Ultimate Feats
Ultimate_Feats Ultimate Adaptation Feats
Altered Feats
Improved Unarmed Strike
You are adept at fighting with your arms and legs.
- Benefits: You are considered to be armed even when unarmed - that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. Your unarmed strikes can deal lethal or nonlethal damage, at your option. You deal damage with unarmed strikes as if you were 1 size bigger (small character's damage becomes 1d3, medium character's damage becomes 1d4).
- Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
- Special: A monk automatically gains Improved Unarmed Strike as a bonus feat at 1st level. She need not select it. A fighter may select Improved Unarmed Strike as one of his fighter bonus feats.
New Feats
Name Prerequisites Benefits Adamantine Induction +1 inner weapon, Concentration 8 ranks treat inner weapon as adamantine Aquatic Traveler HG (seas), survival 6 ranks hold breath longer, +2 on attack rolls against aquatic creatures Astral Skin Living armor, Concentration 10 ranks bonus to touch AC in exoskin Bog Dweller HG (swamps), survival 6 ranks weight less when pressure is concerned, +2 on attack rolls against swamp creatures Claws of the Beast Living armor make improved unarmed attacks in exoskin Chi Strike Wis 17, weapon focus, weapon Ki strike, BAB +13 use unarmed damage instead of monk weapon base damage Cold Iron Induction +1 inner weapon treat your inner weapon as cold iron Crippling Spell Spell Focus (necromancy) spells you cast bestow 1 extra negative level Debilitating Strike Sneak attack +8d6, weakening strike sneak attacks deal 2 Con damage Desert Strider HG (deserts), survival 6 ranks +3 on saves vs. fire effects, +2 on attack rolls against desert creatures Echoying Yell Shouts +1d6 rounds of shout's duration and +1 DC Embodiment of Affection Love externalization, wild surge +2 externalization can use its re-roll ability 3 more times per day Embodiment of Agitation Excitement externalization, wild surge +2 externalization's fly speed increases by +10 and it gains +4 on Will saves Embodiment of Depression Sorrow externalization, wild surge +2 externalization is immune to death and mind-affecting effects Embodiment of Fury Anger externalization, wild surge +2 externalization gains +2 bonus on attack and damage rolls Embodiment of Hope Hope externalization, wild surge +2 externalization gains +3 bonus on skill checks increases from +3 to +6 Evoke Holy Sword Wis 15, paladin spells of 3rd lvl. create powerful weapon against evil External Outburst Externalization, one emotional ability you can have 3 externalizations Extra Invocation Caster level 21 You learn a new invocation Extra Vagary none one more daily use of vagary Extreme Diversity BAB +15, diversity your feats apply to most weapons Fantastic Sneak Attack Spot 13 ranks, sneak attack +7d6, appropriate more sneak attack damage against one creature type Knowledge 2 ranks, incredible sneak attack - Flurry of Blows Dex 15, Improved Unarmed Strike make unarmed attack as move action Frystalline Induction +1 inner weapon inner weapon overcomes DR as good weapon Globe Trotter Absoulte confidence bonuses on interaction skills with various races Graft Collector Great fortitude, psycker level 1 you can have twice as many augmentations Grizzled Veteran BAB +9, veteran use veteran 2 more times per day Greater Reforge Item Reforge item, caster level 11 gain full xp from disjoined items Heartwire Induction Skin warrior +4 AC against critical hit confirmation Highlander HG (mountains), survival 6 ranks you can fight while climbing normally, +2 on attack rolls against moutain creatures Hurricane of Blows Dex 17, BAB +11, storm of blows another extra unarmed attack at full bonus when making full attack action Immediate Materialization +1 inner weapon materialize inner weapon as free action once per round Improved Power-Up base Fortitude save +6 resistances improve to 5 Incredible Sneak Attack Spot 10 ranks, sneak attack +5d6 