Home >Feats >3rd Party Feats >

Rogue Genius Games

Feat Descriptions

Feats are summarized on the table below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details.

The following format is used for all feat descriptions.

Feat Name: The feat’s name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.

Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.

Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.

Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

Special: Additional unusual facts about the feat.

Feat Sources

The following table lists all feats, showing prerequisites in tree form. It currently includes feats from the following sources:

We will add complete linking and feats from other sources as time allows.

Combat Feats Prerequisites Benefits Type1 Type2 Type3 Source
Accurate Critical Critical Focus, BAB +9 Gain a bonus on melee attacks after a critical hit Combat Critical RGG:FC
Acrobatic Dodge Dex 15, Acrobatic Avoid attacks with an Acrobatics check Combat AH1
Anchor BAB +1 You are difficult to flank or move around Combat AH1
Arcane Shield Ability to cast arcane spells Gain a bonus to your shield or armor. Combat AH1
Armor Focus, Heavy Con 13, Light Armor Proficiency, Medium Armor Proficiency, Heavy Armor Proficiency Gain DR 2/– in heavy armor. Combat AH1
Armor Focus, Medium Con 13, Light Armor Proficiency, Medium Armor Proficiency. Gain DR 1/– in medium armor. Combat AH1
Armored Hustle Con 13, Heavy Armor Proficiency or Medium Armor Proficiency You suffer half the normal penalty to your move rate for wearing medium or heavy armor Combat GGA
Avoid the Arcane Dex 13, Lightning Reflexes, no caster level Make a Ref save in place of a Fort or Will save. Combat AH1
Blazing Critical Critical Focus, BAB +9 Set foes on fire with critical fire attacks Combat Critical RGG:FC
Bleeding Strike Cause foes to bleed on a critical hit Combat RGG:FC
Butcher’s Blow Deal Strength damage on a critical hit Combat Critical RGG:FC
Caustic Critical Critical Focus, BAB +9 Cause more acid damage with critical acid attacks Combat Critical RGG:FC
Cloak Fighting 5 ranks Perform (dance), proficient with: dire flail, flail, heavy flail, nunchuku, spiked chain, or whip Use a cloak to gain concealment as a move action Combat AH1
Clutch Dex 13, Improved Grapple, Improved Unarmed Strike Start a grapple with an unarmed critical Combat Critical RGG:FC
Concussion Deal Wisdom damage on a critical hit Combat Critical RGG:FC
Conduit Arcane Strike, Combat Casting, Still Spell, CL 9, BAB +9 Channel a spell into the target of a critical hit Combat Critical SGG:FC
Deadly Accuracy Dex 15, BAB +6 Reroll a 1 on ranged weapon damage. Combat AH1
Deface Deal Charisma damage on a critical hit Combat Critical RGG:FC
Defensive Shot Point-Blank Shot, Precise Shot Make ranged attacks without provoking attacks of opportunity. Combat AH1
Deflect Spells Dex 13, Wis 13, Deflect Arrows, Improved Unarmed Strike, ki pool class ability Prevent a spell with a ranged attack roll from hitting you. Combat AH1
Devastating Charge Str 13, Power Attack, base attack bonus +1 Deal +2d4 damage with an unmounted charge. Combat AH1
Dispelling Blow Make a dispel check when you critical with a magic attack Critical Combat RGG:FC
Exalted Bullrush Str 13, Improved Bull Rush, Power Attack, BAB +1 Damage your foe with a Bull Rush. Combat AH1
Exotic Shield Proficiency Proficiency with shields You are proficient with one exotic shield Combat GGA
Fake Out Two-Weapon Fighting, Bluff 5 ranks Fool your foe about which weapon you are attacking with. Combat AH1
Falter Catch Off-Guard Look off-balance to lure in a target. Combat AH1
Fearsome Blow Str 13, Intimidating Prowess; or Cha 13, Persuasive Demoralize the target of a critical hit Combat Critical SGG:FC
Flashing Strike Dazzle the target of a magic critical hit Combat SGG:FC
