Class Blurb

Role:

Alignment:

Hit Die:

Starting Wealth:

Class Skills

Skill Ranks Per Level: X + Int modifier

Table: X

Level Base Attack Bonus Fort Save Reflex Save Will save Class Features MP
1 BAB Fort Reflex Will Class Feature MP
2 BAB Fort Reflex Will Class Feature MP
3 BAB Fort Reflex Will Class Feature MP
4 BAB Fort Reflex Will Class Feature MP
5 BAB Fort Reflex Will Class Feature MP
6 BAB Fort Reflex Will Class Feature MP
7 BAB Fort Reflex Will Class Feature MP
8 BAB Fort Reflex Will Class Feature MP
9 BAB Fort Reflex Will Class Feature MP
10 BAB Fort Reflex Will Class Feature MP
11 BAB Fort Reflex Will Class Feature MP
12 BAB Fort Reflex Will Class Feature MP
13 BAB Fort Reflex Will Class Feature MP
14 BAB Fort Reflex Will Class Feature MP
15 BAB Fort Reflex Will Class Feature MP
16 BAB Fort Reflex Will Class Feature MP
17 BAB Fort Reflex Will Class Feature MP
18 BAB Fort Reflex Will Class Feature MP
19 BAB Fort Reflex Will Class Feature MP
20 BAB Fort Reflex Will Class Feature MP

Class Features

Weapon and Armor Proficiencies

Limit Break

Class Feature

Class Feature

Class Feature

Class Feature

Class Feature

Class Feature

Class Feature

Class Feature

Class Feature

Class Feature

Class Feature

Class Feature

Class Feature

Class Feature

Class Feature

Class Feature

Capstone

Feat Name Summary
Dampen Presence Your habitual stillness makes you difficult to perceive for creatures that use blindsight or blindsense.
Deadly Dealer Your skill with handling a deck and your arcane talents allow you to turn mundane cards into weapons.
Deceitful You are skilled at deceiving others, both with the spoken word and with physical disguises.
Deceptive Exchange You trick an adversary into grabbing an object you hand them, even in the midst of combat.
Deepsight Your senses are especially keen in the utter darkness.
Deft Hands You have exceptional manual dexterity.
Diehard You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death’s door.
Dispelling Critical (Critical) Your blows attack the physical and arcane forms of your enemies at the same time.
Dispelling Fist By focusing on your knowledge of magic and spells that negate its powers, you use your bare hands to rip magical defenses from your enemy.
Dispel Synergy By tearing away an opponent’s magical defenses, you leave your enemy vulnerable, making it difficult for him to resist your spells.
Disposable Weapon You ignore the limitations of your equipment, striking harder despite the damage it does to your weapon.
Dragonbane Aura Those within your dragonbane aura gain the same protection that you do.
Duck And Cover (Teamwork) Your allies assist you in avoiding certain attacks.
Echo's Whisper Despite what most believe, the Echo rests within all living creatures. While it’s extremely rare for a creature to awaken to the Echo in its full power, many creatures can awaken to its sundered Whisper. Though only a few understand the true nature of their new abilities.
Elemental Focus Your spells of a certain element are more difficult to resist.
Endless Luck Your luck spews forth from an unseen font within.
Ensemble (Teamwork) You can create an ensemble of skilled and amateur performers to aid you in your performance.
Expanded Knowledge You reach beyond your normal fields for some of your arcane trickery
Exploit Lore You can use your knowledge of a creature’s weaknesses to deliver a driving and relentless assault against it.
Extra Advance You can use your rage ability more than normal

Ability Focus
One of this creature’s special attacks is particularly difficult to resist.

Prerequisites: Special attack (Any ability that requires a saving throw)

Benefit: Choose one of the creature’s special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses.

Special: A creature can gain this feat multiple times. Its effects do not stack. Each time the creature takes the feat, it applies to a different special attack.

Acrobatic
You are skilled at leaping, jumping, and flying.

Benefit: You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Acrobatic Steps
You can easily move over and through obstacles.

Prerequisites: Dex 15, Nimble Moves.
Benefit: Whenever you move, you may move through up to 15 feet of terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).

Additional Traits
You have more traits than normal

Benefit: You gain two character traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a character trait. You must meet any additional qualifications for the character traits you choose — this feat cannot enable you to select a dwarf character trait if you are an elf, for example.

Alertness
You often notice things that others might miss.

Benefit: You get a +2 bonus on all Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Allied Spellcaster (Teamwork)
With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.

Prerequisite: Caster Level 1st
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all level-dependent variables, such as duration, range, and effect.

Animal Affinity
You are skilled at working with animals and mounts.

Benefit: You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Athletic
You possess a trained physical prowess.

Benefit: You get a +2 bonus on all Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Betrayer
You can charm people into lowering their defenses, allowing you to ambush them more effectively.

Prerequisites: Quick Draw, Persuasive, base attack bonus +3.

Benefit: When you succeed at a Diplomacy check to change a creature’s attitude, you can draw a weapon and make a single melee attack against that creature as an immediate action. If you changed your target’s attitude to friendly or better, your target is considered flat-footed against this attack. If the target survives, it takes a –2 penalty on its initiative check for this combat.

Once you attack a creature, its attitude becomes hostile.

Body Fuel
You’ve learned to siphon off your life force and convert it into magic ready for use.

Benefit: You can recover 2 magic points by taking 1 point of ability burn damage to each of your three physical ability scores: Strength, Dexterity, and Constitution.
You can recover additional magic points for a proportional cost to Strength, Dexterity, and Constitution. These recovered points are added to your magic pool as if you had gained them by resting overnight.
Special: Only living creatures can use this feat. You can take advantage of this feat only while in your own body.
Note: Ability Burn is a special type of ability damage that cannot be healed magically. It only returns through natural healing.

Note: This feat was initially published by Dreamscarred Press (Ultimate Psionics, pg. 95), but has been edited for use with the pathFinal Fantasy ruleset.

Bolstered Resistance
You can dramatically increase your damage reduction in exchange for its temporary loss.

Prerequisite: Damage reduction.
Benefit: As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR remains unchanged. If the attack you are guarding against is not successful, the increased damage reduction persists until you are hit with an attack or until the start of your next turn, whichever happens first. At the start of your next turn, you become fatigued. You cannot use this feat while you are fatigued.

Brilliant Planner
Prerequisite(s): Int 13, character level 5th.

Benefit(s): You can prepare for future contingencies without defining what those preparations are until they are relevant. As a part of this preparation, while in a settlement for at least 24 hours, you can take 8 hours and spend up to 50 gp per character level, which becomes your brilliant plan fund. While you have a brilliant plan pending, you are always treated as carrying 20 additional pounds of weight, even before you define your brilliant plan.

