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I am looking very forward to this. I hope we will see some sort of cyborg option.


I sadly need to cancel all of my subscriptions, I am trying to buy a house and need to minimize all expenses for awhile.

Thank you.


My wife and I just had a baby and I have to tighten up the budget a bit. I sadly must cancel my pathfinder modules, pathfinder players companion, and pathfinder campaign setting subscriptions.

I would like to keep my pathfinder adventure path and pathfinder Roleplaying game subscriptions however.

Thank you.


Please cancel my Pathfinder Tales, Pathfinder Comics, and Pathfinder Pawns subscriptions, my wife asked me to tighten my gaming budget. Thank you.


So my recent subscription order generated a declined payment message, and when I went to see what was wrong it says I have zero active payment methods. I tried to re-add the card, and then I get the declined message again and the card information has disappeared again.


I had to unexpectedly move today and I need to change the shipping address for this order to my work please.

[redacted personal information]

Please let me know if this is possible.


I recently moved and I believe my card was declined do to the address not being updated in my payment infomation. I updated the payment infomation address, but now it is being declined due to insuffienct funds because of the previous authorization attempt. Is there a way to get the old authoraztion attempt cleared so I can get my order on time?


Yes!


Thank you for this!


The Setting
Sandpoint

The cast
Crimson Chevalier, a gunslinger from Riddleport interested in ancient lore recently admitted to the Pathfinders.

Ira Heidmarch, half-elven bastard child of Sheila Heidmarch of Sandpoint, an alchemist out for profit, and a Pathfinder more through family than personal desire.

Dirk Ironsides, born and raised in Sandpoint, recently returned after joining the Pathfinders, combines old Shoanti wisdom with the latest in armor protection, and a love of partying between battles.

Rocky of Magnimar, ex-gladiator turned Pathfinder, armed with skill with small blades and fondness of small animals.

Session 1.
Crimson and Rocky received invitations to come to Heidmarch Manor in Sandpoint and meet with Sheila Heidmarch in a few days regarding a new Pathfinder Lodge that may be opening in Varisia soon. Crimson and Rocky decide to head to Sandpoint a few days early to enjoy the Swallowtail festival.

Once there, they meet up with Ira and Dirk, old childhood friends, and they go enjoy the festival. They all lose horribly at darts, enjoy fantastic free lunches, and watch Dirk win the weight lifting contest, followed by Rocky winning the cross town sack race. A tug of war match between the locals and the out of towners broke out, it was close but locals barely pulled it out in the end. Much merriment and drinking was had by all.

Close to sunset, Dirk, now thoroughly drunk, decides it would be a good idea to go streaking through the town square while Father Zantus was giving his speech.

This is when the goblins attack and battle ensues, chaos reining, but due to the Pathfinders (and Dirk getting lucky some lucky hits using a sack of flour as a weapon), the town square is saved.

The Pathfinders head to Dirk’s house to grab some clothes and a proper weapon. Upon exiting, they see a noblemen gripped in terror as a goblin mounted on a weird looking dog kills his prized hunting dog.

The battle is joined, and while most of the goblins drop just like the ones in the town square, the mounted one seems to know his way around a blade. Both Ira and Dirk are cut down by this skilled goblin before Rocky manages to land a fatal blow, sheathing a dagger right into the goblins heart.

Father Zantus manages to save Ira and Dirk before their souls flee, and the Pathfinders help restore order to the town. They decide rest their weary selves, while Rocky ends up “rescuing” a kitten from the streets. The next day the Sheriff approaches the Pathfinders to thank them for their help in the town square, and to see if they would come help him with a minor mystery in the boneyard.

After a quick battle with some skeletons at the crypt, the Pathfinders realized the former priest’s remains have been stolen, and the something bigger than a goblin raid may be going on.
End Session 1.


So I was talking with some of my friends about campaigns we would like to do in the future, and they said they would like to run gestalt characters. I said okay, but only if I get to gestalt the campaign.

They agreed.

So I am trying to combine Rise of the Runelords with Skull and Shackles.

I am looking for ideas for combining the plots of the two APs. I have made the obvious adjustment of moving the Shackles to just West of Varisia and using a special XP chart that is a bit slower than the slow experience chart to keep the PCs level appropriate.

I figured I would start with the Wormwood Mutiny, but have the PCs press-ganged from Sandpoint, and have them return there to fix up their ship and have Burnt Offerings then.

Any good suggestions order of encounters or places to combine plots?

P.S. I am not too worried about the PCs being first level longer than normal. My players optimize their characters and they are gestalt, so they should survive. I have run gestalt games in the past, so adjusting encounters for the power difference is old hat.


Back when I played 2nd Edition, some of my favorite sourcebooks were the Complete Handbooks for the various classes. Paizo has done a wonderful job with releasing lots of material for the classes with the APG and the Ultimate books, but I am sure a lot of people would like to see more material for their favorite class to play.

So my question is if class specific books were released, what order would you like to see them released?

Would you like to see a similar book for multi-class characters?

Similar books for the prestige classes?


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Now that people are getting a better idea of what is out there now that Distant Planets is out, who would like Paizo to publish an AP that visits some of those planets? I know I would buy it in a heartbeat.


Just checking on this order, I noticed it is still listed as pending.


I need to cancel my gamemastery maps and gamemastery cards subscriptions please.


Zero-Level Characters

Although player characters usually start at first level, they do not have to appear from nowhere. By the time characters reach first level, they may already have studied for years and undergone training which shape the course of their lives. Players may use these rules to begin at zero level without the skills of any character class. This allows players to customize their characters they want, to more reflect their upbringing and training. This option allows characters to play through their character’s background, and to grow their character’s personality more organically. This option may be used for one on one play to develop characters. It may be used for group play, but it is recommended for a group that consists of characters that all share a similar life expectancy.

The 0th-level Character
When the characters are created, their abilities are unrealized, their strengths are undefined, and their only advantage is tremendous curiosity and enthusiasm. To create a zero-level character, generate the character’s ability scores as normal (these will be the characters ability scores at 1st level), however to reflect the youthful and raw nature of the character, subtract 5 from each ability score.

0th level character begins with all racial features

The character also starts with three hit points, plus or minus the character’s Constitution score (Minimum one). If the GM uses any house rules that increases a 1st level character’s hit points, apply that rule to a 0th-level character as well.

All other abilities must bought with LP (see below).

Zero-level characters do not have experience points and cannot gain them at this level. They instead may gain learning points (LP). Characters may spend LP to learn class abilities. Players should also keep track of how much LP they have spent, this governs when they gain ability score increases.

Training Time (Optional Rule)
GMs that want more realism for how fast characters learn class abilities can use the following rule: Players may only spend 1 LP learning class abilities each game week.

Raising Ability Scores
Zero-level characters will slowly increase their ability scores as they learn. For every 5 LP spent on gaining class abilities, increase one of the character’s ability scores by one. An ability score cannot be increased to more than the 1st- level values generated at character creation in this fashion.

Class Abilities

To learn a class ability, the character must be taught by an NPC who possesses that ability or study at a school that teaches that ability. The zero-level character can be taught by more than one NPC or school at a time if he wants to pick up different class abilities. Each class ability has a LP cost to learn. A zero-level character can attempt to use a class ability that he is studying but hasn’t learned yet by rolling on the Learning Table (see below) to see how
successful he is.

A zero-level character experiments constantly, perhaps trying to weave spells one day and cross swords the next. This flexibility makes learning new abilities the most exciting, but also the most dangerous, part of a zero-level character’s life.

A zero-level character has two options when trying to perform tasks that are class related to he has not learned yet. He can try to do the task by blind luck (the Luck Table) or can take some time and study the tasks he wants to attempt (the Learning Table). Either of these methods do not require an action, it is considered part of the action of the class ability being attempted.
.
Luck
When resorting to luck to attempt a task, the zero-level character just hasn’t had time to study what he is trying to
do, but says to himself, “this can’t be too hard, other people do it.” He tries to get the job done by winging it. The Luck Table is used to note the effects. In “trusting to luck,” a character can attempt a specific class feature only once per day.

Luck Table
Percentile Result
Roll
01-10 Terrible Failure
11-55 Failure
56-80 Partial Success
81-87 Learning
88-95 Insight
96-100 Great Insight

Terrible Failure: The character fails and breaks or loses any equipment involved.
Failure: The character learns nothing from the attempt but suffers no penalty.
Partial Success: The character may perform this one class ability as a first level character once.
Learning: The character may be regarded as a first level character with respect to this one ability for one hour.
Insight: The character may be regarded as a first level character with respect to this one ability for one day.
Great Insight: As Insight, but the character also gains 1 LP that can be spent on that class ability only.

Note that this table never allows the impossible. A character cannot cast spells without a spellbook or pick locks
without tools, no matter how much luck or training is applied. Also note that results on this Luck Table
apply to one specific class ability only.

Learning
The character can try to apply what he has learned so far, as they say, practice makes perfect. He tries to get the job done by applying what he has learned so far. The Learning Table is used to note the effects. In “learning,” a character can attempt a specific class feature a number of times per day equal to the LP they have spent so far learning it.

