Feats
(Scroll down for the table)
| Epic Feats | Prerequisites | Benefit |
| Epic Artificer | Craft (artificing) 24 ranks, Master Artificer, caster level 10th | +2 bonus to Craft (artificing) checks. |
| Raise Power Point | Iron Will, caster level 10th, special (see feat) | Can raise a power point. |
| General Feats | Prerequisites | Benefit |
| Aerial Mounted Combat | Ride 6 ranks, Mounted Combat | Reduces the penalties for fighting from the back of a flying mount. |
| Armored Spellcaster | AP Light, Medium, or Heavy | Reduces the chance of arcane spell failure in armor. |
| Call Outsider | Wis 13, Cha 15 | Calls an outsider to do the caster's bidding. |
| Control Outsider | Call Outsider, Wis 13, Cha 17 | You have control over a summoned outsider. |
| Bind Outsider | Call Outsider, Control Outsider, Wis 15, Cha 17 | Binds an outsider to a specific location or task. |
| Call Spirit | Wis 13, Cha 15 | Calls a spirit to do the caster's bidding. |
| Control Spirit | Call Spirit, Wis 13, Cha 17 | You have control over a summoned spirit. |
| Bind Spirit | Call Spirit, Control Spirit, Wis 15, Cha 17 | Binds a spirit to a specific location or task. |
| Channel Spirit | Wis 13, Cha 13 | You can summon a spirit to speak through you. |
| Master Artificer | Craft (artificing) 10 ranks, caster level 1st | +2 bonus to Craft (artificing) checks. |
| Master Crafter | Craft (any) 10 ranks | Crafting time is reduced. |
| Polyglot | Int 13 | Grant +3 skill points toward learning to read or write a language. |
| Scribe Circle | Int 11 | Can scribe circles of power without a Spellcraft check. |
| Spell Thematic | Any metamagic feat | Can change energy type/appearance of spells. |
| Spirit Sense | Wis 13 | Can communicate with or sense the presence of spirits. |
| Turn/Rebuke Undead | Ability to cast 1st level divine spells. | Can turn or rebuke undead. |
| Ritual Feats | Prerequisites | Benefit |
| Ritual Casting | Any metamagic feat, caster level 3rd | Can cast grand rituals. |
| Anchor Spell | Ritual Casting, one caster per spell level with the spell prepared | Ties a spell to an area or object. |
| Aura Synchronization | Ritual Casting | +5 to save DC and +6 to caster level checks against a specific target. |
| Bind Spell | Ritual Casting, one caster per spell level with the spell prepared. | Ties a spell to a creature. |
| Ritual Focus | Con 11, caster level 9th, Ritual Casting, must have participated in five or more rituals | Can serve as focus for grand rituals. |
| Tap Power Point | Caster level 1st | Can tap into a power point. |
Feat Descriptions
Aerial Mounted Combat [General]
You can fight effectively from the back of a flying mount.
Prerequisites: Ride 6 ranks, Mounted Combat
Benefit: When fighting from the back of an aerial mount (i.e, any mount capable of flight – griffons, pegasi, drakes, dragons, etc.) or from a flying device (carpet/broom of flying, e.g.) the penalties on attack rolls and skill checks are halved (see the aerial combat rules).
Normal: The character suffers a -4 penalty to attack rolls and skill checks. This penalty does not apply to characters who can fly on their own, either innately or via spell or device.
Special: A fighter can select Aerial Mounted Combat as one of his fighter bonus feats.
Anchor Spell [Ritual]
You can make normally temporary spells permanent.
Prerequisites: Ritual Casting, one caster per spell level with the spell prepared.
Benefit: You can anchor the spell to the magical weave. The spell cannot be dispelled (dispel magic suppresses it for 1d4 rounds, and antimagic field affects it normally), but it can be disjoined if the caster succeeds at a caster level check. The spell must have been cast on a location or item, not a construct, animated object or living creature. The time to cast the spell is increased by a factor of 10 (casting time of "1 standard action" or less is considered 1 round). This feat can only be used on a spell that can be made permanent.
Armored Spellcaster [General]
You can cast spells in armor with less chance of failure.
Prerequisite: AP Light, Medium, or Heavy.
Benefit: If you are wearing armor or a shield with which you are proficient, the chance of arcane spell failure is reduced by 20%. If you are wearing armor and a shield, this reduction applies to the total percentage, not both items.
Special: You can take this feat up to three times; the second and third feat reduce the chance by 10%, for a total reduction of 40%.
Aura Synchronization [Ritual]
You can cast spells on a creature through a personal item.
Prerequisite: Ritual Casting
Benefit: If you have a personal item that has been in someone's possession for at least one full year, you can synch the spell with the target's aura, granting a +5 to the save DC and +6 to caster level checks for spell penetration; in addition, spell ranges regarding the target are all changed to "line of sight" – if the caster can see the target, he can hit it with a spell. The item in question must be of great personal value, or one created by the target – a fighter's favored weapon, a wizard's staff, a cleric's holy symbol, etc.) The aura link is permanent as long as you have the item, though it can be removed with a remove curse or break enchantment if the caster knows about it.