Once per day, you can take 10 minutes to enact a brilliant plan, withdrawing an item that would have been available in a settlement you visited or procuring a mundane service that your character planned ahead of time. Once you enact the plan, subtract the price of the item or service from this feat’s fund. Any item procured must weigh 10 pounds or less. Likewise, the GM must approve any non-magical service you gain by using this feat as being appropriate for the location selected.

Once you have spent all the money in your brilliant plan fund or procured 20 pounds of objects with this feat, you cannot use the feat again until you replenish your brilliant plan fund.

Cartwheel Dodge
You use your knack for avoiding damage to reposition yourself in combat.

Prerequisites: Evasion class feature, improved evasion class feature, acrobatics 12 ranks.
Benefit: When you successfully use improved evasion to avoid taking damage, you can move up to half your speed as an immediate action. This movement provokes attacks of opportunity as normal.

Cataract (Blood Hex)
You can curse the eyes of a wounded enemy.

Prerequisite(s): Int 13, Perception 5 ranks, Use Magic Device 1 rank.

Benefit(s): As a full-round action, you can curse a creature you’ve dealt damage to since the beginning of your last turn. The creature must succeed at a Fortitude save or its eyes become milky and its vision is obscured. For 1 round, any target the creature makes a ranged touch attack against gains concealment for the purposes of that attack. Special: A shaman or witch with this blood hex can use it against any creature she has dealt damage to in the past minute. A shaman or witch can use this blood hex as a standard action.

City Sprinter
You are skilled at moving quickly through forbidding parts of cities.

Prerequisite: Street Smarts.

Benefit: You do not treat crowds as difficult terrain. You also gain an additional +2 bonus on Acrobatics checks to move along rooftops and on slippery sections of city streets and sewers.

Combat Casting
You are adept at spellcasting when threatened and distracted.

Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting defensively or while grappled.

Confabulist
Sometimes your second attempt at a deception does the trick.

Prerequisite(s): Bluff 9 ranks, Sense Motive 9 ranks.

Benefit(s): When you fail to deceive someone with a Bluff check, you can immediately attempt another version of the same basic deception against that creature at a –5 penalty by downplaying the failed Bluff and quickly moving on to another one. You cannot use this ability if the first Bluff was so egregious that further checks would have been impossible (as per the Bluff skill). If you fail the second attempt, you cannot retry the Bluff check and all further attempts to perpetrate that particular deception are impossible.

Normal: When you fail a Bluff check against a creature, that creature is innately suspicious. You take a –10 penalty on future attempts to deceive that creature, or at the GM’s discretion, such attempts may be impossible.

Cooperative Crafting
Your assistance makes crafting much more efficient

Prerequisite: 1 rank in any Craft skill, any item creation feat.
Benefit: You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill any other prerequisites for crafting the item. You provide a +2 circumstance bonus on any Craft or Spellcraft checks related to making an item, and your assistance adds 1000 gp of progress for that day.

Coordinated Reposition (Teamwork)
You are skilled in coordinating combat positioning with your allies.

Prerequisites: Step-Up.

Benefit: Whenever an ally with this feat who is threatening a creature you are threatening takes a 5-foot step, you can move 5 feet as an immediate action. This movement does not provoke attacks of opportunity.

Cosmopolitan
Living in large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.

Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.

Dampen Presence
Your habitual stillness makes you difficult to perceive for creatures that use blindsight or blindsense.

Prerequisites: Skill Focus (Stealth), Stealth 5 ranks.

Benefit: You may use the Stealth skill to hide from any creature attempting to perceive you using blindsight or blindsense, even if you are clearly in that creature’s perceptual field. This feat does not confer any advantages against other forms of perception, such as scent, vision, or tremorsense.

Deadly Dealer
Your skill with handling a deck and your arcane talents allow you to turn mundane cards into weapons.

Prerequisite(s): Arcane Strike, Sleight of Hand 5 ranks.

Benefit(s): You can throw a card as though it were a dart, with the same damage, range, and other features. You must use the Arcane Strike feat when throwing a card in this way, or else the card lacks the magical force and precision to deal lethal damage. A card is destroyed when thrown in this way.

Harrow cards are treated as masterwork weapons when thrown using this feat, but are still destroyed after they are thrown. A harrow deck can no longer be used as a fortune-telling device after even a single card is thrown.

A spellcaster with this feat can enhance a deck of cards as though it were a ranged weapon with 54 pieces of ammunition. This enhancement functions only when used in tandem with this feat, and has no affect on any other way the cards might be used.

Only a character who possesses this feat can use an enhanced deck of cards; she must still use the Arcane Strike feat to activate the cards’ enhancement.

Deceitful
You are skilled at deceiving others, both with the spoken word and with physical disguises.

Benefit: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Deceptive Exchange
You trick an adversary into grabbing an object you hand them, even in the midst of combat.

Prerequisites: Int 13, Trickster’s Maneuvers
Benefit: If you successfully feint an opponent, you can trick that opponent into accepting a one-handed object you are holding instead of denying that opponent its Dexterity bonus to AC against your next attack. The opponent must have appendages capable of holding the object you offer, and it must have one such appendage free to take the object.

Deepsight
Your senses are especially keen in the utter darkness.

Prerequisite: Darkvision 60 feet.
Benefit: Your darkvision has a range of 120 feet.
Normal: Darkvision normally extends 60 or 90 feet.

Deft Hands
You have exceptional manual dexterity.

Benefit: You get a +2 bonus on all Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Diehard
You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death’s door.

Prerequisite: Toughness

Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.

Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.

Dispelling Critical (Critical)
Your blows attack the physical and arcane forms of your enemies at the same time.

Prerequisites: Arcane Strike feat or Spellstrike class feature, base attack bonus +11, ability to cast dispel
Benefit: If you have dispel prepared or can cast it spontaneously, when you score a critical hit against an opponent, you may use a swift action to cast dispel to make a targeted dispel against that opponent.

Dispelling Fist
By focusing on your knowledge of magic and spells that negate its powers, you use your bare hands to rip magical defenses from your enemy.

Prerequisites: Improved Unarmed Strike, base attack bonus +11, ability to cast dispel magic, caster level 7th.
Benefit: If you have dispel prepared or can cast it spontaneously, you can cast it as a swift action after hitting an opponent with an unarmed strike.

Dispel Synergy
By tearing away an opponent’s magical defenses, you leave your enemy vulnerable, making it difficult for him to resist your spells.

Prerequisites: Spellcraft 5 ranks.
Benefit: If you successfully dispel an ongoing magical effect on an opponent, that opponent takes a –2 penalty on saving throws against your spells until the end of your next turn.

Disposable Weapon
You ignore the limitations of your equipment, striking harder despite the damage it does to your weapon.

Prerequisites: Base attack bonus +1, proficient with weapon.
Benefit: Whenever you use a melee or thrown weapon with the fragile weapon special quality to score a critical threat against an opponent, you can give your weapon the broken condition to automatically confirm the critical hit.

Dragonbane Aura
Those within your dragonbane aura gain the same protection that you do.