Learning Table
Percentile Result
Roll
01-05 Terrible Failure
06-45 Failure
46-70 Partial Success
71-80 Learning
81-90 Insight
91-100 Great Insight

Terrible Failure: The character fails and breaks or loses any equipment involved.
Failure: The character learns nothing from the attempt but suffers no penalty.
Partial Success: The character may perform this one class ability as a first level character once.
Learning: The character may be regarded as a first level character with respect to this one ability for one hour.
Insight: The character may be regarded as a first level character with respect to this one ability for one day.
Great Insight: As Insight, but the character also gains 1 LP that can be spent on that class ability only.

Note that this table never allows the impossible. A character cannot cast spells without a spellbook or pick locks
without tools, no matter how much luck or training is applied. Also note that results on this Learning Table apply to one specific class ability only.

Equipment
Zero-level characters only start with a 1d6x10 gp and a normal set of clothing. GMs are encouraged to have teachers and other mentors to occasionally gift equipment to a character over the course of 0th level.

Becoming a 1st level Character
Joining a character class is the turning point of a zero-level character’s life. Every apprentice dreams of graduation,
of becoming a real first-level adventurer. To become first level, characters must have learned all the class features of at least one class. Any point after achieving this, the character may choose to stop gaining and spending LP and starting gain experience points.

Class Abilities From Other Character Classes
Zero-level characters often experiment with many classes. Naturally, they hope to remember their old skills and thus
obtain the benefits of several classes at once, even after joining one class. They can do so, but unfortunately, the other abilities only function at the first level of experience, regardless of what level the character has achieved. If the character later multi-classes into a class that he has already learned abilities of, those abilities function as if the character was one class level higher, to a maximum level of effect equal to the character’s Hit Dice. At the GM’s option, he may introduce feats that let the character improve class abilities of classes he has not taken but only have through the virtue of LP.

Variant Multi-Classing (Optional Rule)
If the GM allows it, Zero-level characters that have acquired all the class abilities of two classes can choose to advance as a gestalt character (see the 3.5 Unearth Arcana from Wotc). Such characters are treated as one level higher when determining how much experience is needed to gain a level. If a zero-level character has gained all the class abilities of three classes, he may choose to advance as a “tri-stalt” character (as gestalt, but with three classes instead of two). Tri-stalt characters are treated as two levels higher when determining how much experience is required to gain a level.

Note on class abilities, the Hit Die replaces the 3 hit points a zero-level has.

Learning Point Cost for Class Abilities
Point Cost Class feature
Barbarian
12 Hit Die d12
9 9 class skills
10 skill/level 4+
10 simple weapons
20 martial weapons
10 light armor
10 medium armor
10 shields
10 Fast Movement +10
20 BAB +1
10 Fort +2
19 Rage (requires non-lawful alignment)
Bard
8 Hit Die d8
26 26 class skills
20 skill/level 6+
10 simple weapons
10 Light armor
10 shields
3 Bard weapons (6)
20 Bard spells (1)
5 Bardic Knowledge
10 Ref +2
10 Will +2
10 Cantrips
2 countersong
2 distraction
2 fascinate
2 inspire courage
Cleric
8 Hit Die d8
11 11 class skills
2 Skill/level 2+
10 simple weapons
10 light armor
10 medium armor
10 heavy armor
10 shields
1 Cleric favored weapon
0 Aura
26 Cleric Spells (follows cleric alignment restrictions)
10 Fort +2
10 Will +2
10 orisons(follows cleric alignment restrictions)
10 channel energy(follows cleric alignment restrictions)
6 domain 1(follows cleric alignment restrictions)
6 domain 2(follows cleric alignment restrictions)
Druid
8 Hit die d8
11 11 class skills
10 skill/level 4+
6 Druid weapons (10)
9 light armor non metal
7 medium armor non metal
10 Shields
28 Druid spells(follows druid alignment restrictions)
10 Orisons(follows druid alignment restrictions)
10 Fort +2
10 Will +2
25 Nature Bond (follows druid alignment restrictions)
5 nature sense
1 wild empathy
Fighter
10 Hit Die d10
8 8 class skills
2 skill/level 2+
10 simple weapons
20 martial weapons
10 light armor
10 medium armor
10 heavy armor
10 shields
10 tower shields
20 Bonus Combat Feat
20 BAB +1
10 Fort +2
Monk
8 Hit Die d8
12 12 class skills
10 skill/level 4+
8 Monk weapons (16)
27 monk ac bonus
15 Flurry of blows
10 Unarmed Strike
10 Fort +2
10 Ref +2
10 Will +2
10 Monk bonus feat
10 stunning fist
10 Unarmed damage
Paladin
10 Hit Die d10
8 8 class skills
2 Skill/level 2+
10 simple weapons
20 martial weapons
10 light armor
10 medium armor
10 heavy armor
10 shields
0 Aura of Good
10 Detect Evil (requires lawful good alignment)
10 Smite Evil (requires lawful good alignment)
20 BAB +1
10 Fort +2
10 Will +2
Ranger
10 Hit die d10
13 13 class skills
20 skill/level 6+
10 simple weapons
20 martial weapons
10 light armor
10 medium armor
10 shields
5 Favored Enemy
1 Track
1 wild empathy
20 BAB +1
10 Fort +2
10 Ref +2
Rogue
8 Hit Die d8
20 20 class skills
40 skill/level 8+
10 simple weapons
10 rogue weapons (5)
10 Light armor
32 sneak attack
10 trapfinding
10 Ref +2
Sorcerer
6 Hit Die d6
7 7 class skills
2 Skill/level 2+
10 simple weapons
75 sorcerer spells
20 bloodline
10 Cantrips
10 Eschew Materials
10 Will +2
Wizard
6 Hit Die d6
14 14 class skill
2 skill/level 2+
3 wizard weapons 5
75 wizard spells
10 Arcane bond
10 arcane school
10 Cantrips
10 scribe scroll
10 Will +2
Alchemist
8 Hit Die d8
11 11 skill points
10 skill/level 4+
10 simple weapons
10 light armor
5 Alchemy
26 extracts
15 bombs
15 mutagen
10 Brew Potion
10 Throw Anything
10 Fort +2
10 Ref +2
Cavalier
10 Hit Die d10
8 8 class skills
10 skill/level 4+
10 simple weapons
20 martial weapons
10 light armor
10 medium armor
10 heavy armor
10 shields
7 Challenge
5 Mount
5 Order
5 Tactician
20 BAB +1
10 Fort +2
Inquisitor
8 Hit Die d8
18 18 Skills
12 Skills/level 6+
10 simple weapons
3 Inquisitor weapons (5)
10 light armor
10 medium armor
10 shields
14 inquistor spells
5 Domain
10 judgement
5 monster lore
10 orisons
10 Fort +2
10 Will +2
5 Stern gaze
Oracle
8 Hit Die d8
7 7 skills
10 skill/level 4+
10 simple weapons
10 light armor
10 medium armor
10 shields
26 oracle spells
24 Mystery
5 Oracle's Curse
10 Will +2
10 orisons
10 revelation
Summoner
8 Hit Die d8
16 16 Skills
2 skills/level 2+
10 simple weapons
10 light armor
35 Summoner spells
10 cantrips
34 Eidolon
10 Will +2
15 Summon Monster I
Witch
6 Hit Die d6
9 9 class skills
2 skill/level 2+
10 simple weapons
75 Witch spells
10 Cantrips
18 hex
10 Will +2
10 familiar
Magus
8 Hit Die d8
10 10 class skills
2 skill/level 2+
10 simple weapons
20 martial weapons
10 light armor
40 magus spells
10 Arcane Pool
10 Fort +2
10 Will +2
10 Cantrips
10 spell combat
Gunslinger
10 Hit Die d10
13 13 skills
10 skill/level 4+
10 simple weapons
20 martial weapons
10 firearms
10 light armor
5 Gunsmith
10 Grit
20 BAB +1
10 Fort +2
10 Ref +2
12 Deeds
Ninja
8 Hit Die d8
19 19 skills
40 skill/level 8+
10 simple weapons
11 ninja weapons (10)
10 light armor
10 poison use
32 sneak attack
10 Ref +2
Samurai
10 Hit Die d10
8 8 skills
10 skill/level 4+
10 simple weapons
20 martial weapons
5 samurai weapons (3)
7 Challenge
5 Mount
5 Order
40 Resolve
20 BAB +1
10 Fort +2


Cant wait to have this.I am curious what kiss of the first world does.


Has anyone out there tried this already? I know the last part of kingmaker has a small article to keep the campaign going after #36, has anyone played through those or fleshed them out at all?


I was just wondering what items the warehouse was still waiting on for this order, kind of itching to get my hands on some of these books.


When you are looking to purchase material for Pathfinder, which do you prefer, a selection of small supplements to pick and choose from, or a big book with lots of things in it?


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Here are my modification to the sorcerer class, I have felt that the restrictions on spell known for the class was a bit harsh, so changed it from spell slots to spell point for casting so the sorcerer has more flexibility in the spells it does know.

