skills when using a challenge
Challenge Obssessed | Intimidate, Sudden Challenge | Gain special abilities in combat when caught flatfooted
Plunging Shot | Dex 13+, Point Blank Shot | Deal extra damage when firing from above
Flick of the Wrist | Dex 17+, Slight of Hand as a class skill, Quick Draw | render opponents flat footed when you draw your weapon
Expeditious Dodge | Dex 13+ | Gain dodge bonus when moving fast
Defensive Archery | Point Blank Shot | +4 Dodge bonus vs AoO when firing
Catfolk Pounce | Dex 13+, Catfolk | Improved attacks when charging flatfooted opponents
Able Sniper | Dex 13+, Hide | Bonuses when sniping while hiding.
Agile Athlete | Climb, Jump | Use Dex for Climb and Jump skills instead of Dex
Class Specialist | Required Class feature prerequisites, Expert or Warrior | Gain an additionla class feature that you meet the prerequisites for.
Clockwork Master | 3 Vitality Dice, Knowledge(Science), Skill Focus - Craft(Clockwork) | Create Clockwork Devices
Closed Mind | No Power reserve | +2 saves vs Occult Powers
Hostile Mind | No Power reserve, Knowledge(Occult Powers) | Retributive damage to those seeking to read/control your mind.
Sanity Feats
Mad Inventor | One Permanent Insanity, Craft(Clockwork or Steam Device), Knowledge(Science) | +2 to Craft(Clockwork or Steam Device) and +2 Knowledge(Science) checks.
Truespeak Feats
Vestige Truename | Truespeak, Truename Research, Binder level 2+ | Binding bonuses
Truename Training | none | Truespeak as a class skill
Truename Research | Truespeak, Forbiden Knowledge 1+ | gain bonuses when researching a Truename.
Least Utterance of the evolving mind | Truespeak | gain one 1st level utterance of the evolving mind
Lesser Utterance of the evolving mind | One utterance of the evolving mind | gain one 2nd level utterance of the evolving mind
Greater Utterance of the evolving mind | Two utterances of the evolving mind | gain one 3rd level utterance of the evolving mind
Least Utterance of the crafted tool | One utterance | gain one 1st level utterance of the crafted tool
Lesser Utterance of the crafted tool | One utterance of the crafted tool | gain one 2nd level utterance of the crafted tool
Binder Feats
Vestige Truename | Truespeak, Truename Research, Binder level 2+ | Binding bonuses
Bind Vestige | none | You may Bind Vestiges with a binder level of 1
Improved Bind Vestige | Bind Vestige | Your binder level increases to 5
Practised Binder | Bind Vestige | You gain an additional granted power when binding vestiges
Occult feats
Body Fuel | A Power Point reserve, living | Recover PP through ability score damage
Forbidden Archivist | Knowledge(Occult Powers), Knowledge(Religion), Knowledge(History) | Gain bonuses on Forbidden Knowledge, Truename and Knowledge(Science)
Occult Discovery | Occult Manifester 3rd | Learn one new Occult Power
Overchannel | A Power Point reserve | Burn life force to fuel your powers.
Occult Possession | Any [OCULT] feat | Gain Vitality and Wounds based on the number of [OCCULT] feats you possess.
Link to the Powers | A Power Point Reserve, 1+ Forbidden Knowledge | Gain Power Points to your reserve based on your ranks in Forbidden Knowledge
Occult Adept | Knowledge(Occult Powers) | Gain Occult Powers
Occult Observance | Occult Adept | Gain a granted power from a 'being'
Vile feats
Vile Binder | Binder level 3+, Any [VILE] Feat | Gain +1 to all binding attempts for each two Vile feats you possess.
Tactical feats
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SUDDEN CHALLENGE [GENERAL]
Prerequisites: BAB+3, Iaijutsu Focus and Intimidate as a class skill.
Benefit: You can initiate a duel of wills (ToB 27) as a free action once during combat if you hadn’t done it already at the start of combat. The target cannot choose to submit to these duels.
Furthermore, if you initiate a iaijutsu strike on the first round of combat against someone you used a duel of wills against before combat, or if you had a duel of wills with them in the same round, you gain a +1 bonus on your Iaijutsu Focus check and a +1 bonus on each damage die you gain from Iaijutsu Focus, but only if you win the duel of wills.
