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Mega-Feats Volume II

Written by Shane O’Connor.

Skortched Urf’ Studios

P.O. Box 2315 Centreville, VA 20122

skortched.urf.studios@gmail.com

www.skortchedurfstudios.com

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FEATS

62. RESILIENT SPELL-LIKE ABILITY [GENERAL]

1.

ALTERNATIVE CHANNELING [GENERAL]

63. RESTORATIVE ATTRIBUTE [GENERAL]

2.

ANIMAL RAPPORT [GENERAL]

64. RETAINED KNOWLEDGE [GENERAL]

3.

BELLICOSE SPELLCASTER [GENERAL]

65. REVITALIZE ESSENCE [GENERAL]

4.

BLOOD OF THE WORLD [GENERAL]

66. SCORNED BY NATURE [GENERAL]

5.

CHARM BREAKER [SPELLTOUCHED]

67. SECURE GRASP [GENERAL]

6.

CONCEAL MORALITY [SPELLTOUCHED]

68. SHARED SENSES [GENERAL]

7.

CONCENTRATION SUPPORT [GENERAL]

69. SPRY EFFICACY [GENERAL]

8.

CONSCIOUS PHYLACTERY [GENERAL]

70. SUDDEN GENEROUS SPELL [METAMAGIC]

9.

COUNTERPOWER [PSIONIC]

71. SUDDEN IMMEDIATE SPELL [METAMAGIC]

10.

CREATE SLAVES [GENERAL]

72. SUDDEN REPULSING SPELL [METAMAGIC]

11.

DARK PRESENCE [GENERAL]

73. SUDDEN RESILIENT SPELL [METAMAGIC]

12.

DEDICATED ALCHEMIST [GENERAL]

74. SUPERIOR SOUL GEM [EPIC, GENERAL]

13.

DESTROYER [GENERAL]

75. TELEPATHIC LINK [GENERAL]

14.

DESTRUCTIVE PALM [GENERAL]

76. TELEPATHIC TAP [PSIONIC]

15.

DIVERSE [GENERAL]

77. TENACIOUS ANIMATING FORCE [GENERAL]

16.

ENDURING ESSENCE [GENERAL]

78. TRAINED FOR LICHDOM [GENERAL]

17.

ENTHRALLING GAZE [GENERAL]

79. UNARMED WARRIOR [FIGHTER, GENERAL]

18.

EPHEMERAL EXISTENCE [GENERAL]

80. UNBOUND [GENERAL]

19.

ETERNAL ESSENCE [GENERAL]

81. UNBOUND ESSENCE [GENERAL]

20.

EXCEPTIONAL RESILIENCE [FIGHTER, GENERAL]

82. UNHOLY FORTITUDE [GENERAL]

21.

EXPERIENCED SWIMMER [GENERAL]

83. UNHOLY TOUGHNESS [GENERAL]

22.

EXTENDED LINK [GENERAL]

84. UNINVITED ENTRANCE [GENERAL]

23.

FALSIFIED AURA [GENERAL]

85. UNIVERSAL MOVEMENT [GENERAL]

24.

FATALITY [GENERAL]

86. UNLIVING MIND [GENERAL]

25.

FOCUS OF FAITH [GENERAL]

87. UNNATURAL AURA [GENERAL]

26.

GAIN ANIMAL COMPANION [GENERAL]

88. UNUSUAL STYLE [GENERAL]

27.

GAIN FAMILIAR [GENERAL]

89. UNYIELDING SOUL [GENERAL]

28.

GAIN FIENDISH SERVANT [GENERAL]

90. UTILIZE ANOTHER’S MAGIC [GENERAL]

29.

GAIN SPECIAL MOUNT [GENERAL]

91. VIRULENT VAMPIRISM [GENERAL]

30.

GENEROUS SPELL [METAMAGIC]

31.

GENEROUS SPELL-LIKE ABILITY [GENERAL]

FLAWS

32.

GREATER UNARMED STRIKE [FIGHTER, GENERAL]

1. BIRTH DEFECT: ONE-ARMED

33.

HANDLE CREATURE [GENERAL]

2. DEATHLY

34.

HIDEOUS VISAGE [GENERAL]

3. DEATHLY

35.

HIDDEN PRESENCE [GENERAL]

4. ENERGY VULNERABILITY

36.

HIDDEN WINGS [GENERAL]

5. ENFEEBLED DRAINING

37.

IMMEDIATE SPELL [METAMAGIC]

6. ISOLATED EXISTENCE

38.

IMMEDIATE SPELL-LIKE ABILITY [GENERAL]

7. NEGATIVE SOUL

39.

IMPERCEPTABLE NATURE [GENERAL]

8. SHADOWLESS

40.

INDOMITABLE SPELLCASTER [GENERAL]

9. SLOW LEARNER

41.

INTANGIBLE EXISTENCE [GENERAL]

10. STAGNANT LIFE FORCE

42.

LIFESENSE [GENERAL]

11. SUNLIGHT POWERLESSNESS

43.

MAGICAL DEFENSE [GENERAL]

12. UNCHANGING FORM

44.

MANIPULATE MAGIC [SPELLTOUCHED]

13. UNFETTERED SOUL

45.

MARTIAL DEFLECTION [FIGHTER, GENERAL]

14. WEAK SPELL RESISTANCE

46.

MASTER OF THE HOUSE [GENERAL]

47.

MASTER OF THE HOUSE [GENERAL]

SPELLS

48.

MYSTIC RAPPORT [GENERAL]

1. CALL CONSTRUCT

49.

NATURAL WEAPON PROWESS [FIGHTER, GENERAL]

2. SCHOOL SUPPRESSION

50.

OFF-HAND PROWESS [FIGHTER, GENERAL]

3. SUMMON ARMOR

51.

OMNIAPTITUDINAL [GENERAL]

4. SUMMON ARMOR, GREATER

52.

OPPOSITION TRAINING [GENERAL]

5. SUMMON HOLY SYMBOL

53.

PHYLACTERIC ITEM [ITEM CREATION]

6. SUMMON MATERIAL COMPONENTS

54.

PURGE THE UNCLEAN [DIVINE]

7. SUMMON WEAPON

55.

PURGE THE UNCLEAN [DIVINE]

8. SUMMON WEAPON, GREATER

56.

RAPID RESTORATION [GENERAL]

57.

REMAIN AT PEACE [DIVINE]

NEW RULES

58.

REMAIN DEAD [DIVINE]

SUB-SCHOOL SPECIALIZATION

59.

REPULSING SPELL [METAMAGIC]

METASPELLS

60.

REPULSING SPELL-LIKE ABILITY [GENERAL]

61.

RESILIENT SPELL [METAMAGIC]

MEGA-FEATS VOL. II

Welcome to our second volume of Mega-Feats! Included in this book are over 90 new feats, as well as a section of new Flaws to add flavor to your game, in addition to several new spells and other items. Lets dive right into the new Feats. But first, a few notes of clarification:

The term “bonded creature” is used to collectively refer to a familiar, animal companion, special mount, fiendish servant, or psicrystal. Feats with the “fighter” tag may be taken as bonus feats by fighters.

Optional Rule: Any creature with the Extraplanar subtype (such as fiendish servants and some improved familiars), when it becomes a bonded creature, treats its master’s home plane as being its home plane also. The bonded creature’s native plane is effectively a foreign plane until it is no longer a bonded creature.

ALTERNATIVE CHANNELING [GENERAL]

Your god knows there are times when the energy it disapproves of can still be useful, and makes a special allowance for you. Prerequisites: Ability to spontaneously cast cure/inflict spells, ability to turn/rebuke undead. Benefit: When you lose a prepared spell you may spontaneously cast either a cure or inflict spell of that spell’s level or lower. You are able to turn and rebuke undead, though you can only do one at a time, and your total number of turn/rebuke attempts per day remains unchanged.

ANIMAL RAPPORT [GENERAL]

Your supernatural charm affects animals around you. Prerequisites: Must be a vampire, must have the Children of the Night ability. Benefit: Animals that come within 30 feet of you are subject to a charm animal effect, at a caster level equal to your hit dice/levels. The DC for this effect is 10 + ½ your hit dice/levels + your Charisma modifier. Animals that save against this effect are immune to it for 24 hours. This is a supernatural effect that is always active; you do not need to take an action to have it affect animals around you. You may suppress or resume this ability as a free action on your turn.

BELLICOSE SPELLCASTER [GENERAL]

You can make somatic gestures even when being grappled. Prerequisite: Improved Grapple. Benefit: You can cast spells with somatic components when being grappled or pinned. You must still meet all other prerequisites for casting spells while grappled (e.g. you must have components in hand, make a Concentration check, etc).

Normal: You cannot cast spells with somatic components while being grappled.

BLOOD OF THE WORLD [GENERAL]

Because metal comes from the earth, wearing some of it does not conflict with your harmony with nature. Prerequisite: Ability to cast druid spells. Benefit: When you take this feat, select one type of armor or shield. Using that armor or shield is not prohibited, and does not cause you to lose any druid spells or abilities. Special: This feat applies regardless of the type of metal used for the armor or shield selected. For example, a druid who took this feat and selected full plate armor could wear steel or mithral full plate armor without losing his class abilities. This feat may be selected multiple times. Each time it is chosen, it applies to a different type of armor or shield. Normal: Druids who wear metal armor or use metal shields cannot use spells, supernatural, or spell-like abilities from their class while doing so, and for twenty-four hours thereafter.