Prerequisites: Aura of courage class feature, caster level 8th.
Benefit: When fighting dragons, your aura of courage expands to a 20-foot-radius emanation, and allies in the aura gain a morale bonus on saving throws against dragon breath equal to your aura of courage’s bonus against fear effects.
Normal: The aura of courage is a 10-foot-radius emanation, and grants a +4 morale bonus on fear effects.

Duck And Cover (Teamwork)
Your allies assist you in avoiding certain attacks.

Benefit: Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a reflex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally’s result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.

Echo's Whisper
Despite what most believe, the Echo rests within all living creatures. While it’s extremely rare for a creature to awaken to the Echo in its full power, many creatures can awaken to its sundered Whisper. Though only a few understand the true nature of their new abilities.

Prerequisite: Non Garlean only (Note: Ascians with the Garlean subtype may take this feat.)

You gain a +2 bonus on a Knowledge check of your choice, and that chosen Knowledge skill is always considered a class skill for you.

When you select this feat, choose one of the benefits listed below to determine what power your Whisper grants. All of the following abilities are Supernatural in nature.

Whisper of Battle's Future: Your Whisper manifests with knowledge of future attacks, granting you a +1 Insight Bonus to your armour class.

Whisper of Primal Resistance: Those who possess the Echo can resist the subjugation of the gods, but even those who possess the Whisper have hardened wills, granting you a +1 bonus to Will saves.

Whisper of Clairvoyance: Your whisper speaks of ancient knowledge, forgotten by most, granting you a +1 bonus to all knowledge skills in which you have at least one rank.

Whisper of Empathic Language: Those who speak with the Echo speak in all tongues, but even a fragment of that power is still that power. Once per day, you may gain a language that you do not have until you use this ability again to gain a different language. This ability only allows you to speak and understand a language, not read it. Additionally, you gain a +1 bonus to Diplomacy checks.

Whisper of Stalled Demise: Those who have awakened the Echo are near ageless beings, who can rise and rise again no matter how often they are brought low, but even the Whisper can allow one to live beyond the norm. You add your Charisma bonus (Minimum +0) to your Constitution score when determining the negative hit point total necessary to kill you. Additionally, you double your race’s standard age categories, as well as your maximum age. Any bonuses or penalties you already have remain in place, however. (For example, a Human becomes Middle-Aged at 35 and has a maximum age of 90. With this ability, they become middle-aged at 70 and can live up to 180 years.)

Whisper of Convenient Curiosity: The Echo grants a strange curiosity to its bearers, able to find things in places no other being would think to look, but even the Whisper can attune one’s senses greatly, granting a +2 bonus to Perception.

Whisper of Broken Limits: In their hour of greatest need, the Echo has provided power, but even the Whisper is enough to nudge a being past what they think they can manage. Whenever a character with this Whisper activates a limit break, they may use their limit break as though they had consumed one additional stack.

Special: You can take this up to two times if you are at least 5th level, up to three times if you are at least 11th, up to four times if you are at least 15th level and up to five times if you are at least 19th level. Each time you do you must choose a different knowledge skill and Whisper.

Elemental Focus
Your spells of a certain element are more difficult to resist.

Benefit: Choose one elemental damage type (earth, fire, ice, lightning, water, or wind). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of that type.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new elemental damage type.

Endless Luck
Your luck spews forth from an unseen font within.

Prerequisites: Luck class feature

Benefit: You increase your luck pool by 2.

Special: You can take this feat multiple times, its effects stack.

Ensemble (Teamwork)
You can create an ensemble of skilled and amateur performers to aid you in your performance.

Prerequisites: Perform 5 ranks
Benefit: When you are performing, allies within 20 feet who also have this feat can aid you with your Perform checks (including those made as part of bardic performance) as if they were aiding another as an immediate action. The allies make their aid another rolls before you make your check. No more than four allies can grant you a bonus with aid another. Allies aiding you do not need to use the same category of the Perform skill that you are using in order to aid you.
Special: If you possess one or more levels of the bard class, you can choose any one ally within 20 feet to be part of the ensemble. The ally is considered to have the ensemble teamwork feat for the purposes of aiding your performance.

Expanded Knowledge
You reach beyond your normal fields for some of your arcane trickery

Prerequisites: Caster level 3rd.
Benefit: Add to your spells known one additional spell of a base magic point cost of up to two less than the highest-cost spell you can cast. You can choose any power, including spells from another class’s list, even if that spell is already on your class’s spell list.
Special: You may take this feat multiple times. Each time, you learn one new applicable spell.
Note: This feat was initially published by Dreamscarred Press (Ultimate Psionics, pg. 99), but has been edited for use with the pathFinal Fantasy ruleset.

Exploit Lore
You can use your knowledge of a creature’s weaknesses to deliver a driving and relentless assault against it.

Prerequisites: Three different Knowledge Skills, 5 Ranks
Benefit: Once per day, when you successfully identify all abilities and weaknesses of a creature using the appropriate Knowledge check, you gain a +2 bonus on attack and damage rolls against that creature for 1 minute. If you identify the abilities and weaknesses of numerous creatures, you must pick one creature to be the target of this effect. This bonus applies to any Knowledge skills you have 5 or more ranks in, not just the three that are used to meet the prerequisite.

Extra Advance
You can use your rage ability more than normal

Prerequisite: Advance class feature.
Benefit: You can advance for 6 additional rounds per day.
Special: You can gain Extra Advance multiple times. Its effects stack.

Extra Arcane Pool
You have learned how to draw more power from your arcane pool.

Prerequisite: Arcane pool class feature.
Benefit: Your arcane pool increases by 2.
Special: If you possess levels in the red mage class, you can take this feat multiple times.
Normal: If you are a red mage, or an archetype that grants an arcane pool, you gain your charisma modifier (or other stat in the case of archetypes) in arcane pool points at the start of each day, which is also your maximum arcane pool.

Extra Combat Tool
You develop an additional combat tool to assail your foes.

Prerequisites: Combat Tool class feature.

Benefit: You gain 1 additional combat tool of your choice. You must meet the prerequisites of that tool, if any.

Special: You can take this feat multiple times, its effects stack.

Extra Doodads
You find spare doodads to modify your contraptions.

Prerequisites: Gadgetry or similar ability that grants the use of doodads.

Benefit: You increase your maximum amount of Doodads available by 2.

Special: You can take this feat multiple times, its effects stack.

Extra Gadgets
You develope an additional gadget to assist you in your endeavors.

Prerequisites: Gadgetry class feature

Benefit: You gain 1 extra gadget of your choice. You must meet the prerequisites of the gadget.

Special: You can take this feat multiple times, its effects stack.

Extra Gamble
You've tucked away a secret gamble for an emergency.

Prerequisite: Gambles class ability

Benefit: You receive one extra Gamble of your choice. You must meet the prerequisites of the gamble.