Focused Attack Base attack bonus +6 Sacrifice potential attacks for an improved threat range Combat SGG:FC
Followup Blow Dex 15, Two-Weapon Fighting, BAB +6 Make a free secondary attack when you critical with your primary Combat Critical SGG:FC
Footwork Dodge, Nimble Moves, 5 ranks Acrobatics Gain a +1 dodge bonus when able to move freely. Combat AH1
Freezing Critical Critical Focus, BAB +9 Freeze foes in place with critical cold attacks Combat Critical SGG:FC
Greater Deadly Accuracy Dex 15, Deadly Accuracy, BAB +9 Reroll a 1 or 2 on ranged weapon damage. Combat AH1
Greater Improved Initiative Dex 17, Improved Initiative, uncanny dodge class feature Get an initiative check of 20 + Dex bonus. Combat AH1
Greater Spell Critical Critical Focus, Spell Critical, Spell Focus, BAB +9, CL 15 Deal secondary spell effects when you score a spell critical Combat Critical SGG:FC
Guerilla Tactics Stealth as a class skill Plan an ambush, giving your allies bonuses for 1-3 rnds. Combat AH1
Head Butt Con 13, Toughness Gain a natural weapon attack. Combat AH1
Hindering Critical Critical Focus, BAB +9 Your critical hits inflict skill and save DC penalties Combat Critical SGG:FC
Improved Catch Off-Guard Catch Off-Guard Constantly surprise foes with improvised weapons. Combat AH1
Jolting Critical Critical Focus, BAB +9 Your critical hits inflict skill and attack penalties Combat Critical SGG:FC
Knife Trick Draw and attack with a light weapon using Sleight of Hand Combat AH1
Knock Down Int 13, Combat Expertise, Improved Trip Make a trip attack with a critical hit Combat Critical SGG:FC
Layered Armor Con 15, armor training II class feature, proficiency in light, medium, and heavy armor Wear light armor under your heavy armor. Combat AH1
Maneuver Critical Critical Focus, BAB +9 Gain critical effects with combat maneuvers Combat Critical SGG:FC
Mind Over Magic Wis 13, Iron Will, no caster level Make a Will save rather than a Ref or Fort save. Combat AH1
Numbing Strike Deal additional nonlethal damage on a critical hit Combat SGG:FC
Parrying Strike Gain bonus to AC when you make a critical strike Combat SGG:FC
Primal Critical Critical Focus, BAB +9 Your critical hits with energy attacks leave your target vulnerable Combat Critical SGG:FC
Reflect Spells Dex 17, Wis 17, Deflect Arrows, Deflect Spells**, Improved Unarmed Strike, Snatch Arrows, ki pool class ability Redirect a spell at another target. Combat AH1
Saddle Warrior Dex 13+, Mounted Combat, Ride-by Attack Make multiple melee attacks from a moving mount. Combat AH1
Set Up Subtle Make an attack to draw a foe off-guard, giving allies +2 to attacks. Combat AH1
Set-Up Int 13, Combat Expertise, Improved Feint Make an immediate feint after you score a critical hit Combat Critical SGG:FC
Shattering Critical Critical Focus, BAB +9 Your critical hits reduce your foe’s armor or natural armor Combat Critical SGG:FC
Shield Block Dex 13, Dodge, Mobility, proficiency with shields When using a shield you gain a shield bonus to all attacks of opportunity Combat GGA
Shield Check Wis 13, Improved Shield Bash, base attack bonus +1, proficient with shields When using a shield you gain additional attacks of opportunity each round Combat GGA
Shield Counter Wis 13, Improved Shield Bash, Shield Check, base attack bonus +8, proficient with shields If missed by an attacks of opportunity while using a shield you can counter attack Combat GGA
Shield Specialization Shield Focus, Shield Proficiency. Gain bonuses when fighting defensively. Combat AH1
Shock Deal Constitution damage on a critical hit Combat Critical SGG:FC
Skirt Dex 13, Dodge, Mobility Make a free 5-foot-step when you score a critical hit Combat Critical SGG:FC
Smash Str 13, Power Attack, BAB +1 Add your armor bonus to Strength checks to break things. Combat AH1
Smash Str 13, Power Attack, Improved Sunder, base attack bonus +1 Make a free sunder maneuver when you score a critical hit Combat Critical SGG:FC
