Vycyryn
Fine Vermin
Hit Dice: 1/8d8-1 (1 hp)
Initiative: +4 (+4 Dexterity)
Speed: 15 ft. (3 squares), fly 45 ft. (perfect)
Armor Class: 22 (+8 size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple: +0/–12
Attack: Sting +4 melee (1pt.–5 plus poison)
Full Attack: Sting +4 melee (1pt.–5 plus poison), 4 pincers -1 melee (1pt.-5), and bite -1 melee (1pt.-5 plus poison)
Space/Reach: 3 in./2 in.
Special Attacks: Constrict 1pt.-5, improved grab, poison
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +1, Ref +6, Will +0
Abilities: Str 1, Dex 18, Con 8, Int - , Wis 10, Cha 1
Skills: Climb +8, Hide +24, Spot +8, Survival +0*
Feats:Weapon Finesse (B)
Environment: Any
Organization: Solitary or swarm
Challenge Rating: 1/16
Advancement:—
Level Adjustment:—
Vycyryn are closely related to scorpions, wasps, and vermiurges.
Vycyryn make excellent familiars. (Benefit: Master gains a +3 bonus on Spot checks.)
Combat
Vycyryn are likely to attack any creature that approaches, and they usually charge when attacking prey.
Constrict (Ex): A vycyryn deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a vycyryn must hit with a claw attack. A vycyryn can uses its Dexterity modifier for grapple checks.
Poison (Ex): Injury, Fortitude DC 9, initial and secondary damage 1 Con. The save DC is Constitution-based.
Skills: A vycyryn has a +4 racial bonus on Climb and Hide checks and a +8 racial bonus on Spot checks. A vycyryn can use it's Dexterity modifier for Climb checks. *It also has a +4 racial bonus on Survival checks to orient itself.
New Feats
Aquatic Manifesting [Psionic]
You know how to manifest powers that work equally well in or out of water.
Benefit: Water does not impede your powers. Creatures partially or completely submerged do not gain cover or total cover when you manifest a power from outside the water. The surface does not block line of effect for any power, including powers with the fire descriptor. You need not make a Psicraft check to manifest a fire power underwater.
Normal: Partially or completely submerged creatures gain improved or total cover against attacks from land. The water surface blocks line of effect for fire powers. Fire powers do not function underwater unless the caster succeeds on a Psicraft check (DC 20 + power level).
Automatic Learning [Epic, Psionic]
Any power you see in action is automatically learned.
Prerequisites: Int 25, Imprint Stone.
Benefit: As soon as you see a power in operation; either in the act of being manifested or its ongoing effects, you automatically learn such a power.
Cypher Script
Through researching endless ancient magical script, you have discovered a more efficient method to record spells.
Prerequisite: Int 12, Decipher Script 4 ranks.
Benefit: Any spell you scribe in your prayerbook/spellbook costs half as much and takes up only half the room it normally would. In addition, it only takes you 12 hours to add a new spell to your prayerbook/spellbook.
Corrupt [General]
You skillfully bring a good creature into the darkness and show it the wrong and improper path.
Prerequisites: Tempt, Charisma 15, evil alignment
Benefit: As Tempt (see The Book of Hallowed Might), but you require only half the number of days listed there to make a check. In addition, the creature type does not modify the Difficulty Class, although conditions can still influence the saving throw.
Eidetic Spellbook [General]
You are so familiar with your prayerbooks/spellbooks that you have them completely memorized.
Prerequisite: Spell Mastery.
Benefit: You may apply the benefits of the Spell Mastery feat to all of the spells in your prayerbooks and/or spellbooks.
Special: When you discover a new spell, you must still write it into one of your prayerbooks/spellbooks as normal before this feat applies to it.
Epic Anticipate Power [Epic, Psionic]
You can anticipate any number of powers each round.
Prerequisites: Combat Reflexes, Improved Anticipate Power, Improved Initiative, Psicraft 20 ranks, Quicken Power, Reactive Anticipate Power.
Benefit: Any number of times per round, you can anticipate an opponents power even if you have not readied an action to do so. Such an anticipation doesn't count against your later actions for the round. You can use this feat even when flat-footed.
