Feats

The feat types shown below that are not listed in the Player's Handbook or Expanded Psionics Handbook include Divine feats, which can only be taken by characters who have the ability to Turn or Rebuke creatures, and Epic feats, which are only available to characters of 21st or higher character level. There is also one new type of feat in Taeran games: the Mana feat, available only to characters with one or more levels in the Naturalist class (or another variant/prestige class which grants the Manipulation ability). These feats typically focus on the Manipulation ability, but some combine it with ordinary spellcasting to produce new and strange effects that are often difficult or impossible to produce any other way.
Feats in red come from the Player's Handbook or Expanded Psionics Handbook, and are not typically detailed here- they are here only to show chains of prerequisites. A few have variant rules applied to them, and those are detailed along with new feats given below.
Feats in blue come from sources other than this document. Each notes the document and page it is listed on. These, also, are not detailed here, but are in the table only to show chains of prerequisites.
The documents are [SF: Sword & Fist; DF: Defenders of the Faith; TB: Tome & Blood; SS: Song & Silence; FR: Forgotten Realms Campaign Book; MF: Magic of Faerun; OA: Oriental Adventures; DU: Dungeons]. Note that my library is extensive, and all books/documents I own are not listed here, let alone all the feats I have access to. For example, many feats listed as prerequisites for Prestige Classes come from nonstandard sources, but are not listed below. In general, if you want a feat from some source other than the PHB or this document, ask me- I may allow it; and clearly, if it is in the prerequisite list for an allowed Prestige Class, then it is allowed.
In prerequisite lists, BAB is used as an abbreviation for Base Attack Bonus.

Divine Feats | Epic Feats | Fighter Feats | General Feats | Item Creation Feats | Mana Feats | Metabreath Feats | Metamagic Feats | Metapsionic Feats | Psionic Feats | Special Feats
Divine Feats
Prerequisites

Epic Feats
Prerequisites
Accelerated Item Creation
Item Creation feat to be selected
Efficient Item Creation for Item Creation feat to be selected
27 ranks in Knowledge (Arcana) or Knowledge (Psionics)
27 ranks in Spellcraft or Psicraft
Action Without Time (Contributed by Eian Lee)
DEX 27
Epic Speed
Superior Initiative
20 ranks in Knowledge (the Planes)
Time Delay class feature
Adamantine Breath (Contributed by Mike S.)
CON 29+
breath weapon
BAB +20
Size Huge or larger
Alternate Energy Breath
CON 25
Alternate Energy Sheath
30 ranks in Knowledge (Ancient Technology)
Energy Breath class feature
Alternate Energy Sheath
CON 25
25 ranks in Knowledge (Ancient Technology)
Energy Sheath (Claws) class feature
Backstep
Time Walk 2/day or more
Breath Projectile
CON 23
20 ranks in Knowledge (Ancient Technology)
Energy Breath class feature
Carry Spell
Caster level 18+
Enlarge Spell
Carry Power
Manifester level 18+
Enlarge Power
Cloak of Insanity (Contributed by Brian Saul)
24 ranks in Psicraft
Outer Vision invocation
Warlock's Call invocation
Mind Blank invocation
Craft Major Artifact
Caster or Manifester level 21st+
Any Ultramagic spell feat, Ultrapsionic power feat, or Epic Spellcasting or Epic Manifesting
Craft Minor Artifact
Relevant ability score 25+ (INT for Wizards, etc.)
Craft Programmed Item
CHA 21
INT 21
WIS 21
25 ranks in Craft (Technology)
Program Reality class feature
Death Cry (Contributed by Johnny Britzke)
CON 25
CHA 25
either the Ki Shout feat, or Roar racial ability
Distant Breath
DEX 19
CON 23
WIS 19
Breath Projectile
20 ranks in Spot
Dream Feat
WIS 25
Epic Will
25 ranks in Lucid Dreaming
Energy Sheath Expansion
CON 21
Energy Sheath (Claws) class feature
Enhance Mirrorstone
Caster or Manifester level 25th+
Craft Major Artifact
Craft Minor Artifact
Craft Mirrorstone
30 ranks in Spellcraft (if spellcaster) or 30 ranks in Psicraft (if psionic)
Epic Damage Reduction
CON 23
CHA 23
Damage Reduction 30 (or higher)/magic granted by a feat, class feature, or other permanent effect
Epic Foresight
WIS 23
25 ranks in Spot
Improved Foresight (+4) class feature
Epic Gift of Protection
25 ranks in Diplomacy
Gift of Protection IX class feature
Epic Ranged Spell Specialization
Caster level 18th
Epic Weapon Focus (Ranged Spells)
Ranged Spell Specialization
Weapon Focus (Ranged Spells)
Epic Touch Spell Specialization
Caster level 18th
Epic Weapon Focus (Touch Spells)
Touch Spell Specialization
Weapon Focus (Touch Spells)
Extra Concentration
INT 25
25 ranks in Concentration
Fulcrum Shift
Time Immunity 2/day or more
Godsong
Bard level 21st+
10 ranks in Knowledge (Religion)
Alignment not opposed to chosen deity in any component
Personal contact (past or present) with chosen deity
Group Demoralization
Antimusic class feature, Avant-Garde Performance class feature with 30 virtual ranks
Improved Aura of Cold
CHA 25
Aura of Cold class feature
Improved Aura of Fury
CHA 25
Aura of Fury class feature
Improved Aura of Hate
CHA 25
Aura of Fury class feature
Improved Aura of Unease
CHA 25
Aura of Unease class feature
Improved Power Capacity
Ability to manifest powers of the normal maximum level in at least one psionic class
Improved Reactive Round
DEX 29
WIS 19
Epic Reflexes
Epic Speed
Reactive Round
25 ranks in Knowledge (Arcana)
Improved Free Attack class feature
Improved Recover Breath (Contributed by Mike S.)
CON 31+
breath weapon
Recover Breath
Improved Solar Power
CON 21
Improved Power Capacity
Solar Power class feature
Improved Temporal Slice
CON 23
WIS 23
Endurance
Temporal Endurance
Temporal Slice
Time Walk 2/day or more
Improved Weakening Critical
DEX 19
INT 19
Weakening Critical class feature
Wounding Critical class feature
Improved Wounding Critical
DEX 21
INT 21
Improved Weakening Critical
Weakening Critical class feature
Wounding Critical class feature
Instant Item Creation
Must know Fabricate as a psionic power, spell, or supernatural ability
Accelerated Item Creation
31 ranks in Spellcraft or Psicraft
Instant Recharge
Quick Draw
Rapid Recharge
Weapon Focus (high-tech weapon type to be selected)
Intensify Breath (Contributed by Mike S.)
CON 35+
breath weapon
Maximize Breath
two other Metabreath feats
Intensify Spell-Like Ability
Caster level 27th with ability to be chosen
Empower Spell-Like Ability (ability to be chosen)
Maximize Spell-Like Ability (ability to be chosen)
Invocation Knowledge
Warlock level 23rd
Lasting Demoralization
Antimusic class feature, Avant-Garde Performance class feature with 25 virtual ranks
Magnify Spell
Empower Spell
Enlarge Spell
Maximize Spell
21 ranks in Spellcraft
Mass Reactive Healing
WIS 27
30 ranks in Spellcraft
Mass Healing class feature
Reactive Healing class feature
Master Blaster
DEX 23
Instant Recharge (high-tech ranged weapon type used)
Point Blank Shot
Rapid Shot
Weapon Focus (high-tech ranged weapon type used)
Maximize Mass Healing
WIS 23
24 ranks in Spellcraft
Mass Healing class feature
Maximize Healing class feature
Maximize Reactive Healing
WIS 25
27 ranks in Spellcraft
Maximize Healing class feature
Reactive Healing class feature
Multiply Power
Enlarge Power
Maximize Power
Twin Power
21 ranks in Psicraft
Outer Madness (Contributed by Eian Lee and Brian Saul)
30 ranks in Psicraft
Word of Changing invocation
Far Layer invocation
Pseudonatural Blast invocation
Perfect Mind Bow
Shape Mind Blade class feature
Greater Mind Bow
Improved Mind Bow
Mind Bow
BAB +16
15 ranks in Psicraft
Permanent Psionic Emanation
25 ranks in Psicraft
Ability to manifest the power to be made permanent
Pregressive Spell
Extend Spell
Quicken Spell
27 ranks in Knowledge (Arcana)
27 ranks in Spellcraft
Psychic Masking (Contributed by Johnny Britzke)
CHA 23
25 ranks in Bluff
25 ranks in Disguise
Reactive Round
DEX 27
WIS 19
Epic Reflexes
Epic Speed
20 ranks in Knowledge (Arcana)
Improved Free Attack class feature
Reactive Walk
DEX 31
WIS 19
Epic Reflexes
Epic Speed
Improved Reactive Round
Reactive Round
30 ranks in Knowledge (Arcana)
Improved Free Attack class feature
Time Walk class feature
Side Spell
Attack Manipulation
Defense Manipulation
Information Manipulation
Movement Manipulation
Side Cantrip
Naturalist level 21+
Temporal Endurance
CON 21
WIS 21
Endurance
Time Walk class feature
Temporal Slice
CON 21
WIS 21
Endurance
Temporal Endurance
Time Walk class feature
Temporal Spring (Contributed by Johnny Britzke)
30 ranks in Knowledge (Arcana)
Dimensional Spring class feature
Temporary Artifact
INT 21
WIS 21
CHA 21
Craft Minor Artifact
Craft Major Artifact
30 ranks in Psicraft
Temporary Matrix (2000 gp or higher) class feature
Time Plateau
Time Walk 2/day or more
True Madness (Contributed by Eian Lee)
Improved Touch of Madness 6/day or more
Ultimate Step
30 ranks in Psicraft
15 ranks in Knowledge (the Planes)
Glimpse From Beyond invocation
Lurker at the Threshold invocation
Cross the Threshold invocation
Far Layer invocation
Wall Jump
DEX 25
either Bounding Charge feat or Acrobatic Charge class feature
20 ranks in Jump
20 ranks in Tumble
Widen Aura of Cold
CHA 25
Aura of Cold class feature
Widen Aura of Fury
CHA 25
Aura of Fury class feature
Widen Aura of Hate
CHA 25
Aura of Fury class feature
Widen Aura of Unease
CHA 25
Aura of Unease class feature