deal lowered sneak attack damage against creatures normally immune Inner Weapon Focus Weapon focus with appropriate inner weapon, weapon focus bonus increases to +2 mentalist level 8th Insect Domination Insectile senses affect vermin with spells as if they were animals Insect Wings Insectile reflexes gain weak and loud fly speed Lasting Power-Up base Fortitude save +6 remain powered-up for 1 extra minute Legendary Bull Totem Bull totem, epic double damage on charge Mithral Skin Living armor your exoskin has mirthal-like qualities Monk Weapon Training Improved Unarmed Strike, flurry of blows one weapon becomes monk weapon Nocturnal Survival 4 ranks you need only 4 hours of sleep, +2 on initiative and +1 on reflex saves in darkness Northerner HG (arctics), survival 6 ranks +3 on saves vs. cold effects, +2 on attack rolls against arctic creatures Performer rank in any two Perform skills +2 on all perform checks Protective Tattoos BAB +4, tattoo 2/day +2 AC when not using tattoos Psychic Toughness Psycker level 1 +1 HP per augmentation you have Silver Induction +1 inner weapon treat inner weapon as silver Soul Capacity Absorb soul keep 2 more souls than normal Storm of Blows Dex 15, BAB +6 extra unarmed attack at full bonus when making full attack action Starmetal Induction +2 inner weapon, adamantine induction +1d6 damage against extraplanar foes Tainted Soul Bolt Soul bolt harm undead with soul bolt Truesteel Induction +1 inner weapon +4 to confirm critical hits, hardness improves to 11 Uninterrupted Marvel Vagary 4/day. you don't provoke AoOs when doing vagary Urdukar Induction Skin warrior +2 on saves against divination and enchantment effects in exoskin Weakening Strike BAB +7, sneak attack +3d6 sneak attacks deal 2 Str damage Weapon Focus: Improvised Weapons BAB +1 +1 on attack rolls with improvised weapons
Adamantine Induction [Mentalist]
Your inner weapon takes on properties of adamantine.
- Prerequisite: +1 inner weapon, Concentration 8 ranks.
- Benefit: Your inner weapon becomes hard and blue-black in color. Treat inner weapon as if it was made from adamantine (hardness increased to 20), and can bypass DR as an adamantine weapon. If this feat is taken for the exoskin it grants DR 1/-, but also gives you a -1 armor check penalty.
- Special: A mentalist may select this feat as a bonus mentalist feat.
Aquatic Traveler [Ranger]
You are accomplished diver.
- Prerequisites: Hunting Grounds (seas) ability, Survival 6 ranks.
- Benefit: You can hold your breath for a number of minutes equal to your Constitution score. In addition, you gain +2 competence bonus on attack rolls against aquatic creatures.
Astral Skin [Mentalist]
Your exoskin takes on the properties of astral driftmetal.
- Prerequisite: Living armor ability, Concentration 10 ranks.
- Benefit: You add your full armor bonus from your exoskin to your touch AC.
- Special: A mentalist may select this feat as a bonus mentalist feat.
Bog Dweller [Ranger]
You feel at home on the swamps.
- Prerequisites: Hunting Grounds (swamps) ability, Survival 6 ranks.
- Benefit: You are treated as one size smaller (or having half body weight, whichever is more beneficial) when applying pressure to the surface (to determine if you sink, spring a trap, and the like). In addition, you gain +2 competence bonus on attack rolls against creatures that normally inhabit swamps.
Claws of the Beast [Mentalist]
You can shape the exoskin covering your hands into blades, claws, pincers, or any similar extremities.
- Prerequisites: Living armor ability.
- Benefit: When your exoskin is active, you can treat your unarmed attacks as attacks with natural weapons. In addition, before each attack you can decide whether you attacks are of slashing, piercing, or bludgeoning.
- Special: A mentalist may select this feat as a bonus mentalist feat.
Chi Strike [Monk]
You know how to channel Chi power through weapons to a great effect.
- Prerequisites: Wis 17, weapon focus, base attack bonus +10.