Normal:Without this feat, a character must ready an action in each round that he wishes to anticipate a power. A character with the Reactive Anticipate Power can anticipate an opponent's power if he hasn't readied an action, but only once per turn and not when flat-footed.
Epic Multiweapon Rend [Epic]
You wield three or more weapons with an artisan's precision. Each strike builds on the next, allowing you to deal more damage.
Prerequisites: Dex 20, Greater Multiweapon Fighting, Improved Multiweapon Fighting, Perfect Multiweapon Fighting, Multiweapon Fighting, Multiweapon Rend, base attack bonus +21.
Benefit:If you successfully hit an opponent with two or more weapons (wielded in different hands) in the same round, you deal extra damage equal to the base damage of the smallest weapon that hit plus 1 1/2 times your Strength modifier. This extra damage is treated as the same type that your off-hand weapon deals normally for the purpose of overcoming damage reduction and other effects related to damage type. You gain this extra damage once per round, per successful hit, per weapon beyond the first against a given opponent.
Special: This feat replaces Epic Two-weapon Rend for creatures with more than two arms.
Epic Rapid Blitz [Epic]
When using the Spring Attack feat, you receive your normal complement of iterative attacks.
Prerequisites: Dex 13, Bounding Assault, Dodge, Mobility, Rapid Blitz, Spring Attack, base attack bonus +24.
Benefit: When using the Spring Attack feat, you receive your normal complement of iterative attacks. You can designate as many targets as you currently threaten, although, you are still limited to you normal complement of iterative attacks.
Improved Anticipate Power [Psionic]
You can anticipate powers without displays and freely manifested powers can be anticipated.
Prerequisites: Anticipate Power.
Benefit: You can anticipate powers without displays and freely manifested powers can be anticipated.
Normal: Without this feat, powers without displays and freely manifested powers cannot be anticipated.
Improved Combat Manifestion [Epic, Psionic]
You can manifest powers without opening yourself to attack.
Prerequisite: Combat Manifestation, Concentration 25 ranks
Benefit: You don't incur attacks of opportunity for manifesting powers when threatened.
Improved Multiweapon Defense [General]
When fighting with three or more weapons, your defenses are extremely strong.
Prerequisites: Dex 17, Multiweapon Defense, Multiweapon Fighting, base attack bonus +6.
Benefit: For each weapon you wield (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Infer Power [Psionic]
You can learn powers from psionic items.
Prerequisite: Erudite level 1st.
Benefit: You can learn powers from psionic items. You must study the item for one day per level of the power you are attempting to learn. The item must be able to produce an effect identical to the power you are learning.
After the period of study you must make a psicraft check identical to copying a power from another's repertoire (DC 15+ the level of the power). If you fail you are subject to the same limitations as when failing to copy a power from another's repertoire. The power must be one you are normally permitted to learn.
Master Battlemanifester [Psionic]
You have mastered the ability to combine psionics and war-skill on the battlefield.
Prerequisite: Combat Manifesting, Base attack bonus +6, Concentration 8 ranks, Ability to manifest second level powers
Benefit: During a full attack action, you may expend your psionic focus and sacrifice a single attack of your highest attack bonus in order to manifest a power. Manifesting a power in combat in this manner is
difficult and requires a Concentration check (DC 20 + power level) to do successfully. Manifesting a power while threatened by an opponent still triggers an Attack of Opportunity, which may be avoided by manifesting defensively.
Mobile Manifesting [Psionic]
Your focused concentration allows you to move while manifesting a power.
Prerequisites: Concentration 8 ranks.
Benefit: You can make a special Concentration check (DC 20 + power level) when manifesting a power. If the check succeeds, you can manifest the power and move up to your speed as a single standard action. (You can't use this ability to manifest a power that takes longer than 1 standard action to manifest.) If the check fails, you lose the power and fail to manifest it, just as if you had failed a Concentration check to manifest the power defensively.
You still provoke attacks of opportunity for manifesting powers from any creatures who threaten you at any point of your movement. You can manifest defensively while using this feat, but doing so increases the Concentration DC to 25 + power level.
Multiweapon Rend [General]
You wield two or more weapons with an artisan's precision.