Fighter Feats
Prerequisites
Exotic Weapon Proficiency (High-Tech)
None
Technological Armor Proficiency
either 5 ranks in Knowledge (Ancient Technology) or 5 ranks in Use Ancient Device
    Powered Armor Proficiency
Armor Proficiency (Heavy)
Armor Proficiency (Light)
Armor Proficiency (Medium)
Technological Armor Proficiency
either 5 ranks in Knowledge (Ancient Technology) or 5 ranks in Use Ancient Device

General Feats
Prerequisites
Ability Focus
Race has an activated special ability
Ancient Device Proficiency
None
    Rapid Recharge
DEX 13
Ancient Device Proficiency (Power Cells)
Arcane Prodigy
No levels in any spellcasting class, or 1st-level character
Exotic Weapon Proficiency (High-Tech)
None
Fly
Fly speed
    Hover
STR 13+
Fly
Endurance
    Wingover
DEX 13+
Fly
Legacy Item
1st-level character
Metacreative
Any Item Creation feat
Mutation
Special
Resist Radiation
None
Technological Armor Proficiency
either 5 ranks in Knowledge (Ancient Technology) or 5 ranks in Use Ancient Device
    Powered Armor Proficiency
Armor Proficiency (Heavy)
Armor Proficiency (Light)
Armor Proficiency (Medium)
Technological Armor Proficiency
either 5 ranks in Knowledge (Ancient Technology) or 5 ranks in Use Ancient Device
Wild Talent
no levels in any psionic class, or 1st-level character