She can cast any spell she knows at any time, assuming she has not yet used up her mana per day. The sorcerer must be careful on how she expends her mana however. Whenever her remaining mana is less than or equal to her caster level, she becomes fatigued. When the sorcerer has run out of mana entirely, she becomes exhausted. These penalties last until the sorcerer has recovered her mana. Effects the remove or negate fatigue or exhaustion can temporally remove the Charisma penalty for a number of minutes equal to the caster level of the effect, but if the mana of the sorcerer hasn’t risen sufficiently, she suffers again the Charisma penalty and fatigue or exhaustion as appropriate.
Sorcery: Many spells have variable effects that only sorcerers can access and use. As they master the spells they know, they can use more mana to make the spell more powerful, based on the number of additional mana they spend when they cast them. The more mana spent, the more powerful the casting. How this extra expenditure affects a spell is specific to the spell. Some sorceries allow the sorcerer to increase the number of damage dice, while others extend a spell’s duration or modify a spell in unique ways. Each spell that can be enhanced with sorcery includes an entry giving how many mana costs to enhance and the effects of doing so. However, the sorcerer can spend only a total number of mana on a spell equal to her sorcerer caster level.
Adding sorcery to spell takes place as part of another action (casting a spell). Unless otherwise noted in the Sorcery section of an individual spell description, the sorcerer can enhance a spell with sorcery only at the time she casts it.

Sorcerer level Mana pool
1st 3
2nd 4
3rd 5
4th 15
5th 18
6th 36
7th 44
8th 70
9th 82
10th 116
11th 132
12th 174
13th 194
14th 244
15th 268
16th 326
17th 354
18th 420
19th 452
20th 486

Table 3-15a: Sorcerer Spells Base Mana Cost
———————— Spells Base Mana Cost —–———————
Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
Mana 1 3 5 7 9 11 13 15 17

And than there isTable 3-15b: Bonus Mana
———————— Bonus Mana (by Maximum Spell Level —–———————
Score 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
12-13 1 1 1 1 1 1 1 1 1
14-15 1 4 4 4 4 4 4 4 4
16-17 1 4 9 9 9 9 9 9 9
18-19 1 4 9 16 16 16 16 16 16
20-21 2 5 10 17 26 26 26 26 26
22-23 2 8 13 20 29 40 40 40 40
24-25 2 8 18 25 34 45 58 58 58
26-27 2 8 18 32 41 52 65 80 80
28-29 3 9 19 33 51 62 75 90 107
30-31 3 12 22 36 54 76 89 104 121
32-33 3 12 24 38 56 78 104 119 136
34-35 3 12 27 48 66 88 114 144 161
36-37 4 13 28 49 76 98 124 154 188
38-39 4 16 31 52 77 110 136 166 200
40-41 4 16 36 57 84 117 156 186 220
42-43 4 16 36 64 91 124 163 208 242
44-45 5 17 37 65 101 134 173 218 269
46-47 5 20 40 68 104 148 187 232 283
48-49 5 20 45 73 109 153 205 250 301
50-51 5 20 45 80 116 160 212 272 323


I have been running a Kingmaker campaign for a while now, and it looks like the players will want to keep playing the campaign after the AP ends,so I have been thinking about how to do mechanics for play past 20th level. Looking around, I came across the concept of E6, where characters continue to gain feats with XP after hitting the level cap and thought that should work for my game until Paizo releases an epic book. What are everyone thoughts on this?


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I have been running a Kingmaker campaign for a while now, and it looks like the players will want to keep playing the campaign after the AP ends,so I have been thinking about how to do mechanics for play past 20th level. Looking around, I came across the concept of E6, where characters continue to gain feats with XP after hitting the level cap and thought that should work for my game until Paizo releases an epic book.

So I went and compiled and created some feats to go with the Corebook and the APG, and I would like the messageboard's thoughts and suggestions on them, and the concept in general.

Rules

Character progression from level 1 to level 20 is as per PFRPG. Upon attaining 20th level, the character consults the chart below to see how much additional experience is required to earn an additional feat.
For the purpose of designing encounters, treat each additional 5,000,000 XP as +1 CR (or level).

Feat Type Normal Epic Destiny
XP per feat 1,000,000 2,500,000 5,000,000

EXTRA FEATS:

ADDITIONAL MAGIC ITEM SPACE
Prerequisites: Knowledge Arcana 12 ranks or Use Magic Device 12 ranks.
Benefit: Choose one type of magic item from that has a limit on the number a character can simultaneously wear and gain its benefit from the following list; amulet, belt, ring, shirt, vest. The character can now wear one more magic item of this type and also gain its benefit.
Normal: Without this feat, a character is limited to one headband, hat, or helmet; one pair of eye lenses or goggles; one cloak, cape, or mantle; one amulet, brooch, medallion, necklace, periapt, or scarab; one suit of armor; one robe; one vest, vestment, or shirt; one pair of bracers or bracelets; one pair of gloves or gauntlets; two rings; one belt; and one pair of boots.
Special: A character can gain this feat multiple times. Each time the character takes the feat, it applies to a new type of wearable magic item.

AUGMENTED ALCHEMY
Prerequisites: Int 21, Craft(alchemy) 11 ranks.
Benefit: Whenever creating an alchemical item or substance, the character can choose to make it more powerful than normal by adding +20 to the DC required to create it and multiplying its price by 5. If the item or substance deals damage, double the damage dealt. If the item or substance doesn’t deal damage, double the duration of its effect. If the item or substance doesn’t deal damage and doesn’t have a specific listed duration (or has an instantaneous duration), double all dimensions of its area. If the item or substance doesn’t fit any of these categories, then it cannot be affected by this feat. See the Craft (alchemy) skill description.

AUTOMATIC QUICKEN SPELL
Prerequisites: Quicken Spell, Spellcraft 23 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast all 0-, and 1st spells as quickened spells without using higher-level spell slots. The normal limit to the number of quickened spells a character may cast per round applies. Spells with a casting time of more than 1 full round can’t be quickened.
Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next lowest spell level can now be quickened with no adjustment to their spell slots.

AUTOMATIC SILENT SPELL
Prerequisites: Silent Spell, Spellcraft 20 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast all 0-, 1st, 2nd, and 3rd-level spells as silent spells without using higher-level spell slots.
Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next 3 lowest spell levels can now be silenced with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form. However, since bard spells can’t be enhanced with the Silent Spell feat, they can’t be affected by this feat either.

AUTOMATIC STILL SPELL
Prerequisites: Still Spell, Spellcraft 20 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: The character may cast all 0-, 1st, and 2nd-level spells as stilled spells without using higher-level spell slots.
Special: A character can gain this feat multiple times. Each time a character takes the feat, the spells of his or her next 2 lowest spell levels can now be stilled with no adjustment to their spell slots. This feat doesn’t increase the casting time for those spells that normally become full-round actions when cast in metamagic form.

AWESOME REPUTATION
Prerequisite: 20 ranks either Bluff, Diplomacy, Intimidate, or Perform.
Benefit: The character gains a +4 bonus on Bluff, Diplomacy, Intimidate, and Perform checks. This bonus stacks with all other bonuses.

BLOOD RAGE
The more wounded you are the greater your rage.
Prerequisites: Con 25, Mighty Rage.
Benefit: When reduced to below 50% of your hit points your Strength, while raging, increases by +4. When reduced to below 25% of your maximum hit points your Strength, while raging, increases by a further +4.

BONUS DOMAIN
Prerequisites: Wis 21, ability to cast 9th-level divine spells.
Benefit: Choose an additional domain from the character’s deity’s domain list. The character now has access to that domain’s spells as normal for his or her domain spells and the domain’s granted powers.
Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different domain.

BURSTING WITH POWER
Prerequisites: Ability to cast 0th-level spells, Quicken Spell, caster level 11th.
Benefit: You may now cast 0th level spells as a free action once per round. This does not increase the level of the spell or count toward the one quickened spell per round limit

COMBAT INSIGHT [COMBAT]
Your keen intellect allows you to place melee attacks where they will inflict the most damage.
Prerequisites: Int 17, Combat Expertise, base attack bonus +10.
Benefit: When wielding a melee weapon, add your Intelligence modifier in addition to your Strength modifier to the weapon’s damage rolls. This additional damage does not affect creatures not subject to critical hits.

DEAFENING SONG
Prerequisites: Perform 20 ranks, bardic performance class feature.
Benefit: The character can use song or poetics to temporarily deafen all enemies within a 30-foot spread from him or her. A successful Fortitude save (DC 10 + 1/2 the character’s class level + the character’s Charisma modifier) negates the effect. The deafening effect lasts for as long as the character continues the deafening song. The character can choose to exclude any characters from this effect. The character may sing, play, or recite a deafening song while taking other mundane actions, but not magical ones (see the bard’s inspire courage ability for more details). The character may keep up the deafening song for a maximum of 10 rounds. Using the deafening song counts as using rounds of bardic performance for the day.

DIVINE HEALING [DIVINE]
You can harness divine power to better heal others.
Prerequisites: Channel Energy class feature, Wis 17.
Benefit: As a swift action you can expend one of your channel energy uses to add +1 hp/ class level to any healing spell or ability (such as Lay on Hands).

DIVINE PROVIDENCE [DIVINE]
You have been gifted with insights into the future.
Prerequisites: Channel Energy class feature, Wis 17.
Benefit: As a swift action you can expend one of your channel energy uses to re-roll any dice roll you made that round. You must accept the consequences of that dice roll regardless of whether it is more favorable (than the initial roll) or not.
Special: You can only re-roll one die each round.

EFFICIENT ITEM CREATION [ITEM CREATION]
Prerequisites: 3 Item creation feats, Knowledge (arcana) 20 ranks, Spellcraft 20 ranks.
Benefit: Creating a magic items feat requires one day per 10,000 gp of the item’s market price, with a minimum of one day.
Normal: Without this feat, creating a magic item requires one day for each 1,000 gp of the item’s market price.