Prerequisites: Dex 15, base attack bonus +11, three or more hands, Multiweapon Fighting.
Benefit: If you successfully hit an opponent with two or more weapons (wielded in different hands) in the same round, you deal extra damage equal to the base damage of the smallest weapon that hit plus 1 ½ times your Strength modifier. This extra damage is treated as the same type that your off-hand weapon deals normally for the purpose of overcoming damage reduction and other effects related to damage type. You can gain this extra damage once per round against a given opponent.
Special: This feat replaces the Two-Weapon Rend feat for creatures with more than two arms.
Perfect Combat Reflexes [Epic]
You react to any drop in your opponents' guard with blinding speed.
Prerequisite: Dex 17, Combat Reflexes, Improved Combat Reflexes, Greater Combat Reflexes, base attack bonus +17.
Benefit: For any given opportunity in melee combat, you can make four attacks of opportunity. The second attack is at a -5 penalty, just like your second normal attack in any given round. The third attack is at a -10 penalty, just like your third normal attack in any given round. The fourth attack is at a -15 penalty, just like your fourth normal attack in any given round. You still cannot exceed your normal maximum number of attacks of opportunity in a round.
Power Thematics [Psionic]
Your powers manifest with a distinctive theme or appearance.
Prerequisites: Manifester level 1st.
Benefit: Due to the unusual appearance of your powers, the DC of any Psicraft check made to identify a power you have just manifested increases by +4. In addition, you may designate one power you know per power level as a thematic power and cast it at +1 manifester level. As you gain access to new power levels, you can designate new thematic powers; you don't need to select this feat again to acquire new thematic powers. Nearly any theme is possible, so long as you can describe a visual link for unification. For example, your theme might be “lightning”, “spheres”, or “screaming skulls”. If you choose spheres as your theme, your energy ray might take the form of a glowing sphere of light, and your astral constructs might emerge from mysterious rainbow-colored globes. If your theme is lightning your astral caravan might manifest as a bright green spark that leaps from ally to ally. You can't use this feat to make your powers invisible, nor do your power thematics change the type of damage a power deals, regardless of it's appearance.
Preconscious Spell [Metamagic]
You can cast spells against foes even when indisposed.
Prerequisites: Caster level 5th, Subconscious Spell.
Benefit: The magical complexus of your mind is aware, even when you are not. You can cast a spell on your action even if you are unconscious. Unlike with Subconscious Spell, your Preconscious Spell allows you to target foes even if you would not normally sense them. For example, if you are at –3 hit points and unconscious, you could use fireball against an enemy even as you lie sprawled out and apparently senseless. You can't use preconscious spells if in stasis, suspended animation, brain locked, or in similar straits.
Using this feat increases the spell level of the spell by 4.
Psicrystal Familiar [Psionic]
Your familiar's brain is your psicrystal.
Prerequisite: Construct Familiar, Psicrystal Affinity.
Benefit: Your familiar retains it's familiar abilities and acquires the psionic subtype.
Your familiar gains, at 1st level: personality, share powers, and telepathic link; 3rd level: deliver touch powers; 5th level: telepathic speech; 11th level: power resistance; 13th level: sight link; and 21st level (and every 10 levels thereafter): Psicrystal Power; as a standard psicrystal.
Your familiar functions as a standard familiar and a standard psicrystal for the purposes of class abilities, feats, and prerequisites.
Psychic Opportunist [Psionic]
Your knowledge of the supernatural allows you to exploit most attempts to manipulate psionic energies.
Prerequisites: Knowledge (psionics) 5 ranks, Psicraft 5 ranks.
Benefit: You may make an attack of opportunity against an opponent you threaten who dismisses a power, directs or redirects and active power, manifests a quickened or swift power, or attempts to expend their psionic focus. If your attack is successful, you opponent must make a Concentration check (DC 10 + damage dealt) or lose the action that provoked the attack of opportunity.
Reactive Anticipate Power [Psionic]
You can react quickly to counter powers manifested by opponents.
Prerequisites: Anticipate Power, Improved Anticipate Power, Improved Initiative.
Benefit: Once per round, you can anticipate an opponent's power even if you have not readied an action to do so. This anticipation takes the place of your next turn. You can't use this feat if you are flat-footed.