Item Creation Feats
Prerequisites
Brew Potion
Caster level 3rd+
    Brew Greater Potion
Caster level 7th+
Brew Potion
Craft Wondrous Item
10 ranks in Craft (Alchemy)
    Brew Elixir
Caster level 13th+
Brew Greater Potion
Brew Potion
Craft Wondrous Item
15 ranks in Craft (Alchemy)
Craft Drilbu
Manifester level 9th+
Craft Dorje
Craft Major Artifact
Caster or Manifester level 21st+
Any Ultramagic spell feat, Ultrapsionic power feat, or Epic Spellcasting or Epic Manifesting
Craft Minor Artifact
Relevant ability score 25+ (INT for Wizards, etc.)
Craft Minor Artifact
Caster or Manifester level 18th+
Craft (Magic or Psionic) Arms and Armor
Four other Item Creation Feats, not including Scribe Scroll or Encode Powerstone
Relevant ability score 19+ (INT for Wizards, etc.)
Craft Programmed Item
CHA 21
INT 21
WIS 21
25 ranks in Craft (Technology)
Program Reality class feature
Craft Sandcrystal
Race: Thri-Kreen
5 ranks in any Craft skill
Craft Silmarillium
Special
Enhance Mirrorstone
Caster or Manifester level 25th+
Craft Major Artifact
Craft Minor Artifact
Craft Mirrorstone
30 ranks in Spellcraft (if spellcaster) or 30 ranks in Psicraft (if psionic)
Grow Frith
Caster level 3rd+
Brew Potion
Craft Wondrous Item
5 ranks in Profession (Farmer)
Manipulation Crafting
two or more Manipulation feats
two or more Item Creation feats
10 ranks in Knowledge (Arcana)
10 ranks in Spellcraft
Scribe Tattoo
Manifester level 3rd+
    Scribe Greater Tattoo
Manifester level 7th+
Craft Universal Item
Scribe Tattoo
10 ranks in Craft (Tattoo)
    Scribe Master Circuit
Manifester level 13th+
Craft Universal Item
Scribe Greater Tattoo
Scribe Tattoo
15 ranks in Craft (Tattoo)

Mana Feats
Prerequisites
Attack Manipulation
Naturalist level 1st+
Defense Manipulation
Naturalist level 1st+
Information Manipulation
Naturalist level 1st+
Manipulate Scroll
Attack Manipulation
Defense Manipulation
Information Manipulation
Movement Manipulation
5 ranks in Decipher Script
10 ranks in Spellcraft
Manipulation Crafting
two or more Manipulation feats
two or more Item Creation feats
10 ranks in Knowledge (Arcana)
10 ranks in Spellcraft
Meta-Manipulation
two or more Manipulation feats
one or more Metamagic feats
5 ranks in Spellcraft
    Awaken Spell
Faunist level 1st+
Meta-Manipulation
10 ranks in Spellcraft
    Crystallize Spell
Materialist level 1st+
Meta-Manipulation
10 ranks in Spellcraft
    Energize Spell
Energist level 1st+
Meta-Manipulation
10 ranks in Spellcraft
    Entwine Spell
Florant level 1st+
Meta-Manipulation
10 ranks in Spellcraft
    Hallucinatory Spell
Creator level 1st+
Meta-Manipulation
10 ranks in Spellcraft
    Voidfuse Spell
Negator level 1st+
Meta-Manipulation
10 ranks in Spellcraft
Movement Manipulation
Naturalist level 1st+
Side Cantrip
Attack Manipulation
Defense Manipulation
Information Manipulation
Movement Manipulation
Naturalist level 15+
    Side Spell
Attack Manipulation
Defense Manipulation
Information Manipulation
Movement Manipulation
Side Cantrip
Naturalist level 21+

Metabreath Feats
Prerequisites
Adamantine Breath (Contributed by Mike S.)
CON 29+
breath weapon
BAB +20
Size Huge or larger
Improved Recover Breath (Contributed by Mike S.)
CON 31+
breath weapon
Recover Breath
Intensify Breath (Contributed by Mike S.)
CON 35+
breath weapon
Maximize Breath
two other Metabreath feats
Psionic Breath (Contributed by Mike S.)
CON 17+
breath weapon
any one Metapsionic feat
Manifester level 11th+
Spellchannel Breath
CON 17+
breath weapon
any one Metamagic feat
Caster level 11th+

Metamagic Feats
Prerequisites
Channel Spell
Caster level 10+
Energy Substitution [TB,40]
Any other Metamagic feat
5 ranks in Knowledge (Arcana)
    Energy Admixture [TB,39-40]
Energy Substitution
Any other Metamagic feat
5 ranks in Knowledge (Arcana)
    Advanced Energy Substitution
two different Energy Substitution feats
5 ranks in Knowledge (Ancient Technology)
10 ranks in Knowledge (Arcana)
    Advanced Energy Admixture
matching Advanced Energy Substitution
two different Energy Substitution feats
5 ranks in Knowledge (Ancient Technology)
10 ranks in Knowledge (Arcana)
Homing Spell
Any other Metamagic feat
Magnify Spell
Empower Spell
Enlarge Spell
Maximize Spell
21 ranks in Spellcraft
Pregressive Spell
Extend Spell
Quicken Spell
27 ranks in Knowledge (Arcana)
27 ranks in Spellcraft
Psionic Spell
Manifester level 1st+
Shape Spell
Caster level 5th+

Metapsionic Feats
Prerequisites
Homing Power
Any other Metapsionic feat
Magical Power
Caster level 1st+
Multiply Power
Enlarge Power
Maximize Power
Twin Power
21 ranks in Psicraft
Psionic Advanced Energy Use
10 ranks in Knowledge (Ancient Technology)
10 ranks in Knowledge (Psionics)
10 ranks in Psicraft

Psionic Feats
Prerequisites
Mind Bow
Shape Mind Blade class feature
5 ranks in Psicraft
    Arrow to the Soul
Shape Mind Blade class feature
Knife to the Soul class feature
Imbue Mind Bow
Improved Mind Bow
Mind Bow
20 ranks in Psicraft
    Greater Mind Bow
Shape Mind Blade class feature
Improved Mind Bow
Mind Bow
BAB +11
10 ranks in Psicraft
    Imbue Mind Bow
Shape Mind Blade class feature
Improved Mind Bow
Mind Bow
15 ranks in Psicraft
    Improved Mind Bow
Shape Mind Blade class feature
Mind Bow
BAB +6
5 ranks in Psicraft
    Perfect Mind Bow
Shape Mind Blade class feature
Greater Mind Bow
Improved Mind Bow
Mind Bow
BAB +16
15 ranks in Psicraft
    Strong Mind Bow
Shape Mind Blade class feature
STR 15
Mind Bow