EMPOWER INSPIRATION
Prerequisites: Cha 25, Perform 20 ranks, bardic music class feature.
Benefit: All competence bonuses, dodge bonuses, and morale bonuses granted by the character’s bardic performance ability increase by +1. If you have the inspire greatness bardic performance ability, it grants one additional bonus HD.
Special: A character can gain this feat multiple times. Each time the Perform prerequisite increases by one. Its effects stack.

ENHANCE SPELL [METAMAGIC]
Prerequisites: Maximize Spell, Spellcraft 11 ranks.
Benefit: The damage cap for your spells increases by 10 dice for spells that deal a number of damage equal to your caster level (such as fireball) or by 5 dice for spells that deal a number of damage equal to half your caster level (such as searing light). An enhanced spell uses up a spell slot four levels higher than the spell’s actual level (or as modified by any other metamagic feats).
For damaging spells that are affected by your level in other ways, treat the damage cap as if it were 10 levels higher. For example, an enhanced magic missile cast by a 19 level caster would fire 10 missiles.

EXTENDED LIFE SPAN
Prerequisite: Base Fortitude save bonus +12 or able to cast 9th level spells.
Benefit: Add one-half the maximum result of the character’s race’s maximum age modifier to the character’s normal middle age, old, and venerable age categories. Calculate the character’s maximum age using the new venerable number. This feat can’t lower the character’s current age category.
Special: A character can gain this feat multiple times. Its effects stack.

EXTRA DEFLECTION [COMBAT]
Prerequisites: Dex 23, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike.
Benefit: The character may perform additional deflections each round, each one uses up one of the character’s attacks of opportunity for the round.

FOLLOW THROUGH [COMBAT]
Prerequisites: Character level 20th.
Benefit: When determining your base attack bonus, attacks after the first gain a +1 bonus. For example if your base attack bonus is +20, the new base attack bonus is +20/+16/+11/+6. This feat may never increase the bonus higher than that of the first attack.
Special: A character can gain this feat multiple times. Its effects stack.

GREAT SMITING
Prerequisites: Cha 19, smite ability (from class feature or domain granted power).
Benefit: Whenever the character makes a successful smite attack, add 2 to the damage roll.
Special: A character may select this feat multiple times. Each time the Charisma prerequisite increases by 1. Its effects stack.

GREATER ENDURANCE
Prerequisites: Con 21, Endurance.
Benefit: Whenever the character makes a check for performing a physical action that extends over a period of time, he or she gets a +10 bonus on the check.

GRITTY TOUGHNESS [COMBAT]
Prerequisite: Base attack bonus +10.
Benefit: The character gains +12 hit points.
Special: A character can gain this feat multiple times. Its effects stack.

HINDERING SONG
Prerequisite: Deafening Song, Perform 20 ranks, bardic performance class feature.
Benefit: The character can use song or poetics to hinder enemy spellcasters within a 30-foot spread from the character. To successfully cast a spell within this area, a spellcaster must make a Concentration check as if he or she were casting defensively, and all such checks have a penalty equal to half the character’s level. The character can choose to exclude any characters from this effect. The character may sing, play, or recite a hindering song while taking other mundane actions, but not magical ones (see the bard’s inspire courage ability for more details). The character may keep up the hindering song for a maximum of 10 rounds. Using the hindering song counts as a round of the character’s bardic performance for the day.

IMMEDIATE SPELL [METAMAGIC]
Your spells are supernaturally fast.
Prerequisite: Quicken Spell, Combat Reflexes
Benefit: The casting time of an immediate spell is an immediate action (see page 189 of the PFRPG Corebook). You can perform another action, even casting another spell, in the same round as you cast an immediate spell. However, this uses your swift action for the round, and you cannot cast an immediate or quickened spell if you have no swift actions available. A spell whose casting time is more than 1 full round action cannot be altered by this feat. An immediate spell uses up a spell slot five levels higher than the spell’s actual level. Casting an immediate spell doesn’t provoke an attack of opportunity.

IMPROVED AURA
Prerequisite: Cha 18, aura .
Benefit: The character’s aura if it grants a morale bonus to a saving throw to others, increase that bonus by 3.

IMPROVED CASTING
Prerequisite: Knowledge arcana 11 ranks, Spellcraft 11 ranks, able to cast 4th level spells.
Benefit: Choose a spellcasting class that character is capable of casting 4th level spells. The caster level of that class increases by 1.
Special: A character can gain this feat multiple times. Each time the prerequisite Knowledge arcana and Spellcraft ranks increases by one. Its effects stack.

IMPROVED DARKVISION
Prerequisite: Darkvision.
Benefit: The range of the character’s darkvision increase by 30 feet. This feat does not stack with darkvision granted by magic items or nonpermanent magical effects.
Special: This feat may be taken multiple times. Its effects stack.

IMPROVED LOW-LIGHT VISION
Prerequisite: Low-light vision.
Benefit: The range of the character’s low-light vision increase by 30 feet. This feat does not stack with low-light vision granted by magic items or nonpermanent magical effects.
Special: This feat may be taken multiple times. Its effects stack.

IMPROVED MANA CAPACITY
You increase your mana pool.
Prerequisites: Ability to cast 9th level spells, mana pool.
Benefit: When you select this feat, your mana pool increases by 17.
Special: You can gain this feat multiple times. Each time the increase increases by an additional 2.

IMPROVED MANYSHOT [COMBAT]
Prerequisites: Dex 19, base attack bonus +20, Many-shot, Point Blank Shot, Rapid Shot
Benefits: As Manyshot, but the number of arrows the character fires with his first attack is 3 instead of 2.

IMPROVED SPELL RESISTANCE
Prerequisite: Must have spell resistance from a feat, class feature, or other permanent effect.
Benefit: The character’s spell resistance increases by +2.
Special: A character can gain this feat multiple times. Its effects stack.

IMPROVED SUMMONING
Summon tougher monsters than others.
Prerequisites: Augmented Summoning, Spellcraft 11 Ranks.
Benefit: Any creatures you summon have maximum hit points. This only applies to generic monsters, not specific individuals. It does not increase a monsters hit dice, it merely summons monsters with greater hit points.
Normal: Typically summoned creatures have average hit points.

IMPROVED WHIRLWIND ATTACK [COMBAT]
Prerequisites: Int 13, Dex 19, Combat Expertise, Dodge, Mobility, Spring Attack, Whirlwind Attack.
Benefit: As a standard action, the character can make one melee attack for every five points of his or her base attack bonus (round fractions down).
The character cannot attack any one opponent more than once as part of this action. These attacks (as well as all other attacks made until the start of the character’s next turn) suffer a –4 penalty.
When using the Improved Whirlwind feat, the character also forfeits any bonus or extra attacks granted by other spells or abilities (such as Cleave or the haste spell).
Since these attacks are made as part of a standard action the character can’t make a 5-foot step between any two of the attacks.
Normal: Without this feat, using the Whirlwind Attack feat requires a full attack action, and the character can take a 5-foot step between any two of the attacks.

INTENSIFY SPELL [METAMAGIC]
Prerequisites: Empower Spell, Maximize Spell, Spellcraft 20 ranks, ability to cast 9th-level arcane or divine spells.
Benefit: All variable, numeric effects of an intensified spell are maximized, then doubled. An intensified spell deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. Saving throws and opposed rolls are not affected. An intensified spell uses up a spell slot seven levels higher than the spell’s actual level. A character can’t combine the effects of this feat with any other feat that affects the variable, numeric effects of a spell.

KEEN STRIKE
Prerequisites: Str 23, Wis 23, Improved Critical (unarmed strike), Improved Unarmed Strike, Stunning fist, ki strike (adamantine).
Benefit: The character’s unarmed strike has a critical threat range of 18-20 and deals slashing damage (at the character’s option any attack can deal bludgeoning damage. This ability doesn’t stack with other abilities that expand that character’s unarmed strike’s threat range.

LEGENDARY CLIMBER
Prerequisites: Dex 21, Acrobatics 12 ranks, Climb 12 ranks.
Benefit: The character can ignore any check penalties applied for accelerated climbing or rapid climbing.
Normal: Without this feat, a character takes a –5 penalty on Climb checks when attempting to cover his or her full speed in climbing distance in a round, or a –20 penalty when attempting to cover twice his or her speed in climbing distance in a round.

LEGENDARY COMMANDER
Prerequisites: Cha 25, Leadership, Diplomacy 20 ranks, must rule own kingdom and have a stronghold.
Benefit: Multiply the number of followers of each level that the character can lead by 10. This has no effect on cohorts.

LEGENDARY RIDER
Prerequisite: Ride 11 ranks.
Benefit: The character doesn’t take a penalty on Ride checks when riding a mount without a saddle (bareback). The character never needs to make a Ride check to control a mount in combat (and even controlling a mount not trained for combat doesn’t require an action).
Normal: Without this feat, a character takes a –5 penalty on Ride checks without a saddle, and must make a Ride check to control a mount in combat (and controlling a mount not trained for combat requires a move action).

MASTER WAND
Prerequisite: Craft Wand, Spellcraft 12 ranks.
Benefit: When the character activates a wand, he or she can substitute a spell slot instead of using a charge. The spell slot must be one the character has not used for the day, though he or she may lose a prepared spell to emulate a wand charge (the character may not lose prepared spells from his or her school of specialty, if any). The spell slot lost must be equal to or higher in level than the spell stored in the wand, including any level-increasing metamagic enhancements.