- Benefit: When wielding a “monk weapon� (monk weapon is any weapon a monk gains proficiency in as a class feature) you have weapon focus with, you may substitute that weapon’s base damage with your unarmed base damage lowered by 2. For example, siangham’s base damage is 1d6 and you, an 18th level monk, 1d4+9 points of damage with unarmed attacks. With this feat, you deal 1d4+7 points of damage when using siangham.
- Special: You cannot use this feat with ranged attacks. A monk can take this feat as a bonus monk feat.
Crippling Spell
You can make spells that drain life energy more devastating.
- Prerequisites: Spell Focus (necromancy).
- Benefit: Whenever you cast a spell that bestow negative levels, that spell bestows one more negative level.
- Special: A necromancer can take this feat as a bonus necromancer feat.
Cold Iron Induction [Mentalist]
Your inner weapon takes on the properties of cold iron .
- Prerequisite: +1 inner weapon.
- Benefit: Your inner weapon can bypass DR as a cold iron weapon. The hardness of the weapon changes to 10.
- Special: A mentalist may select this feat as a bonus mentalist feat.
Debilitating Strike [Rogue]
You can sneak attack opponents with such precision that blows hamper them.
- Prerequisites: Sneak attack +8d6 ability, weakening strike.
- Benefit: An opponent damaged by one of your sneak attacks also takes 2 points of Constitution damage.
- Special: A rogue can take this feat as a bonus rogue feat.
Desert Strider [Ranger]
You feel at home in the desert.
- Prerequisites: Hunting Grounds (deserts) ability, Survival 6 ranks.
- Benefit: Yoou gain +3 bonus on saving throws against fire and heat-related spells and effects (including all spells causing fire damage, spells with fire descriptor, saves to resist hot weather, lava, and so on) and +2 competence bonus on attack rolls against creatures that normally inhabit deserts.
Echoing Yell [Barbarian]
Your shouts affect enemies for longer than usual.
- Prerequisites: Shouts ability.
- Benefit: Each of the uses of your dragon roar, shouts, and howl abilities lasts an additional 1d6 rounds beyond its normal duration. Increase DC of those abilities by +1.
- Special: A barbarian can take this feat as a bonus barbarian feat.
Embodiment of Affection [Wilder]
Your externalization is fondness incarnate.
- Prerequisites: Love externalization, wild surge +2.
- Benefit: Your externalization can use its re-roll ability 3 more times per day.
Embodiment of Agitation [Wilder]
Your externalization is fluster incarnate.
- Prerequisites: Excitement externalization, wild surge +2.
- Benefit: Your externalization's fly speed increases by +10 and it gains +4 bonus on all Will saves.
Embodiment of Depression [Wilder]
Your externalization is sadness incarnate.
- Prerequisites: Sorrow externalization, wild surge +2.
- Benefit: Your externalization is immune to death and mind-affecting powers and effects.
Embodiment of Fury [Wilder]
Your externalization is fury incarnate.
- Prerequisites: Anger externalization, wild surge +2.
- Benefit: Your externalization gains +2 bonus on all attack and damage rolls.
Embodiment of Hope [Wilder]
Your externalization is expectancy incarnate.
- Prerequisites: Hope externalization, wild surge +2.
- Benefit: Your externalization gains +3 morale bonus on all skill checks increases from +3 to +6.
Extra Invocation [Epic]
Through your increasing powers, you learn a new invocation.
- Prerequisites: Caster level 21.
- Benefit: You choose a spell you can cast normally. You can now cast this spell as an invocation. The spells level must not be higher than 1/4 your caster level. If you had to provide costly material or focus components to the spell, you must provide experience instead, equal to 1 experience point per 5 gp (minimum 1 xp). You must still provide experience component as usual.
Extreme Diversity [Fighter]
You have knack for mastering many different weapons.
- Prerequisites: Base Attack Bonus +15, diversity ability.
- Benefit: Each feat that works with only one weapon the fighter has now applies to all simple and martial weapons.
