Name |
Prerequisites |
Benefit |
Cautious |
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Cavalry Charger |
Mounted Combat, Spirited Charge, Trample, base attack bonus +6. |
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Celestial Familiar |
Able to acquire a new familiar, minimum level requirement (see below). |
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Celestial Mount |
Paladin level 4th. |
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Chain Power |
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To use this feat, you must expend your psionic focus. You can chain any power that affects a single target and that deals either acid, cold, electricity, fire, or sonic damage. After the primary target is struck, the power can arc to a number of secondary targets equal to your manifester level (maximum twenty). The secondary arcs each strike one target and deal half as much damage as the primary one did (round down).
Each target gets to make a saving throw, if one is allowed by the power. You choose secondary targets as you like, but they must all be within 30 feet of the primary target, and no target can be struck more than once. You can choose to affect fewer secondary targets than the maximum (to avoid allies in the area, for example).
Using this feat increases the power point cost of the power by 6. The power's total cost cannot exceed your manifester level.
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Chain Spell |
Any metamagic feat. |
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Chakram Ricochet |
Dex 13, base attack bonus +1, proficient with chakram. |
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Chameleon Blood |
Lizardfolk, Cha 14. |
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Channeled Rage |
Half-orc, ability to rage. |
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Chant of Fortitude |
Bardic music, Concentration 9 ranks, Perform 9 ranks. |
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Chant of the Long Road |
Bardic music, Perform 6 ranks.
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Chaos Music |
Perform 4 ranks, bardic music ability.
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Chaos Rage |
Intimidate 4 ranks, ability to enter a rage.
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Chaotic Mind |
Chaotic alignment, Cha 15. |
Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against you.
The benefit of this feat applies only to insight bonuses gained from psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule.
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Chaotic Rage |
Rage 5/day, chaotic alignment. |
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 does not stack with similar abilities.
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Charmer |
Spell Focus (enchantment), enchanter level 1st.
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Chivalrous Courtesy |
Good or lawful alignment. |
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Chord Of Distraction |
Bardic music, Perform 9 ranks.
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Chosen of Iborighu |
Patron deity must be Iborighu. |
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Circle Kick |
Base attack bonus +3, Improved Unarmed Strike, Dex 15+. |
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City Slicker |
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City Slicker |
Survival as a class skill. |
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Claustrophobia |
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Cleave |
Str 13, Power Attack. |
If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
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Clever Wrestling |
Small or Medium size, Improved Unarmed Strike. |
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Climb Like an Ape |
Wild shape. |
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Cloak Dance |
Hide 10 ranks, Perform (dance) 2 ranks. |
You can take a move action to obscure your exact position. Until your next turn, you have concealment. Alternatively, you can take a full-round action to entirely obscure your exact position. Until your next action, you have total concealment.
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Close-Quarters Fighting |
Base attack bonus +3. |
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Closed Mind |
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You get a +2 bonus on all saving throws to resist powers.
The benefit of this feat applies only to psionic powers and psi-like abilities. This is an exception to the psionics-magic transparency rule.
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Code of Arms |
Good or lawful alignment. |
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Cold Endurance |
Base Fortitude save bonus +2. |
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Cold Focus |
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Greater Cold Focus |
Cold Focus. |
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Cold Spell Specialization |
Con 13, Snowcasting, Frozen Magic. |
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Cold-Blooded |
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Collegiate Wizard |
Int 13, wizard level 1st.
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Colossal Wild Shape |
The ability to wild shape into a Gargantuan creature. |
The character can use his or her wild shape to take the shape of a Colossal animal.
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Combat Archery |
Dodge, Mobility, Point Blank Shot. |
The character does not incur any attacks of opportunity for firing a bow when threatened.
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Combat Brute |
Improved Sunder, Power Attack, base attack bonus +6. |
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Combat Casting |
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You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while on the defensive or while you are grappling or pinned.
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Improved Combat Casting |
Combat Casting, Concentration 25 ranks. |
The character doesn't incur attacks of opportunity for casting spells when threatened.