MUSIC OF THE GODS
Prerequisites: Cha 25, Perform 20 ranks, bardic performance class feature.
Benefit: The character’s bardic music can affect even those normally immune to mind-affecting effects. However, such creatures gain a +10 bonus on their Will saves to resist such effects.

OPEN MINDED
Benefit: You gain 5 skill points.
Special: A character can gain this feat multiple times. Its effects stack.

PERFECT HEALTH
Prerequisite: Con 25, Great Fortitude.
Benefit: The character is immune to all nonmagical diseases, as well as to all poisons whose Fortitude save DC is 25 or less.

PERFECT TWO-WEAPON FIGHTING (COMBAT)
Prerequisites: Dex 21, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +16.
Benefit: The character can make as many attacks with his or her off-hand weapon as with his or her primary weapon, using the same base attack bonus. The character still takes the normal penalties for fighting with two weapons.
Normal: Without this feat, a character can only get a single attack with an off-hand weapon (or two attacks with an off-hand weapon if he or she has Improved Two-Weapon Fighting, or three attacks with an off-hand weapon if he or she has Greater Two-Weapon Fighting).

QUICKEN WILD SHAPE [WILD]
You can change forms using wild shape as a free action.
Prerequisites: Quicken Spell, Knowledge (nature 18 ranks), wild shape 8 times/day.
Benefit: The act of changing forms using the wild shape ability is now a free action for you. You can change forms only once per round, and you cannot also cast a quickened spell or use another quickened ability during a round when you use quickened wildshape.

REFLECT ARROWS [COMBAT]
Prerequisites: Dex 25, Deflect Arrows, Improved Unarmed Strike, base attack bonus +15.
Benefit: When the character deflects an arrow or other ranged attack, the attack is reflected back upon the attacker at the character’s base ranged attack bonus.

RUINOUS RAGE
Prerequisites: Str 25, Improved Sunder, Power Attack, Mighty Rage.
Benefit: While in a rage, the character ignores the hardness of any object he or she strikes. Also, double the character’s Strength bonus for the purposes of any Strength check made to break an object with sudden force rather than by dealing normal damage (including bursting bindings, such as ropes or manacles).

SPELL STOWAWAY
Prerequisites: Spellcraft 18 ranks, caster level 10th.
Benefit: Choose a spell-like ability the character knows, or a spell the character can cast. The character is attuned to the magic he or she chooses. If another spellcaster within 300 feet of the character uses this magic, the character also immediately gains the magic’s effect as if it had been used on the character by the same caster. The character must have direct line of effect to the spellcaster in order to gain the benefit of the attuned magic (though the character does not have to know the spellcaster is present, and he or she can be flat-footed). The magic’s duration, effect, and other specifics are determined by its original caster’s level.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different spell or spell-like ability.

STAFF EXPERTISE
You can activate staffs with the speed that an archer fires arrows.
Prerequisites: Craft Staff, Combat Casting, Quicken Spell, Spellcraft 18 ranks.
Benefits: You may activate a staff in place of an attack instead of as a standard action. As a full-round action, you could thus make as many staff activations as you could normally make ranged attacks. For instance, if your base attack bonus is +11, you could activate a staff three times as a full-round action. If you also had the Rapid Shot feat, you could activate the staff four times as a full-round action.

STORM OF THROWS [COMBAT]
Prerequisite: Dex 23, Point Blank Shot, Quick Draw, Rapid Shot, base attack bonus +15.
Benefit: As a full-round action, the character may throw a light weapon at his or her full base attack bonus at each opponent within 30 feet. All light weapons thrown need not be the same type.

SUBTLE BODY
You have mastered ancient breathing techniques that render your body virtually weightless.
Prerequisites: Acrobatics 20 Ranks, Dex 21, Wis 21.
Benefit: You can balance on any (liquid or solid) objects that could not naturally support your weight such as water or flimsy tree branches.

SUPERIOR CHARGE [COMBAT]
You can time your charges to deliver incredibly powerful blows.
Prerequisites: Ride 20 Ranks, Spirited Charge.
Benefit: You deal triple damage on a charge, or quadruple damage while charging with a lance.
Special: This ability overlaps with Spirited Charge; it does not stack with it.

SUPERIOR FORTITUDE
Prerequisites: Great Fortitude, Character level 20th.
Benefit: The character gains a +4 bonus on all Fortitude saving throws.

SUPERIOR INITIATIVE
Prerequisite: Improved Initiative, character level 11th.
Benefit: The character gets a +4 bonus on initiative checks. This bonus stack with the bonus from Improved Initiative.

SUPERIOR REFLEXES
Prerequisites: Lightning Reflexes, Character level 20th.
Benefit: The character gains a +4 bonus on all Reflex saving throws.

SUPERIOR SPELL FOCUS
Prerequisites: Greater Spell Focus and Spell Focus in the school selected, ability to cast at least one 9th-level spell of the school to be chosen.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic the character selects to focus on. This stacks with the bonuses from Spell Focus and Greater Spell Focus.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different school of magic.

SUPERIOR SPELL PENETRATION
Prerequisites: Greater Spell Penetration, Spell Penetration.
Benefit: The character gets a +2 bonus on caster level checks to beat a creature’s spell resistance. This stacks with the bonuses from Spell Penetration and Greater Spell Penetration.

SUPERIOR WEAPON FOCUS [COMBAT]
Prerequisite: Weapon Focus and Greater Weapon Focus in the chosen weapon, base attack bonus +16.
Benefit: Add a +1 bonus to all attack rolls the character makes using the selected weapon.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat it applies to a different type of weapon.

SUPERIOR WEAPON SPECIALIZATION [COMBAT]
Prerequisites: Superior Weapon Focus, Greater Weapon Focus, Weapon Focus, Weapon Specialization, Greater Weapon Specialization, (all in the chosen weapon), 20th level fighter.
Benefit: Add +2 to all damage the character deals using the selected weapon.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different type of weapon.

SUPEROIR WILL
Prerequisite: Iron Will, 20th level character.
Benefit: The character gains a +4 bonus on all Will saving throws.

SWARM OF ARROWS [COMBAT]
Prerequisites: Dex 23, Point Blank Shot, Rapid Shot, Weapon Focus (type of bow used), base attack bonus +15.
Benefit: As a full-round action, the character may fire an arrow at his or her full base attack bonus at each opponent within 30 feet.

SWIFT PREPERATION
Prerequisite: Knowledge arcana 2 ranks, Spellcraft 2 ranks, able to prepare spells with a spellbook.
Benefit: It only takes you 10 minutes to prepare spells from a spellbook, instead of one hour.

TERRIFYING RAGE
Prerequisites: Intimidate 20 ranks, Mighty Rage
Benefit: While you are raging, any enemy that views you must make a Will save opposed by your Intimidate check of become panicked (if it have HD less than your character level) or shaken (if it has HD equal to or up to twice your character level) for 4d6 rounds. An enemy with Hit Dice greater than twice your character level is not affected by this feat.

TENACIOUS MAGIC
Prerequisites: Spellcraft 15 ranks.
Benefit: Choose one spell the character knows or spell-like ability the character possesses. Whenever the chosen form of magic would otherwise end due to a dispel effect, the magic is instead only suppressed for 1d4 rounds. The magic still ends when its duration expires, but the suppressed rounds do not count against its duration. The character can dismiss his or her own spell or spell-like ability (if dismissible) or dispel his or her own tenacious magic normally.
Special: A character can gain this feat multiple times. Each time he or she takes the feat, it applies to a different spell or spell-like ability.

TELLING BLOW [COMBAT]
Prerequisites: Weapon Focus(chosen weapon), base attack bonus +4.
Benefit: Whenever you deal damage with the selected weapon and roll maximum on any damage die, reroll that die and add that roll to the total as well. If you roll maximum on rerolls, continue to reroll, adding to the damage each time. This only applies to dice that come from the weapon itself, additional dice from sneak attack or magical weapon properties like flaming do not get rerolled. Additional dice from critical hits and Vital Strike do get rerolled.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time the character takes the feat, it applies to a different type of weapon.

TENSEGRITY
You are a veritable beast of burden.
Prerequisites: Con 21.
Benefit: Your carrying capacity is doubled for someone with your strength score.

TIMELY DODGE
You can time your dodges to place opponents in harms way.
Prerequisites: Dex 21, Wis 17, Dodge, Mobility, Spring Attack.
Benefit: Any opponent who misses you in melee has a chance of hitting an adjacent opponent within their reach of your choice. Use the same attack roll, but give the adjacent foe a +10 circumstance bonus to its Armor Class. Any opponent who misses you with a ranged attack has a chance of hitting a opponent that is further along the attack’s path. Use the same attack roll, but give the opponent a +4 circumstance bonus to its Armor Class. This ability can affect one opponent per missed attack.

TWO-WEAPON MASTERY [COMBAT]
You have mastered the two-weapon fighting style.
Prerequisites: Base Attack Bonus +20, Dex 23, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Perfect Two-Weapon Fighting, Two-Weapon Fighting.
Benefit: You reduce the attack penalty by 2 for two-weapon fighting.
Normal: Typically with the two-weapon fighting feat you suffer a -4 attack penalty to both hands, unless the offhand weapon is lighter in which case the attack penalty is only -2.