Special: You can take this feat multiple times, its effects stack.

Extra Ruby Arcana
You have unlocked the secret of a new ruby arcana.

Prerequisite: Ruby arcana class feature.
Benefit: You gain one additional ruby arcana. You must meet all the prerequisites for this ruby arcana.
Special: You can gain this feat multiple times. Its effects stack, granting a new arcana each time you gain this feat.

Extra Social Talent
There’s always more to you than meets the eye.

Prerequisite: Social talent class feature.
Benefit: You gain one additional social talent. You must meet all of the prerequisites for this social talent.

Extra Thief Talent
Through constant practice, you have learned how to perform a special trick.

Prerequisite: Thief talent class feature.
Benefit: You gain one additional thief talent. You must meet all of the prerequisites for this thief talent.

Fearless Aura
Your aura of courage becomes more potent, as your steadfast resolve is also manifested by your allies.

Prerequisites: Aura of courage class feature, caster level 8th.
Benefit: Your aura of courage expands to a 20-foot-radius emanation. Allies within the aura are immune to fear effects.
Normal: The aura of courage affects each ally within 10 feet, and grants a +4 morale bonus on saving throws against fear effects.

Ferocious Loyalty (Teamwork)
You have a powerful sense of responsibility for your allies.

Benefit: You gain a +1 morale bonus on attack rolls against any foe that currently threatens an ally who also has this feat. Whenever an ally with this feat is rendered helpless or killed within 30 feet of you, you gain a +2 morale bonus on attack rolls for 1 minute or until the foe responsible is rendered helpless or killed, whichever comes first.

Field Repair
You can repair your broken weapon or armor to serviceability even without the benefits of artisan tools.

Prerequisite: Craft 4 ranks.
Benefit: If you are trained in a Craft skill appropriate to a broken item, you can repair that item with no raw material cost and no penalty on your Craft skill check for using improvised tools. If you spend a day, the item regains 1 hit point plus one-quarter of its original hit points. Alternatively, if the item gained the broken condition because it is a firearm that has misfired or a siege engine that suffered a mishap, or has the broken condition because it has the fragile weapon quality (or some similar quality), you can make a Craft check with the DC it takes to craft that item (see Table 2–2, below). If the check succeeds, the item loses the broken condition.
Normal: Improvised tools impose a –2 penalty on Craft checks. Items require raw materials to repair.

Fleet
You are faster than most.

Benefit: While wearing light or no armour, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Special: You can take this feat multiple times. The effects stack.

Furious Finish
You channel all of your rage into one massive blow to crush your enemy.

Prerequisite: Rage class feature, Vital Strike, base attack bonus +6.
Benefit: While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those damage dice. If you do, your rage immediately ends, and you are fatigued (even if you would not normally be).

Greater Elemental Focus
Choose an elemental damage type to which you have already applied the Elemental Focus feat. Any spells you cast of this damage type are very hard to resist.

Prerequisite: Elemental Focus.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the elemental type you select. This bonus stacks with the bonus from Elemental Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new damage type to which you have already applied the Elemental Focus feat.

Greater Spell Focus
Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist.

Prerequisite: Spell Focus.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school to which you already have applied the Spell Focus feat.

Greater Spell Penetration
Your spells break through spell resistance much more easily than most.
Prerequisite: Spell Penetration.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration.

Great Fortitude
You are resistant to poisons, diseases, and other maladies.

Benefit: You get a +2 bonus on all Fortitude saving throws.

Gunsmithing
You know the secrets of repairing and restoring firearms.

Benefit: If you have access to a gunsmith’s kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to make a Craft check to create firearms and ammunition or to restore firearms.

Crafting Firearms: You can craft any early firearm for a cost in raw materials equal to half the price of the firearm. At your GM’s discretion, you can craft advanced firearms for a cost in raw materials equal to half the price of the firearm. Crafting a firearm in this way takes 1 day of work for every 1,000 gp of the firearm’s price (minimum 1 day).

Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

Restoring a Broken Firearm: Each day, with an hour’s worth of work, you can use this feat to repair a single firearm with the broken condition. You can take time during a rest period to restore a broken firearm with this feat.

Special: If you are a gunner, this feat grants the following additional benefit. You can use this feat to repair and restore your initial, battered weapon. It costs 300 gp and 1 day of work to upgrade it to a masterwork firearm of its type.

Hammer Guards The Anvil (Teamwork)
Your allies cover you when your guard is down.

Benefit: Creatures threatened by an ally with this feat cannot make attacks of opportunity against you when you pick up an item from the ground, retrieve a stored item, sheathe a weapon, or stand up from prone.

Hellcat Stealth
You are difficult to see in the light.

Prerequisites: Skill Focus (Stealth), Stealth 6 ranks.

Benefit: You may make Stealth checks in normal or bright light even when observed, but at a -10 penalty.

Normal: You cannot make Stealth checks while observed.

Improved Duck And Cover (Teamwork)
Your allies’ ability to protect you from damage extends to area attacks.

Prerequisites: Duck and Cover.

Benefit: Whenever you use Duck and Cover, your ally has evasion or improved evasion, and your ally’s saving throw roll succeeds, half of the damage you would have taken is transferred to your ally. (This damage is not reduced by the ally’s evasion or improved evasion.)

Special: If you possess the active bulwark or improved living bastion abilities and are giving an ally improved evasion who would not otherwise have evasion or improved evasion, you cannot use this feat to transfer the damage to your ally.

Improved Great Fortitude
You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.
Prerequisite: Great Fortitude.
Benefit: Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

Improved Iron Will
Your clarity of thought allows you to resist mental attacks.
Prerequisite: Iron Will.
Benefit: Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it’s worse.

Improved Lightning Reflexes
You have a knack for avoiding danger all around you.

Prerequisite: Lightning Reflexes.
Benefit: Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it’s worse.

Improved Natural Armour
This creature’s hide is tougher than most.

Prerequisites: Natural Armour, Con 13

Benefit: The creature’s natural armor bonus increases by +1.

Special: A creature can gain this feat multiple times. Each time the creature takes the feat, its natural armor bonus increases by another point.

Insightful Advice
You teach others how to make the most of their skills.

Prerequisite(s): Perform (oratory) 3 ranks.

Benefit(s): You can attempt a skill check to aid an ally within 30 feet with a skill in which you are trained. This takes 1 minute, and during that time, you need only speak and be heard by your chosen ally to offer this aid. The bonus you grant is +2, regardless of any other effects that would alter your aid another bonus. This bonus applies to all checks the ally attempts with that skill for 1 day and does not stack with any other aid another bonus. Whether you succeed at or fail the skill check to aid another, you can attempt to use this ability only once per day for each ally.

Intoxicating Flattery
You know how to compromise a target’s judgment with lies.

Prerequisite(s): Deceitful, Bluff 5 ranks.