CHALLENGE-OBSESSED [GENERAL]
Prerequisites: Intimidate as a class skill, Sudden Challenge
Benefit: You can initiate a duel of wills (ToB 27) as a free action during combat an extra number of times per encounter equal to your Cha bonus. The target cannot choose to submit to these duels.
You can also, once per day, initiate a duel of wills as an immediate action, even right before you are hit by an attack. The target cannot choose to ignore this. If you win you can make a single Iaijutsu Focus check as long as you have a sheathed weapon and enough hands free to wield it. If this check beats your attacker's attack roll you manage to parry it and can make a single attack at your full BAB against your attacker. You cannot use Iaijutsu Focus to enhance the damage of this attack.
PLUNGING SHOT [GENERAL]
You can use the force of gravity to make your ranged attacks
deal extra damage if your target is below you.
Prerequisites: Dex 13, Point Blank Shot.
Benefit: If your target is at least 30 feet lower than you, you deal an extra 1d6 points of damage with a thrown or projectile weapon.
FLICK OF THE WRIST [GENERAL]
With a single motion, you can draw a light weapon and make
a devastating attack.
Prerequisites: Dex 17, Sleight of Hand, Quick Draw.
Benefi t: If you draw a light weapon and make a melee attack with it in the same round, you catch your opponent flat-footed (for the purpose of this attack only). You can use this feat only once per round and once per opponent during any single combat encounter.
EXPEDITIOUS DODGE [GENERAL]
You’re good at avoiding attacks while moving quickly.
Prerequisite: Dex 13.
Benefit: When you move 40 feet or more in a single turn, you gain a +2 dodge bonus to your Armor Class until the beginning of your next turn.
Special: Expeditious Dodge can be used in place of the Dodge feat to qualify for a feat, prestige class, or other special ability. A fighter may select Expeditious Dodge as one of his fighter bonus feats.
DEFENSIVE ARCHERY [GENERAL]
You can avoid attacks of opportunity when making ranged attacks while threatened.
Prerequisite: Point Blank Shot.
Benefit: You gain a +4 dodge bonus to Armor Class against attacks of opportunity provoked when you make a ranged attack.
Special: A fighter may select Defensive Archery as one of his fighter bonus feats.
CATFOLK POUNCE [GENERAL]
You can rush unaware foes and deliver several attacks before
they have a chance to respond.
Prerequisite: Catfolk, Dex 13.
Benefit: If you use the charge action against a flatfooted opponent, you can make a full attack at the end of a charge.
Special: A catfolk fighter may select Catfolk Pounce as a bonus feat.
ABLE SNIPER [GENERAL]
You are accomplished at remaining unseen when you’re sniping with a ranged weapon.
Prerequisites: Dex 13, Hide as a class skill.
Benefit: You gain a +2 bonus on ranged attack rolls with a weapon made against flat-footed targets that are at least 30 feet away. In addition, you gain a +4 bonus on Hide checks made to hide again after you have made an attack roll while hiding (see page 76 of the Player’s Handbook).
AGILE ATHLETE [GENERAL]
You rely on your agility to perform athletic feats, rather than
brute strength.
Prerequisites: Climb and Jump as class skills.
Benefit: When making a Climb or Jump check, you use
your Dexterity modifier for the check.
Normal: Without this feat, you use your Strength modifier
for Climb and Jump checks.
CLASS SPECIALIST [GENERAL]
Benefits: You may chose an additional class feature that you meet the prerequisites for as if you had gained the Class Feature ability instead of a bonus feat.
TRUENAME TRAINING [TRUESPEAK]
Unlike most of your peers, you have discovered the secret power of truenames.
Benefit: The Truespeak skill is a class skill for you.
TRUENAME RESEARCH [TRUESPEAK]
You have a knack for finding out the truenames of friends and foes alike through study and investigation.
Prerequisites: Truespeak, Forbidden Knowledge 1+.
Benefit: You gain a +2 bonus on Knowledge/Forbidden Knowledge checks made to discover a creature's personal truename.
In addition, the cost to research a personal truename is reduced by half.
LEAST UTTERANCE OF THE EVOLVING MIND [TRUESPEAK]
Your mastery of Truespeech has led you to the understanding necessary to perform a simple Utterance from the Lexicon of the Evolving Mind.