Spell Critical Critical Focus, BAB +9, CL 9 Deal secondary spell effects when you score a spell critical Combat Critical SGG:FC
Stupefy Deal Intelligence damage on a critical hit Combat Critical SGG:FC
Sucker Punch Deceitful, Improved Unarmed Strike, Quick Draw Stun or knock out a foe you punch from surprise. Combat AH1
Surprise Attack Stealth as class skill Charge an unsuspecting target without being noticed. Combat AH1
Takeaway Int 13, Combat Expertise, Improved Disarm, Improved Unarmed Strike Make a free disarm maneuver when you score a critical unarmed strike attack Combat Critical SGG:FC
Takedown Athletic. Make attacks that can hit multiple targets. Combat AH1
Targeted Strike Draw an additional critical hit card on a critical hit Combat SGG:FC
Tendon Cut Deal Dexterity damage on a critical hit Combat Critical SGG:FC
Touché Dex 13, BAB +1 Take a penalty to damage to gain a bonus to attack rolls. Combat AH1
Tougher Than Thaumaturgy Con 13, Great Fortitude, no caster level Make a Fort save rather than a Ref or Will save. Combat AH1
Weapon Trickery Bluff as class skill, Cha 13. Misdirect foes to allow you to use Charisma for your melee attacks. Combat AH1
Web of Steel Int 13, Dex 15, Dodge, Combat Expertise, Weapon Focus, BAB +1 Gain an armor bonus from wielding a weapon. Combat AH1
Critical Feats Prerequisites Benefits Type1 Type2 Type3 Source
Accurate Critical Critical Focus, BAB +9 Gain a bonus on melee attacks after a critical hit Critical Combat SGG:FC
Blazing Critical Critical Focus, BAB +9 Set foes on fire with critical fire attacks Critical Combat SGG:FC
Butcher’s Blow Deal Strength damage on a critical hit Critical Combat SGG:FC
Caustic Critical Critical Focus, BAB +9 Cause more acid damage with critical acid attacks Critical Combat SGG:FC
Clutch Dex 13, Improved Grapple, Improved Unarmed Strike Start a grapple with an unarmed critical Critical Combat SGG:FC
Concussion Deal Wisdom damage on a critical hit Critical Combat SGG:FC
Conduit Arcane Strike, Combat Casting, Still Spell, CL 9, BAB +9 Channel a spell into the target of a critical hit Critical Combat SGG:FC
Critical Casting Magical Aptitude, Spell Focus, CL 9 Don’t expend your spell when you hit with a critical attack Critical SGG:FC
Deface Deal Charisma damage on a critical hit Critical Combat SGG:FC
Dispelling Blow Make a dispel check when you critical with a magic attack Critical Combat SGG:FC
Fearsome Blow Str 13, Intimidating Prowess; or Cha 13, Persuasive Demoralize the target of a critical hit Critical Combat SGG:FC
Followup Blow Dex 15, Two-Weapon Fighting, BAB +6 Make a free secondary attack when you critical with your primary Critical Combat SGG:FC
Freezing Critical Critical Focus, BAB +9 Freeze foes in place with critical cold attacks Critical Combat SGG:FC
Greater Spell Critical Critical Focus, Spell Critical, Spell Focus, BAB +9, CL 15 Deal secondary spell effects when you score a spell critical Critical Combat SGG:FC
Hindering Critical Critical Focus, BAB +9 Your critical hits inflict skill and save DC penalties Critical Combat SGG:FC
Jolting Critical Critical Focus, BAB +9 Your critical hits inflict skill and attack penalties Critical Combat SGG:FC
Knock Down Int 13, Combat Expertise, Improved Trip Make a trip attack with a critical hit Critical Combat SGG:FC
Maneuver Critical Critical Focus, BAB +9 Gain critical effects with combat maneuvers Critical Combat SGG:FC
Primal Critical Critical Focus, BAB +9 Your critical hits with energy attacks leave your target vulnerable Critical Combat SGG:FC
Set-Up Int 13, Combat Expertise, Improved Feint Make an immediate feint after you score a critical hit Critical Combat SGG:FC
Shattering Critical Critical Focus, BAB +9 Your critical hits reduce your foe’s armor or natural armor Critical Combat SGG:FC
Shock Deal Constitution damage on a critical hit Critical Combat SGG:FC