Normal: Without this feat, you must ready an action each round that you wish to anticipate a power.
Shorthand Script [General]
You discovered a shorthand method for recording spells in a prayerbook/spellbook.
Benefit: You scribe spells in a prayerbook/spellbook using a shorthand that lets you transcribe faster and to occupy less space than normal. This shorthand cuts in half the time required to write a spell in a prayerbook/spellbook. Such spells also take up half as many pages and require half as much of the special materials normally used. The Spellcraft DC to learn or prepare a spell from a borrowed prayerbook/spellbook written in shorthand equals 25 + spell level.
Special: A prayerbook/spellbook written with this method holds more spells and is thus worth more than a normal prayerbook/spellbook of the same number of pages.
A spellcaster that prepares spells from a prayerbook/spellbook may take this as a class bonus feat.
Spell Mastery [General]
Prerequisite: Able to prepare spells from a prayerbook/spellbook.
Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a prayerbook/spellbook.
Normal: Without this feat, you must use a prayerbook/spellbook to prepare all your spells, except read magic.
Spell Thematics [General]
Your spells manifest with a distinctive theme or appearance.
Prerequisites: Spellcaster level 1st.
Benefit: Due to the unusual appearance of your spells, the DC of any Spellcraft check made to identify a spell you have just cast increases by +4. In addition, you may designate one spell you know per spell level as a thematic spell and cast it at +1 caster level. As you gain access to new spell levels, you can designate new thematic spells; you don't need to select this feat again to acquire new thematic spells. Nearly any theme is possible, so long as you can describe a visual link for unification. For example, your theme might be “lightning”, “spheres”, or “screaming skulls”. If you choose spheres as your theme, your magic missile might take the form of a glowing spheres of light, and your summoned monsters might emerge from mysterious rainbow-colored globes. If your theme is lightning your haste spell might manifest as a bright green spark that leaps from ally to ally. You can't use this feat to make your spells invisible, nor do your spell thematics change the type of damage a spell deals, regardless of it's appearance.
Subconscious Spell [Metamagic]
You can cast spells on yourself even when indisposed.
Prerequisite: Unconditional Spell.
Benefit: The magical complexus of your mind is aware, even when you are not. You can cast a spell on your action even if you are unconscious. You can cast subconscious spells that either have you as a target or are personal spells only.
For instance, if you are at –3 hit points and unconscious, you could use cure light wounds as a subconscious power to cure yourself. You can't use Subconscious Spell if in stasis, suspended animation, or if you are brain locked. You cannot subconsciously cast spells adjusted by any other metamagic feats, and you cannot subconsciously activate magic items of any type.
Using this feat increases the spell level of the spell by 4.
Uncanny Forethought [General]
You cunningly prepare your spells for any exigency.
Prerequisites: Int 17, Spell Mastery.
Benefit: When preparing your daily allotment of spells, you can reserve a number of spell slots equal to your Intelligence.
modifier. As a standard action, you can use one of these slots to cast a spell that you selected for the Spell Mastery feat. The level of the slot used must be equal to or greater than the level of the spell you intend to cast.
Alternatively, as a full-round action, you can use a reserved slot to cast any spell that you know. The spell is resolved as normal, but for the purpose of the spell, your caster level is reduced by two. The level of the slot used must be equal to or greater than the level of the spell you intend to cast.
Underdweller [General]
You acquire a familiarity with stone and metal, and subterranean environments.
Prerequisites: Blind-Fight, Craft (trapmaking) 5 ranks, Knowledge (dungeoneering) 2 ranks, and Survival 2 ranks.
Benefit: You gain a +2 competence bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. If you merely come within 10 feet of unusual stonework you can make a Search check as if you were actively searching, and you can use the Search skill to find stonework traps as a rogue can. You can also intuit depth, sensing your approximate depth underground as naturally as a human can sense which way is up.
You also gain a +2 competence bonus on Appraise and Craft checks that are related to stone or metal.