Special Feats
Prerequisites
Bounding Charge
Racial Jump bonus
Craft Sandcrystal
Race: Thri-Kreen
5 ranks in any Craft skill
Disguising Shift
Race: Gel
Character level 6th+
    Improved Disguising Shift
Race: Gel
Character level 12th+
Disguising Shift
Favored Enemy Critical Strike [Monte Cook's "The Ranger Revisited"]
Favored Enemy class feature
Favored Enemy Strike [Monte Cook's "The Ranger Revisited"]
Favored Enemy class feature
Forecasting Program
Robot subtype
INT 13
Light Acclimation
Light Blindness racial trait
Overcome Phobia
Racial phobia
Plant Shift
Race: Gel
    Inanimate Shift
Race: Gel
Plant Shift
Prehensile Tongue
Race: Grippli
DEX 15
Character level 3rd+
    Combat Tongue
Race: Grippli
DEX 17
Prehensile Tongue
BAB +4
Preservation Program
Robot subtype
CHA 13
Quicken Shift
Race: Gel
Character level 3rd+
Queen Egg
Race: Thri-Kreen
Gender: Female
Character level 1st (only)
    Queen Aura
Race: Thri-Kreen
Gender: Female
Queen Egg
    Queen Communication
Race: Thri-Kreen
Gender: Female
Queen Egg
    Hive Queen
Race: Thri-Kreen
Gender: Female
Leadership
Queen Aura
Queen Communication
Size Shift
Race: Gel
    Improved Size Shift
Race: Gel
Character level 9th+
Size Shift
Turn Resistance
Race: Eleti



Descriptions

Feats

Ability Focus [General]

Choose one of your race's activated, inborn abilities, such as a spell-like ability, or the Cold Stare of Frostmen. You are especially good at using that ability, compared with other members of your race. Abilities which are inborn but not known before character creation, such as the psionic abilities of Psylons or the spell-like powers of Valheru, may be chosen, but each individual power must be focused on separately. Abilities which do not require conscious activation on the part of the character, such as the Intense Life Force of High Elves or the Photosynthesis of Gren and Flarn, may not be chosen.
Prerequisite: Your race must have an activated, inborn ability.
Benefit: Add +1 to the DC of saving throws against the ability you selected, and add +1 to attack rolls made using it if the ability requires an attack roll. If the ability requires a check to use, you gain a +1 bonus to that check.
Special: You can gain Ability Focus multiple times. Each time you take the feat, it applies to a new ability.

Accelerated Item Creation [Epic]

Select an Item Creation feat. You can create items using that feat much more quickly than normal, and even more quickly than characters using Efficient Item Creation.
Prerequisites: Item Creation feat to be selected, Efficient Item Creation for Item Creation feat to be selected, 27 ranks in Knowledge (Arcana) [for a magic feat] or Knowledge (Psionics) [for a psionic feat], 27 ranks in Spellcraft [for a magic feat] or Psicraft [for a psionic feat].
Benefit: When you create an item using the feat associated with Accelerated Item Creation, your creation speed increases by another 10000 gp per day over Efficient Item Creation. For instance, if you have Efficient Item Creation and Accelerated Item Creation with the Craft Staff feat, then creating a new staff takes you one day per 20000 gp in the staff's market price. The minimum crafting time remains one day, no matter how low the item's market price is.
Normal: Without this feat or Efficient Item Creation, creating a magic or psionic item takes one day per 1000 gp of the item's the market price. With Efficient Item Creation alone, it takes one day per 10000 gp in the market price.
Special: You can gain Accelerated Item Creation multiple times. Each time you take the feat, it increases the market-price limit you can craft per day by 10000 gp.

Action Without Time [Epic]

 (Contributed by Eian Lee)

You can delay the effects of chosen actions to happen at another time.
Prerequisites: DEX 27, Epic Speed, Superior Initiative, 20 ranks in Knowledge (the Planes), Time Delay class feature.
Benefit: As a free action, you can decide upon and list a number of actions which in total require one round or less to complete, and expend one use of your Time Delay ability. The listed actions may be one full-round action, a standard action plus a move action, just a standard action or a move action, or any other combination of actions which could be done in one round using no other supernatural or extraordinary abilities. After you have chosen a list of actions this way, you may at any time within the next 1d4+1 minutes use a swift action to expend the "held" list of actions. They are then completed all at once, in the order you listed them, in a single burst of incredible speed.

Adamantine Breath [Epic, Metabreath]

 (Contributed by Mike S.)

Your breath weapon can easily blast through inanimate objects.
Prerequisite: Con 29, Breath Weapon, Base Attack Bonus +20, Size Huge or larger.
Benefit: Your breath weapon damages objects much more effectively than normal. Ignore the first 20 points of an object's Hardness rating when determining damage done to objects by your breath weapon, just as if it were an Adamantine weapon. When you use this feat, add +3 to the number of rounds you must wait before using your breath weapon again.

Advanced Energy Admixture [Metamagic]