UNCANNY ACCURACY [COMBAT]
Prerequisites: Dex 21, base attack bonus +15, Point Blank Shot, Precise Shot, Improved Precise Shot, Perception 15 ranks.
Benefit: The character’s ranged attacks ignore the miss chance granted to targets by total concealment. The character must aim his or her attacks at the correct square to gain advantage of this feat.
Normal: Without this feat, characters suffer a 50% miss chance when making a ranged attack against a target with total concealment.
Special: A character with at least 11 levels of ranger can qualify for this feat even if he or she does not have the prerequisites for it, but can only use it when wearing light or no armor.

UNCANNY POWER ATTACK [COMBAT]
You have the uncanny knack of balancing skill with power.
Prerequisites: Power Attack, base attack bonus +11, Str 19.
Benefit: You can choose to power attack after making an attack roll but before the GM announces the success or failure of the attack. You still follow the rest of rules of Power Attack.

WAND EXPERTISE
You can activate wands with the speed that an archer fires arrows.
Prerequisites: Craft Wand, Combat Casting, Quicken Spell, Spellcraft 15 ranks.
Benefits: You may activate a wand in place of an attack instead of as a standard action. As a full-round action, you could thus make as many wand activations as you could normally make ranged attacks. For instance, if your base attack bonus is +11, you could activate a wand three times as a full-round action. If you also had the Rapid Shot feat, you could activate the wand four times as a full-round action.

WIELD OVERSIZED WEAPON [COMBAT]
You can use larger than normal weapons with ease.
Prerequisites: Str 21, base attack bonus +11.
Benefit: You can treat any weapon as if it were one size category smaller than normal for the purpose of wielding it in combat.
Special: You can’t use this feat in conjunction with Weapon Finesse.

[spoiler=EPIC FEATS]

Epic feats are more powerful than normal feats, and are only available after a character has attained 20th level and require more experience to learn.

ANY-FEAT [EPIC]
You gain one feat which you can change at will.
Prerequisites: 40 total ranks in any combination of Knowledge, Craft, and/or Profession skills.
Benefit: You gain a single normal feat slot; however, you can change this feat to any other with 5 minutes of practicing the new feat or meditation. You cannot change the any-feat while you have a previous use of the any-feat in effect. You must still meet the feat prerequisites of any feat you chose to benefit from it.
Special: You can gain this feat multiple times and its effects stack. Each time it is taken you gain a new feat which can be changed with 5 minutes of practicing the new feat or meditation.

APPORT [EPIC]
Your equipment always teleports back to you.
Prerequisites: Able to cast instant summons, arcane mark.
Benefit: You can summon objects you have arcane marked as per instant summons as a swift action. This ability does not require you to cast instant summons nor have and crush a gem. In addition, if the marked object is another’s possession, you may make a contested Charisma ability check to have the summons work anyway, if you fail you still gain knowledge as per instant summons.

ARMOR SKIN [EPIC]
Prerequisites: Con 21, Character level 20th.
Benefit: The character gains a +1 natural armor bonus to Armor Class, or his or her existing natural armor bonus increases by 1.
Special: A character can gain this feat multiple times. Its effects stack.

ARMY OF ONE [EPIC]
Prerequisites: Wis 15, Base Attack Bonus +10, Profession (Soldier) 20 ranks.
Benefit: Whenever you engage in army combat as a Fine sized army, treat your Army CR as 2 higher. In normal combat, you cannot be flanked by creatures of a CR equal or less than your ranks in Profession (Soldier). Those creatures also gain no benefit from using the aid another action against you in combat. When all adjacent squares are occupied with enemies of a CR equal to or less than your ranks in Profession (Soldier), when making a full-attack action you gain a number of additional attacks equal to the number of epic and or destiny feats you have. These extra attacks are made at your highest base attack bonus.

BANE OF ENEMIES [EPIC]
Prerequisites: Survival 20 ranks, five or more favored enemies.
Benefit: Any weapon the character wields against one of his or her favored enemies is treated as a bane weapon for that creature type (thus, its enhancement bonus is increased by +2 and it deals +2d6 points of damage). This ability stacks with the magic weapon ability of the same name.

BLINDING SPEED [EPIC]
Prerequisite: Dex 25.
Benefit: The character can act as if hasted for 5 rounds each day. The duration of the effect need not be consecutive rounds. Activating this power is a free action.
Special: A character can gain this feat multiple times. Each time he or she takes the feat, it grants an additional 5 rounds of haste per day.

CHAOTIC RAGE [EPIC]
Prerequisites: Mighty Rage, chaotic alignment.
Benefit: Any weapon the character wields while in a rage is treated as an anarchic weapon (it is chaos-aligned and deals an extra 2d6 points of damage against creatures of lawful alignment). This ability stacks with the magic weapon ability of the same name.

DEATH OF ENEMIES [EPIC, CRITICAL]
Prerequisites: Bane of Enemies, Survival 20 ranks, five or more favored enemies.
Benefit: Any time the character scores a critical hit against one of his or her favored enemies, it must make a Fortitude save (DC 10 + 1/2 character’s ranger class level + character’s Wisdom modifier) or die instantly. In addition, critical threats (even if they are not confirmed) against a favored enemy deal an additional 1d12 damage.
Special: Creatures immune to critical hits can’t be affected by this feat.

DEVASTATING CRITICAL [EPIC, CRITICAL]
Prerequisites: Str 25, Cleave, Great Cleave, Improved Critical (chosen weapon), Power Attack, Weapon Focus (chosen weapon), Fighter level 20th
Benefit: Whenever the character scores a critical hit with the chosen weapon, the target must make a Fortitude save (DC 10 + 1/2 character level + character’s Strength modifier) or die instantly. (Creatures immune to critical hits can’t be affected by this feat.) In addition, critical threats (even if they are not confirmed) made with the chosen weapon deal an additional 1d12 damage.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different type of weapon.

DISTANT SHOT [EPIC]
Prerequisites: Dex 25, Far Shot, Point Blank Shot, Spot 20 ranks.
Benefit: The character may throw or fire a ranged weapon at any target within line of sight, with no penalty for range.

DIVINE INFUSION [DIVINE] [EPIC]
You can channel divine energy into your body and mind to temporarily transform yourself into a half-celestial or half-fiend. This means you gain wings that allow you to fly at twice your land speed (good maneuverability), receive a +1 to natural armor, can cast daylight or darkness at will, and can smite evil or good once each day.
Prerequisites: Wis 21, Knowledge (the planes) 20 ranks, ability to channel energy.
Benefit: Spend one of your channel energy uses to infuse your mind and body with potent energies pulled directly from the realm of your deity. You use a standard action to channel your energy, during which time you transform. For a number of rounds equal to your Charisma modifier (minimum of 1 round), you gain either the half-celestial (if you channel positive energy) or the half-fiend (if you channel negative energy) template. You gain the native subtype while you're an outsider. The spell-like abilities of the half-celestial or half-fiend are based on your Intelligence and Hit Dice. Daily use limits apply per day, not per use of this feat.

DRAGON WILD SHAPE [WILD] [EPIC]
Prerequisites: Wis 30, Knowledge (nature) 20 ranks, wild shape 8/day.
Benefit: The character may use wild shape to change into a dragon (black, blue, green, red, white, brass, bronze, copper, gold, or silver). This functions as form of the dragon III.

ENHANCED ARCHERY [EPIC]
Combine the magic of bow and arrow or crossbow and bolt.
Prerequisites: Use Magic Device 20 Ranks.
Benefit: You can stack the enhancement bonuses of magic item missile weapons and magic item missiles. This ability has no effect on items that have been temporally enhanced with spells.
Normal: Typically you use the highest enhancement bonus between either the missile weapon or the missile.

EPIC COUNTERSPELL [EPIC]
You can counterspell any number of spells each round.
Prerequisites: Spellcraft 21 ranks, Combat Reflexes, Improved Counterspell, Improved Initiative, Quicken Spell, Reactive Counterspell.
Benefit: Any number of times per round, you can Counterspell an opponent’s spell even if you have not readied an action to do so. Such a Counterspell doesn’t count against your later actions for the round. You can even use this feat when flat-footed.
Normal: Without this feat, a character must ready an action in each round that she wishes to use a Counterspell. A character with the Reactive Counterspell feat can Counterspell an opponent’s spell if she hasn’t readied an action, but only once per turn and not when flat-footed.

EPIC DODGE [EPIC]
Prerequisites: Dex 25, Dodge, Tumble 20 ranks, improved evasion, defensive roll class feature.
Benefit: The character may attempt to use defensive roll once per round instead of once per day.

EPIC KI STRIKE [EPIC]
Prerequisites: Wis 21, Ki strike (adamantine).
Benefit: The character’s unarmed strikes are treated as epic magic weapons for the purposes of damage reduction. In addition, the character ignores hardness of less than 20 of objects. If the character has the Keen Strike feat, the character’s unarmed strike bypasses all forms of damage reduction.

EPIC LEADERSHIP [EPIC]
Prerequisites: Cha 25, Leadership, Leadership score 25, Character level 20th.
Benefit: The character attracts a cohort and followers as shown below on Table: Epic Leadership. In all other ways Epic Leadership functions as the Leadership feat.
Normal: The Leadership feat provides no benefit for leadership scores beyond 25.

EPIC SKILL FOCUS [EPIC]
Prerequisite: 20 ranks in the skill selected.
Benefit: The character gains a +10 bonus on all skill checks with that skill. This stacks with Skill Focus, if the character has it.
Special: A character can gain this feat multiple times. Its effects do not stack. Each time a character takes the feat, it applies to a different skill.