Benefit(s): You can flatter a creature in a protracted interaction (taking at least 1 minute) to bestow in them an inflated sense of self worth that muddles their judgment.

At the end of the tirade of flattery, attempt a Bluff check against a DC equal to 10 + the creature’s HD + the creature’s Wisdom modifier or equal to 10 + the creature’s Sense Motive modifier, whichever is higher. If you succeed, the target takes a –2 penalty on Will saving throws, Wisdom-based skill checks, and Wisdom ability checks for 1 hour plus an additional hour for every 5 by which your result exceeds the DC. The target can remove the effect early by taking 10 minutes to compose herself. If you fail this check, any creature who witnesses the failure is immune to your flattery from this feat for 24 hours. If you fail by 5 or more, the target’s attitude toward you decreases by 1 step.

Ironclad Logic
You appeal to sound reasoning and fact, rather than to emotion, when attempting to sway others.

Prerequisite(s): Int 19, Diplomacy 3 ranks.

Benefit(s): You gain a +4 bonus on Diplomacy checks whenever you add your Charisma modifier on those checks.

If you have at least 10 ranks in Diplomacy and an Intelligence score of 27 or more, this bonus increases to +8. This bonus doesn’t stack with the bonus from Skill Focus (Diplomacy), but this feat counts as Skill Focus (Diplomacy) for the purpose of feats and other elements with Skill Focus (Diplomacy) as a prerequisite. In verbal duels, when using tactics to which you assigned an Intelligence-based skill, you can add your Intelligence modifier instead of your Charisma modifier to the associated skill check.

Iron Will
You are more resistant to mental effects.

Benefit: You get a +2 bonus on all WIll saving throws.

Ki Stand
If an opponent knocks you down, you swiftly rebound with an attack.

Prerequisites: Ki pool.
Benefit: While you have at least 1 ki point in your ki pool, you can stand up as a swift action that provokes attacks of opportunity.

You may spend 1 point of your ki pool to stand up as a swift action without provoking attacks of opportunity.

Knockout Artist
You can throw devastating knockout punches.

Prerequisites: Sneak attack class feature, Improved Unarmed Strike.
Benefit: When you use your unarmed strike to deal nonlethal damage and sneak attack damage to an opponent denied his Dexterity bonus to AC, you gain a +1 bonus on the damage roll per each sneak attack damage die you roll.

Lightning Reflexes
You have faster reflexes than normal.

Benefit: You get a +2 bonus on all Reflex saving throws.

Lurker In Darkness
Your training allows you to foil even magical and unusual senses.

Prerequisites: Stealth 6 ranks.
Benefit: Creatures using unusual forms of sensory perception such as blindsight, greensight, or tremorsense cannot automatically foil your use of Stealth; such creatures must make a Perception check as normal to detect you when you make use of the Stealth skill. This feat foils indirect detection (such as a creature using detect magic to search for your magical items while you are using Stealth) in the manner described above, but has no effect on psi-like abilities, powers, spells, spell-like abilities, and/or supernatural abilities specifically used to uncover information about you rather than enhancing the user’s perception, such as the augury spell.
Note: This feat was initially published by Dreamscarred Press (Path of War: Expanded, pg. 79), but has been edited for use with the pathFinal Fantasy ruleset.

Mage Weapon Channeling
You have learned how to channel your unique magic into your mage weapons.
Prerequisites: magic pool, spellcasting or pseudocasting class feature, Weapon Proficiency (mage)
Benefit: When dealing elemental or physical elemental damage with a mage’s staff or mage’s rod, you may use your casting ability modifier in place of your Strength or Dexterity modifier when making attack and damage rolls with them. When firing a bolt from a mage’s staff, you may add your casting ability modifier to the damage roll.

Magical Aptitude
You are skilled at spellcasting and using magic items.

Benefit: You get a +2 bonus on all Spellcraft and Use Magic Device skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Magic Talent
Your magic pool feels like it’s overflowing, ever so slightly.

Prerequisite: Magic pool.
Benefit: When you take this feat for the first time, you gain 3 magic points. For each hit die you possess beyond 3rd, you gain an additional 1 MP

Note: This feat was initially published by Dreamscarred Press (Ultimate Psionics, pg. 113; “Psionic Talent (Psionic)”), but has been edited for use with the pathFinal Fantasy ruleset.

Manipulative Agility
You can use your agility to manipulate people as well as small objects.

Prerequisite: Bluff 1 rank, Sleight of Hand 1 rank.

Benefit: You can use Sleight of Hand in place of Bluff for checks to feint in combat, as well as for checks to pass secret messages without being noticed (by using gestures and body language). In both cases, the effects become visual and don’t work if the target or recipient is blind or cannot see you. In the case of secret messages, the limitations of hand gestures and body language might impact what sorts of messages you can pass, at the GM’s discretion.

Master Alchemist
Your mastery of alchemy is nearly supernatural.

Prerequisite: Craft (alchemy) 5 ranks.
Benefit: You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of doses equal to your Intelligence modifier (minimum 1) at one time. These additional doses do not increase the time required, but they do increase the raw material cost.
In addition, whenever you make alchemical items or poisons using Craft (alchemy), use the item’s gp value as its sp value when determining your progress (do not multiply the item’s gp cost by 10 to determine its sp cost).

Master Craftsman
Your superior crafting skills allow you to create simple magic items.
Prerequisites: 5 ranks in any Craft or Profession skill.
Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armour and Craft Wondrous Item feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Magic Items). You cannot use this feat to create any spell-trigger or spell-activation item.
Normal: Only spellcasters can qualify for the Craft Magic Arms and Armour and Craft Wondrous Item feats.

Mind Over Body
Your body gets over more debilitating wounds easily.

Prerequisites: Con 13.
Benefit: You heal ability damage and ability burn more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus.
Normal: You heal ability damage and ability burn at a rate of 1 point per day.
Note: This feat was initially published by Dreamscarred Press (Ultimate Psionics, pg. 107).

Nerve Racking Negotiator
You’ve mastered the art of intimidation to get what you want without suffering unwanted repercussions.

Prerequisite(s): Persuasive.

Benefit(s): When you successfully use the Intimidate skill to force an opponent to act friendly toward you, the target must attempt a Will save once the intimidation wears off.

The DC is equal to 10 + your number of ranks in Intimidate.

If the target fails this save, after the intimidation period expires, the target counts as having the same attitude toward you as it initially did (usually indifferent) and will not report you to the authorities for intimidating it.

Normal: The target of a successful Intimidate check is unfriendly to you and potentially reports you to the authorities after the duration ends.

Nimble Moves
You can move across a single obstacle with ease.

Prerequisites: Dex 13.
Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.

One Mind (Teamwork)
Your nearly supernatural mental connection with your allies keeps you in a constant state of readiness.

Prerequisites: Alertness, Sense Motive 3 ranks.