CHARM BREAKER [SPELLTOUCHED]

Having been charmed before, you know how to break such enchantments placed on other people. Prerequisite: Exposure to charm person or charm monster spell. Benefit: Every time you cause melee damage to someone under the effects of a spell or spell-like ability of the Charm sub-school, that character may immediately make a new saving throw against the Charm effect (at its original save DC).

CONCEAL MORALITY [SPELLTOUCHED]

You resist attempts to determine your alignment. Prerequisite: Exposure to detect chaos, detect evil, detect good, or detect law spell. Benefit: When subject to a spell or spell-like ability that would determine your alignment, you may make a Will save (at the normal DC for a spell) to keep your alignment hidden. This save is separate from any other effects the spell may have; it is only made to keep your alignment concealed.

CONCENTRATION SUPPORT [GENERAL]

Your bonded creature is able to concentrate on existing spells or powers for you. Prerequisite: Empathic or telepathic link with a bonded creature. Benefit: After casting a spell or manifesting

a power that requires concentration to maintain, you may, as a move action that does not provoke an attack of opportunity, pass concentration over to your bonded

creature. Your bonded creature is treated as having your class levels for purposes of concentration duration, and may only concentrate on one spell or power at

a time. You may resume concentration yourself on

subsequent rounds, if you wish, as another free action that does not provoke an AoO. Your bonded creature may only maintain spells or powers from the class its advancement is based on. For example, a multiclass wizard/psion that had a psicrystal and this feat could have his psicrystal maintain concentration on a psionic power he manifested, but not on an arcane spell he cast. Special: This feat can be taken more than once. Each time it is taken, it applies to a different bonded creature that you have.

CONSCIOUS PHYLACTERY [GENERAL]

When in your phylactery, you’re aware, and are still active.

Prerequisite: Phylacteric Item. Benefit: When in your phylactery, it is treated as being an intelligent magic item with your alignment and mental ability scores. You have 60 ft. darkvision and hearing, with the ability to read normally. You may speak telepathically in any language you know to a range of 60 ft. You may use any Intelligence-, Wisdom-, or Charisma-based skills. You have an Ego score that is calculated normally (see Table: Item Ego

in the DMG). You may use any spell-like abilities you possess normally, or any of the phylactery’s magic item abilities. You use your own base saving throw scores. You do not have any lesser, greater, special purpose, or dedicated powers that normal intelligent items have. You cannot cast spells or use extraordinary or supernatural abilities. You may only use feats that do not rely on having a physical body (e.g. you still benefit from Alertness, but cannot use Power Attack). Normal: When in your phylactery, you cannot use any powers or abilities.

COUNTERPOWER [PSIONIC]

You may use a psionic power to disrupt the manifestation of the same power by another psionicist. Benefit: You may counterpower psionic powers the same way spellcasters may counterspell magic spells, including using dispel psionics. Unaugmented powers may be used to counterpower augmented ones. Special: If using magic-psionic transparency, psionic versions of spells may be used to counterpower those spells (such as psionic disintegrate and disintegrate), and vice versa.

CREATE SLAVES [GENERAL]

You always create vampire slaves, instead of mere spawn.

Prerequisites: Must be a vampire, must have the Create Spawn ability. Benefit: Creatures that you subject to your Create Spawn ability always rise as vampire slaves (they have your vampire template applied to them) rather than vampire spawn. Normal: Certain uses of the Create Spawn power create vampire spawn, while others create true vampire slaves.

DARK PRESENCE [GENERAL]

Your unnatural presence extinguishes lights all around you.

Prerequisite: Undead type. Benefit: You radiate an aura that causes natural sources of light up to 60 feet away from you to be extinguished. Magical sources of light only illuminate an area half as large as usual. You may suppress or resume this aura as a free action on your turn. Special: Undead with special vulnerability to light (such as spectres or vampires) may not take this feat.

DEDICATED ALCHEMIST [GENERAL]

Through dedicated training and perseverance, you are able to craft alchemical items even if you can’t cast spells. Prerequisite: Craft (alchemy) 8 ranks. Benefit: You do not need to be a spellcaster to craft alchemical items with the Craft (alchemy) skill.

Normal: You must be a spellcaster with ranks in Craft (alchemy) to make alchemical items.

DESTROYER [GENERAL]

You are exceptionally skilled at breaking things. Prerequisite: Str 14. Benefit: When making a Strength check to break something with sudden force, you may add 1.5 times your Strength bonus to the d20 roll. You may also apply your size bonus (if any) to breaking any object. Normal: When attempting to break something with sudden force, you make a normal Strength check. Your size bonus to such checks applies only to breaking open doors.

DESTRUCTIVE PALM [GENERAL]

Your quivering palm can tear almost anything apart.

Prerequisite: Quivering palm class feature. Benefit: Your quivering palm can affect Constructs, Plants, and Undead. If these creatures fail their Fortitude save they are instantly destroyed by your quivering palm’s destructive vibrations. Normal: Your quivering palm cannot affect Constructs, Plants, and Undead.

DIVERSE [GENERAL]

You are able to simultaneously pursue multiple career paths easier than most people. Benefit: You take only a -10% XP penalty for each non-favored class not within one level of your highest non-favored class. Normal: You take a -20% XP penalty for each non-favored class not within one level of your highest non-favored class. Special: You may not take this feat if you have the Slow Learner flaw, and vice versa.

ENDURING ESSENCE [GENERAL]

Even after your body is destroyed, your dark soul continues to exist. Prerequisite: Must be a vampire (vampire spawn cannot take this feat). Benefit: If you are destroyed, you rise as a ghost in 1d4 days. As a ghost, you do not have any of your vampiric powers; essentially, the vampire template is removed, and the ghost template is added. You do not have the rejuvenation special quality; the next time you are destroyed will be your last.

ENTHRALLING GAZE [GENERAL]

Your eyes naturally enrapture those who look into them.

Prerequisite: Must be a vampire or vampire

spawn.

Benefit: Your Dominate special attack is a gaze attack. Normal: A vampire’s Dominate ability can only be used as a standard action; characters merely looking at a vampire are not subject to it.

EPHEMERAL EXISTENCE [GENERAL]

You have only a tenuous connection to the physical world.

Prerequisite: Incorporeal subtype. Benefit: You have a 66% chance to ignore damage from a corporeal source, save for positive and negative energy, force effects, and ghost touch weapons. Normal: Incorporeal creatures have a 50% chance to ignore damage from a corporeal source, save for positive and negative energy, force effects, and ghost touch weapons.

ETERNAL ESSENCE [GENERAL]

You are never truly destroyed. Prerequisites: Must be a vampire, must have fourteen or more hit dice/levels. Benefit: Even after being destroyed, you can be revitalized. Your ashes must be gathered (this takes a limited wish, wish, miracle, or similar effect if they have been destroyed or thoroughly scattered), and taken to an area under the effect of an unhallow spell, and placed in a coffin. After a week, during which time the ashes must not leave the coffin, nor the area of the unhallow spell, you are restored (you have full hit points, and all previous conditions are removed,

but you do not have any spells or spell slots prepared). Any vampires that were under your control prior to your destruction remain free after you are restored; you must create new vampiric servitors. Special: If you have the Enduring Essence feat, your ghost must immediately possess the ashes once they are placed inside the coffin in the area of the unhallow spell, at which point you become quiescent and unaware of your surroundings. If you do not possess the ashes, or cease to possess them before a full week has passed, the ritual to restore you to your vampire status fails. If your ghost has been destroyed, you must be placed in the coffin in the radius of the spell for a full year to be restored. If you were a good-aligned vampire, your ashes must be subjected to a hallow spell instead of an unhallow spell. If you were neutral, then either version will work.

EXCEPTIONAL RESILIENCE [FIGHTER, GENERAL]

You shrug off wounds that would leave normal men unconscious. Benefit: You gain damage reduction against nonlethal damage equal to your Constitution modifier (to a minimum of nonlethal DR 1/-). This may reduce nonlethal damage to 0, but not below 0. Special: This feat applies only to nonlethal damage taken in combat. Nonlethal damage from environmental conditions, starvation, etc. is not subject to this feat.

EXPERIENCED SWIMMER [GENERAL]

You have trained yourself to swim in dangerous conditions. Prerequisite: Swim 5 ranks. Benefit: Armor check penalties to swim checks are not doubled for you. When in fast-moving water, on a successful DC 15 Swim check (or DC 15 Strength check) you take no damage per round (or 1d3 points of lethal damage if flowing over rocks and cascades). You must still make a second check to avoid going under if you fail the first.

Normal: Armor check penalties are doubled for Swim checks. When in fast-moving water, you take 1d3 points of nonlethal damage in a round (1d6 points of lethal

damage if flowing over rocks and cascades) on a successful DC 15 Swim or Strength check. On a failed check, you must then make another check to avoid going under.