Fine Vermin
Hit Dice: 1/8d8-1 (1 hp)
Initiative: +4 (+4 Dexterity)
Speed: 15 ft. (3 squares), fly 45 ft. (perfect)
Armor Class: 22 (+8 size, +4 Dex), touch 22, flat-footed 18
Base Attack/Grapple: +0/–12
Attack: Sting +4 melee (1pt.–5 plus poison)
Full Attack: Sting +4 melee (1pt.–5 plus poison), 4 pincers -1 melee (1pt.-5), and bite -1 melee (1pt.-5 plus poison)
Space/Reach: 3 in./2 in.
Special Attacks: Constrict 1pt.-5, improved grab, poison
Special Qualities: Darkvision 60 ft., tremorsense 60 ft., vermin traits
Saves: Fort +1, Ref +6, Will +0
Abilities: Str 1, Dex 18, Con 8, Int - , Wis 10, Cha 1
Skills: Climb +8, Hide +24, Spot +8, Survival +0*
Feats:Weapon Finesse (B)
Environment: Any
Organization: Solitary or swarm
Challenge Rating: 1/16
Advancement:—
Level Adjustment:—
Vycyryn are closely related to scorpions, wasps, and vermiurges.
Vycyryn make excellent familiars. (Benefit: Master gains a +3 bonus on Spot checks.)
Combat
Vycyryn are likely to attack any creature that approaches, and they usually charge when attacking prey.
Constrict (Ex): A vycyryn deals automatic claw damage on a successful grapple check.
Improved Grab (Ex): To use this ability, a vycyryn must hit with a claw attack. A vycyryn can uses its Dexterity modifier for grapple checks.
Poison (Ex): Injury, Fortitude DC 9, initial and secondary damage 1 Con. The save DC is Constitution-based.
Skills: A vycyryn has a +4 racial bonus on Climb and Hide checks and a +8 racial bonus on Spot checks. A vycyryn can use it's Dexterity modifier for Climb checks. *It also has a +4 racial bonus on Survival checks to orient itself.
New Feats
Aquatic Manifesting [Psionic]
You know how to manifest powers that work equally well in or out of water.
Benefit: Water does not impede your powers. Creatures partially or completely submerged do not gain cover or total cover when you manifest a power from outside the water. The surface does not block line of effect for any power, including powers with the fire descriptor. You need not make a Psicraft check to manifest a fire power underwater.
Normal: Partially or completely submerged creatures gain improved or total cover against attacks from land. The water surface blocks line of effect for fire powers. Fire powers do not function underwater unless the caster succeeds on a Psicraft check (DC 20 + power level).
Automatic Learning [Epic, Psionic]
Any power you see in action is automatically learned.
Prerequisites: Int 25, Imprint Stone.
Benefit: As soon as you see a power in operation; either in the act of being manifested or its ongoing effects, you automatically learn such a power.
Cypher Script
Through researching endless ancient magical script, you have discovered a more efficient method to record spells.
Prerequisite: Int 12, Decipher Script 4 ranks.
Benefit: Any spell you scribe in your prayerbook/spellbook costs half as much and takes up only half the room it normally would. In addition, it only takes you 12 hours to add a new spell to your prayerbook/spellbook.
Corrupt [General]
You skillfully bring a good creature into the darkness and show it the wrong and improper path.
Prerequisites: Tempt, Charisma 15, evil alignment
Benefit: As Tempt (see The Book of Hallowed Might), but you require only half the number of days listed there to make a check. In addition, the creature type does not modify the Difficulty Class, although conditions can still influence the saving throw.
Eidetic Spellbook [General]
You are so familiar with your prayerbooks/spellbooks that you have them completely memorized.
Prerequisite: Spell Mastery.
Benefit: You may apply the benefits of the Spell Mastery feat to all of the spells in your prayerbooks and/or spellbooks.
Special: When you discover a new spell, you must still write it into one of your prayerbooks/spellbooks as normal before this feat applies to it.
Epic Anticipate Power [Epic, Psionic]
You can anticipate any number of powers each round.
Prerequisites: Combat Reflexes, Improved Anticipate Power, Improved Initiative, Psicraft 20 ranks, Quicken Power, Reactive Anticipate Power.
Benefit: Any number of times per round, you can anticipate an opponents power even if you have not readied an action to do so. Such an anticipation doesn't count against your later actions for the round. You can use this feat even when flat-footed.