You can cast spells that mix their normal energy with a specific nonstandard energy type.
Prerequisites: matching Advanced Energy Substitution, two different Energy Substitution feats (see below), 5 ranks in Knowledge (Ancient Technology), 10 ranks in Knowledge (Arcana)
Benefit: As Energy Admixture, except that you add a type of energy corresponding to one of the advanced energy types (Disruption, Electromagnetic, Force, Gelid, Particle, Plasma, or Radiation). A spell which has this feat applied to it uses up a spell slot five levels higher than normal.
    Disruption damage is similar to the effect of the Disintegrate spell. If a target is reduced to 0 or fewer hit points by Disruption damage, it is entirely disintegrated, leaving no body or pieces behind (though any equipment worn/used by a disintegrated creature is left behind).
    Electromagnetic damage does not normally affect living creatures. If you deal Electromagnetic damage to creatures which are not vulnerable to that damage type, then your spell deals half its Electromagnetic damage amount as subdual damage to them. Electromagnetic energy can also be used to recharge and power technological devices; if a Power Cell is in an area affected by a spell dealing Electromagnetic damage, or it or a device it is powering is the target of such a spell, then it gains a number of CUs equal to the damage dealt.
    Force damage means invisible inertial energy like that used in a Magic Missile or Wall of Force spell, and Force damage can affect incorporeal creatures normally.
    Gelid damage is essentially cold so intense that ordinary Cold Resistance is useless against it. If a creature has Immunity to Cold, then it takes half damage from a Gelid effect, or one-quarter on a successful save (if a save for half damage is allowed by the Gelid effect). Gelid damage is considered Frostburn damage (in areas where the ambient temperature is Cold or colder, it cannot be healed naturally, and requires a DC 25 caster/manifester level check to heal magically or psionically).
    Particle damage directly converts part of the creature or object damaged from matter into energy. If a creature takes more Particle damage in one round than twice its CON score, then it suffers the effects of being exposed to a Radiation field of Lethal-25 strength (see the Radiation section in the Rules document) for one round in addition to taking damage.
    Plasma damage is essentially fire so hot that ordinary Fire Resistance is useless against it. If a creature has Immunity to Fire, then it takes half damage from a Plasma effect, or one-quarter on a successful save (if a save for half damage is allowed by the Plasma effect).
    Radiation damage is a burning that comes from exposure to extremely high-intensity light (or more powerful, similar energy). Though it has characteristics similar to both Electricity and Fire damage, neither Electricity Resistance nor Fire Resistance protect against Radiation damage. If a creature has Immunity to Electricity, then it takes half damage from a Radiation effect, or one-quarter on a successful save (if a save for half damage is allowed by the Radiation effect).
Special: You cannot take any version of this feat without first having the corresponding Advanced Energy Substitution feat, two specific Energy Admixture feats which match the advanced energy type you want to take this feat for, and two Energy Substitution feats which match those Energy Admixture feats. For instance, to get Advanced Energy Admixture (Force), you must have Advanced Energy Substitution (Force), Energy Admixture (Cold), Energy Substitution (Cold), Energy Admixture (Sonic), and Energy Substitution (Sonic). The required normal energy types for each advanced energy type are summarized below.
Advanced Energy Type Required Energy Types
Disruption Acid, Electricity
Electromagnetic Electricity, Sonic
Force Cold, Sonic
Gelid Acid, Cold
Particle Cold, Fire
Plasma Acid, Fire
Radiation Electricity, Fire

Advanced Energy Substitution [Metamagic]

You can cast spells with a specific nonstandard energy type.
Prerequisites: two different Energy Substitution feats (see below), 5 ranks in Knowledge (Ancient Technology), 10 ranks in Knowledge (Arcana)
Benefit: As Energy Substitution, except that you deal a type of damage corresponding to one of the advanced energy types (Disruption, Electromagnetic, Force, Gelid, Particle, Plasma, or Radiation). A spell which has this feat applied to it uses up a spell slot one level higher than normal.
    Disruption damage is similar to the effect of the Disintegrate spell. If a target is reduced to 0 or fewer hit points by Disruption damage, it is entirely disintegrated, leaving no body or pieces behind (though any equipment worn/used by a disintegrated creature is left behind).
    Electromagnetic damage does not normally affect living creatures. If you deal Electromagnetic damage to creatures which are not vulnerable to that damage type, then your spell deals half its Electromagnetic damage amount as subdual damage to them. Electromagnetic energy can also be used to recharge and power technological devices; if a Power Cell is in an area affected by a spell dealing Electromagnetic damage, or it or a device it is powering is the target of such a spell, then it gains a number of CUs equal to the damage dealt.
    Force damage means invisible inertial energy like that used in a Magic Missile or Wall of Force spell, and Force damage can affect incorporeal creatures normally.
    Gelid damage is essentially cold so intense that ordinary Cold Resistance is useless against it. If a creature has Immunity to Cold, then it takes half damage from a Gelid effect, or one-quarter on a successful save (if a save for half damage is allowed by the Gelid effect). Gelid damage is considered Frostburn damage (in areas where the ambient temperature is Cold or colder, it cannot be healed naturally, and requires a DC 25 caster/manifester level check to heal magically or psionically).
    Particle damage directly converts part of the creature or object damaged from matter into energy. If a creature takes more Particle damage in one round than twice its CON score, then it suffers the effects of being exposed to a Radiation field of Lethal-25 strength (see the Radiation section in the Rules document) for one round in addition to taking damage.
    Plasma damage is essentially fire so hot that ordinary Fire Resistance is useless against it. If a creature has Immunity to Fire, then it takes half damage from a Plasma effect, or one-quarter on a successful save (if a save for half damage is allowed by the Plasma effect).
    Radiation damage is a burning that comes from exposure to extremely high-intensity light (or more powerful, similar energy). Though it has characteristics similar to both Electricity and Fire damage, neither Electricity Resistance nor Fire Resistance protect against Radiation damage. If a creature has Immunity to Electricity, then it takes half damage from a Radiation effect, or one-quarter on a successful save (if a save for half damage is allowed by the Radiation effect).
Special: You cannot take any version of this feat without first having two specific Energy Substitution feats which match the advanced energy type you want to take this feat for. For instance, to get Advanced Energy Substitution (Force), you must have Energy Substitution (Cold) and Energy Substitution (Sonic). The required normal energy types for each advanced energy type are summarized below.
Advanced Energy Type Required Energy Types
Disruption Acid, Electricity
Electromagnetic Electricity, Sonic
Force Cold, Sonic
Gelid Acid, Cold
Particle Cold, Fire
Plasma Acid, Fire
Radiation Electricity, Fire

Alternate Energy Breath [Epic]

Select a specific type of energy. Your Energy Breath class ability can now use that energy type.
Prerequisites: CON 25, Alternate Energy Sheath, 30 ranks in Knowledge (Ancient Technology), Energy Breath class feature.
Benefit: When you take this feat, choose one of the five standard energy types (Acid, Cold, Electricity, Fire, or Sonic) or one of the seven advanced energy types (Disruption, Electromagnetic, Force, Gelid, Particle, Plasma, or Radiation). The chosen energy type must be one that your Energy Sheath ability can already use, but your Energy Breath cannot; also, it may not be a type your race is vulnerable to (for instance, a Red Dragon could not choose Cold). Your Energy Breath can now produce the chosen energy type in addition to those it could produce before. For example, if you choose Particle energy, then you can now create a breath weapon of Particle energy.
Special: You can gain Alternate Energy Breath multiple times. Each time you take the feat, it applies to a new energy type.