EXTENDED LINK [GENERAL]

Your connection to your bonded creature is broader than normal. Prerequisite: Empathic or telepathic link with a bonded creature. Benefit: You increase the distance of your empathic or telepathic link to your bonded creature by 1 mile. If you can share spells with your bonded creature, they may now be an additional 5 feat away to receive the benefit of the spell. They still lose the benefit of a non-instantaneous spell if they move further away. Special: If your bonded creature has another power that is limited to 1 mile (such as a familiar’s special ability), that range is also increased by another mile from this feat. You may take this feat multiple times. Each time, you may either add it to a different bonded creature you have, or use it to further increase the range of connection to a bonded creature already under the effects of this feat; each such successive application increases the range of the link by 1 mile, and increases the range of sharing spells by 5 feet.

FALSIFIED AURA [GENERAL]

You are adept at disguising the nature of the spells you cast, weaving in threads of other magic to disguise this spell’s aura. Prerequisite: Ability to cast spells or use spell-like abilities. Benefit: When you take this feat the DC on all Spellcraft checks made to identify spells you cast or to identify (with detect magic or similar effects) the school of magic of your spells and spell-like abilities increase by +5. This requires no action on your part. Special: The benefit of this feat also applies to magic items that you create.

FATALITY [GENERAL]

You have a stylized, exceptionally gory way of killing your foes. Prerequisite: Intimidate 5 ranks.

Benefit: When you kill a foe with a coup de grace, you automatically make an Intimidate check to demoralize all enemies who can see you. This Intimidate check gains a +4 circumstance bonus. Normal: A coup de grace does not affect other enemies around you. An Intimidate check to demoralize enemies takes a standard action, and only affects enemies you threaten in melee combat and that can see you.

FINAL BLOW [SPELLTOUCHED]

Creatures you kill have a hard time coming back to life.

Prerequisite: Exposure to circle of death, finger of death, power word kill, or symbol of death spell.

Effect: Spells and spell-like abilities used to restore life to creatures you killed in melee combat must succeed on a caster level check (DC equals twice your total character level at the time you killed the creature) to raise, resurrect, reincarnate, or otherwise restore life to the dead creature. If the check fails, the creature remains dead.

FOCUS OF FAITH [GENERAL]

Your faith is so great that it doesn’t require symbolic representation. Prerequisite: Ability to cast divine spells or to use turn/rebuke attempts. Benefit: When casting spells, you may ignore the divine focus component. Additionally, you may turn/rebuke undead (or other creatures, if you have other turn/rebuke abilities) without a holy symbol. Normal: You must have a holy symbol to act as a divine focus for certain spells, and must present your holy symbol to use turn/rebuke attempts.

GAIN ANIMAL COMPANION [GENERAL]

You call an animal to you, which regards you as a trusted companion. Benefit: You gain a badger, camel, dire rat, dog, riding dog, eagle, hawk, horse (light or heavy), owl, pony, snake (Small or Medium viper), wolf, crocodile, porpoise, Medium shark, or squid as an animal companion. Your animal companion follows all the rules for animal companions in the PHB. When you gain this feat, choose a single character class you possess; your animal companion advances as though

you were a druid equal to one-half the level of your chosen class. The choice cannot be changed later. Special: If your chosen class is high enough level, you may choose an alternative animal companion, as detailed in the PHB. You may never have more than one animal companion at a time.

GAIN FAMILIAR [GENERAL]

You summon and bond with a creature, making it your familiar. Prerequisite: Ability to cast arcane spells. Benefit: You obtain a familiar in a process that takes 24 hours and 100 gp of special materials. Your familiar follows all the rules for familiars in the PHB, and advances based on your arcane spellcasting class. If you have more than one arcane spellcasting class, choose one at the time you take this feat; your familiar advances only according to your levels in that class. The choice cannot be changed later. Special: If your arcane spellcasting class gives bonus feats as class abilities, you may choose this feat as a bonus feat. You may never have more than one familiar at

a time.

GAIN FIENDISH SERVANT [GENERAL]

The evil forces you serve grant you a wicked servant. Prerequisites: Ability to cast divine spells of

6 th -level or higher, non-good alignment. Benefit: You gain a fiendish bat, cat, dire rat, horse, pony, raven, or toad as a fiendish servant, following all the rules for fiendish servants in the DMG. When you gain this feat, choose a single divine spellcasting class you possess; your fiendish servant advances as though you were a blackguard equal to the level of the chosen class. Once made, this choice cannot be changed later. Special: If you have a fiendish servant, you may not also have a special mount. You may never have more than one fiendish servant at a time.

GAIN SPECIAL MOUNT [GENERAL]

Your benevolent patron grants you a mount to faithfully serve you. Prerequisites: Ability to cast divine spells of

3 rd -level or higher, non-evil alignment. Benefit: You gain a heavy warhorse, warpony,

riding dog, or Large shark as a special mount, following all the rules for special mounts in the PHB. When you gain this feat, choose a single divine spellcasting class you possess; your special mount advances as though you were a paladin equal to the level of the chosen class. Once made, this choice cannot be changed later. Summoning your special mount is a spell-like ability, with a spell-level equal to one-third the level of your chosen character class. Special: If you have a special mount, you may not also have a fiendish servant. You may never have more than one special mount at a time.

GENEROUS SPELL [METAMAGIC]

You may cast a spell that is normally reserved for yourself on someone else instead. Benefit: This feat may only be applied to spells with a range of “personal” or have a target of “you.” The spell’s range changes to become “creature touched.” If the creature is unwilling, you must make a touch attack to cast the generous spell upon them. Regardless of whether they’re willing or not, you may only use a generous spell on a single creature. A generous spell uses up a spell slot equal to the spell’s original level. The metapsionic version of this feat is called Generous Power. It requires 0 additional power points, and that you expend your psionic focus.

GENEROUS SPELL-LIKE ABILITY [GENERAL]

You may use a spell-like ability that is normally reserved for yourself on someone else instead. Prerequisite: Spell-like ability at caster level

2 nd or higher. Benefit: Choose one of your spell-like abilities, subject to the restrictions below. You can use that ability as a forceful spell-like ability three times per day (or less, if the ability is normally useable only once or twice per day). The spell-like ability must be one that has a range of “personal” or a target of “you.” The spell-like ability’s range changes to become “creature touched.” If the creature is unwilling, you must make a touch attack to use the generous spell-like ability upon them. Regardless of whether they’re willing or not, you may only use a generous spell-like ability on a single creature.

The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down). For a summary, see the table below. The psionic version of this feat is called Generous Psi-like Ability. Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities.

Spell level

0

1

2

3

4

5

6

7

8

9

Caster level

1 st

2 nd

th

4

6

8

10

12

14

16

18

th

th

th

th

th

th

th

GREATER UNARMED STRIKE [FIGHTER, GENERAL]

Your blows deal greater than normal damage. Prerequisite: Improved Unarmed Strike. Benefit: Your unarmed strike damage increases by one die size (e.g. from 1d2 to 1d3, 1d3 to 1d4, etc). Special: This feat does not stack with any other feat that improves damage dice to unarmed strikes or natural weapons (such as Improved Natural Attack).

HANDLE CREATURE [GENERAL]

You are able to skillfully deal with even fantastic beasts.

Prerequisite: Handle Animal 8 ranks. Benefit: When making a Handle Animal check on a non-animal creature, the DC increases by only 2. Normal: You may make a Handle Animal check on a non-animal creature with an Intelligence score of 1 or 2, but the DC of the check increases by 5.

HIDEOUS VISAGE [GENERAL]

You can make your face look hideously frightening. Prerequisite: Must be a vampire or vampire

spawn.

Benefit: As a free action, you can make your face appear monstrous. This grants you a +8 to

Intimidate checks and a +2 to save DCs against any of your spells or abilities with the Fear descriptor, as well as a -4 penalty to Diplomacy checks. The target must be able to see your face for you to gain these modifiers.

HIDDEN PRESENCE [GENERAL]

Your unliving body makes no sounds, and has no scent. Prerequisite: No Constitution score. Benefit: Your body makes no natural sounds (though you can speak if you normally could), giving you a +10 bonus to Move Silently checks. Further, you do not produce any scent, making you undetectable to the Scent ability. You cannot be tracked by smell. You cannot take this feat if you have an sound- or odor- related ability that you cannot deactivate (such as a ghast’s stench ability).

HIDDEN WINGS [GENERAL]

You are able to make your wings appear and disappear at will.

Prerequisite: Must have wings. Benefit: As a move action that provokes an attack of opportunity, you may make your wings disappear; making them reappear is a free action that does not provoke an AoO. While gone, you cannot use your wings to fly, make wings buffets, or otherwise use them in any way. Making your wings reappear while wearing items not able to accommodate them (such as shirts, armor, etc.) destroys non-magical items; magical items are unharmed but fall to the ground in your space. Special: Use of this feat is a supernatural ability; in an antimagic field, your wings automatically reappear.