Skirt Dex 13, Dodge, Mobility Make a free 5-foot-step when you score a critical hit Critical Combat SGG:FC
Smash Str 13, Power Attack, Improved Sunder, base attack bonus +1 Make a free sunder maneuver when you score a critical hit Critical Combat SGG:FC
Spell Critical Critical Focus, BAB +9, CL 9 Deal secondary spell effects when you score a spell critical Critical Combat SGG:FC
Stupefy Deal Intelligence damage on a critical hit Critical Combat SGG:FC
Takeaway Int 13, Combat Expertise, Improved Disarm, Improved Unarmed Strike Make a free disarm maneuver when you score a critical unarmed strike attack Critical Combat SGG:FC
Tendon Cut Deal Dexterity damage on a critical hit Critical Combat SGG:FC
General Feats Prerequisites Benefits Type1 Type2 Type3 Source
Air Kata Wis 13, Improved Unarmed Strike You do not need to fulfill somatic components of [air] spells General SGG:AM
Arcane Defense +2 bonus to saves against one school of magic General AH1
Battle Mage Str 13, Caster level 5 Gain spells you can only use if you’ve been in combat General AH1
Blood Magic Caster level 5 Learn spells you can only cast after taking damage. General AH1
Board Breaker Ki pool class ability Deal critical damage to inanimate objects General SGG:FC
Bolster Channel energy Grant targets of your channel energy bonuses to attacks and saves vs fear. General AH1
Bravado Bluff 5 ranks Use Bluff to demoralize foes. General AH1
Bushwhack Perception 5 ranks, Stealth 5 ranks Conceal allies with Stealth. General AH1
Catch! Bluff 1 rank, Intimidate 1 rank, Deceitful Toss an object to a foe, in hopes he’ll catch it and drop his weapons. General AH1
Caustic Hex Able to cast 3 spells that deal acid damage Reduce an acid spell’s save DC to gain a secondary affect. General AH1
Centaurian Combat Lapith, Acrobatics 1 rank You may attempt an Acrobatics check to negate an attack of opportunity. General SGG:RHH
Charming Piper, Cha 17 You gain the domain powers (though not the spells) of the charm domain. General SGG:RHH
Chill Hex Able to cast 3 spells that deal cold damage Reduce a cold spell’s save DC to gain a secondary affect. General AH1
Cleansing Channel energy Grant targets of your channel energy bonuses to saves vs disease and poison. General AH1
Cold Focus Able to cast one spell with the [cold] descriptor Add +2 to the DC for all saving throws against spells you cast with the [cold] descriptor. General AH1
Compelling Piper, Deceitful You can make a Bluff check that would normally be a standard or full round action as a move action General SGG:RHH
Critical Spellcraft CL 9 Gain benefits when you roll a natural 20 on a concentration check General SGG:FC
Double Bluff Deceitful Create a new Bluff to explain a failed Bluff. General AH1
Effective Caster Spellcasting attribute 17 Increase your effective caster level for areas and number of targets. General AH1
Elemental Warding Channel energy Grant energy resistence to targets of your channel energy. General AH1
Emergent Divinity Godling Gain 1 rank of godling divine traits General GGMG
Enchanting Voice Piper, Cha 15 You gain a +4 bonus to all Charisma-checks and Charisma-based skill checks made against subjects currently affected by an enchantment (charm) or enchantment (compulsion) spell you cast. General SGG:RHH
Esoteric Schooling Ability to cast 0-level spells. Learn a 0-level spell from another class General AH1
Established Persona Disguise 2 ranks. Gain bonuses to pass yourself off as specific persona. General AH1
Extra Cohort Leadership Gain an additional cohort. General AH1
Extra Form Shift Lapith You gain one additional use of your racial formshift ability each day General SGG:RHH
Extra Rivenspell Archon 1 Gain one additional rivenspell ability. General AH1
Extra Spell Slots Spellcasting class level 3 Gain two additional spell slots. General AH1
Extra Spells Known Spontaneous spellcasting class level 3 Gain two additional spells known. General AH1