Benefit: Whenever you’re adjacent to an ally who also has this feat, if your ally is not flat-footed, you’re also not considered flat-footed before you act in combat (you might become flat-footed in other ways, however). Additionally, if your ally can see a creature that you can’t see, that creature doesn’t gain a +2 bonus on attack rolls against you from being invisible, nor do you take a –2 penalty to AC for being blinded if your ally can see.

Open Minded
You’re always open to trying new things, and even have an aptitude for it.

Benefit: You gain 1 skill point for every Hit DIe you possess. You gain 1 skill point whenever you gain a Hit Die (such as when you gain a level). You spend these skill points as normal. You cannot exceed the normal maximum ranks in any skill.
Note: This feat was initially published by Dreamscarred Press (Ultimate Psionics, pg. 108), but has been edited for clarity.

Overchannel
You channel your life force to strengthen your magicks.

Prerequisites: The ability to cast spells.
Benefit: While casting a spell, you can increase your effective caster level by one, but in so doing you take 1d8 points of damage. At 8th level, you can choose to increase your effective caster level by two, but you take 3d8 damage. At 15th level ,you can increase your effective caster level by three, but you take 5d8 points of damage. The effective increase in manifester level increases the number of spell points you can spend on a single cast of a spell, as well as increasing all caster level-dependent effects, such as range, duration, and overcoming power resistance.
Normal: Your caster level is equal to your total levels in classes that cast spells.
Note: This feat was initially published by Dreamscarred Press (Ultimate Psionics, pg. 108), but has been edited for use with the pathFinal Fantasy ruleset.

Persuasive
You are skilled at swaying attitudes and intimidating others into your way of thinking.

Benefit: You get a +2 bonus on all Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Planar Mentor
Whether you sought it out, caught its attention, or inherited its service, an outsider is watching over you. The more you impress it, the more it shares its power and knowledge.

Benefit(s): When you take this feat, choose one non-unique outsider with 18 Hit Dice or fewer and whose alignment is within one step of your own along either the law/chaos axis or the good/evil axis. Twice per day (three times per day for an outsider with only neutral alignment components) when you fulfill the condition associated with either component of your mentor’s alignment, you can gain your mentor’s boon for that alignment as an immediate action. This grants you resistance equal to your level to a particular energy type as well as a special benefit associated with that alignment.

These benefits last for a number of rounds equal to your Charisma modifier + 1 (minimum 1).

Chaotic: To earn chaotic approval, you must provoke an attack of opportunity from a creature whose CR is at least half your level. You gain earth resistance as well as a 10% miss chance due to concealment.
Evil: To earn evil approval, you must damage a flat-footed foe, hit a foe you’re flanking, or confirm a critical hit. You gain fire resistance, and your attacks deal an amount of bleed damage equal to half your level.
Good: To earn good approval, you must heal another creature or deal nonlethal damage to a foe using an ability that has no additional effects beyond nonlethal damage. You gain electricity resistance and a +2 bonus on your saving throws.
Lawful: To earn lawful approval, you must perform the aid another action for an ally whose level is equal to or greater than your own, or you must benefit from the aid another action from such an ally. You gain ice resistance and the benefits of the light fortification armor special ability.
Neutral: To earn neutral approval, you must succeed at a saving throw prompted by a source with a CR of at least half your level. You gain resistance to any one energy type (your choice) and a +2 bonus on skill checks.
If your mentor is killed or imprisoned, you lose the benefits of this feat and any feats for which it is a prerequisite.

When you gain a level, you can secure a new mentor by performing a ritual that takes 8 hours and expends components worth 200 gil × the new mentor’s Hit Dice.

Special: At the GM’s discretion, a PC can select an outsider of any alignment. This represents a relationship in which the outsider is attempting to corrupt, redeem, or otherwise influence the PC.

Play To The Crowd
You can glean the interests of others and use that information to strengthen your rhetoric.

Prerequisite(s): Int 19, Ironclad Logic, Diplomacy 5 ranks, Sense Motive 5 ranks.

Benefit(s): When you use Diplomacy to change the attitude of a character, you can first attempt a Sense Motive check against that NPC to get a hunch, to determine whether the character is under the influence of an enchantment, to use Sense Assumptions, or to determine biases for a verbal duel. If you succeed at the Sense Motive check, you gain a +2 bonus on the Diplomacy check, and if you learned any biases for a verbal duel, you learn one additional bias of your choice. You do not worsen an NPC’s attitude if you fail a Diplomacy check by 5 or more.

Powerful Stride
Your movements on the battlefield are swift and steady.

Prerequisites: Str 15, Dex 13, Nimble Moves.
Benefit: Once per day, you can take a 10-foot step in place of a 5-foot step. This movement must be made in a straight line.
Special: If you have the Step Up feat, you may still take a 5-foot step during your next turn after benefiting from its effects. In addition, any movement you make using Step Up does not subtract any distance from your movement during your next turn.

Practiced Ritualist
You are an experienced leader among ritual casters.

Prerequisite(s): Knowledge (arcana, history, planes, and religion) 1 rank.

Benefit(s): You gain a +2 bonus on skill checks to perform occult rituals, and on Intelligence checks to learn the method of casting an occult ritual. If you are a ritual’s primary caster, the DC for saving throws against the ritual’s effects is 2 higher. If the ritual has a minimum number of required secondary casters, that number is decreased by 1.

Prodigy
You are naturally skilled at arts, professions, and the acquisition of knowledge.

Benefit: Choose two Craft, Perform, or Profession skills in any combination (two Craft skills, a Craft skill and a Perform skill, and so on). You receive a +2 bonus on checks with these skills. If you have 10 or more ranks in any one of these skills, the bonus increases to +4 for that skill.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to two new skills.

Raging Brutality
You expend some of your rage to strike your opponents with a more powerful weapon blow.

Prerequisites: Str 13, rage class feature, base attack bonus +12.
Benefit: While raging and using Power Attack, you can spend 3 additional rounds of your rage as a swift action to add your Constitution bonus on damage rolls for melee attacks or thrown weapon attacks you make on your turn. If you are using the weapon two-handed, instead add 1-1/2 times your Constitution bonus. This bonus damage is not multiplied on a critical hit.

Raging Deathblow
Every killing blow gives you a surge of vitality, further fueling your rage.

Prerequisites: Greater rage class feature.
Benefit: While raging, whenever your attack reduces an opponent of a CR greater than or equal to your character level to –1 or fewer hit points, you gain 1 extra round of rage for that day. If that attack was a critical hit, you gain 1 additional extra round of rage for that day. Whenever you rest to renew your total number of rounds of rage per day, any extra rounds you still have from this feat are lost.

Raging Hurler
An opponent can do little to evade your wrathful pitching of weapons and objects.

Prerequisites: Rage class feature, Catch Off-Guard.
Benefit: While raging, you can throw a two-handed weapon as a standard action, and you double the range increment for weapons you throw. If you also have the Quick Draw feat, you can throw two-handed weapons at your full normal rate of attacks. Further, you can pick up an unattended object that you can use as an improvised weapon within your reach as part of the attack action to throw that item.