Bind Outsider [General]
You can bind a celestial, elemental, or fiend to a specific location or deed.
Prerequisites: Call Outsider, Control Outsider, Wis 15, Cha 17
Benefit: See Summoning, Controlling, and Binding Creatures for details on binding an outsider.
Bind Spell [Ritual]
You can make normally temporary spells permanent.
Prerequisites: Ritual Casting; one caster per spell level with the spell prepared.
Benefit: You can anchor a spell to the target's life force. The spell cannot be dispelled (dispel magic suppresses the spell for 1d4 rounds, and antimagic field affects it normally), but it can be disjoined if the caster succeeds at a caster level check; the spell automatically ends if the target is slain/destroyed, and does not come back if the target is raised/resurrected. The spell must be cast on a willing living or undead creature, not a location or item (including constructs or animated objects). The time to cast the spell is increased by a factor of 10 (casting time of "1 standard action" or less is considered 1 round). This feat can only be used on a spell that can normally be made permanent.
Bind Spirit [General]
You can bind a spirit to a specific location or deed.
Prerequisites: Call Spirit, Control Spirit, Wis 15, Cha 17
Benefit: You may make a contested Will save to bind a spirit to a location or to perform a task (see Summoning, Controlling, and Binding Creatures for more details on this). You may make up to one check per point of Charisma bonus.
Special: The duration of the task may not last longer than 1 month per level.
Call Outsider [General]
You know the rituals necessary to summon a celestial, elemental, or fiend without casting a spell.
Prerequisites: Wis 13, Cha 15
Benefit: See Summoning, Controlling, and Binding Creatures for details on calling an outsider.
Normal: You must use a spell or magic item to summon an outsider.
Call Spirit [General]
You know the rituals necessary to summon a spirit without casting a spell.
Prerequisites: Wis 13, Cha 15
Benefit: You may call a spirit (a banshee, ghost, specter, ley ghost, etc.) with hit dice equal to your level plus your Cha bonus without the use of spells, rituals or magical apparatus. This feat does not allow you to control the creature or bind it to your service. Calling a spirit is a full-round action; you must make a contested Charisma check save against the summoned spirit's Will save to summon it.
Normal: You must use a spell or magic item to summon a spirit.
Channel Spirit [General]
You can open yourself up to allow spirits to speak through you.
Prerequisites: Wis 13, Cha 13
Benefit: With a small amount of preparation, you can enter a light trance, during which you open yourself up to any spirits in the immediate area. The spirit(s) can then speak through you and communicate with the living. See Channeling the Spirits for more details.
Control Outsider [General]
You can exert your will over a summoned celestial, elemental, or fiend.
Prerequisites: Call Outsider, Wis 13, Cha 17
Benefit: See Summoning, Controlling, and Binding Creatures for details on controlling an outsider.
You may choose this feat up to three times. Each time, it applies to a different type of outsider (celestial, elemental, or fiend).
Control Spirit [General]
You can exert your will over a spirit.
Prerequisites: Call Spirit, Wis 13, Cha 17
Benefit: See Summoning, Controlling, and Binding Creatures for details on controlling a spirit.
Epic Artificer [Epic]
You can make things more quickly and efficiently than normal.
Prerequisites: Craft (artificing) 24 ranks, Master Artificer, caster level 10th
Benefit: Choose one type of magic item (weapons, armor, potions, rings, rods, scrolls, staves, wands, or wondrous items). When making items of this type, you gain a +2 bonus to the check.
This feat may be taken multiple times. Each time, it applies to a different magic item type. The bonuses from this feat stack with those granted by the Skill Focus and Epic Skill Focus (Craft [artificing]) feats, and the Master Artificer feat.
Master Artificer [General]
You can make things more quickly and efficiently than normal.
Prerequisites: Craft (artificing) 10 ranks, caster level 1st
Benefit: Choose one type of magic item (weapons, armor, rings, rods, scrolls, staves, wands, or wondrous items). When making items of that type, you gain a +2 bonus to the check.
This feat can be taken multiple times. Each time, it applies to a different magic item type.
Master Crafter [General]
You can make things more quickly and efficiently than normal.
Prerequisites: Craft (chosen skill) 10 ranks
Benefit: Choose one Craft skill. When making items using that skill, you gain a +2 bonus to Craft checks and the time to make the item is reduced by 1 day (if the time is less than 1 week) or by 10% (for times over 1 week, round down), to a minimum of 1 day. If the crafting time is one day or less, it is halved.
This feat can be taken multiple times. Each time, it applies to a different Craft skill. The bonus from this feat stacks with the one granted by Skill Focus (Craft).
Polyglot [General]
The character has picked up bits and pieces from many different languages in his travels.
Prerequisite: Int 13
Benefit: The character gains 3 skill points, which can be used to buy levels in one or more written or spoken languages. A character can't spend more than 1 skill point per written or spoken language (though he can spend one each to learn or increase his fluency in the written and spoken forms of the same language).