Normal:Without this feat, a character must ready an action in each round that he wishes to anticipate a power. A character with the Reactive Anticipate Power can anticipate an opponent's power if he hasn't readied an action, but only once per turn and not when flat-footed.
Epic Multiweapon Rend [Epic]
You wield three or more weapons with an artisan's precision. Each strike builds on the next, allowing you to deal more damage.
Prerequisites: Dex 20, Greater Multiweapon Fighting, Improved Multiweapon Fighting, Perfect Multiweapon Fighting, Multiweapon Fighting, Multiweapon Rend, base attack bonus +21.
Benefit:If you successfully hit an opponent with two or more weapons (wielded in different hands) in the same round, you deal extra damage equal to the base damage of the smallest weapon that hit plus 1 1/2 times your Strength modifier. This extra damage is treated as the same type that your off-hand weapon deals normally for the purpose of overcoming damage reduction and other effects related to damage type. You gain this extra damage once per round, per successful hit, per weapon beyond the first against a given opponent.
Special: This feat replaces Epic Two-weapon Rend for creatures with more than two arms.
Epic Rapid Blitz [Epic]
When using the Spring Attack feat, you receive your normal complement of iterative attacks.
Prerequisites: Dex 13, Bounding Assault, Dodge, Mobility, Rapid Blitz, Spring Attack, base attack bonus +24.
Benefit: When using the Spring Attack feat, you receive your normal complement of iterative attacks. You can designate as many targets as you currently threaten, although, you are still limited to you normal complement of iterative attacks.
Improved Anticipate Power [Psionic]
You can anticipate powers without displays and freely manifested powers can be anticipated.
Prerequisites: Anticipate Power.
Benefit: You can anticipate powers without displays and freely manifested powers can be anticipated.
Normal: Without this feat, powers without displays and freely manifested powers cannot be anticipated.
Improved Combat Manifestion [Epic, Psionic]
You can manifest powers without opening yourself to attack.
Prerequisite: Combat Manifestation, Concentration 25 ranks
Benefit: You don't incur attacks of opportunity for manifesting powers when threatened.
Improved Multiweapon Defense [General]
When fighting with three or more weapons, your defenses are extremely strong.
Prerequisites: Dex 17, Multiweapon Defense, Multiweapon Fighting, base attack bonus +6.
Benefit: For each weapon you wield (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Infer Power [Psionic]
You can learn powers from psionic items.
Prerequisite: Erudite level 1st.
Benefit: You can learn powers from psionic items. You must study the item for one day per level of the power you are attempting to learn. The item must be able to produce an effect identical to the power you are learning.
After the period of study you must make a psicraft check identical to copying a power from another's repertoire (DC 15+ the level of the power). If you fail you are subject to the same limitations as when failing to copy a power from another's repertoire. The power must be one you are normally permitted to learn.
Master Battlemanifester [Psionic]
You have mastered the ability to combine psionics and war-skill on the battlefield.
Prerequisite: Combat Manifesting, Base attack bonus +6, Concentration 8 ranks, Ability to manifest second level powers
Benefit: During a full attack action, you may expend your psionic focus and sacrifice a single attack of your highest attack bonus in order to manifest a power. Manifesting a power in combat in this manner is
difficult and requires a Concentration check (DC 20 + power level) to do successfully. Manifesting a power while threatened by an opponent still triggers an Attack of Opportunity, which may be avoided by manifesting defensively.
Mobile Manifesting [Psionic]
Your focused concentration allows you to move while manifesting a power.
Prerequisites: Concentration 8 ranks.
Benefit: You can make a special Concentration check (DC 20 + power level) when manifesting a power. If the check succeeds, you can manifest the power and move up to your speed as a single standard action. (You can't use this ability to manifest a power that takes longer than 1 standard action to manifest.) If the check fails, you lose the power and fail to manifest it, just as if you had failed a Concentration check to manifest the power defensively.
You still provoke attacks of opportunity for manifesting powers from any creatures who threaten you at any point of your movement. You can manifest defensively while using this feat, but doing so increases the Concentration DC to 25 + power level.