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Combat Engineer |
Str 13, Int 13, Knowledge (architecture and engineering) 4 ranks, Improved Sunder, Power Attack. |
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Combat Expertise |
Int 13. |
When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
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Improved Combat Expertise |
Int 13, Combat Expertise, base attack bonus +6. |
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Combat Intuition |
Sense Motive 4 ranks, base attack bonus +5. |
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Combat Manifestation |
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You get a +4 bonus on Concentration checks made to manifest a power or use a psi-like ability while on the defensive or while you are grappling or pinned.
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Combat Reflexes |
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You may make a number of additional attacks of opportunity equal to your Dexterity bonus.
With this feat, you may also make attacks of opportunity while flat-footed.
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Improved Combat Reflexes |
Dex 21, Combat Reflexes. |
There is no limit to the number of attacks of opportunity the character can make in one round. (the character still can't make more than one attack of opportunity for a given opportunity.)
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Combined Empathy |
Druid level 1st, ranger level 1st.
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Comforting Madness |
Devotion to the Cult of the Dragon Below |
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Communicator |
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Compelling Madness |
Devotion to the Cult of the Dragon Below |
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Complementary Insight |
Half-elf. |
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Concussion Attack |
Sneak attack +3d6.
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Consecrate Spell |
Any good alignment. |
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Consecrate Spell Trigger |
Craft Wand or Craft Staff, ability to turn undead. |
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Consecrate Spell-Like Ability |
Any good alignment. |
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Contagious Paralysis |
Paralysis as an extraordinary or supernatural ability. |
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Cool Head |
Any two mental skill tricks.
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Cooperative Spell |
Any metamagic feat. |
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Corona |
Knowledge (religion) 4 ranks, ability to turn undead.
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Corpsecrafter |
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Corrupt Spell |
Any evil alignment. |
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Corrupt Spell-Like Ability |
Any evil alignment. |
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Corrupted Wild Shape |
Undead type, wild shape class feature. |
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Cosmopolitan |
Dwarf (Waterdeep), elf (Waterdeep), half-elf (Waterdeep), halfling (Amn), or human (Amn, the Golden Water, the Sword Coast, or Waterdeep). |
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Cougar's Vision |
Wild shape, Spot 2 ranks. |
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Improved Counterspell |
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When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
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Courteous Magocracy |
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Coward |
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Craft Aboleth Glyph |
Aboleth, caster level 5th. |
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Craft Cognizance Crystal |
Manifester level 3rd. |
You can create a cognizance crystal. Doing so takes one day for each 1,000 gp in its base price. The base price of a cognizance crystal is equal to the highest-level power it could manifest using all its stored power points, squared, multiplied by 1,000 gp. To create a cognizance crystal, you must spend 1/25 of its base price in XP and use up raw materials costing one-half its base price.
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Craft Construct |
Craft Magic Arms and Armor, Craft Wondrous Item. |
A creature with this feat can create any construct whose prerequisites it meets. Enchanting a construct takes one day for each 1,000 gp in its market price. To enchant a construct, a spellcaster must spend 1/25 the item's price in XP and use up raw materials costing half of this price (see individual construct monster entries for details).
A creature with this feat can repair constructs that have taken damage. In one day of work, the creature can repair up to 20 points of damage by expending 50 gp per point of damage repaired.
A newly created construct has average hit points for its Hit Dice.
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Craft Contingent Spell |
Caster level 11th. |
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Craft Dorje |
Manifester level 5th. |
You can create a dorje of any psionic power you know (barring exceptions, such as bestow power, as noted in a power's description). Crafting a dorje takes one day for each 1,000 gp in its base price. The base price of a dorje is its manifester level x the power level x 750 gp. To craft a dorje, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price.
A newly created dorje has 50 charges.
Any dorje that stores a power with an XP cost also carries a commensurate cost. In addition to the XP cost derived from the base price, you must pay fifty times the XP cost.
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Craft Epic Magic Arms and Armor |
Craft Magic Arms and Armor, Knowledge (arcana) 28 ranks, Spellcraft 28 ranks. |
The character can craft magic arms and armor which exceed the normal limits for such items
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Craft Epic Rod |
Craft Rod, Knowledge (arcana) 32 ranks, Spellcraft 32 ranks. |
The character can craft rods that exceed the normal limits for such items.