- Special: A fighter can take this feat as a bonus fighter feat.
External Outburst [Wilder]
You can form your feelings into two or three externatizations.
- Prerequisites: Externalization, at least one emotional ability.
- Benefit: You can have up to three externalizations at the same time. You cannot create more than one externalization at the same time. When you create the second, one it has 1/3 of your hit points, and first externalization's hit points are reduced from yours 1/2 to 1/3 (so, if the creature is seriously wounded, it may actually be destroyed in the process).When you create the third one, it has 1/4 of your hit points, and first and second externalizations' hit points are reduced from yours 1/3 to 1/4 (so, if the creatures are seriously wounded, they may actually be destroyed in the process).
Evoke Holy Sword [Divine, Epic]
- Prerequisites: Wis 15, ability to cast paladin spells of 3rd level.
- Benefits: You can spend two uses of holy light as a standard action to channel holy power into your sword, or any other melee weapon you touch. For 1 round per 2 paladin levels, the weapon acts as a +5 holy weapon (+5 enhancement bonus on attack and damage rolls, extra 2d6 damage against evil opponents). It also emits a magic circle against evil effect (as the spell). If the magic circle ends, the sword creates a new one on your turn as a free action. All effects are automatically canceled 1 round after the weapon leaves your hand. You cannot have more than one holy sword at a time. If this ability is used on a magic weapon, the powers of the spell supersede any that the weapon normally has, rendering the normal enhancement bonus and powers of the weapon inoperative for the duration of the ability. This ability is not cumulative with bless weapon or any other spell that might modify the weapon in any way. This ability does not work on artifacts.
Extra Vagary [Epic, Incarnate]
You can work miracles more often.
- Benefit: You can use vagary one more time per day.
Fantastic Sneak Attack [Rogue]
You can deal even more extra damage to creatures naturally immune to critical hits.
Prerequisites: Spot 13 ranks, sneak attack +7d6 ability, 2 ranks in Knowledge skill apropriate to chosen creature type (for example, 2 ranks in Knowledge (Arcana) for constructs), incredible sneak attack.
- Benefit: Choose a creature type your incredible sneak attack feat applies to. You deal additional damage from sneak attack ability reduced only by 2d6 points to that type of creature.
- Special: This feat can be taken more than once. Its effects do not stack. Each time you take this feat choose another type of creature. For each fantastic sneak attack you need to have incredible sneak attack with the same creature type. A rogue can take this feat as a bonus rogue feat.
Flurry of Blows [Monk]
You can make quick strikes with your knees and elbows.
- Prerequisites: Dex 15, Improved Unarmed Strike
- Benefit: You can make an unarmed attack as a move action.
- Special: A monk can take this feat as a bonus monk feat.
Frystalline Induction [Mentalist]
Your inner weapon takes on the properties of Frystalline.
- Prerequisite: +1 inner weapon.
- Benefit: Your inner weapon is considered a good weapon for the purpose of overcoming DR.
- Special: A mentalist may select this feat as a bonus mentalist feat.
Globe Trotter [Rogue]
You are an expert on another cultures.
- Prerequisites: Absoulte confidence ability.
- Benefit: Choose one race for each step of path of silvertongue you have. You gain +2 competence bonus on Bluff, Diplomacy, and appropriate Knowledge checks when dealing with members of those races. If you later gain next steps as silvertongue, you can pick up additional races. You can pick a race only if you have at least passing knowledge of it.
- Special: A rogue can take this feat as a bonus rogue feat.
Graft Collector [Fighter]
You can have more weaker augments than others.
- Prerequisites: Great Fortitude, psycker level 1.
- Benefit: Whenever you can take an augmentation, you can take two augmentations instead. You still must pay cost for both and you still cannot spend at one level more power points than you psycker level.
- Special: This is a fighter feat, so a psycker can select it as a bonus psycker feat.
Greater Reforge Item [Wizard]
- Prerequisites: Reforge item ability, caster level 11.