Multiweapon Rend [General]
You wield two or more weapons with an artisan's precision.
Prerequisites: Dex 15, base attack bonus +11, three or more hands, Multiweapon Fighting.
Benefit: If you successfully hit an opponent with two or more weapons (wielded in different hands) in the same round, you deal extra damage equal to the base damage of the smallest weapon that hit plus 1 ½ times your Strength modifier. This extra damage is treated as the same type that your off-hand weapon deals normally for the purpose of overcoming damage reduction and other effects related to damage type. You can gain this extra damage once per round against a given opponent.
Special: This feat replaces the Two-Weapon Rend feat for creatures with more than two arms.
Perfect Combat Reflexes [Epic]
You react to any drop in your opponents' guard with blinding speed.
Prerequisite: Dex 17, Combat Reflexes, Improved Combat Reflexes, Greater Combat Reflexes, base attack bonus +17.
Benefit: For any given opportunity in melee combat, you can make four attacks of opportunity. The second attack is at a -5 penalty, just like your second normal attack in any given round. The third attack is at a -10 penalty, just like your third normal attack in any given round. The fourth attack is at a -15 penalty, just like your fourth normal attack in any given round. You still cannot exceed your normal maximum number of attacks of opportunity in a round.
Power Thematics [Psionic]
Your powers manifest with a distinctive theme or appearance.
Prerequisites: Manifester level 1st.
Benefit: Due to the unusual appearance of your powers, the DC of any Psicraft check made to identify a power you have just manifested increases by +4. In addition, you may designate one power you know per power level as a thematic power and cast it at +1 manifester level. As you gain access to new power levels, you can designate new thematic powers; you don't need to select this feat again to acquire new thematic powers. Nearly any theme is possible, so long as you can describe a visual link for unification. For example, your theme might be “lightning”, “spheres”, or “screaming skulls”. If you choose spheres as your theme, your energy ray might take the form of a glowing sphere of light, and your astral constructs might emerge from mysterious rainbow-colored globes. If your theme is lightning your astral caravan might manifest as a bright green spark that leaps from ally to ally. You can't use this feat to make your powers invisible, nor do your power thematics change the type of damage a power deals, regardless of it's appearance.
Preconscious Spell [Metamagic]
You can cast spells against foes even when indisposed.
Prerequisites: Caster level 5th, Subconscious Spell.
Benefit: The magical complexus of your mind is aware, even when you are not. You can cast a spell on your action even if you are unconscious. Unlike with Subconscious Spell, your Preconscious Spell allows you to target foes even if you would not normally sense them. For example, if you are at –3 hit points and unconscious, you could use fireball against an enemy even as you lie sprawled out and apparently senseless. You can't use preconscious spells if in stasis, suspended animation, brain locked, or in similar straits.
Using this feat increases the spell level of the spell by 4.
Psicrystal Familiar [Psionic]
Your familiar's brain is your psicrystal.
Prerequisite: Construct Familiar, Psicrystal Affinity.
Benefit: Your familiar retains it's familiar abilities and acquires the psionic subtype.
Your familiar gains, at 1st level: personality, share powers, and telepathic link; 3rd level: deliver touch powers; 5th level: telepathic speech; 11th level: power resistance; 13th level: sight link; and 21st level (and every 10 levels thereafter): Psicrystal Power; as a standard psicrystal.
Your familiar functions as a standard familiar and a standard psicrystal for the purposes of class abilities, feats, and prerequisites.
Psychic Opportunist [Psionic]
Your knowledge of the supernatural allows you to exploit most attempts to manipulate psionic energies.
Prerequisites: Knowledge (psionics) 5 ranks, Psicraft 5 ranks.
Benefit: You may make an attack of opportunity against an opponent you threaten who dismisses a power, directs or redirects and active power, manifests a quickened or swift power, or attempts to expend their psionic focus. If your attack is successful, you opponent must make a Concentration check (DC 10 + damage dealt) or lose the action that provoked the attack of opportunity.
Reactive Anticipate Power [Psionic]
You can react quickly to counter powers manifested by opponents.
Prerequisites: Anticipate Power, Improved Anticipate Power, Improved Initiative.