EPIC SPEED [EPIC]
Prerequisites: Dex 21, Run.
Benefit: The character’s speed increases by 30 feet. This benefit does not stack with increased speed granted by magic items or nonpermanent magical effects.
Special: This feat only functions when the character is wearing medium armor, light armor, or no armor.

EPIC SPELL [EPIC]
Prerequisite: Improved Spell Capacity plus special, Knowledge arcana 20 ranks, Spellcraft 20 ranks.
Benefit: When the character selects this feat, he chooses one of the epic spells listed below, he must has taken Improved Spell Capacity enough times to have a spell slot of sufficient level to prepare that spell and add that spell to his spell list (and spellbook as appropriate).
Special: A character can gain this feat multiple times. Each time he chooses a new epic spell to learn.

Animus Blast
Evocation, Necromancy [Cold]
Level: wizard 10, witch 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 20-ft.-radius hemisphere burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
When this spell is cast, enemies within range are dealt 1d6 points of cold damage per caster level. However, up to twenty of those victims that perish as a result of this blast are then instantly animated as Medium skeletons. These skeletons serve the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with animus blast.

Animus Blizzard
Evocation, Necromancy [Cold]
Level: wizard 11, witch 11
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area: 40-ft.-radius hemisphere burst
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
When this spell is cast, enemies within range are dealt 1d6 points of cold damage per caster level. However, up to five victims that perish as a result of this blast are then instantly animated as wights. These five wights serve the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with animus blizzard.

Contingent Resurrection
Conjuration (Healing)
Level: Cleric 10
Components: V, S , D F
Casting Time: 1 minute
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then instantaneous
Saving Throw: None (see text)
Spell Resistance: Yes (harmless)
Contingent resurrection returns the subject to life if he or she is slain. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met (but each day it remains untriggered, it uses up a spell slot, even if the character cast it on another creature). Once triggered, the spell is expended. If the subject is killed (the trigger), he or she is restored to life and complete health 1 minute later, so long as even a tiny bit of dust remains for contingent resurrection to act upon. A shaft of light shines down from the heavens, illuminating the subject and everything within 20 feet. The creature is restored to full hit points, vigor, and health, with no loss of prepared spells. However, the subject gain one negative level (or 1 point of Constitution if the subject was 1st level). Contingent resurrection does not work on a creature that has died of old age.

Damnation
Conjuration,Enchantment (Compulsion) [Teleportation] [Mind-Affecting]
Level: Cleric 10, Wizard 11
Components: V, S
Casting Time: 1 standard action
Target: Creature touched
Duration: Instantaneous (20 hours for compulsion)
Saving Throw: Will negates (see text)
Spell Resistance: Yes
The character sends his or her foe to hell. If the character succeeds at a melee touch attack, the target must succeed at a Will saving throw . If he or she fails this saving throw, he or she is sent straight to a layer of a lawful evil plane (or a chaotic evil plane, at the character’s option) swarming with fiends. The subject will not willingly leave the plane for 20 hours, believing that his or her predicament is a just reward for an ill-spent life. Even after the compulsion fades, he or she must devise his or her own escape from the plane. Unless the GM devises a specific location and scenario in Hell, the subject encounters a group of 1d4 pit fiends (or balors, if in a chaotic evil plane) every hour he or she spends in hell.

Demise Unseen
Necromancy (Death, Evil), Illusion (Figment)
Level: Wizard 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level).
Target: One creature
Duration: Instantaneous
Saving Throw: Fort negates
Spell Resistance: Yes
The character instantly slays a single target and at the same moment animate the body so that it appears that nothing has happened to the creature. The target’s companions (if any) do not immediately realize what has transpired. The target receives a Fortitude saving throw to survive the attack. If the save fails, the target remains in its exact position with no apparent ill effects. In reality, it is now a ghoul under the character’s control. The target’s companions notice nothing unusual about the state of the target until they interact with it, at which time each companion receives a Will saving throw to notice discrepancies. The ghoul serves the character indefinitely. The character cannot exceed the normal limit for controlling undead through use of this spell, but other means that allow the character to exceed the normal limit for controlled undead work just as well with undead created with demise unseen.

Dire Winter
Evocation [Cold]
Level: Druid 10, Witch 10
Components: V, S
Casting Time: 1 minute
Range: 1,000 ft.
Area: 1,000-ft.-radius emanation
Duration: 20 hours
Saving Throw: None
Spell Resistance: None
The creature or object targeted emanates bitter cold to a radius of 1,000 feet for 20 hours. The emanated cold deals 2d6 points of damage per round against unprotected creatures (the target is susceptible if not magically protected or otherwise resistant to the energy). The intense cold freezes water out of the air, causing constant snowfall and wind. The snow and wind produce a blizzard effect within the area.

Dragon Knight
Conjuration (Summoning) [Fire]
Level: Cleric 10, Druid 10, Wizard 10, Witch 10
Components: V, S
Casting Time: 1 standard action
Range: 75 ft.
Effect: One summoned adult gold dragon
Duration: 20 rounds (D)
Saving Throw: None (see text)
Spell Resistance: No
This spell summons an adult gold dragon (Bestiary pg 108). It appears where the character designates and acts immediately. It attacks the character’s opponents to the best of its abilities. The character can direct the dragon not to attack, to attack particular enemies, or to perform other actions.

Dragon Strike
Conjuration (Summoning) [Fire]
Level: Cleric 12, Druid 12, Wizard 12, Witch 12
Components: V, S
Casting Time: 1 standard action
Range: 75 ft.
Effect: Ten summoned adult gold dragons
Duration: 20 rounds (D)
Saving Throw: None (see text)
Spell Resistance: No
This spell summons ten adult gold dragons (Bestiary pg 108). They appear where the character designates and act immediately. They attack the character’s opponents to the best of their abilities. The character can direct the dragons not to attack, to attack particular enemies, or to perform other actions.

Eclipse
Conjuration (Creation) [Transportation]
Level: Cleric 10, Wizard 10
Components: V, S
Casting Time: 1 standard action
Range: 100 miles
Area: 5-mile radius, centered on you
Duration: Up to 8 hours (D)
Saving Throw: None
Spell Resistance: No
With this spell, the character can create a limited eclipse, as though a heavenly body moves between the sun and the earth. The landscape within a five-mile radius of the character’s location experiences the dimming of the sun as a disk the character creates passes in front of it, culminating in a complete blackout and accompanying coronal ring. The eclipse follows the character across the landscape for up to 8 hours, or until the sun goes down, or until the character dismisses the eclipse. The character does not need to concentrate on the eclipse while it lasts.

Epic Mage Armor
Conjuration (Creation) [Force]
Level: Wizard 10, Witch 10
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
An invisible but tangible field of force surrounds the subject of epic mage armor, providing a +10 armor bonus to Armor Class. Unlike mundane armor, epic mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Because epic mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.

Epic Repulsion
Abjuration
Level: Cleric 12, Wizard 11
Components: V, S
Casting Time: 10 minutes
Range: Touch
Target: Object or creature touched
Duration: Permanent
Saving Throw: None
Spell Resistance: Yes
The character can create a permanent ward against a specific creature type. Any creature of the specified type cannot attack or touch the warded creature or object. The protection ends if the warded creature makes an attack against or intentionally moves to within 5 feet of a specified creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.

Glorious Light of Renewal
Conjuration (Healing)
Level: Cleric 11
Components: V, S , D F
Casting Time: 1standard action
Range: 100 ft.
Target: Up to five dead creatures
Duration: Instantaneous
Saving Throw: None
Spell Resistance: Yes (harmless)
Up to five dead creatures are restored to life and complete vigor so long as any portion of each creature’s body remains. The targets can have been dead for no longer than two hundred years.

Greater Spell Resistance
Transmutation
Level: Cleric 11
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 24 hours
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
Additional Prerequisites: Knowledge (arcana) 10 ranks.
The character grants the subject touched spell resistance 20 + caster level until the duration expires. The spell resistance granted does not stack, but overlaps with, any previous spell resistance.

Greater Ruin
Transmutation
Level: Wizard 11
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: One creature, or up to a 10-foot cube of nonliving matter
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
The character deals 2d10 points of damage per caster level to a single target within range and line of sight. If the target is reduced to 0 hit points or less it is utterly destroyed as if disintegrated. Only a trace of fine dust remains.

Hellball
Evocation [Acid, Fire, Electricity, Sonic]
Level: Wizard 10
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 40-ft.-radius spread
Duration: Instantaneous
Saving Throw: Reflex half
Spell Resistance: Yes
A hellball deals 10d6 points of acid damage, 10d6 points of fire damage, 10d6 points of electricity damage, and 10d6 points of sonic damage to all creatures within the area. Unattended objects also take this damage. A sun-bright, fist-sized globe of energy streaks forth and, unless it impacts a material body or solid barrier prior to attaining the indicated range, expands into its full area.