- Benefits: When reforging an item, a wizard adds total XP required to create the item to her essence pool. A charged item that isn't fully charged still only contributes a proportional amount of XP.
- Special: A wizard can take this feat as a bonus wizard feat.
Grizzled Veteran [Fighter]
You have seen the worst of war and know what to do in most of circumstances.
- Prerequisites: Base Attack Bonus +9, veteran ability.
- Benefit: You can use veteran ability (this includes alternative uses from art of battle) two more times per day.
- Special: A fighter can take this feat as a bonus fighter feat.
Heartwire Induction [Mentalist]
Your exoskin includes a few strings of Ysgardian heartwire.
- Prerequisite: Skin warrior.
- Benefit:Your exoskin grants you a +4 bonus to your AC, solely for the purpose of confirming a critical hit.
- Special: A mentalist may select this feat as a bonus mentalist feat.
Highlander [Ranger]
You are at home in the mountains.
- Prerequisites: Hunting Grounds (mountains) ability, Survival 6 ranks.
- Benefit: You suffer no ill effects from high altitude and can fight while climbing at no penalty on attack rolls. In addition, you gain +2 competence bonus on attack rolls against creatures that normally inhabit mountains.
Hurricane of Blows [Monk]
You can make incredibly fast strikes with your hands and fists.
- Prerequisites: Dex 17, base attack bonus +11, Improved Unarmed Strike, Storm of Blows.
- Benefit: Whenever you make a full attack, you gain two extra unarmed attacks at your full attack bonus. This feat overrides (does not stack with) storm of blows.
- Special: A monk can take this feat as a bonus monk feat.
Immediate Materialization [Mentalist]
You materialize your weapon effortlessly.
- Prerequisite: +1 inner weapon.
- Benefit: You materialize your weapon as a free action, but you can do it only once per round.
- Special: A mentalist may select this feat as a bonus mentalist feat.
- Normal: Materializing inner weapon is a move action.
Improved Power-Up [Monk]
You can ignore elemental attack more easily.
- Prerequisites: Base Fortitude save +6, power-up ability.
- Benefit: Your energy resistance while powered-up increases from 2 to 5.
Inner Weapon Focus [Mentalist]
You are better at fighting with your inner weapon.
- Prerequisites: Weapon Focus with appropriate inner weapon, mentalist level 8th.
- Benefit: Your bonus from weapon focus with your inner weapon increases to +2.
- Special: A mentalist may select this feat as a bonus mentalist feat.
Insect Domination [Druid]
Creatures you summon come from your favorite terrain.
- Prerequisites: Insectile senses ability.
- Benefit: Whenever you cast a spell that affects animals, it can also affect vermin, even if the spell has mind-affecting descriptor.
Insect Wings [Druid]
You develop ladybug-like wings.
- Prerequisites: Instinctive reflexes ability.
- Benefit: You gain fly speed 20 with poor maneuverability. When you fly, your wings buzz loudly, which grants all creatures trying to hear you +4 circumstance bonus on Listen checks.
Inner Weapon Focus [Mentalist]
You are better at fighting with your inner weapon.
- Prerequisites: Weapon Focus with appropriate inner weapon, mentalist level 8th.
- Benefit: Your bonus from weapon focus with your inner weapon increases to +2.
Incredible Sneak Attack [Rogue]
You can deal extra damage to creatures naturally immune to critical hits.
- Prerequisites: Spot 10 ranks, sneak attack +5d6 ability.
- Benefit: Choose a creature type that is immune to critical hits (constructs, elementals, oozes, plants, or undead). You can deal additional damage from sneak attack ability reduced by 4d6 points to that type of creature (for example, if you normally deal +8d6 points of sneak attack damage, with this feat you deal +4d6 points), but only if the creature is flat-footed (not merely flanked).
- Special: This feat can be taken more than once. Its effects do not stack. Each time you take this feat choose another type of creature. A rogue can take this feat as a bonus rogue feat.
Lasting Power-Up [Monk]
You can keep chi inside your body much longer.