IMMEDIATE SPELL [METAMAGIC]

You can cast spells extremely quickly. Benefit: You may cast a spell with this feat applied as an immediate action. You can perform another action, even casting another spell, in the same round as you cast an immediate spell. You may cast only one swift or immediate spell per round, including spells with the Quicken Spell metamagic feat. A spell whose casting time is longer than 1 full round cannot be made immediate. You can use an immediate spell as a counterspell. An immediate spell uses up a spell slot five levels higher than the spell’s actual level. The metapsionic version of this feat is called Immediate Power. It requires 8 additional power points, and that you expend your psionic focus.

Special: This feat can’t be applied to spells cast spontaneously, since applying a metamagic feat to a spontaneously cast spell increases the casting time to a full-round action. You cannot cast an immediate spell if you are flat-footed.

IMMEDIATE SPELL-LIKE ABILITY [GENERAL]

You can use your spell-like abilities extremely quickly. Prerequisite: Spell-like ability at caster level 12 th or higher. Benefit: Choose one of your spell-like abilities, subject to the restrictions described below. You can use that ability as an immediate spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day). Using an immediate spell-like ability is an immediate action. You can perform another action—including the use of another spell-like ability—in the same round that you use an immediate spell-like ability. You may use only one immediate spell-like ability (or quickened spell-like ability) per round. A spell-like ability whose casting time is longer than 1 full round cannot be made immediate. You can only select a spell-like ability duplicating a spell with a level less than or equal to half your caster level (round down) -5. For a summary, see the associated table. In addition, a spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be made immediate. The psionic version of this feat is called Immediate Psi-like Ability. Special: This feat can be taken multiple times. Each time it is taken, you can apply it to a different one of your spell-like abilities. You cannot use an immediate spell-like ability if you are flat-footed

Spell level

0

1

2

3

4

5

6

7

8

9

Caster level

th

10

12

14

16

18

20

22 nd

th

th

th

th

th

th

24

26

28

th

th

IMPERCEPTABLE NATURE [GENERAL]

You are so adept at hiding that even magic has a hard time finding you. Prerequisites: Hide in plain sight class feature, Hide 13 ranks. Benefit: You may add half your ranks (round down) in Hide to saving throws you make against spells of the scrying sub-school. This does not apply when you are flat-footed or helpless.

INDOMITABLE SPELLCASTER [GENERAL]

You force magic to work even in areas where it normally could not. Prerequisites: Spellcraft 1 rank, caster level 1 st . Benefit: In areas where magic is lacking (such as in an antimagic field, or a plane with the dead magic planar trait), you can force your spells and spell-like abilities to work. When casting a spell or using a spell- like ability, as a free action that does not provoke an attack of opportunity make a Spellcraft check (DC 30 + spell level). If the check succeeds, the spell works normally. If the check fails, the spell is expended but does not function. Special: This feat only works for spells you cast while within areas without magic; you cannot cast spells outside of an antimagic field to affect creatures within it.

INTANGIBLE EXISTENCE [GENERAL]

Even pure force can barely touch you. Prerequisite: Incorporeal subtype. Benefit: You have a 50% chance to ignore force effect damage from a corporeal source. You can pass through force effects unhindered, and you ignore force effect bonuses to armor class. Normal: An incorporeal creature cannot ignore damage from a corporeal force effect. It cannot pass through a force effect, nor ignore force effect bonuses to armor class.

LIFESENSE [GENERAL]

You naturally sense the presence, and absence, of life around you. Prerequisite: Undead type. Benefit: As a supernatural ability, you notice and locate living creatures within 60 feet, just as if you possessed the blindsense ability. This also allows you to sense the strength of their life force automatically, as if you had cast deathwatch.

MAGICAL DEFENSE [GENERAL]

You can concentrate to increase your resistance to magic attacks. Prerequisite: Must have spell resistance. Benefit: As a standard action that does not provoke an attack of opportunity, you gain a +4 bonus to your spell resistance for one round. Special: This feat may be taken by creatures with, and works with, power resistance also. A creature with both spell resistance and power resistance may gain a +4 bonus to both as part of a single standard action.

MANIPULATE MAGIC [SPELLTOUCHED]

You can create a minor spell effect through sheer will. Prerequisite: Exposure to miracle or wish. Benefit: Choose a single 1 st -level spell. You may now use that as a spell-like ability a number of times per day equal to your Charisma bonus (minimum once per day). Your caster level is equal to your total character level.

MARTIAL DEFLECTION [FIGHTER, GENERAL]

You are able to deflect ranged attacks with a weapon. Prerequisites: Deflect Arrows, Weapon Focus. Benefit: Select a weapon that you have taken Weapon Focus for. You are now able to deflect ranged attacks using that weapon. Normal: You can only deflect ranged attacks with a free hand. Special: You can take this feat multiple times. Each time you take it, it applies to a different weapon that you have taken Weapon Focus for.

MASTER OF THE HOUSE [GENERAL]

You may invite others into households you enter. Prerequisite: Uninvited Entrance. Benefit: Once you’ve entered a home or dwelling, you may then give permission to enter to other vampires or creatures that need to be invited in.

MUSICAL NUMBER [GENERAL]

You can force a number of people to move and act in time with your music. Prerequisites: bardic music class feature, Perform 16 ranks.

Benefit: As a spell-like ability, you may use bardic music to use dominate person on up to one creature per two class levels (in the class that grants bardic music), each of which must be within 90 ft. of you, be able to see and hear you, and be able to pay attention to you. You must also be able to see each creature. Each creature receives a saving throw (DC 10 + ½ class level + Charisma modifier) to negate the effect. You are able to give each creature orders, or change its orders, telepathically as a free action each round on your turn. You do not know what the subjects of this ability are experiencing, and cannot receive sensory input from them. This ability lasts as long as you concentrate (maximum 1 round per class level), and for 5 rounds thereafter. This is an enchantment (compulsion), mind-affecting ability. Each use of this ability takes four uses of bardic

music.

MYSTIC RAPPORT [GENERAL]

You develop a spiritual bond with your animal companion. Prerequisite: Must have an animal companion. Benefit: You develop an empathic link with your animal companion. This is identical to an empathic link with a familiar. Special: This feat can be taken more than once. Each time it is taken, it applies to a different animal companion that you have.

NATURAL WEAPON PROWESS [FIGHTER, GENERAL]

You have trained your secondary natural weapons to be as strong as your primary. Prerequisite: Base attack bonus +1. Benefit: Attacks made with your secondary natural weapons add your full Strength bonus to damage. Normal: Damage from attacks made with your secondary natural weapons adds only ½ your Strength bonus to damage.

OFF-HAND PROWESS [FIGHTER, GENERAL]

You have trained to make your off-hand as strong as your primary hand. Prerequisite: Base attack bonus +1. Benefit: Attacks made with your off-hand add your full Strength bonus to damage.

Normal: Damage from attacks made with your off-hand adds only ½ your Strength bonus to damage.

OMNIAPTITUDINAL [GENERAL]

You have no trouble pursuing multiple disparate career paths at once. Prerequisite: Diverse. Benefit: You do not take XP penalties for multiclassing. Normal: You take a -20% XP penalty for each non-favored class not within one level of your highest non-favored class (or a -10% penalty with the Diverse feat).

OPPOSITION TRAINING [GENERAL]

You’ve undergone special training to be able to cast a few spells from your prohibited schools of magic. Prerequisite: Must be a specialist wizard. Benefit: You may prepare one spell per spell level from a prohibited school of magic. These spells must be chosen for every spell level when you take this feat, and cannot be changed later. Spells you choose are treated in all ways as if belonging to a non-opposed school of magic (e.g. you can use wands or scrolls of them, you do not take a -5 penalty to Spellcraft checks regarding those spells, etc). Special: If you have other kinds of specialist spellcasters in your game, they can also select this feat.

PHYLACTERIC ITEM [ITEM CREATION]

Your phylactery is imbued with greater magical power. Prerequisites: Craft Wondrous Item, caster level 15 th . Benefit: When creating your phylactery, you may make it as any other magic item, in addition to its phylactery powers. Doing so adds 120,000gp and 4,800 xp to the creation costs, applied after calculating the costs for the normal item (this does not count towards the market price limit for non-epic items). Your phylactery’s hardness, hit points, and Break DC are all equal to those of a normal magic item of the same type, or a standard phylactery (40 hp, hardness 20, Break DC 40), whichever is higher. Its AC is normal for an item of its type and size. You must meet any other prerequisites needed to craft the item (e.g. you would need the Forge Ring feat to craft a ring of invisibility phylactery).

For example, you could make a mask of the skull phylactery. Such an item would cost 142,000 gp and 5,680 XP to create, requiring the spells animate objects, finger of death, and fly, and would have AC 16, hp 40, hardness 20, and a Break DC of 40. A +5 vorpal longsword phylactery would cost 320,315 gp and 12,800 XP to create, requiring the spells circle of death and keen edge, and would have AC 4 (Small-size object), hp 55, hardness 20, and a Break DC of 40. Normal: A phylactery may not have magic item properties or be part of another magic item. Special: You may only make a phylactery out of permanent magical items. Potions, scrolls, wands, staffs, and impermanent wondrous items cannot be made as a phylactery. You must still craft the phylactery yourself, though others can aid you with specific prerequisite spells as normal. You may add further magical properties to the phylactery item later, as with a normal magic item. However, if you’ve already created a phylactery without this feat, you may not add magic item properties to it.