Prerequisites: Truespeak.
Benefit: You learn one 1st level utterance from the Lexicon of the Evolving Mind. This may be taken multiple times.
LESSER UTTERANCE OF THE EVOLVING MIND [TRUESPEAK]
Prerequisites: At least one utterance of the evolving mind.
Benefit: You learn one 2nd level utterance from the Lexicon of the Evolving Mind. This may be taken multiple times.
GREATER UTTERANCE OF THE EVOLVING MIND [TRUESPEAK]
Prerequisites: At least two utterances of the evolving mind.
Benefit: You learn one 3rd level utterance from the Lexicon of the Evolving Mind. This may be taken multiple times.
LEAST UTTERANCE OF THE EVOLVING CRAFTED TOOL [TRUESPEAK]
As you strive for more mastery of Truespeech, you gain more power over the universe around you. You can now use the power of Truespeech to affect objects.
Prerequisites: Truespeak, ability to speak at least one utterance.
Benefit: You learn one 1st level utterance from the Lexicon of the Crafted Tool. This may be taken multiple times.
LESSER UTTERANCE OF THE EVOLVING CRAFTED TOOL [TRUESPEAK]
Prerequisites: At least one utterance of the crafted tool.
Benefit: You learn one 2nd level utterance from the Lexicon of the Crafted Tool. This may be taken multiple times.
BODY FUEL [OCCULT]
Requires: A power point reserve, living.
Benefits:
You can recover 2 power points by taking 1 point of ability burn damage to each of your three ability scores: Strength, Dexterity, and Constitution.
You can recover additional power points for a proportional cost to Strength, Dexterity, and Constitution. These recovered points are added to your power point reserve as if you had gained them by resting overnight.
Special:
Only living creatures can use this feat. You can take advantage of this feat only while in your own body.
CLOSED MIND [GENERAL]
Your mind is better able to resist the occult than normal.
Requires: No power point reserve.
Benefit: You get a +2 bonus on all saving throws to resist powers.
[B]OCCULT DISCOVERY [OCCULT]
Requires: Occult Manifester 3rd
Benefits: Learn an additional Occult Power up to your maximum Power level.
HOSTILE MIND [GENERAL]
Requires: No power point reserve, Knowledge(Occult Powers) as a class skill
Benefits: Whenever you are subject to an Occult Power from the telepathy discipline (regardless of whether the power is harmful or beneficial to you), the manifester must make a Will saving throw against a DC of 10 + ½ your character level + your Charisma bonus or take 2d6 points of damage.
OVERCHANNEL [OCCULT]
You burn your life force to strengthen your powers.
Requires: A Power Point Reserve
Benefit: While manifesting a power, you can increase your effective manifester level by one, but in so doing you take 1d8 points of damage. At 8th level, you can choose to increase your effective manifester level by two, but you take 3d8 points of damage. At 15th level, you can increase your effective manifester level by three, but you take 5d8 points of damage.
The effective increase in manifester level increases the number of power points you can expend on a single power manifestation, as well as increasing all manifester level-dependent effects, such as range, duration, and overcoming power resistance.
OCCULT POSESSION [OCCULT]
Requires: Any [OCCULT] Feat
Benefits: +2 Vitality for each [OCCULT] feat you possess. +1 Wounds for each three [OCCULT] feats you possess. Include this feat.
LINK TO THE POWERS [OCCULT]
Requires: A power Point Reserve, 1+ points in Forbidden Knowledge.
Benefits: Gain an additional 2 Power Points to your reserve for each point of Forbidden Knowledge you possess, this does not change later should you earn additional Forbidden Knowledge. Each time you take this feat your Forbidden Knowledge score must be higher than the previous time. You received the full bonuses each time.
OCCULT ADEPT [OCCULT]
You have learned enough dark secrets to begin drawing power from the beings themselves.
Requires: Knowledge(Occult Powers) as a class skill
Benefits: To determine your Occult Power Ranking simply sum the number of [OCCULT] feats you possess (count this feat as double) with your ranks in Forbidden Knowledge, then divide by 2.
Note: Should your number of Forbidden Knowledge Points or [OCCULT] feats increase or decrease then update your score on this chart.