Alternate Energy Sheath [Epic]

Select a specific type of energy. Your Energy Sheath class ability can now create a sheath of that energy type.
Prerequisites: CON 25, 25 ranks in Knowledge (Ancient Technology), Energy Sheath (Claws) class feature.
Benefit: When you take this feat, choose one of the five standard energy types (Acid, Cold, Electricity, Fire, or Sonic) or one of the seven advanced energy types (Disruption, Electromagnetic, Force, Gelid, Particle, Plasma, or Radiation). The chosen energy type must be one your Energy Sheath ability cannot already produce, and may not be a type your race is vulnerable to (for instance, a Red Dragon could not choose Cold). Your Energy Sheath can now produce and use the chosen energy type in addition to those it could produce before. For example, if you choose Particle energy, then your Energy Sheath can produce a coating of Particle energy around your natural weapons, and you can deflect Particle attacks with your Deflect Energy ability. This feat does not change the energy types you can produce with your breath weapon using the Energy Breath ability.
Special: You can gain Alternate Energy Sheath multiple times. Each time you take the feat, it applies to a new energy type.

Ancient Device Proficiency [General]

You can use one category of Ancient devices (for instance, Power Cells, Communications equipment, or Medical) without requiring Use Ancient Device skill checks. Ancient weapons do not use this feat for proficiency; instead, use the Exotic Weapon Proficiency feat. Ancient armor does not use this feat for proficiency; a character becomes proficient in wearing Ancient armor by taking the Technological Armor Proficiency feat, and whatever armor category feat (Light, Medium, Heavy, or Powered) is appropriate.
Benefit: You do not need to make any Use Ancient Device checks to use any ability of a device in the category you are proficient with. For instance, a character proficient in Power Cells need not make a check to open a Feeder Cell's chamber or close it again after material is in it.
Normal: A character without this feat must make a Use Ancient Device skill check every time he or she tries to use an activated ability of an Ancient device.
Special: You can gain Ancient Device Proficiency multiple times. Each time you take the feat, it applies to a new category of Ancient devices.

Arcane Prodigy [General]

You have an inborn magical talent that allows you to cast a few minor spells.
Prerequisite: No levels in any spellcasting class, or 1st-level character.
Benefit: Pick three cantrips (0-level spells) from any Arcane spellcasting core class's spell list that your character knows. You can cast these spells as a Sorcerer with level equal to your character level (even if the spells are not from the Sorcerer/Wizard spell list), except that you can only cast three spells per day. These spells may not be enhanced by Metamagic feats unless you gain levels in a spellcasting class that grants access to such feats. If you later gain levels in an Arcane spellcasting class, the cantrips you know from this feat do not count as "known spells" for the purpose of determining which spells your class allows you, but you use your spellcasting class's spell slots to cast them from that time forward.
Special: You can gain Arcane Prodigy multiple times. Each time you take this feat, it grants you knowledge of three more cantrips. You are still limited to three per day unless you gain levels in an Arcane spellcasting class, no matter how many cantrips you learn with this feat.
    You may take this feat as a 1st-level character even if your first level is in an Arcane spellcasting class, and the cantrips you choose do not have to be from that class's spell list if you do. In that case, you cannot take Arcane Prodigy again at later levels, though if you have multiple feats at first level (for instance, with the bonus feat granted by your race if you are Human), you may take it multiple times at 1st level.

Arrow to the Soul [Psionic]

You can imbue your mind bow with psionic powers.
Prerequisites: Knife to the Soul class feature, Shape Mind Blade class feature, Imbue Mind Bow, Improved Mind Bow, Mind Bow, 20 ranks in Psicraft.
Benefit: You can use your Knife to the Soul ability in conjunction with your mind bow. This requires that you make a Sneak Attack with the mind bow (and thus, you must be within 30 feet of the target), and you choose how many damage dice to convert into ability damage when you make the attack with the charged mind bow, just as normal for the Knife to the Soul ability. When you make the attack, only the first arrow fired contains the power of the ability damage, and if it misses then the energy is flushed from the mind bow despite not having any effect. Other arrows fired that same round may still cause normal Sneak Attack damage if they hit.
Normal: Without this feat, you cannot use your Knife to the Soul class ability when you make Sneak Attacks with your mind bow.

Attack Manipulation [Mana]

You can shape Manipulations that mimic attack spells.
Prerequisite: Naturalist level 1st+.
Benefit: You can use the Naturalist class ability of Manipulation to cast attack spells that do not appear on your specialty's class spell list. The only spells which can be mimiced with this feat are those which damage or destroy items or creatures, such as Magic Missile or Fireball. You can only mimic spells which you have actually seen or felt the effects of firsthand.
Normal: A Naturalist without this feat is limited to casting the attack spells on his or her class list.

Awaken Spell [Mana, Metamagic]