PURGE THE UNCLEAN [DIVINE]

Through you, the wrath of your god is visited against the walking dead. Prerequisite: Divine Vengeance. Benefit: You can spend one of your turn undead attempts as a standard action that does not provoke an attack of opportunity to imbue your next melee attack with the disruption magic weapon property, even if it is not with a bludgeoning weapon. If you use this feat and wield a weapon that already has the disruption property, then on your next attack the DC of the Will save it requires rises to 18.

RANGED AURA [GENERAL]

You are able to temporarily imbue a small amount of your aura on ranged weapons you use. Prerequisite: Any alignment subtype. Benefit: Ranged weapons you shoot or throw overcome damage reduction in accordance with your alignment subtypes. This lasts only for a single attack you make with them, regardless of whether they hit or miss.

Normal: Only melee weapons overcome damage reduction as per your alignment subtypes. Special: This feat does not apply to siege weaponry, such as ballistae, that you operate.

RAPID RESTORATION [GENERAL]

You’re quicker to recover from your phylactery than others of your kind. Prerequisite: Must be a lich or demilich. Benefit: When your body is destroyed, your essence is able to take a new body after 1d6 days. Normal: Without this feat, a lich that has been destroyed reappears after 1d10 days.

REMAIN AT PEACE [DIVINE]

Your holy power keeps the dead from being awoken by the black arts. Prerequisite: Ability to turn undead. Benefit: If someone within 60 ft. of you uses

a spell or effect to create (but not summon or call)

undead, you may spend a turn attempt as an immediate action to try to negate it if you are not flat-footed. Make an opposed caster level check (classes you possess that grant the ability to turn undead stack for purposes of this check; if the opposed effect doesn’t rely on caster level, its check is d20 + the user’s hit dice). If your result equals or exceeds the other person’s check, the undead are not created, otherwise the undead are created normally. If the spell or effect creating the undead has any other effects, they are unaffected by use of this feat.

REMAIN DEAD [DIVINE]

Your unholy power keeps people from being restored to life.

Prerequisite: Ability to rebuke undead. Benefit: If someone within 60 ft. of you uses

a spell or effect to raise, resurrect, reincarnate, or

otherwise try to restore life to someone, you may spend a rebuke attempt as an immediate action to try to negate it if you are not flat-footed. Make an opposed caster level check (classes you possess that grant the ability to rebuke undead stack for purposes of this check; if the opposed effect doesn’t rely on caster level, its check is d20 + the user’s hit dice). If your result equals or exceeds the other person’s check, the people they attempted to bring back remain deceased. This does not apply to someone healing a person with the Unyielding Soul feat. If the spell or effect bringing back the dead has any other effects, they are unaffected by use of this feat.

REPULSING SPELL [METAMAGIC]

Your spells strike with extreme force, pushing your enemies away. Benefit: This feat can only be applied to damage- dealing spells that target individual creature(s). When hit by a forceful spell, the target must make a Reflex save (in addition to any other saves it must make), or be pushed 5 feet away from you for every 10 points of damage it took. This movement incurs attacks of opportunity as normal (but not from you). A repulsing spell takes up a spell slot three levels higher than the spell’s actual level. The metapsionic version of this feat is called Repulsing Power. It requires 4 additional power points, and that you expend your psionic focus. Special: If the target is larger or smaller than Medium, the damage necessary to knock it back increases or decreases by 2 for each difference in size category. For example, a Large creature would be pushed back 5 feet for every 12 points of damage if it failed its Reflex save.

REPULSING SPELL-LIKE ABILITY [GENERAL]

You can make one of your spell-like abilities strike with extreme force. Prerequisite: Spell-like ability at caster level 8 th or

higher.

Benefit: Choose one of your spell-like abilities,

subject to the restrictions below. You can use that ability as

a repulsing spell-like ability three times per day (or less, if the ability is normally useable only once or twice per day). The spell-like ability must be one that deals damage and targets individual creature(s). When hit by a repulsing spell-like ability, the target must make

a Reflex save (in addition to any other saves it must

make), or be pushed 5 feet away from you for every 10 points of damage it took. This movement incurs attacks of opportunity as normal (but not from you). If the target is larger or smaller than Medium, the damage necessary to knock it back increases or decreases by 2 for each difference in size category. The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) -3. For a summary, see the table

below.

The psionic version of this feat is called Repulsing Psi-like Ability. Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities.

Spell level

Caster level

0

6

th

1

8

th

2

10

th

3

12

th

4

14

th

5

16

th

6

18

th

7

20

th

8

22 nd

9

24 th

RESILIENT SPELL [METAMAGIC]

Your spell is more difficult to negate. Benefit: A resilient spell is very hard to dispel, counter, or disjoin. The resilient spell gains a +5 bonus to its DC against dispel checks (including dispelling used as a counterspell). Against counterspelling and disjunction effects, a resilient spell receives an opposed caster level check to avoid being countered or disjoined (this check does not gain the aforementioned +5 bonus). A spell that fails to counterspell a resilient spell is negated as per normal for a counterspell, though the resilient spell takes effect normally. A resilient spell takes up a spell slot one level higher than the spell’s actual level. The metapsionic version of this feat is called Resilient Power. It requires 1 additional power point, and that you expend your psionic focus.

RESILIENT SPELL-LIKE ABILITY [GENERAL]

Your spell-like ability is more difficult to negate. Benefit: Choose one of your spell-like abilities, subject to the restrictions below. You can use that ability as a resilient spell-like ability three times per day (or less, if the ability is normally useable only once or twice per day). The resilient spell-like ability gains a +5 bonus to its DC against dispel checks. Against disjunction effects, a resilient spell receives a dispel check to avoid being disjoined (this dispel check does not gain the aforementioned +5 bonus). The creature can only select a spell-like ability duplicating a spell with a level less than or equal to half its caster level (round down) -1. For a summary, see the table below. The psionic version of this feat is called Resilient Psi-like Ability.

Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to a different one of its spell-like abilities.

Spell level

0

1

2

3

4

5

6

7

8

9

Caster level

2 nd

4 th

6 th

8 th

10

12

14

16

18

20

th

th

th

th

th

th

RESTORATIVE ATTRIBUTE [GENERAL]

There is a part of you that cannot be permanently injured. Benefit: When you take this feat, choose one ability score. That ability score no longer takes permanent ability drain. Instead, any such drain is converted to temporary ability damage. You still suffer from ability damage normally. Special: You may take this feat multiple times; each time it applies to a different ability score.

RETAINED KNOWLEDGE [GENERAL]

Even after abandoning an occupation, you still practice some of its tricks. Benefit: If you no longer qualify for a class or prestige class for some reason (such as an alignment change, or not meeting entry prerequisites) you retain all extraordinary class abilities. This includes weapon and armor proficiencies, but not spellcasting. Normal: When you no longer qualify for a class or prestige class, you lose all class abilities (unless the class description states otherwise). Special: This feat does not let you take levels in a class or prestige class that you do not qualify for. You may take this feat after you no longer qualify for a class in order to regain access to its extraordinary abilities. You may not take further levels in a class you do not meet the prerequisites for until you meet them again.

REVITALIZE ESSENCE [GENERAL]

You may create another phylactery if yours is destroyed. Prerequisite: Must be a lich or demilich. Benefit: If your phylactery is destroyed, you may create another one. You must wait 10 days before creating another phylactery, and must pay all the normal costs of creation. You may still only have one phylactery at a time. Normal: A lich that has its phylactery destroyed while its body still exists may never create another phylactery. Special: Whether or not they have this feat, a lich (or demilich) always knows instantly when its phylactery is destroyed.

SCORNED BY NATURE [GENERAL]

The natural world ignores you. Prerequisite: Undead type. Benefit: The natural world ignores your presence utterly; you do not leave footprints, disturb dust, etc. You never leave a trail, and cannot be tracked. You may leave a trail if you deliberately wish to do so.

SECURE GRASP [GENERAL]

Even when your attention is elsewhere, you keep a tight grip on creatures you’ve grabbed. Prerequisite: Improved grab. Benefit: After using improved grab, if you choose to hold the opponent with only the part of your body that made the improved grab you take a -15 to grapple checks and are not considered grappled yourself. Normal: When you use only the part of your body that made the improved grab to hold your opponent, you take a -20 to grapple checks and are not considered grappled yourself.

SHARED SENSES [GENERAL]

You may see and hear through your bonded creature’s senses.

Prerequisite: Telepathic link with a bonded creature. Benefit: As a standard action, you may see and hear everything your bonded creature is seeing and hearing, as it occurs. You may maintain this as long as you want, but while doing so, you do not see or hear anything through your own senses. Special: This feat can be taken more than once. Each time it is taken, it applies to a different bonded creature that you have.