Raging Throw
You expend some of your rage to throw one opponent at another.

Prerequisites: Str 13, Con 13, rage class feature, Powerful Maneuvers, base attack bonus +6.
Benefit: While raging, when you attempt a bull rush combat maneuver, you can spend 1 additional round of your rage as a swift action to add your Constitution bonus on your combat maneuver check to the bull rush. Further, if you bull rush an opponent into a square another creature occupies or into a solid object, the opponent and the creature or object take bludgeoning damage equal to your Strength modifier + your Constitution modifier.

Raging Vitality
While raging, you are full of vigor and health.

Prerequisites: Con 15, rage class feature.
Benefit: Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of rage per day each round.

Rapid Metabolism
Your wounds recover rapidly

Prerequisites: Con 13.
Benefit: You naturally heal a number of hit points per day equal to the standard healing rate + double your constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal amount of hit points + double your Constitution bonus.
Note: This feat was initially published by Dreamscarred Press (Ultimate Psionics, pg. 114).

Rhetorical Flourish
You rapidly change topics and employ confusing rhetoric to distract people from your true intent.

Prerequisites: Cha 13, Persuasive.
Benefit: When using the Diplomacy skill to make a request or change a creature’s attitude, you can use verbal misdirection. To do so, make a Bluff check against that creature. If you succeed, you gain a +4 bonus on your next Diplomacy check against that creature if the check is made within the next minute. If you fail by 5 or more, you instead take a –2 penalty on your next Diplomacy check against that creature.

Alternatively, you can use this feat to retry a single failed Diplomacy check against a creature. You take a –4 penalty on your Bluff check when using Rhetorical Flourish in this way. If you succeed, rather than gaining this feat’s normal bonus, you can retry your last Diplomacy check against the creature if that check was made in the past minute.

Run
You are swift of foot.

Benefit: When running, you move five times your normal speed (if wearing medium, light, or nor armour and carrying no more than a medium load) or four times your speed (if wearing heavy armour or carrying a heavy load). If you make a jump after a running start (see Acrobatics), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armour Class.
Normal: You move four times your speed while running( if wearing medium, light, or no armour and carrying no more than a medium load) or three times your speed (if wearing heavy armour or carrying a heavy load), and you lose your Dexterity bonus to AC.

Sabotage Specialist
You have an amazing knack for sabotaging devices.

Prerequisite: Deft Hands, Disable Device 5 ranks.

Benefit: When you use the Disable Device skill to rig simple or tricky devices (such as a saddle or wagon wheel) to work normally for a while and then fail or fall off some time later, you can designate the time the device will fail, up to 60 minutes after you successfully sabotaged it. The device fails 1d6–3 rounds after the designated time (a result of –1 or –2 means it fails 1 round or 2 rounds before the designated time).

Normal: You can use the Disable Device skill to rig simple devices such as saddles or wagon wheels to work normally for a while and then fail or fall off some time later (usually after 1d4 rounds or minutes of use).

Sea Legs
You have a sailor’s instincts for moving about while aboard seagoing vessels.

Prerequisite: Profession (sailor) 5 ranks.
Benefit: You gain a +2 bonus on Acrobatics, Climb, and Swim checks.

Self Sufficient
You know how to get along in the wild and how to effectively treat wounds.

Benefit: You get a +2 bonus on all Heal and Survival skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Sense Assumptions
You can easily intuit an opponent’s preconceptions.

Prerequisite(s): Sense Motive 3 ranks.

Benefit(s): You can attempt a Sense Motive check to intuit some of another person’s assumptions after 1 minute of conversation. The DC equals 20, or 10 + the target’s Bluff modifier, whichever is higher. If you succeed, you learn whether or not a falsehood of your choice related to the topic of conversation would impose a penalty on Bluff checks to convince the target of that falsehood’s truth.

If you fail by 4 or less, you learn nothing. If you fail by 5 or more, the target realizes you are trying to glean information from it. You can retry this check, but the DC increases by 5 for each previous failure on this check against that target.

Sense Relationships
You can quickly sense relationships between others and use that knowledge to manipulate them.

Prerequisite(s): Street Smarts.

Benefit(s): After 1 minute or more of interaction or observation, you can attempt a DC 20 Sense Motive check to get a hunch in order to intuit the relationship between any two creatures interacting with one another.

If you don’t understand the language they are speaking, you take a –5 penalty on the check, and if the creatures are a different type than you, you take an additional –5 penalty on the check.

If you succeed at this check by 5 or more, for the next hour, you gain a +2 bonus on Bluff checks to lie about one of the creatures to the other and on Diplomacy checks to request that one act against the other. If you fail the check, you cannot attempt this ability on the same creatures again until you gain an additional rank in Sense Motive.

Shake It Off (Teamwork)
You support your allies and help them recover from crippling effects.

Prerequisite: None
Benefit: When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4).

Sharp Senses
Your senses are especially sharp, even for your kind.

Prerequisite: Keen senses racial trait.
Benefit: You receive a +4 racial bonus on Perception skill checks. This replaces the normal bonus from the keen senses racial trait.
Normal: The keen senses trait normally grants a +2 racial bonus on Perception skill checks.

Shielded Caster (Teamwork)
Your allies cover you while you cast complicated spells.

Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks.

If your ally is wielding a buckler or a light shield, this bonus increases by +1.

If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2.

Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.

Skill Focus
Choose a skill. You are particularly adept at that skill.

Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill. This bonus increases to +6
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

Sneaking Precision
Your knowledge of your enemies’ vulnerable spots is especially punishing.

Prerequisites: Sneak attack +6d6, Critical Focus, any critical feat, base attack bonus +9.
Benefit: Whenever you successfully sneak attack an opponent for a second time on your turn, you can spend a swift action to apply the effects of one critical feat you know to that opponent.

Spell Focus
Choose an arcane school of magic. Any spells you cast of that school are more difficult to resist.

Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

Spell Penetration
Your spells break through spell resistance more easily than most.

Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.

Stealth Synergy (Teamwork)
Working closely with an ally, you are able to move like twin shadows.

Prerequisite: None

Benefit: While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add all your modifiers to Stealth.

Stealthy
You are good at avoiding unwanted attention and slipping out of bonds.

Benefit: You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.

Street Smarts
You are able to navigate the streets and personalities of whatever locale you run across.

Benefit(s): You get a +2 bonus on Knowledge (local) and Sense Motive checks, and Knowledge (local) is always a class skill for you. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. The bonus on Sense Motive checks doesn’t stack with Alertness.

Sure Grasp
Your quick reflexes and skill at climbing keep you from falling to your doom.

Prerequisite: Climb 1 rank.
Benefit: Roll twice while climbing or when making a Reflex save to avoid falling, and take the higher result.