You can shape Manipulations into a spell that allow it to move and attack on its own.
Prerequisite: Faunist level 1st+, Meta-Manipulation, 10 ranks in Spellcraft.
Benefit: You can use the Naturalist class ability of Manipulation to infuse a spell you cast with the power of Animal life, granting it mobility and independent action for a short time. This works much like using a Metamagic feat, except that you actually use your Manipulation ability to add extra energy to the spell by spending another spell slot simultaneously with the one you are using to cast the actual spell; the precise effects of the use of this feat depend on what level slot you spend to infuse the spell. To successfully infuse the spell with your power, you must make a Spellcraft roll at casting time (DC 15 + twice the level of the spell slot you are spending for the infusion). You may not take 10 on this roll. If the roll fails, then you spend both spell slots, but the spell's effect happens normally and receives no benefit whatsoever from the infusion; if the roll succeeds, the infusion happens as described below.
    You may not use this feat with a spell that does not produce an Area or Effect (that is, a spell that does not have an Area entry or Effect entry), and you may not use this feat with Effect spells that specifically create creatures as their Effect (such as Summon Monster spells). The spell you infuse with the extra energy becomes a Living Spell which appears in the same space as the original spell's target (as chosen by you at casting time). This Living Spell is initially under your control, but there is a 5% chance per round it is alive that it breaks your control and begins to act on its own. If it is not killed, the Living Spell stays alive for an amount of time dependent on the level of the spell slot you spent to infuse it with the energy that Awakened it. The duration is found on the table below.
Level of Slot Duration of Awakening
0 1 round
1st 1 round/2 caster levels
2nd 1 round/caster level
3rd 2 rounds/caster level
4th 1 minute/2 caster levels
5th 1 minute/caster level
6th 2 minutes/caster level
7th 5 minutes/caster level
8th 10 minutes/caster level
9th 20 minutes/caster level
10th or higher 1 hour/caster level
    Information on Living Spells may be found in Monster Manual III, pages 91-94, and the Eberron Campaign Setting, pages 293-295.

Backstep [Epic]

You can use your knowledge and power over time to travel short distances into the past.
Prerequisites: Time Walk 2/day or more.
Benefit: By spending a daily charge of Time Walk, you may instead perform a "backstep" maneuver, which allows you to literally step into the past up to one round plus one further round per point of positive WIS modifier you have. This ability works essentially like the Time Shift spell, except that it is a supernatural ability rather than a spell-like one, has a much more limited range of temporal motion, and affects only you and your equipment. Using the Backstep ability is not draining in the way that use of the Time Walk is.
    From a game story perspective, this may be played in two ways. First, you can use this ability to effectively create a temporary "twin" for up to 1 round plus one per point of positive WIS modifier; the twin is an NPC played by the DM, but is identical to the original in all respects save having one less available Time Walk "charge." The "future twin" is also assumed to have knowledge of events before they happen for as long as the effect lasts, but the exact effects of this are up to the DM; it should be noted, however, that the twin is considered a seperate entity from the original, and does not automatically fall under the same effects that happen to the original. For instance, if the original you is damaged by an attack, the twin does not immediately acquire the same damage. At the end of the Backstep duration, the original you disappears into the past, leaving the "twin" behind, which you then assume control over.
    The second, and arguably more difficult in combat, way to handle the Backstep power is to literally "rewind" the game from the point when you use the ability to the destination round in the past. This is the preferred method for handling a situation where you want to send information to the past, rather than help out yourself and companions in combat. In this case, the DM assumes control over the younger you who has not Backstepped yet, up until the actual round where the Backstep power was used. The DM is also free to veto the actions of any PC who is present, if the player attempts to "cheat" with actions which require knowledge of the future that was not directly conveyed by you upon reaching the past.

Bounding Charge [Special]

You can ignore some obstacles during a charge.
Prerequisite: Racial Jump bonus.
Benefit: When you make a Charge attack, obstacles that you could get over by taking 10 on a Jump check do not count as stopping your movement. For instance, if you can clear a chasm in a single bound, or jump over a fence or wall, then you can make a Charge to attack something on the other side of the obstacle without penalty. If two or more obstacles are adjacent to each other on a straight-line path between you and your target, and you can clear any individual obstacle with one Jump check but not all of them, then the obstacles block you normally and you cannot Charge.
Normal: If an obstacle is between you and your intended target, you cannot make a Charge.

Breath Projectile [Epic, Metabreath]

You are capable of spitting concentrated packets of energy at opponents instead of your normal breath weapon.
Prerequisites: CON 23, 20 ranks in Knowledge (Ancient Technology), Energy Breath class feature.
Benefit: Instead of using your normal breath weapon, you may fire energy projectiles of any one type of energy your breath weapon would normally produce (including any energy types allowed by your Energy Breath ability) directly at individual opponents. This projectile is treated as if it were produced by a high-tech weapon, requiring an attack roll just like a normal ranged weapon. You are automatically considered proficient with the Breath Projectile weapon, and it deals your breath weapon's normal damage to the target if it hits. The target does not receive a saving throw to reduce this damage. The range increment of this "weapon" is equal to the maximum range of your breath weapon; for instance, if your breath weapon normally produces a 60-foot cone, then a Breath Projectile you fire has a range increment of 60 feet. If your base attack bonus is high enough to permit iterative attacks, then you may use a Full Attack action to fire multiple Breath Projectiles in a single round. After firing Breath Projectiles, whether you fire one or more than one, you must wait 1d4 rounds before using your breath weapon or firing any Breath Projectiles again, just as if you had used your breath weapon normally. Breath Projectiles cannot be modified by other Metabreath feats the way normal breath weapons can.

Brew Elixir [Item Creation]

You can create potions that store the most powerful of spells.
Prerequisites: Caster level 13th+, Brew Greater Potion, Brew Potion, Craft Wondrous Item, 15 ranks in Craft (Alchemy).
Benefit: You can brew potions which contain 7th-9th level spells. These "elixirs" follow all the normal rules for brewing potions, except that they are larger than normal potions (weighing one pound each), contain more powerful spells, and take two days to brew instead of one.
Normal: Potions may only contain spells of up to 3rd level, take one day to brew, and have negligible weight.

Brew Greater Potion [Item Creation]

You can create potions that store more powerful spells than normally possible.
Prerequisites: Caster level 7th+, Brew Potion, Craft Wondrous Item, 10 ranks in Craft (Alchemy).
Benefit: You can brew potions which contain 4th-6th level spells. These greater potions follow all the normal rules for brewing potions, except that they are larger than normal potions (weighing one half-pound each), and contain more powerful spells.
Normal: Potions may only contain spells of up to 3rd level, and have negligible weight.