SPRY EFFICACY [GENERAL]

You have a nimble nature that lets you move quicker where most people are hampered. Prerequisites: Dex 12 or Tumble 8 ranks. Benefit: When squeezing through a space at least half as wide as you, you take only a -2 penalty to attack rolls and AC. When crawling, you may crawl up to half your total speed (round down) as a move action. You still provoke attacks of opportunity for crawling. Soft cover grants you a +2 bonus on Reflex saves against attacks that originate or burst out from a point on the other side of the cover from you. Note that spread effects can extend around corners and thus negate this cover bonus. Normal: When squeezing through a space at least half as wide as you, you take a -4 penalty to attack rolls and AC. When crawling, you may only move 5 feet as a move action that provokes an attack of opportunity. Soft cover does not grant a bonus to Reflex saves.

SUDDEN GENEROUS SPELL [METAMAGIC]

You can cast a spell that is normally reserved for you on someone else without special preparation. Benefit: Once per day, you can apply the effect of the Generous Spell feat to any “range: personal” or “target: you” spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Generous Spell normally if you have it. The metapsionic version of this feat is called Sudden Generous Power. It requires no power points, nor that you expend your psionic focus.

SUDDEN IMMEDIATE SPELL [METAMAGIC]

You can cast spells extremely quickly without special preparation. Benefit: Once per day when you are not flat- footed, you can apply the effect of the Immediate Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Immediate Spell normally if you have it. The metapsionic version of this feat is called Sudden Immediate Power. It requires no power points, nor that you expend your psionic focus.

SUDDEN REPULSING SPELL [METAMAGIC]

You can cast a spell with extreme force without special preparation. Benefit: Once per day, you can apply the effect of the Repulsing Spell feat to any damage-dealing spell you cast that targets individual creature(s) without increasing the level of the spell or specially preparing it ahead of time. You can still use Repulsing Spell normally if you have it. The metapsionic version of this feat is called Sudden Repulsing Power. It requires no power points, nor that you expend your psionic focus.

SUDDEN RESILIENT SPELL[METAMAGIC]

Your spell becomes more difficult to negate without special preparation. Benefit: Once per day, you can apply the effect of the Resilient Spell feat to any spell you cast without increasing the level of the spell or specially preparing it ahead of time. You can still use Resilient Spell normally if you have it. The metapsionic version of this feat is called Sudden Resilient Power. It requires no power points, nor that you expend your psionic focus.

SUPERIOR SOULGEM [EPIC, GENERAL]

Your bond with your soul gems is as strong as with your phylactery. Prerequisite: Must be a demilich. Benefit: You need not incorporate all eight of your soul gems directly into your physical form. Instead, you need only incorporate two, and may store the rest elsewhere (though they can be incorporated into your body if you so choose). You may also use your Phylactery Transference power with any of your non-incorporated soul gems, though only with one soul gem (or your phylactery) at a time. Switching your Phylactery Transference ability between soul gems or your phylactery is a standard action that does not provoke an attack of opportunity. Normal: Ademilich must incorporate all eight of its soul gems directly into its concentrated form. Also, a demilich’s Phylactery Transference power only works with its phylactery. Special: Ademilich with this feat may use any other phylactery-specific feats, spells, abilities, etc. with regards to their soul gems.

TELEPATHIC LINK [GENERAL]

Your empathic connection to your bonded creature deepens. Prerequisite: Empathic link with a bonded creature. Benefit: You gain a supernatural telepathic link with your bonded creature, replacing your empathic link. The two of you can communicate telepathically as if your bonded creature were the target of a telepathic bond spell cast by you. Because of the telepathic link between you and your bonded creature, you have the same connection to an item or place that your bonded creature does. Special: This feat can be taken more than once. Each time it is taken, it applies to a different bonded creature that you have.

TELEPATHIC TAP [PSIONIC]

You are able to listen in on mental conversations that others are having. Benefit: As a free action that does not provoke an attack of opportunity, you may expend your psionic focus to psychically listen in on the telepathic conversation of anyone within 60 ft. of you as a supernatural ability for 1 round per manifester level. You hear everything in the telepathic conversation, even from people not within 60 ft. of you; so long as at least one member of the conversation remains within range, you hear everyone involved. This is not considered a mind-affecting ability, nor are you considered to be in mental contact with anyone so conversing; you are merely tapping into the “channel” by which their thoughts are communicating. Language is not a barrier to you understanding what is being said, unless the type of telepathic contact being used states it is language-dependant (most forms of telepathy are not). You can only hear telepathy with this feat, you can not participate in telepathic conversations with it. Creatures whose thoughts are protected somehow (such as by a ring of mind shielding or mind blank) are not subject to this feat, but can still be heard if you use this feat on someone else in their telepathic network.

TENACIOUS ANIMATING FORCE [GENERAL]

Your animating force is not so easily destroyed. Prerequisite: No Constitution score. Benefit: When reduced to 0 through -9

hit points, you are not destroyed. Instead, you are treated as being disabled. At -10 hit points, you are immediately destroyed. Normal: Creatures with no Constitution score are immediately destroyed at 0 hit points.

TRAINED FOR LICHDOM [GENERAL]

You have figured out how to become a lich sooner than most would think possible. Prerequisite: Ability to cast spells. Benefit: You may subtract the bonus from your spellcasting-based ability score from the minimum level necessary to create a phylactery (or otherwise become a lich). For example, a wizard with a 17 Intelligence would be able to construct a phylactery and become a lich at 8 th level. You must still be able to meet all of the other requirements for becoming a lich. Special: If you have more than one spellcasting class, this feat applies only to the spellcasting-based ability score from one of them, chosen at the time this feat is taken. Once chosen, the choice cannot be changed. Normal: You must have a spellcaster level of 11 th or higher to create a phylactery and become a lich.

UNARMED WARRIOR [FIGHTER, GENERAL]

Others use weapons, but you are a weapon. Prerequisite: Improved Unarmed Strike. Benefit: Your unarmed strikes are treated as being either light weapons or one-handed weapons, whichever is more beneficial, for special combat actions, spells, and effects. For example, you could attempt to disarm someone with an unarmed strike without taking a penalty to the opposed attack roll (as a one-handed weapon) and still use an unarmed strike against foes grappling you (as a light weapon).

UNBOUND [GENERAL]

You are not bound to a coffin, nor to your native soil. Prerequisite: Must be a vampire or vampire

spawn.

Benefit: You do not need to rest in a coffin, nor do you need your native soil. Instead, you may sleep anywhere (in any condition that wouldn’t cause you harm). You are still dead to all normal inspections, and are still detectable as undead to spells and effects. Normal: A vampire must sleep in a coffin, with soil from its homeland in it.

UNBOUND ESSENCE [GENERAL]

You may pass through any solid object, no matter how large. Prerequisite: Incorporeal subtype. Benefit: When passing through a solid object, you need not remain adjacent to the object’s exterior, and so can pass entirely through an object whose space is larger than your own. Normal: An incorporeal creature must always remain adjacent to the exterior of a solid object it is passing through.

UNHOLY FORTITUDE [GENERAL]

Your undead body shrugs off attempts to harm it. Prerequisite: Undead type. Benefit: You add your Charisma modifier to your Fortitude saves. Normal: Undead gain no ability score modifier to Fortitude saves.

UNHOLY TOUGHNESS [GENERAL]

Your negative energy strengthens your unliving form. Prerequisite: Undead type. Benefit: You gain (or lose) hit points equal to your Charisma modifier, for every hit die you possess. Normal: Undead gain no hit points based on an ability score modifier. Special: If you have any other power or ability that grants hit points equal to an ability score bonus, you may not take this feat.

UNINVITED ENTRANCE [GENERAL]

You do not need to be invited to enter a place. Prerequisite: Must be a vampire (vampire spawn cannot take this feat). Benefit: You may enter any home, dwelling, or other place without being invited. Special: You cannot yourself invite other vampires into homes you enter using this feat. Normal: Vampires must be invited to enter private

homes.

UNIVERSAL MOVEMENT [GENERAL]

For a brief moment, you are able to reduce physical distance to a mere intellectual concept. Prerequisite: Abundant step class feature. Benefit: Your abundant step class feature works as if using the spell greater teleport. Normal: Abundant step works as if using the spell dimension door.

UNLIVING MIND [GENERAL]

Unlife has made your mind truly unassailable. Prerequisite: Undead type. Benefit: You are immune to ability damage to your Intelligence, Wisdom, and Charisma scores. Normal: Undead are only immune to ability damage to their Strength, Dexterity, and Constitution scores.

UNNATURAL AURA [GENERAL]

Your very presence unnerves creatures of the natural world.

Prerequisite: Undead type. Benefit: Animals, whether wild or domesticated, can sense your unnatural aura at a distance of 30 feet. They do not willingly approach nearer than that and panic if forced to do so; they remain panicked as long as they are within that range. This aura is a supernatural ability. You may suppress or resume this aura as a free action on your turn. Special: If you already have this ability, you may not take this feat.