Extra Tactics Battle tactics class feature. Gain 6 more battle tactics per day. General AH1
Extra Talent Godling Gain a scion talent General GGMG
False Blow Deceitful, BAB +1. Use a fake attack to cover a Sleight of Hand check. General AH1
Far Caster Spellcasting attribute 13 Increase your effective caster level for determining range. General AH1
Feign Death Con 13, Bluff 5 ranks. Play dead. General AH1
Godling Spell Able to cast spells, godling Learn a godling spell General GGMG
Gore Asterion, Con 13, BAB +1 You are able to attack with your horns General SGG:RHH
Greater Rivenspell Archon 4 Gain more energy from a spell you rive than most archons General AH1
Grim Determination Self-Sufficient, BAB +2, no caster level Gain temporary hit points once a day. General AH1
Improved Bond Character level 5, Second Bond, a “bond” class ability Calculate your second bond at your full class level. General AH1
Improved Elemental Warding Elemental Warding, channel energy Grant your allies elemental resistance. General AH1
Improved Stability Asterion, Con 13, BAB +1 You gain a +4 CMD against bull rush, trip, and overrun attacks. General SGG:RHH
Improved Stamp Lapith, Str 13, BAB +1, Stamp The base damage of your natural hoof attack increases. General SGG:RHH
Increased Spell Maximum 1st–level Archon. Learn a greater number of spells General AH1
Jolt Hex Able to cast 3 spells that deal electricity damage Reduce an electricity spell’s save DC to gain a secondary affect. General AH1
Ki Master Wis 13, ki pool*, BAB +6 or monk 6 Gain one specific ninja trick that requires a ki pool General UOPotN
Lasting Caster Spellcasting attribute 15 Increase your effective caster level for determining durations. General AH1
Magister’s Channel Energy Magister 5, 9 or more spells known from the cleric spell list. Gain the supernatural ability to channel positive energy like a cleric General AH1
Magister’s Companion Magister 5, 9 or more spells known from the druid spell list. Gain an animal companion General AH1
Magister’s Eidolon Magister 5, 9 or more spells known from the summoner spell list. Gain an eidolon General GGM
Magister’s Familiar Magister 5, 9 or more spells known from the sorcerer/wizard spell list. Gain a familiar General AH1
Magister’s Focus Magister 1 Pick 1 level of spells from another spell list. Those spells are one level closer to their normal level. General AH1
Magister’s Hex Magister 5, 9 or more spells known from the witch spell list. Gain one hex General GGM
Magister’s Performance Magister 9, 7 or more spells known from the bard spell list. Gain the bardic performance abilities of countersong, distraction, fascinate, and inspire courage. General AH1
Master Artificer Any two item creation feats, 5 ranks of any Craft skill. +4 to checks to create items, create items faster. General AH1
Meditative Incantation Int 13 Take 15 minutes to open a prepared spell slot. General AH1
Metamagic Focus Heighten Spell Your metamagic spells function as higher-level spells. General SGG:FM
Metamastery Spellcraft 8 ranks You can add metamagic effects to spells without increasing their level. General SGG:FM
Mighty Form Wild shape class ability or lapith race You are stronger when you shapeshift. General SGG:RHH
Mounted Caster Ride 1 rank, Mounted Combat. Cast while riding without concentration checks. General AH1
Muffle Dex 13, Improved Grapple, Improved Unarmed Strike Silence the targets of your grapples. General AH1
Necrothurge Caster level 5. Learn spells you can only cast after killing something. General AH1
Patois Int 13+, 5 ranks Linguistics Communicate in languages you don’t know. General AH1
Physical Adept Athletic, no caster level Gain an extra standard action. General AH1
Plait Incantation Spell Focus, caster level 1 Ready to use a spell to increase another caster’s spell power. General AH1