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Craft Epic Staff |
Craft Staff, Knowledge (arcana) 35 ranks, Spellcraft 35 ranks. |
The character can craft staffs that exceed the normal limits for such items.
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Craft Epic Wondrous Item |
Craft Wondrous Item, Knowledge (arcana) 26 ranks, Spellcraft 26 ranks. |
The character can craft wondrous items that exceed the normal limits for such items.
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Craft Magic Arms and Armor |
Caster level 5th. |
You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of its features' total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
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Craft Psicrown |
Manifester level 12th. |
You can create any psicrown whose prerequisites you meet. Crafting a psicrown takes one day for each 1,000 gp in its base price. To craft a psicrown, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. Some psicrowns incur extra costs in XP as noted in their descriptions. These costs are in addition to those derived from the psicrown's base price.
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Craft Psionic Arms and Armor |
Manifester level 5th. |
You can create any psionic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes one day for each 1,000 gp in the price of its psionic features. To enhance a weapon, you must spend 1/25 of its features' total price in XP and use up raw materials costing one-half of this total price.
The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.
You can also mend a broken psionic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to enhance that item in the first place.
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Craft Psionic Construct |
Craft Psionic Arms and Armor, Craft Universal Item. |
You can create any psionic construct whose prerequisites you meet. Creating a construct takes one day for each 1,000 gp in its base price. To create a construct, you must spend 1/25 of the construct's base price in XP and use up raw materials costing one-half of this price. A newly created construct has average hit points for its Hit Dice.
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Craft Psionic Seal |
Int 15, psionic ability (spell-like abilities described as psionics, psi-like abilities, or psionic powers), caster level or manifester level 7th. |
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Craft Rod |
Caster level 9th. |
You can create any rod whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in its base price. To craft a rod, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price.
Some rods incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the rod's base price.
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Craft Skull Talisman |
Caster level 6th. |
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Craft Staff |
Caster level 12th. |
You can create any staff whose prerequisites you meet.
Crafting a staff takes one day for each 1,000 gp in its base price. To craft a staff, you must spend 1/25 of its base price in XP and use up raw materials costing one-half of its base price. A newly created staff has 50 charges.
Some staffs incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the staff's base price.
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Craft Universal Item |
Manifester level 3rd. |
You can create any universal psionic item whose prerequisites you meet. Crafting a universal psionic item takes one day for each 1,000 gp in its base price. To craft a universal psionic item, you must spend 1/25 of the item's base price in XP and use up raw materials costing one-half of this price.
You can also mend a broken universal item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some universal items incur extra costs in XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one.
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Craft Wand |
Caster level 5th. |
You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes one day for each 1,000 gp in its base price. The base price of a wand is its caster level x ?the spell level x 750 gp. To craft a wand, you must spend 1/25 of this base price in XP and use up raw materials costing one-half of this base price. A newly created wand has 50 charges.
Any wand that stores a spell with a costly material component or an XP cost also carries a commensurate cost. In addition to the cost derived from the base price, you must expend fifty copies of the material component or pay fifty times the XP cost.
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Craft Wondrous Item |
Caster level 3rd. |
You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes one day for each 1,000 gp in its price. To enchant a wondrous item, you must spend 1/25 of the item's price in XP and use up raw materials costing half of this price.
You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place.
Some wondrous items incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item's base price. You must pay such a cost to create an item or to mend a broken one.
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Craven |
Sneak attack class feature, cannot be immune to fear. |
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Crescent Moon |
Improved Disarm, Improved Two-Weapon Fighting, Two-Weapon Fighting, Weapon Focus (dagger), Weapon Focus (bastard sword, longsword, scimitar, or short sword). |
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Improved Critical |
Proficient with weapon, base attack bonus +8. |
When using the weapon you selected, your threat range is doubled.
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Crowd Tactics |
Hide 5 ranks, Dodge. |
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Curious |
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Curling Wave Strike |
Dex 13, Improved Trip. |
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Customize Domain |
At least one domain, ability to cast 3rd-level divine spells.
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