UNUSUAL STYLE [GENERAL]

You have a different way of accomplishing things than most people. Prerequisite: Skill Focus. Benefit: Choose one skill that you have selected Skill Focus for. You may change the ability score associated with that skill to another ability score. Skills associated with physical ability scores (Strength, Dexterity, and Constitution) can only be changed to other physical ability scores, and skills associated with mental ability scores (Intelligence, Wisdom, and Charisma) can only be changed to other mental ability scores. Once made, this choice cannot be changed. Special: You may take this feat more than once. Each time you take it, it applies to a different skill that you have taken Skill Focus for.

UNYIELDING SOUL [GENERAL]

When you die, your soul does not immediately leave your body. Prerequisite: Must have a Constitution score. Benefit: When you reach -10 hit points or less (or 0 Constitution), your soul remains in your dead body for a number of rounds equal to your Charisma modifier (minimum 1 round). During this time, you can be brought back to life by any effect that brings

your hit point total back up to -9 or higher (or raises your Constitution score to 1 or higher), and such effects automatically stabilize you. You do not suffer any penalties for having died and come back (such as level loss), since your soul did not have to journey back to your body. You cannot refuse to come back to life while your soul remains in your body, and effects that killed you before are not automatically undone when you are brought back (e.g. poison remains, and might kill you again on subsequent rounds). Special: Death spells and effects are considered to instantly reduce your hit point total to - 10. You do not benefit from this feat if killed by a spell or effect that does not leave a body behind (such as disintegrate).

UTILIZE ANOTHER’S MAGIC [GENERAL]

You may attempt to cast a spell from someone else’s knowledge. Prerequisite: Spellcraft 1 ranks, caster level

1 st .

Benefit: You may cast spells someone else knows or has prepared that are on your spell list. To do so, you must spend a full round being in physical contact with that person, who must be willing (unconscious characters are automatically considered willing). On your turn next round, make a Spellcraft check as a free action that does not provoke an attack of opportunity (DC 15 + highest level of spell prepared/known). If this check fails, you may try again after another full round of physical contact. If the check succeeds, you are aware of all of their spells prepared or spells known. You can then pick a spell of theirs that you want to cast (which must be on your spell list) and make a second Spellcraft check (also a free action that does not provoke an AoO) with a DC of 15 + the level of the spell you want to cast (do not apply level increases due to metamagic feats). If this succeeds, you may then immediately cast the spell; if this check fails, you must start over from the beginning. To cast the spell, you must sacrifice a spell slot or prepared spell of equal or higher level than the spell you’re casting. You must supply any material components and foci yourself. If the spell you select has been prepared with a metamagic feat, you may not cast it with that feat, but need only sacrifice a spell slot or prepared spell of the spell’s base level. You may apply any metamagic feat you know to the spell, but

doing so requires losing a spell slot or prepared spell of the spell’s adjusted level (and increases the casting time, if applicable). Special: A character may choose this feat in place of a wizard bonus feat.

VIRULENT VAMPIRISM [GENERAL]

New undead that you create arise immediately. Prerequisites: Must be a vampire, must have the Create Spawn ability. Benefit: When another creature is subject to your Create Spawn ability, they don’t need to be buried, and rise 1d4 rounds afterward. Normal: Newly-created vampires arise 1d4 days after burial.

WEAPON INSTRUCTION [FIGHTER, GENERAL]

You were taught basic principles of weapon use that apply to all forms of fighting. Benefit: When using a weapon which you are not proficient with, the non-proficiency penalty is reduced by 1.

FLAWS

SIDEBAR Flaws are an optional rule that work like anti-feats, granting a character a permanent penalty in some way. A character may normally take up to two flaws at character creation, gaining a feat in return for each flaw taken. Undead-specific flaws function much the same way, save that instead of being taken at character creation, they are taken when a character first becomes undead. A total of two undead-specific flaws may be taken when a character becomes undead (in addition to any flaws a character may have already possessed before). If the character is later brought back to life, these flaws are lost, as are the corresponding feats (with the in-game explanation that the feat loss represents knowledge that was lost in the transition from undeath to life).

BIRTH DEFECT: ONE-ARMED

You were born with only one arm. Effect: You take a -4 penalty to all Climb, Disguise, Escape Artist, Use Rope, and Swim checks.

It takes you twice as long to don or remove armor. You cannot undertake actions that require two arms, such as fighting with a two-handed weapon, etc. Special: Because you were born with only one arm, spells and effects such as regenerate cannot restore your missing one. If a spell or effect changes your shape, your new form is missing a corresponding limb.

DEATHLY

You easily fall into death’s clutches. Effect: You fall unconscious when brought to 0 hit points. When at -1 hit points or below, you cannot be stabilized, automatically losing 1 hit point per round until brought back to 0 hit points or above.

DOTAGE

You became an adventurer later in life. Effect: You begin play one age category older than normal (usually this will be middle age).

ENERGY VULNERABILITY

You are particularly weak against one type of energy. Effect: Choose one of the following energy types: acid, cold, electricity, or fire. When damaged by the chosen energy type, you are dealt an additional hit point of damage per die.

ENFEEBLED DRAINING

You cannot permanently drain vitality from living creatures. Prerequisites: Undead type, must have a special ability that causes energy drain or ability drain. Effect: Negative levels from your energy drain special attack are automatically removed after twenty- four hours. Special attacks that you possess that would normally cause ability drain now cause ability damage instead.

ISOLATED EXISTENCE

You cannot create more of your kind. Prerequisites: Undead type, must have the create spawn (or a similar) special ability. Effect: You do not have the create spawn special ability, or any similar ability that allows you to naturally create undead from creatures that you kill. You may still create undead with spells and spell-like abilities normally.

NEGATIVE SOUL

You feel colder than ice to the touch. Prerequisite: Undead type. Effect: Living creatures who touch you perceive you as feeling colder than ice. This manifests even through items on your person. Living creatures who touch you have their attitude towards you drop by one rank (e.g. from friendly to indifferent), and may immediately make a DC 15 Knowledge (religion) check to recognize you as being undead. This remains in effect even if you change form (unless doing so changes your type).

SHADOWLESS

You have no shadow. Prerequisite: Undead type, must not have the Incorporeal subtype. Effect: You never have a shadow (nor do items on your person), no matter what the lighting conditions around you are. In an area of bright illumination, this can be noticed with a DC 10 Spot check. In an area of shadowy illumination, the DC for this check rises to 30. In areas of darkness, it is impossible to tell that you do not have a shadow (even with darkvision). You remain without a shadow even if you change form (unless doing so changes your type).

SLOW LEARNER

It takes you longer than other people to improve. Effect: When gaining experience points, you take a -10% penalty to the total. This stacks with any other experience point penalties you may have, such as from multiclassing.

STAGNANT LIFE FORCE

Your life energy cannot be easily replenished with magic.

Effect: Magical healing only restores half as many hit points as normal.

SUNLIGHT POWERLESSNESS

The light of the sun robs you of your might. Prerequisite: Undead type, Incorporeal subtype Effect: In natural sunlight (not merely a daylight spell), you may only take a single standard or move action each round.

UNCHANGING FORM

Your undead body does not naturally repair itself. Prerequisites: Undead type, must have an Intelligence score, must not have fast healing. Effect: You do not naturally regain hit points over time (though special qualities such as rejuvenation still work normally). Normal: Undead creatures with an Intelligence score regain hit points naturally at the same rate that living characters do.

UNFETTERED SOUL

Your spirit has only a tenuous connection to your body.

Effect: You cannot be raised, resurrected, or reincarnated. It takes a wish or miracle to bring you back to life.

WEAK SPELL RESISTANCE

Your ability to resist magic is weaker than others of your kind. Prerequisite: Must naturally have spell resistance. Effect: Your spell resistance is permanently lowered by 5.

NEW SPELLS

Call Construct

Conjuration (Calling) Level: Sor/Wiz 8 Components: V S, XP Casting Time: 1 standard action Range: Medium (100 ft. + 10 ft./level) Target: One construct Duration: Instantaneous Saving Throw: None Spell Resistance: No When casting this spell, you name a construct of yours, which the spell then brings to you. The construct must be one that you command innately (that is, not as the result of a spell or effect that grants temporary control); constructs that you create fall into this category (unless command of it was given away or taken from you, or if it becomes uncontrolled). Once called, the construct may be given commands, and it acts immediately on your turn. This spell functions across planar boundaries. XP Cost: 1,000 XP.

School Suppression

Abjuration Level: Clr 5, Sor/Wiz 4 This spell functions like antimagic field, except that it only suppresses one school of magic. All other magical effects (including supernatural abilities) are unaffected by this spell. The school of magic affected is chosen during the casting of the spell, and cannot be changed later.

Summon Armor

Conjuration (Summoning) Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: See text Target: One suit of armor Duration: Instantaneous Saving Throw: Will negates Spell Resistance: No This spell summons a single suit of armor of your choice, making it appear on your body instantly without having to be donned. The armor must have your arcane mark on it, otherwise the spell fails automatically. If you are already wearing armor when you cast this spell, then the armor you are wearing automatically falls off you, landing at your feet in your space, as the summoned armor appears on you. Other clothing or magic items are not displaced by summoning armor. If the armor is worn or otherwise in the possession of another creature when you cast this spell, that creature may make a Will save to retain the armor. This spell works across any distance, but does not cross planar boundaries.