Powerful Lineage Lineage domain class ability Use your whole class level for your lineage domain ability General GGG
Resolute Iron Will Reduce the level of most fear effects to shaken. General AH1
Scorch Hex Able to cast 3 spells that deal fire damage Reduce a fire spell’s save DC to gain a secondary affect. General AH1
Second Bond Character level 5; Arcane bond, death bond, divine bond, hunter’s bond, mystic bond, or nature bond Gain a second class bond. General AH1
Secret Spell Bluff 5 ranks, Spellcraft 5 ranks Cast a spell steathily. General AH1
Self Delusion Cha 13 Add Charisma to Will saves, rather than Wisdom. General AH1
Sensitive 5 ranks Spellcraft Use Spellcraft rather than Perception to notice some magic effects and creatures. General AH1
Sidewinder Hex Bluff 3 ranks Cast a spell that fakes what target it’s headed for. General AH1
Signature Spell Spell Mastery or access to a cleric domain Sacrifice a prepared spell to cast your signature spell. General AH1
Spark of Divinity One ability score 18 of higher You qualify as a godling for feats, spells, and scion talents General GGMG
Spell Bluff Secret Spell, Bluff 5 ranks, Spellcraft 5 ranks Fool observers about what spell you are casting. General AH1
Spell Finesse Change your spellcasting ability. General AH1
Spell Flare Spell Focus Cast a spell with an impressive display, demoralizing observers. General AH1
Spell Specialization Weapon Focus (ray), Spellcaster level 4th+ Deal +2 damage with spell that require ranged touch attacks. General AH1
Spellsinger Piper, Cha 13, able to cast 1st level spells As part of the action to make a Perform check, you can channel the power of a spell into your presentation to magically augment it. General SGG:RHH
Squallblood Cha 13, able to cast a spell with the [air] descriptor You get a bonus to CMD and CMB when casting an [air] spell General SGG:AM
Stack Metamagic Knowledge (arcana) 1 rank, any two metamagic feats You can add the same metamagic feat to a spell more than once. General SGG:AM
Stamp Lapith, Str 13, BAB +1 You are able to make an attack with your hooves as a natural secondary attack General SGG:RHH
Statuesque Piper, 13 Con, 13 Dex, 19 Cha As a move action, you can strike a pose to stagger any foe able to see you for 1 round. General SGG:RHH
Stone Spirit Ki pool, Endurance Gain DR /– and bonus saves against ki-powered attacks General UOPotN
Stout Form Wild shape class ability or lapith race You are hardier when you shapeshift. General SGG:RHH
Subtle Your actions are difficult to notice. General AH1
Summon Defenders Augment Summoning Conjured creatures gain +2 to AC and saves. General AH1
Swift Form Lapith When in quadruped form, you have a base move of 50 feet. General SGG:RHH
Synergistic Training Caster level 1, levels in two character classes Increase your caster levels in a second class. General AH1
Thieves’ Cant Bluff as class skill Send and receive secret messages. General AH1
Trickster Mage Cha 13, Caster level 5 Learn spells you can only cast when you have deceived someone. General AH1
Unphased Asterion, Wis 13 You can choose to repeat your last action when subject to a compulsion effect General SGG:RHH
Vicious Asterion, Con 15, BAB +1 You may choose to deal an additional 2d4 points of damage on a successful hit. Whenever you do this, you also deal 1d4 damage to yourself. General SGG:RHH
Wall Runner Wis 13, Acrobatic Steps, Nimble Moves. Run up along walls. General AH1
Woodwose Caster level 5 Learn spells you can only cast in natural environments. General AH1
Item Creation Feats Prerequisites Benefits Item Creation
Metamagic Feats Prerequisites Benefits Metamagic
Cascade Spell Dex 13 You can cast multiple low-level spells as a single higher-level spell. Metamagic SGG:FM
Chain Spell Widen Spell You can cast spells that arc to other targets in addition to the primary target. Metamagic SGG:FM