Benefit: Once per round, you can anticipate an opponent's power even if you have not readied an action to do so. This anticipation takes the place of your next turn. You can't use this feat if you are flat-footed.
Normal: Without this feat, you must ready an action each round that you wish to anticipate a power.
Shorthand Script [General]
You discovered a shorthand method for recording spells in a prayerbook/spellbook.
Benefit: You scribe spells in a prayerbook/spellbook using a shorthand that lets you transcribe faster and to occupy less space than normal. This shorthand cuts in half the time required to write a spell in a prayerbook/spellbook. Such spells also take up half as many pages and require half as much of the special materials normally used. The Spellcraft DC to learn or prepare a spell from a borrowed prayerbook/spellbook written in shorthand equals 25 + spell level.
Special: A prayerbook/spellbook written with this method holds more spells and is thus worth more than a normal prayerbook/spellbook of the same number of pages.
A spellcaster that prepares spells from a prayerbook/spellbook may take this as a class bonus feat.
Spell Mastery [General]
Prerequisite: Able to prepare spells from a prayerbook/spellbook.
Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a prayerbook/spellbook.
Normal: Without this feat, you must use a prayerbook/spellbook to prepare all your spells, except read magic.
Spell Thematics [General]
Your spells manifest with a distinctive theme or appearance.
Prerequisites: Spellcaster level 1st.
Benefit: Due to the unusual appearance of your spells, the DC of any Spellcraft check made to identify a spell you have just cast increases by +4. In addition, you may designate one spell you know per spell level as a thematic spell and cast it at +1 caster level. As you gain access to new spell levels, you can designate new thematic spells; you don't need to select this feat again to acquire new thematic spells. Nearly any theme is possible, so long as you can describe a visual link for unification. For example, your theme might be “lightning”, “spheres”, or “screaming skulls”. If you choose spheres as your theme, your magic missile might take the form of a glowing spheres of light, and your summoned monsters might emerge from mysterious rainbow-colored globes. If your theme is lightning your haste spell might manifest as a bright green spark that leaps from ally to ally. You can't use this feat to make your spells invisible, nor do your spell thematics change the type of damage a spell deals, regardless of it's appearance.
Subconscious Spell [Metamagic]
You can cast spells on yourself even when indisposed.
Prerequisite: Unconditional Spell.
Benefit: The magical complexus of your mind is aware, even when you are not. You can cast a spell on your action even if you are unconscious. You can cast subconscious spells that either have you as a target or are personal spells only.
For instance, if you are at –3 hit points and unconscious, you could use cure light wounds as a subconscious power to cure yourself. You can't use Subconscious Spell if in stasis, suspended animation, or if you are brain locked. You cannot subconsciously cast spells adjusted by any other metamagic feats, and you cannot subconsciously activate magic items of any type.
Using this feat increases the spell level of the spell by 4.
Uncanny Forethought [General]
You cunningly prepare your spells for any exigency.
Prerequisites: Int 17, Spell Mastery.
Benefit: When preparing your daily allotment of spells, you can reserve a number of spell slots equal to your Intelligence.
modifier. As a standard action, you can use one of these slots to cast a spell that you selected for the Spell Mastery feat. The level of the slot used must be equal to or greater than the level of the spell you intend to cast.
Alternatively, as a full-round action, you can use a reserved slot to cast any spell that you know. The spell is resolved as normal, but for the purpose of the spell, your caster level is reduced by two. The level of the slot used must be equal to or greater than the level of the spell you intend to cast.
Underdweller [General]
You acquire a familiarity with stone and metal, and subterranean environments.
Prerequisites: Blind-Fight, Craft (trapmaking) 5 ranks, Knowledge (dungeoneering) 2 ranks, and Survival 2 ranks.
Benefit: You gain a +2 competence bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn't stone but that is disguised as stone also counts as unusual stonework. If you merely come within 10 feet of unusual stonework you can make a Search check as if you were actively searching, and you can use the Search skill to find stonework traps as a rogue can. You can also intuit depth, sensing your approximate depth underground as naturally as a human can sense which way is up.
You also gain a +2 competence bonus on Appraise and Craft checks that are related to stone or metal.
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