- Prerequisites: Base Fortitude save +6, power-up ability.
- Benefit: You can remain powered-up for up to 2 minutes, instead of normal 1.
Legendary Bull Totem [Barbarian, Epic]
Your charge is ultimately devastating and deadly.
- Prerequisites: Bull totem ability.
- Benefit: You deal double damage on a successful charge attack.
- Special: A barbarian can take this feat as a bonus barbarian feat.
Limb Elongation [Mentalist]
Due exoskin covering your body you can virtually extend your limbs.
- Prerequisites: Living armor ability.
- Benefit: When your exoskin is active, you can make a single unarmed attack as full round action with a +5ft' reach as a full attack action.
- Special: A mentalist may select this feat as a bonus mentalist feat.
Long Limbs [Mentalist]
Yours limbs can be longer then others.
- Prerequisites: Greater Living armor ability, Limb Elongation feat
- Benefit: When your exoskin is active, you can make a single unarmed attack with a +10ft' reach as a full attack action. Bonus reach don’t stack with reach granted by Limb Elongation feat.
- Special: A mentalist may select this feat as a bonus mentalist feat.
Mental Sculptor [Mentalist]
You can evoke more kinds of mental weapons then others.
- Prerequisites: Inner weapon +1, Concentration 8 ranks
- Benefit: Choose one kind of mental induction you cannot perform. You can now perform it. You do not gain any related abilities, such as weapon focus. For proposes of enhancement of new induction your Mentalist level is halved. You can perform new induction only as full-round action. You can't have more then two created mental inductions at the same time.
- Special: You can take this feat multiple times. Each time you take the feat, it gives you access to a new type of mental induction. A mentalist may select this feat as a bonus mentalist feat.
Mithral Skin [Mentalist]
Your skin takes on the properties of mithral.
- Prerequisite: Living armor ability.
- Benefit: The arcane spell failure of your exoskin is reduced by 5% and the armor check penalty (if any, see Adamantine Induction) is lessened by 1. The hardness of the exoskin increases to 15.
- Special: A mentalist may select this feat as a bonus mentalist feat.
Practiced Mentalist [Mentalist]
Your inner weapon is unmatched.
- Prerequisites: Inner weapon +1
- Benefit: Enhancement of your inner weapon increases by 1. A mentalist may select this feat as a bonus mentalist feat.
Monk Weapon Training [Monk]
You are well trained in monk combat techniques with melee weapon.
- Prerequisites: Improved Unarmed Strike, Flurry of Blows.
- Benefit: Choose one melee weapon (such as longsword) you are proficient with. You treat this weapon as a monk weapon for the purpose of the following abilities: five step attack, flurry of blows, greater flurry, perfect strike, supernatural strike, and tornado hands.
- Special: You can take this feat more than once. Its effects do not stack. Each time you take this feat, it applies to another melee weapon. A monk can take this feat as a bonus monk feat.
Nocturnal
You are a creature of the night.
- Prerequisites: Survival 4 ranks.
- Benefit: You need only 4 hours a day of sleep (elves do not benefit from this effect) and you gain a +2 bonus on initiative rolls and a +1 bonus on reflex saves during nighttime.
Northerner [Ranger]
You feel at home in the frozen north.
- Prerequisites: Hunting Grounds (arctics) ability, Survival 6 ranks.
- Benefit: You gain +3 bonus on saving throws against cold and frost-related spells and effects (including all spells causing cold damage, spells with cold descriptor, saves to resist cold weather, frostbite, and so on) and +2 competence bonus on attack rolls against creatures that normally inhabit arctic regions.
Performer
You are very capable and diverse artist.
- Prerequisites: 1 rank in any two Perform skills.
- Benefit: You gain +2 competence bonus on all checks with all Perform skills that you have at least one rank in.
Protective Tattoos [Barbarian]
Your tattoos grant you limited protection all the time.
- Prerequisites: Base attack bonus +4, tattoo ability 2/day.