Combat Spell Base attack bonus +6 You can make combat maneuvers with spells. Metamagic SGG:FM
Continual Spell Extend Spell, Stack Metamagic You can make one of your spells last all day. Metamagic SGG:FM
Countering Spell Improved Counterspell You can prepare a spell in such a way that it is much more useful for counterspelling. Metamagic SGG:FM
Deciphered Spell Linguistics 1 rank Your spell can be understood by any thinking creature. Metamagic SGG:FM
Defensive Spell You can increase the protective effects of a spell you cast. Metamagic SGG:FM
Despoiled Spell You can fuel a spell with your own life energy. Metamagic SGG:FM
Exchanged Spell Knowledge (the planes) 1 rank You can modify a spell that uses one type of energy to use another type of energy. Metamagic SGG:FM
Fleeting Spell You can prepare lower-level versions of spells with shorter durations. Metamagic SGG:FM
Flexible Spell Spellcraft 5 ranks You can decide what metamagic feats to add a spell when you cast it. Metamagic SGG:FM
Inherent Spell Quicken Spell, Silent Spell, Still Spell, Spell Focus You have mastered a spell so thoroughly you can now cast it as a spell-like ability. Metamagic SGG:FM
Languid Spell You can prepare less effective versions of spells as lower-level versions. Metamagic SGG:FM
Nonlethal Spell Heal 1 rank You can modify a spell that uses energy to deal damage to instead deal nonlethal damage. Metamagic SGG:FM
Profane Spell Knowledge (religion) 1 rank, evil alignment You can imbue a spell with evil-aligned energy. Metamagic SGG:FM
Sanctified Spell Knowledge (religion) 1 rank, good alignment You can imbue a spell with good-aligned energy. Metamagic SGG:FM
Secret Spell Bluff 1 rank Your spells are often hard to detect. Metamagic SGG:FM
Siege Spell Knowledge (engineering) 1 rank You can focus spells to break through doors and shatter walls. Metamagic SGG:FM
Swift Spell Dex 13 You can cast a spell very quickly at the cost of greatly reduced duration. Metamagic SGG:FM
Terrain Spell Knowledge (nature) 1 rank You can tap into the power of certain kinds of terrain to boost the power of your spells. Metamagic SGG:FM
Trap Spell Knowledge (dungeoneering) 1 rank You can cast a spell into an object as a trap. Metamagic SGG:FM
Weak Spell You can prepare weaker versions of spells as lower-level versions. Metamagic SGG:FM
Style Feats Prerequisites Benefits Style
Kakute-Ryu-Ninjutsu Style Dex 13, Improved Unarmed Strike, proficiency with 3 style weapons, BAB +1 or monk/ninja 1. Can deal unarmed damage with style weapon or style weapons deal extra damage Style Combat UOPotN
Dex 13, Improved Unarmed Strike, Kakute-Ryu-Ninjutsu Style, proficiency with 3 style weapons, BAB +3 or monk/ninja 3 Style weapons gain blocking, distracting, grapple, and monk properties; choice of piercing, slashing, or bludgeoning damage Style Combat UOPotN
Str 13, Dex 13, Improved Unarmed Strike, Fists of Fury, Kakute-Ryu-Ninjutsu Style, proficiency with 3 style weapons, BAB +7 or monk/ninja 7 Perform combat maneuver with style weapon, swift action to deal style damage Style Combat UOPotN
Kusari-Ryu-Ninjutsu Style Int 13, Combat Expertise, proficiency with 3 style weapons, BAB +3 or monk/ninja 3 Gain shield bonus to AC when wielding style weapons in each hand, or a 2-handed style weapon Style Combat UOPotN
Int 13, Combat Expertise, Improved Trip, Kusari-Ryu-Ninjutsu Style, proficiency with 3 style weapons, BAB +5 or monk/ninja 5. Style weapons gain disarm and trip properties, swift action to attempt trip Style Combat UOPotN
Int 13, Combat Expertise, Improved Trip, Iron Tentacles, Kusari-Ryu-Ninjutsu Style, proficiency with 3 style weapons, BAB +8 or monk/ninja 8 Swift action to entangle struck opponent Style Combat UOPotN
Teamwork Feats Prerequisites Benefits Teamwork
FAQ/Errata
Note: According to Owen K. Stephens the class and feats are being changed to use the Magister class name instead of Magus.
[
Source]