Tap Magical Talent
You have learned to cast basic magical spells.

Prerequisite: Caster level 1st, or Unlocked Talent
Benefit: You gain five cantrips (spells with a base magic point cost of 0). These cantrips can be from any class spell list.
Special: This feat may be selected more than once. Each time, you gain five additional cantrips.
Note: This feat was initially published by Dreamscarred Press (Ultimate Psionics, pg. 86; “Access Psionic Talent (Psionic)”), but was edited for use with the pathFinal Fantasy Ruleset.

Team Pickpocketing (Teamwork)
You distract a mark with friendly conversation while your partner robs the victim blind.

Prerequisite: Bluff 1 rank, Sleight of Hand 1 rank.
Benefit: Whenever an ally with this feat succeeds a Bluff check to feint an opponent, if you are adjacent to that creature, you can spend an immediate action to make a Sleight of Hand check to pickpocket that opponent and gain a +4 bonus on that attempt.

Tool Optimizer
You can easily find items that function as tools or augment your own set of tools.

Prerequisites: Craft (any) 1 rank, Disable Device 1 rank, or Profession (any) 1 rank.

Benefit: You take no penalty for using an improvised tool associated with a skill in which you have at least 1 rank. For example, if you have 1 rank in Disable Device, you take no penalty when opening a lock without a proper tool. If you have at least 3 ranks in a skill, you can treat a normal tool associated with that skill as though it were a masterwork tool.

Toughness
You have enhanced physical stamina.

Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 hit dice, you gain +1 hit points whenever you gain a hit die (such as when you gain a level).

Additionally, You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

Lastly, you may sleep in light or medium armour without becoming fatigued.

Normal: A character without this feat who sleeps in medium or heavier armour is fatigued the next day.

Note: This feat counts as having the Endurance feat for the purposes of meeting prerequisites.

Trade Initiative (Teamwork)
You’re an expert at helping your partner respond faster, and vice versa.

Benefit: After initiative is rolled but before enemies’ initiative is revealed, you may trade the results of your die roll (not including modifiers) with an adjacent ally who also possesses this feat.

Trappers Setup
You have an instinct for waiting until just the right moment to spring a hazard or trap.

Prerequisite: Craft (Traps) 5 ranks
Benefit: When you manually trigger a trap against opponents, that trap receives either a +2 circumstance bonus on melee attack rolls or a +2 circumstance bonus to its saving throw DC.

Ultimate Resolve
Your aura of resolve does not fall with you.

Prerequisites: Aura of resolve class feature.
Benefit: Your aura of resolve is a 20-foot emanation, and does not end if you fall unconscious.
Normal: The aura of resolve affects each ally within 10 feet, and ends when you fall unconscious.

Uncanny Alertness
Your research into arcana and the nature of reality has given you heightened senses.

Prerequisites: Alertness
Benefit: This feat gives you an additional +1 bonus on Perception and Sense Motive checks, and you gain a +2 bonus on saving throws against sleep and charm effects.

Uncanny Concentration
You have learned to enter a deeper state when casting spells, allowing you to shrug off distractions, damage, weather effects, and even the effects of other spells.

Prerequisites: Combat Casting
Benefit: You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration checks.

Unlocked Talent
You have discovered your magic ability, granting you limited casting ability.

Prerequisite: Wild Talent
Benefit: You gain 2 magic points. In addition, when you take this feat, select any one spell with a base MP cost of 1. You treat this spell as a spell known, and can cast this spell with a caster level of 1, as long as you have a Charisma score of at least 11. Use your Charisma modifier to determine any applicable save DCs. If you have caster levels from a spellcasting class, you may instead use the caster level from that class when casting the spell gained from this feat, as wella s the appropriate key modifier.
Special: The caster level when casting the spell granted from this feat is not a true caster level, and does not count as a caster level for purposes such as bonus magic points, feats, item creation, or prestige class prerequisites:
Note: This feat was initially published by Dreamscarred Press (Ultimate Psionics, pg. 119), but was edited for clarity and use with the pathFinal Fantasy ruleset.

Urban Tracking
You can track down the location of missing persons or wanted individuals within communities.

Benefit: To find the trail of an individual or to follow it for 1 hour requires a Diplomacy check to gather information. You must make another Diplomacy check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town. The DC of this check, and the number of checks required to track down your quarry, depends on the community size and the conditions. If you fail a Diplomacy check, you can retry after 1 hour of questioning. The game master should roll the number of checks required secretly, so that the player doesn’t know exactly how long the task will require.
Normal: A character without this feat can use Diplomacy to find out information about a particular individual, but each check takes 1d4+1 hours, and doesn’t allow effective trailing.
Note: This feat was initially published by Dreamscarred Press (Ultimate Psionics, pg. 120).

Usurper's Guard (Teamwork)
You work with your allies to create a defensive guard to facilitate spellcasting.

Prerequisites: Base attack bonus +3 or caster level 3rd.

Benefit: When an adjacent ally with this feat attempts a concentration check to cast a spell or use a spell-like ability defensively, you can attempt a combat maneuver check as an immediate action to guard that ally. Your ally can use either the result of her own concentration check or the result of your combat maneuver check to determine whether she succeeds at casting the spell or using the spell-like ability.

Special: If you possess the active bulwark ability, you add the cover bonus to AC that ability would normally grant to your combat maneuver check for this purpose.

Voice Of The Planet
One of your ancestors was a caretaker of the planet, able to hear its voice. Though nowhere near as able, through luck and practice you have learned to hear the voice too, though far less effectively.

Benefit: You can meditate on the energy of the planet once per day, taking 1 hour and requiring your concentration, to seek out the knowledge of your ancestors. At the end of the hour, you gain an understanding of the task, which grants you ranks in a skill of your choice equal to your character level, and you treat the skill as a class skill. These effects persist for 1 hour per character level. You cannot have more ranks in a skill than your total number of Hit Dice.

Note: This feat is intended to replace the spirit ridden feat from 1st party pathfinder, however it does not allow you to take the channel spirit feat, which may not necessarily be appropriate for your game. In either case, a character cannot have both this feat and spirit ridden.

Walking Sleight
You’ve developed your skills at picking up items while on the move.

Prerequisite: Deft Hands, Sleight of Hand 5 ranks.

Benefit: You no longer take the –20 penalty for attempting a Sleight of Hand check as a move action. You can attempt a Sleight of Hand check as a standard action in the middle of your move action.

Normal: You can attempt a Sleight of Hand check as a move action only by taking a –20 penalty on the check.

Wild Talent
Your soul begins to surge with magical energy, a signal you were born under an auspicious sign.

Benefit: Your latent magical power springs to life, conferring onto you a magic pool of 2 points, allowing you to take feats which require you to have a magic pool. You do not, however, gain the ability to cast spells simply by virtue of having this feat.
Note: This feat was initially published by Dreamscarred Press (Ultimate Psionics, pg. 120).