Summon Armor, Greater

Conjuration (Summoning) Level: Sor/Wiz 6 This spell functions like summon armor, except that it functions across planar boundaries.

Summon Holy Symbol

Conjuration (Summoning)

Level: Adept 0, Blackguard 1, Clr 0, Drd 0, Pal 1, Rgr

1

Components: V Casting Time: 1 swift action

Range: Unlimited Target: One holy symbol Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell instantly summons a holy symbol specific to your faith into your hand. The holy symbol works as a divine focus, and for turning/rebuking attempts. It is made out of steel, unless that is inappropriate for your faith (such as for druids), in which case it is made of the appropriate material. If you do not have a free hand when you cast this spell, the holy symbol instead appears on a small chain around your neck. This spell cannot call a specific holy symbol; rather, a servant of your deity automatically answers the spell, sending a generic holy symbol to you.

Summon Material Components

Conjuration (Summoning) Level: Adept 0, Assassin 1, Blackguard 1, Brd 0, Clr 0, Drd 0, Pal 1, Rgr 1, Sor/Wiz 0 Components: V Casting Time: 1 swift action Range: Unlimited Target: Spell components of less than 1 gp value Duration: Instantaneous Saving Throw: None Spell Resistance: No This spell instantly summons spell components suitable to cast all of your spells. Only components worth less than one gold piece are summoned; any that cost 1 gp or more are not summoned by this spell. These spell components are randomly gathered from throughout the universe; you cannot summon specific components from specific places. The spell components appear in your pouches, pockets, or any other container on your person. If you do not have any such containers on you, they appear at your feet in your space.

Summon Weapon

Conjuration (Summoning) Level: Sor/Wiz 4 Components: V, S Casting Time: 1 standard action Range: See text Target: One weapon Duration: Instantaneous Saving Throw: Will negates

Spell Resistance: No This spell summons a single weapon of your choice into your hand. The weapon must have your arcane mark on it; if the arcane mark has been removed, the spell automatically fails. If you do not have a hand

free when you cast this spell, the weapon appears at your feet in your space.

If the weapon is in the possession of another creature

when you cast this spell, that creature may make a Will save to retain the weapon. This spell works across any distance, but does not cross planar boundaries.

Summon Weapon, Greater

Conjuration (Summoning) Level: Sor/Wiz 6

This spell functions like summon weapon, except that

it functions across planar boundaries.

NEW RULES

SUB-SCHOOL SPECIALIZATION

Some wizards choose to focus on a specific school of magic, sacrificing a degree of versatility for greater power in a chosen area. Others take this dedication

in a different direction. Instead of specializing in an

entire school of magic, they focus upon only a single portion of it. By focusing upon only a certain part

of their chosen school, these specialists pay less of

a price in return for diminished gains. Such “sub-

specialists” see themselves as gaining the best of both worlds between true specialists and generalist wizards.

A sub-specialist functions similarly to a specialist

wizard: she may prepare an additional spell of her sub-school per spell level each day (though narrower

sub-schools might not have spells at every level) She also gains a +2 bonus on Spellcraft checks to learn spells of her chosen sub-school. When taking her first wizard level, the character must decide if she wants

to become a sub-specialist or not, and once made, this

choice cannot be changed. A character cannot both specialize and sub-specialize. A sub-specialist must give up a single school of magic, which may not be the Divination or Universal schools; this restriction functions exactly as it does for specialist wizards. A sub-specialist who chooses Scrying only needs to give up another sub-school of magic.

Calling: Calling is a subset of the Conjuration school.

A calling specialist is known as a caller.

Charm: Charm is a subset of the Enchantment school.

A charm specialist is known as a charmer.

Compulsion: Compulsion is a subset of the Enchantment school. A compulsion specialist is known as a compulsor.

Creation: Creation is a subset of the Conjuration school. A creation specialist is known as a crafter.

Figment: Figment is a subset of the Illusion school. A figment specialist is known as a figmatist.

Glamer: Glamer is a subset of the Illusion school. A glamer specialist is known as a glamora.

Healing: Healing is a subset of the Conjuration school.

A healing specialist is known as a healer.

Pattern: Pattern is a subset of the Illusion school. A pattern specialist is known as a sequencer.

Phantasm: Phantasm is a subset of the Illusion school.

A phantasm specialist is known as a fantast.

Scrying: Scrying is a subset of the Divination school.

A scrying specialist is known as a scryer. Scryer sub-

specialists need only give up another sub-school of magic, though they may choose to give up an entire

school instead.

Shadow: Shadow is a subset of the Illusion school. A shadow specialist is known as an umbralist.

Summoning: Summoning is a subset of the Conjuration school. A summoning specialist is known as a summoner.

Teleportation: Teleportation is a subset of the Conjuration school. A teleportation specialist is known as a teleporter.

SIDEBAR Rather than specializing in a particular school or sub-school of magic, it’s possible for a wizard to specialize in a particular spell descriptor, such as evil, fire, or mind-affecting. These “descriptor specialist” wizards gain the same bonuses as other

specialists (they may prepare one extra spell of the chosen descriptor at each spell level, and gain a +2 bonus to Spellcraft checks to learn spells of that descriptor), and in exchange must give up a single other descriptor of spells, forsaking spells of that descriptor forever. At the GM’s option, certain descriptors will automatically determine which descriptor is thusly forsaken. Specializing in Good spells, for example, may require that Evil spells be given up. Also at the GM’s option, this type of specialization may be open to other kinds of spellcasters besides wizards. Bear in mind that this may benefit certain other spellcasting classes disproportionally, however. A neutral good cleric that specialized in Good spells, for example, would not be giving anything up, since good clerics cannot cast Evil spells anyway.

METASPELLS

For some spellcasters, metamagic feats are an impractical option. Whether because they need to conserve feat slots, or because increased casting times are too disadvantageous, metamagic feats remain non- viable for spellcasters who’d otherwise enjoy their effects.

That’s where metaspells come in.

Metaspells are spells that have one or more metamagic effects built into them, instead of being applied separately as a feat. For example, instead of taking the Chain Spell feat and then applying it to your lightning bolt, you could just use the metaspell chain lightning. By building a metamagic effect into the spell itself, the need for a particular feat is eliminated at the cost of versatility, since by itself that effect can’t be applied to any others spells the character has.

Metaspells always have a spell level equal to the base spell plus the level increase that the metamagic feat would cause; all other aspects of the metaspell are the same as the base spell, save for the metamagic effect. Because metaspells are considered to be unmodified spells of their own, spontaneous spellcasters do not have an increased casting time for using them. Likewise, they cannot be counterspelled using the base spell (though, at the GM’s option, someone

using the base spell modified by the same metamagic feats that are built into the metaspell might be able to counterspell it). You may add metamagic feats to a metaspell as you would any other spell; the exception is a metamagic feat whose effect is already built into

a metaspell. A metaspell that functions as a Widened fireball may not then have the Widen Spell feat applied to it.

Introducing metaspells into your game is as easy as adding a metamagic effect onto an existing spell, raising the spell level by the appropriate amount, and changing the name. A fourth-level metaspell that functions as a Maximized magic missile could be named heavy missiles, for example. You could even remove metamagic feats entirely, having all such effects be present only in the form of various metaspells.

Characters may create their own metaspells, the same way they would create any other new spells. Doing so requires that they be of high enough level (and have

a high enough requisite ability score) to cast spells of

the level they want to create, as well as have access to a well-stocked library. Researching the process to create the new spell is lengthy, requiring one week per the new spell’s level, at a cost of 1,000 gp per week; this cost is halved if the PC has access to all of the metamagic feats she wants to build into the new metaspell (such as by having taken the feats herself, or with a metamagic rod, but not from someone else who has taken those metamagic feats). Finally, she must then make a Spellcraft check (DC + the new spell’s level). Success means that the character has created the new spell. Failure means the spell was not

created, and the character must start over from scratch. Note that creating a spell does not automatically add

it to a character’s spells known list, nor mean it is

automatically inscribed in a character’s spellbook. Finally, a character cannot create a metaspell that has an epic metamagic effect built into it (though if such metaspells exist, she may cast it normally) unless she is herself an epic level spellcaster.

Metapowers are the psionic version of metaspells, and follow all of the same rules. Researching a new psionic power requires uninterrupted meditation for one week per level of the power on the part of the psionic characer, and an expenditure of 200 XP per week. At the end of that time, the character makes

a Psicraft check (DC 10 + the power’s level) with success meaning the power is created, and failure meaning it is not; the character may try again from the beginning if the check fails. As with new spells, creating a new psionic power does not automatically add it to a character’s powers known.

When creating a metapower from an existing psionic power, every 2 point increase to the metapower’s power point cost increases the power’s level by one (for example, chain energy ray, a metapower of Chain Power and energy ray, would cost a base 7 power points, and would be a 4 th -level psion/wilder power). Since metapowers are considered to be unmodified psionic powers, they do not require a character to expend psionic focus to use them.

-END-

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