A character can take this feat multiple times; each time, he gains another 3 skill points.
Raise Power Point [Epic]
You can raise a power point from sheer force of will.
Prerequisites: Iron Will, caster level 10th, special (see below).
Benefit: You can raise a henge, monolith, or pyramid by making a Concentration check. The DCs and time required to raise each power point are listed below.
| Power Point | Will Save | Time |
| Henge | 20+special* | 1 round/stone |
| Monolith** | 20+1/5 ft. | 1 round/10 ft. of height |
| Pyramid | 10+1/50 sq. ft. | 1 round/500 sq. ft. of the base |
*The DC increases by 1 per menhir, or 3 per trilithon.
**Monoliths are always granite or limestone; variant materials are possible only if the monolith is raised on another plane (etherium on the ethereal, lava on the Elemental Plane of Fire, etc.)
The maximum size of a power point raised in such a manner is still dependent on your caster level. While the point is being raised, you must maintain concentration; if you fail a check, the point starts to recede back into the ground, but it takes a number of rounds equal to the time it spent rising, so you can regain control with a successful check on the next round.
A power point raised in this manner cannot be bound to you as such, but only you and those of your group (cabal, druid circle, etc.) can tap into it. The point remains for 10 minutes per caster level, or until you have used it to cast one ritual spell, whichever comes last, but you can dismiss it at any time as a standard action. If you you are killed or knocked unconscious, the link is severed and the point immediately recedes into the ground. You are tapped into the point as soon as it is fully raised and remain so until one of the previous criteria is met.
Normal: You must use normal labor to create the power point.
Special: You can have only one power point bound to you at a given time.
Ritual Casting [Ritual]
You know how to combine your magic with others in order to cast a ritual spell.
Prerequisite: Any metamagic feat, caster level 3rd
Benefit: See ritual magic for details on casting ritual spells.
Ritual Focus [Ritual]
You can channel and focus the power of a ritual spell.
Prerequisites: Con 11, caster level 9th, Ritual Casting, must have participated in five or more rituals.
Benefit: You can act as the focus (lead caster) of a grand ritual. See ritual magic for details on casting ritual spells.
Scribe Circle [General]
You know how to inscribe circles of power.
Prerequisite: Int 11
Benefit: You can scribe magical circles used in summoning rituals without having to make a Spellcraft check.
Normal: Scribing a circle of power requires a Spellcraft check, DC 10+power level for lesser circles, or 20+power level for greater circles.
Spirit Sense [General]
Your senses extend into the Spirit Realm.
Prerequisite: Wis 13
Benefit: Once per point of Charisma bonus per day, you may consult with the spirits (as the augury spell) and gain the answer to one question or be warned of possible danger. Spirits who are restless or angry may speak to you, but their speech is often cryptic. Communing with the spirits requires a full minute of concentration; if you are interrupted during this time, the link is broken and the use is wasted. Communing with the spirits is not guaranteed to gain an accurate answer, or even an answer at all; you must make a Diplomacy check to gain a moderately accurate answer (the DC for the check is determined by the DM; the degree of success indicating the accuracy and clarity of the answer). A failed check means you do not find the answer, or you do not find any spirits willing to speak to you. A natural 1 means the spirits are angered, and you may not make any further communing attempts that day.
Special: You can sense the presence of spirits (ghosts, banshees, specters, elemental spirits, etc.) in a 60-foot radius with a successful Wisdom check (DC 15) as a full-round action. This ability can be used at will any number of times per day, as per the paladin's detect evil ability.
Spell Thematic [General]
Your spells follow a certain theme or use a certain type of energy.
Prerequisite: Any metamagic feat.
Benefit: You may adjust the visual component of any spell you cast to match a certain theme, such as a fireball appearing as a fiery, exploding skull or a pillar of golden flames that erupts geyser-like from the ground to shower over the area of effect.
You may also replace the energy type (fire, sonic, positive or negative energy, etc.) with another, resulting in, for example, a fireball of ice, acid, or positive energy rather than fire.
When you choose this feat, you must choose a particular theme, either energy type, appearance, or both; once chosen, this theme may not be changed without taking the feat again. All of the energies/appearances of the spells you cast must fit the theme if altered, but you can cast unaltered spells normally, if you wish. You can substitute energy types on the fly (i.e., as the spell is being cast), but only to the chosen type (this feat supercedes others that allow energy substitution).
Spells altered with this feat do not have their levels increased.
You can take this feat multiple times; each time, you must choose a new energy form/appearance, which supercede the old ones.
Tap Power Point[General]
You can tap into a power point.
Prerequisites: Caster level 1st.
Benefit: The benefits gained from tapping a specific power point are listed under the individual descriptions.
Turn/Rebuke Undead [General]
You can turn or command/rebuke undead.
Prerequisite: Ability to cast 1st level divine spells.
Benefit: You can turn, rebuke, or command undead 3+Charisma modifier times per day (minimum 1). See the turning rules for more details.
Special: This feat applies to all creatures that can be turned through clerical domain abilities, not just undead.
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