Kinetic Control
Abjuration
Level: Druid 11, wizard 10
Components: V, S
Casting Time: 1 minute
Range: Personal; touch
Target: You; creature or object touched
Duration: 12 hours or until discharged
Once a character has cast this spell, he or she can absorb, store, and redirect the energy contained in any physical (melee or ranged) attack. The character absorbs 20 points of each separate slashing, bludgeoning, and piercing attack made against him or her, saving it for later. A character can absorb up to 200 points of damage in this fashion; however, if the stored damage is not discharged prior to reaching the 200-point limit, the spell automatically discharges, dealing the 200 points of damage to the character. The character keeps track of the number of points of damage he or she has absorbed (the character doesn’t have to keep track of the type of damage). At any time during the spell’s duration, the character can make a touch attack against another creature or object. If successful, the character deals the target some or all (character’s choice) of the points of damage he or she has stored. The damage delivered is considered bludgeoning damage. A character can absorb and discharge damage any number of times during the spell’s duration, so long as the character doesn’t absorb more than 200 points at a time. When the spell expires, any stored damage the character has not redirected is discharged into the character.

Let Go of Me
Transmutation
Level: Witch 10, Wizard 10
Components: None
Casting Time: 1 immediate action
Range: Touch (see text)
Target: One creature or force grappling you
Duration: Instantaneous
Saving Throw: Fortitude half
Spell Resistance: Yes
The character deals 1d6 points of damage per caster level to any creature grappling him or her. The damage dealt is of no particular type or energy—it is a purely destructive impulse. If grappled by a magical force the force is automatically destroyed.

Nailed to the Sky
Conjuration [Teleportation]
Level: Witch 10, wizard 10
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Creature or object weighing up to 1,000 lb.
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: Yes
Nailed to the sky actually places the target so far from the surface of the world and at such a speed that it keeps missing the surface as it falls back, so it enters an eternal orbit. Unless the target can magically fly or has some other form of non-physical propulsion available, the target is stuck until someone else rescues it. Even if the target can fly, the surface is 2 to 4 hours away, assuming a fly spell, which allows a maximum speed of 720 feet per round while descending. The target may not survive that long. Depending on the world where nailed to the sky is cast, conditions so far from its surface may be deadly. Deleterious effects include scorching heat, cold, and vacuum. Targets subject to these conditions take 2d6 points of damage each from heat or cold and 1d4 points of damage from the vacuum each round. The target immediately begins to suffocate.

Move Mountain
Transmutation
Level: Wizard 12
Components: V, S
Casting Time: 7 days
Range: 1 mile
Target: Mountain (rough cone of earth 1 mile tall and 1 mile in radius at the base)
Duration: Permanent
Saving Throw: None
Spell Resistance: No
You shear off the top of a mountain, levitate it into the air, and invert it, creating a floating mass of earth with a smooth surface suitable for construction. You control the movement, both vertical and horizontal (fly speed 20 ft.(poor) and can hover), of the floating mountain.
Should the spell be dispelled while the mountain is still aloft, the magic fails slowly. The mountain floats downward 60 feet per round
for 2d10 rounds. If it reaches the ground in that amount of time, it lands safely. If not, it falls the rest of the distance.

Peripety
Abjuration
Level: Cleric 10, wizard 10
Components: V, S
Casting Time: 1 minute
Range: Personal
Target: You
Duration: 24 hours
Ranged attacks targeted against the character rebound on the original attacker. Any time during the duration, ten attacks are automatically reflected back on the original attacker; the character decides which attacks before damage is rolled. The reflected attack rebounds on the attacker using the same attack roll. Once ten attacks are so reflected, the spell ends.

Rain of Fire
Evocation [Fire]
Level: Druid 11
Components: V, S
Casting Time: 1 standard action
Range: 0 ft.
Area: 2-mile-radius emanation
Duration: 24 hours
Saving Throw: Reflex negates (see text)
Spell Resistance: Yes
This spell summons a swirling thunderstorm that rains fire rather than raindrops down on the character and everything within a two-mile radius of him or her. Everything caught unprotected or unsheltered in the flaming deluge takes 1d6 point of fire damage each round. A successful Reflex save results in no damage, but the save must be repeated each round. Unless the ground is exceedingly damp, all vegetation is eventually blackened and destroyed, leaving behind a barren wasteland similar to the aftermath of a grass or forest fire. The fiery storm is stationary and persists even if the caster leaves.

Raise Island
Conjuration (Creation)
Level: Druid 10, wizard 10
Components: V, S
Casting Time: 1 day
Range: 0 ft.
Area: 100-ft.-radius hemispherical island
Duration: Permanent
Saving Throw: None
Spell Resistance: No
The character can literally raise a new island from out of the sea, bringing to the surface a sandy or rocky but otherwise barren protrusion that is solid, stable, and permanently established. The island is roughly circular and about 200 feet in diameter. Raise island only works if the ocean is less than 1,000 feet deep where the spell is cast.

Safe Time
Conjuration [Teleportation]
Level: Wizard 12
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: You or creature touched
Duration: Contingent until expended, then 1 round of safe time
Saving Throw: None
Spell Resistance: No
Safe time can move the character (or the target) out of harm’s way by shunting him or her into a static time stream. Once cast, the spell remains quiescent and does not activate until the trigger conditions have been met. Each day it remains untriggered, it uses up a spell slot, even if you cast it on another creature. Once triggered, the spell is expended normally. When the character would otherwise be subject to any instantaneous effect that would deal him or her 50 or more points of damage, he or she is instead transported to a static time stream where time ceases to flow. The character’s condition becomes fixed—no force or effect can harm him or her until 1 round of real time has passed. Thus, the character avoids the damage he or she would otherwise receive, but the character also misses out on one round of activity. To the character, no time passes at all, but to onlookers who are part of real time, the character stands frozen and fixed in space for 1 full round.

Soul Dominion
Divination, Enchantment (Compulsion) [Mind-Affecting]
Level: Witch 12, Wizard 12
Components: V, S
Casting Time: 10 minutes
Range: See text
Target: One other living creature
Duration: 20 minutes (D)
Saving Throw: Will negates (see text)
Spell Resistance: No
When a character casts this spell, he or she is temporarily able to take control of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject). The target receives a Will save, and if successful, prevents the character from making the telepathic connection. The target is aware of the attempted takeover as a strange, momentary tingling. If the Will save fails, the character is able to control the subject’s body as if it were his or her own, hearing, seeing, feeling, smelling, and tasting everything the target senses. Once the character dismisses the spell or its duration ends, the target resumes control of its body, fully aware of all events that occurred, having been a helpless witness trapped inside its own body. The target knows the name and general nature of its possessor if it succeeds at an additional Will saving throw. A character cannot control undead or incorporeal creatures with soul dominion.

Soul Scry
Divination
Level: Witch 11, Wizard 11
Components: V, S
Casting Time: 10 minutes
Range: See text
Target: One other living creature
Duration: 20 minutes (D)
Saving Throw: Will negates
Spell Resistance: No
When a character casts this spell, he or she is temporarily able to tap the consciousness of another sentient creature with whom the character is familiar (by meeting, observing, or successfully scrying the subject), experiencing everything he or she does with all five senses. The target receives a Will save, and if successful, prevents the character from making the telepathic connection. Whether the saving throw is successful or not, the target is unaware of the attempted intrusion. Once the subject is tapped, the character is able to hear, see, feel, smell, and taste everything the subject senses. The character cannot control the subject, however. The character can only see what the subject chooses to look at, and the character tastes something only if the subject eats or drinks it during the spell’s duration. During this time, the character’s own body remains in a trance-like state. If the subject takes damage, the character senses the injuries, although his or her own body does not actually suffer any ill effects. If the subject is knocked unconscious or killed, the spell immediately ends.

Starshine upon the People
Conjuration (Healing)
Level: Cleric 10
Components: V, S
Casting Time: 1 minute
Range: 40 ft.
Area: All creatures within a 40-ft.-radius spread, centered on you
Duration: Instantaneous and 24 hours; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You lead a number of your allies in a ritual of chant and dance that cleanses the participants and spiritually. A shower of glittering stardust descends over the area, settling upon the participants and channeling positive energy to heal and empower them. The starshine removes all dirt and grime from creatures and equipment in the spell’s area. It also cures all diseases, blindness, deafness, hit point damage, and temporary ability damage that afflicts the subjects, and it offsets feeblemindedness and cures mental disorders caused by spells or effects or injuries to the brain. Furthermore, it neutralizes poisons in the subject’s systems so that they suffer no additional damage or ill effects from those toxins. In addition, it dispels all magical effects penalizing the subjects’ abilities.
Once the ritual is complete, a blessing settles upon all participants, granting each a +1 morale bonus on attack rolls for the next 24 hours.

Verdigris
Conjuration (Creation)
Level: Druid 10
Components: V, S
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Area: 100-ft.-radius hemisphere
Duration: 24 hours
Saving Throw: Reflex half
Spell Resistance: No
This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across every-thing in the area, ensnaring it and coiling around it as if it had been growing there for a century or more. Creatures in the area must make a Reflex saving throw to avoid the fast-moving growth, which otherwise deals 20d6 points of damage from the crushing press. Buildings are engulfed and they likewise take 20d6 points of damage. Those destroyed by the damage have their foundations uprooted and walls crumbled. The plant growth remains for 24 hours, after which it vanishes.

Verdigris Tsunami
Conjuration (Creation)
Level: Druid 12
Components: V, S
Casting Time: 1 standard action
Range: 1,500 ft.
Area: 1,000-ft.-radius hemisphere
Duration: Permanent
Saving Throw: Reflex half
Spell Resistance: No
This spell creates a tsunami of grass, shrubs, and trees that overgrows the area like a tidal wave. The plant growth creeps and curls across every-thing in the area, ensnaring it and coiling around it as if it had been growing there for a century or m


Who else is excited about the campaign possiblities brought about by the existence of this spell?