{table="header"] Occult Power Ranking| Manifester Level | Powers Known | Power Point Reserve
1 | 1st | 1 | 1
2 | 1st | 1 | 2
3 | 1st | 2 | 3
4 | 2nd | 2 | 4
5 | 2nd | 3 | 6
6 | 2nd | 3 | 8
7 | 3rd | 4 | 10
8 | 3rd | 4 | 12
9 | 3rd | 5 | 14
10 | 4th | 5 | 19
11 | 4th | 6 | 21
12 | 4th | 6 | 26
13 | 5th | 7 | 30
14 | 5th | 7 | 34
15 | 6th | 8 | 40
[/table]
This feat may be taken multiple times.
OCCULT OBSERVANCE [OCCULT]
Requires: Occult Adept
Benefits: You gain one special ability of one of the beings. (See religion above)
DRIFT MAGIC [OCCULT]
You can tap the power of drift magic.
Prerequisites: Knowledge(Occult Power) and Knowledge (local) as class skills, Occult Adept, Con 13+.
Benefit: You can use drift "magic" to enhance your powers.
If you add a handful of waste sand as an additional material component
to any power you manifest, the power gains the cold descriptor.
This does not actually change the nature of the Power you manifest.
If you add a handful of waste sand as an additional material
component to a power when youmanifest it and that power
already has the cold descriptor, you increase the effective
level of the power being manifested by +1.
Adding this additional material component requires
you to spend a move action immediately before you manifest the power to gather sand from the surrounding environment.
You may take no other action between gathering the
sand and manifesting the power.
MAD INVENTOR [SANITY]
Requires: One Permanent Insanity, Craft(Clockwork or Steam Device), Knowledge(Science) as class skills.
Benefits: +2 to Craft(Clockwork or Steam Device) and +2 Knowledge(Science) checks.
CLOCKWORK MASTER [GENERAL]
Requires: 3 Vitality Dice, Knowledge(Science), Skill Focus - Craft(Clockwork) as class skills.
Benefits: May create truly fantastical clockwork wonders. This feat allows the creator to "invent" any magic item with a caster level limit of (HD-1) that requires the Craft Wonderous Item feat following the standard gp and xp costs. These items are not actually magical in nature but are clockwork representations. Feats that reduce gp and xp costs may be taken as if this feat is a magical item creation feat. Allowed items subject to DM discretion.
FORBIDDEN ARCHIVIST [OCCULT]
You have purposefully delved into the darkest recesses of the world to learn things best left alone.
Requires: Knowledge(Occult Powers), Knowledge(Religion), Knowledge(History) as class skills, Expert
Benefit: Gain 1D3-1 Ranks of Forbidden Knowledge. +2 to all Truespeak and Binding checks. +1 on all Knowledge(Science) checks.
TAINTED RESEARCHER [GENERAL]
You have delved too deep and discovered something that is best left unknown.
Requires: Knowledge(Religion), Knowledge(History) as class skills
Benefit: Lose 1D6 Sanity. Gain a permanent Insanity. Gain 1D4+1 ranks in Forbidden Knowledge or add one Knowledge skill to your list of class skills.
VESTIGE TRUENAME [BINDER][TRUENAME]
You have learned the truename of a vestige, or at least what you think is it's truename. This has the potential of giving you great power when binding the vestige.
Requires: Truespeak as a class skill, Truename Research feat, Binder level 2 or higher.
Benefit: Chose a specific Vestige that you can currently bind. You gain +8 to rolls to bind that vestige due to knowing their truename. Should you fail to adequately bind the vestige make a Will save DC 10+Vestige level. If you fail the truename is wiped from your mind and you lose the benefit of this feat, you do not get to replace this feat or re-use the slot in any other manner.
VILE BINDER [VILE][BINDER]
You channel dark energies to aid you in trapping vestiges as you summon them.
Requires: Binder level 3+, At least one Vile feat
Benefit: Gain +1 to all binding attempts for each two Vile feats you possess.
BIND VESTIGE [BINDER]
Benefits: See pages 73 and 73 of the Tome of Magic for complete rules.
IMPROVED BIND VESTIGE [BINDER]
Prerequisites: Bind Vestige
Benefits: You count as a 5th level binder and may bind vestiges up to 3rd level.
PRACTISED BINDER
Prerequisites: Bind Vestige
Benefits: You gain an additional power when binding a vestige. This may be taken multiple times.