- Benefit: Whenever you are not using the tattoo ability, you gain +2 luck bonus to AC. You lose this bonus if you wear armor.
- Special: A barbarian can take this feat as a bonus barbarian feat.
Psychic Toughness [Fighter]
Your augmented body takes damage better than natural flesh.
- Prerequisites: Psycker level 1.
- Benefit: You gain 1 extra hit point for each augmentation you have. If you later gain new augmentations you also gains extra hit points.
- Special: This is a fighter feat, so a psycker can select it as a bonus psycker feat.
Roots of Ascension [Monk]
You can draw inner power from unusual source
- Prerequisites: Sixth Sense ability, Monk level 1.
- Benefit: Choose one attribute, Intelligence or Charisma. From this time your Sixth Sense ability bases on chosen attribute instead of Wisdom.
- Special: A monk can take this feat as a bonus monk feat.
Silver Induction [Mentalist]
Your inner weapon takes on the properties of alchemical silver.
- Prerequisite: +1 inner weapon.
- Benefit: Your inner weapon can bypass DR as a silver weapon. The hardness of the weapon is also increased to 8.
- Special: A mentalist may select this feat as a bonus mentalist feat.
Soul Capacity [Necromancer]
You can store more souls than normal.
- Prerequisites: Absorb soul ability.
- Benefit: You can keep two more souls than your necromancer level indicates.
- Special: A necromancer can take this feat as a bonus necromancer feat.
Starmetal Induction [Mentalist]
Your inner weapon further develops its adamantine properties.
- Prerequisite: +2 inner weapon, adamantine induction.
- Benefit: Your inner weapon develops a strong bond to the material plane and now deals an extra 1d6 damage against extraplanar creatures while on the material plane.
- Special: A mentalist may select this feat as a bonus mentalist feat.
Storm of Blows [Monk]
You can make very fast strikes with your hands and fists.
- Prerequisites: Dex 15, base attack bonus +6, Improved Unarmed Strike.
- Benefit: Whenever you make a full attack, you an extra unarmed attack at your full attack bonus.
- Special: A monk can take this feat as a bonus monk feat.
Tainted Soul Bolt [Necromancer]
Your soul bolts are infused with tainted negative energy that isn't incepted by undead.
- Prerequisites: Soul bolt ability.
- Benefit: Your soul bolts deal damage to undead the same way they harm living creatures. You can no longer heal undead with this ability.
- Special: A necromancer can take this feat as a bonus necromancer feat.
Truesteel Induction [Mentalist]
Your inner weapon takes on the properties of solarian truesteel.
- Prerequisite: +1 inner weapon.
- Benefit: You gain a +4 bonus to rolls to confirm a critical hit with your inner weapon. The hardness of the weapon also increases to 11.
- Special: A mentalist may select this feat as a bonus mentalist feat.
Uninterrupted Marvel [Incarnate]
You can use vagaries more safely.
- Prerequisites: Vagary 4/day.
- Benefit: You do not provoke attacks of opportunity when using vagary.
Urdukar Induction [Mentalist]
Your exoskin takes on the properties of urdrukar, or "mind steel".
- Prerequisite: Skin warrior ability.
- Benefit: While your exoskin is manifested, you gain +2 bonus on saves against divination and enchantment spells and abilities.
- Special: A mentalist may select this feat as a bonus mentalist feat.
Weakening Strike [Rogue]
Your sneak attacks also cause muscle damage.
- Prerequisites: Base attack bonus +7, sneak attack +3d6 ability.
- Benefit: Whenever you deal sneak attack damage, the damaged opponent also takes 2 points of Strength damage.
- Special: A rogue can take this feat as a bonus rogue feat.
Weapon Focus: Improvised Weapons [Monk]
Your martial arts of using surrounding items to fight has no equal.
- Prerequisites: Base attack bonus +1
- Benefit: You gain +1 bonus on attack rolls with all improvised weapons.
- Special: A monk can take this feat as a bonus monk feat.