Carry Power [Epic, Metapsionic]

You can manifest psionic powers at a great distance, as long as the locations they are manifested into are known to you.
Prerequisites: Manifester level 18th+, Enlarge Power.
Benefit: You can extend the range of some powers by 1 mile per level over 17th you have, i.e., 1 mile at 18th level, 2 miles at 19th, etc. The power's area of effect is not increased, and this feat does not affect any powers with an Area or Effect of "cone," including "2-D cones" such as produced by Stomp. It also does not affect powers which produce beams or rays, or powers which can only target you, or which require a touch attack to deliver. However, powers which affect an area centered on you can be affected by this feat, and in that case the affected power is no longer centered on you, but can instead be centered anywhere within the power's new range (its total area of effect remains unchanged). You decide what area the power is Carried to, and need not be able to see it at the time of manifestation, but you must make a roll based on your familiarity with the target area, on the same table used for the Teleport spell (page 293 of the Player's Handbook). Treat any "Mishap" results as "Similar Area," since psionic powers don't take damage (Astral Constructs and the like notwithstanding). A Carried power costs its standard cost + 8.

Carry Spell [Epic, Metamagic]

You can cast spells at a great distance, as long as the locations they are cast into are known to you.
Prerequisites: Caster level 18th+, Enlarge Spell.
Benefit: You can extend the range of some spells by 1 mile per level over 17th you have, i.e., 1 mile at 18th level, 2 miles at 19th, etc. The spell's area of effect is not increased, and this feat does not affect any Ray or Cone spells. It also does not affect any spells which only target you, or require that the target be touched. You decide what area the spell is Carried to, and need not be able to see it at casting time, but you must make a roll based on your familiarity with the target area, on the same table used for the Teleport spell. Treat any "Mishap" results as "Similar Area," since spells don't take damage. A Carried spell uses up a spell slot four levels higher than normal.

Channel Spell [Metamagic]

You can use spell energy from multiple spells to power a single spell to greater effect.
Prerequisite: Caster level 10th+.
Benefit: A Channeled spell can become more powerful by absorbing the spell potential of others you have available, "burning out" spell slots of those spells without actually casting them. The Channeled spell absorbs the spell levels of the spent spell slots, and its saving throw DC can increase by the number of spell levels spent, effectively becoming higher level (up to 9th). Also, spell levels Channeled into the chosen spell can increase variable effects which depend on caster level on a one-for-one basis, up to double the maximum available for the spell (i.e. a Fireball may have its damage Channeled up to 20 dice in this manner, by spending 10 levels of other spell slots). Each Channeled spell level can increase either the level-variable effects or the saving throw DC, but not both. For the purposes of Channeling spell levels, 2 0-level spells equal 1 1st-level spell. Spellcasters who prepare their spells choose which of their prepared spells to Channel into the Channeled spell; spellcasters such as Sorcerors and Bards simply choose spell slots to use up. The choice of which spells or spell slots to Channel into the Channeled spell is made at casting time, as is the choice of which effect each Channeled spell level will increase. A Channeled spell may be cast without Channeling any spell levels into it, in which case it simply has its normal effect. A Channeled spell uses up a spell slot two levels higher than normal.

Cloak of Insanity [Epic]

 (Contributed by Brian Saul)

Your Mind Blank strikes back at those who attempt to harm you.
Prerequisites: 24 ranks in Psicraft, Outer Vision invocation, Warlock's Call invocation, Mind Blank invocation.
Benefit: Your Mind Blank invocation can be used on other willing creatures. Furthermore, whenever any creature tries to affect a recipient with an ability that the Mind Blank provides immunity to, such as a Charm, Dominate, or even Confusion, that creature must make a Will save (as if against a 10th-level invocation cast by you) or be struck with Confusion for 1d4 rounds. If the creature is itself protected from mind-affecting effects (even if by another Cloak of Insanity-enhanced Mind Blank), then this Confusion is negated and there is no additional effect.
Normal: The Mind Blank invocation can only be used on the casting warlock him/herself, and does not strike back at creatures that try to affect the warlock with mind-affecting abilities.

Combat Tongue [Special]

You can use your tongue to wield a third weapon.
Prerequisites: Race: Grippli, DEX 17, Prehensile Tongue, BAB +4.
Benefit: When you use your tongue to wield a weapon, you can use that weapon along with weapons you wield in your hands. Essentially, your tongue is treated as a third hand for the purposes of wielding weapons, though it still carries the -6 STR penalty when you do. If you have the Two-Weapon Fighting feat or any of its higher variations (Improved Two-Weapon Fighting, etc.), then they change to (and are thereafter treated as) the Multiweapon Fighting feats instead.
Normal: If your tongue can wield a weapon, you cannot use both your tongue-carried weapon and a hand-carried weapon to attack in the same round.

Craft Drilbu [Item Creation]

You can craft a drilbu, which is a long shaft of crystal that can manifest powers when charges are expended.
Prerequisites: Manifester level 9th+, Craft Dorje.
Benefit: You can create a drilbu, which is an enhanced version of a dorje, of any psionic power of 9th level or lower that you know. You need a supply of raw materials, with the most obvious being the drilbu or pieces of the drilbu to be assembled. You must pay 1/25 of the base price in XP and use up raw materials costing half of the base price. The base cost equals the total levels of powers × the manifester level × 750 gp; however, powers may be placed into the drilbu at half cost if they expend 2 charges from the drilbu per use. A single power can cost no more than 2 charges, and the manifester level for all powers must be the same. Furthermore, a drilbu is limited to 18 total power levels, and all powers must be from the same discipline. As is standard for crafting items, if a power to be placed in the drilbu requires an extra GP or XP cost, then 50 times that cost must be paid by the crafter at the start of the crafting, in addition to the regular costs associated with it (half the base price in GP, plus 1/25 the base price in XP). Crafting a drilbu requires one day per 1000 gp value of the finished drilbu. Drilbu always have 50 charges when created.

Craft Major Artifact [Epic, Item Creation]

You can craft magical or psionic items of truly epic, legendary power.
Prerequisites: Caster or Manifester level 21st+; Any Ultramagic spell feat, Ultrapsionic power feat, or Epic Spellcasting or Epic Manifesting; Craft Minor Artifact; Key ability score 25+ (INT for Wizards, etc.).
Benefit: You can create items of any type you could create using Craft Minor Artifact, but may imbue them with Ultramagic or Ultrapsionic abilities, or Epic spells or powers, in addition to the extreme powers already allowed in Minor Artifacts. Major Artifacts use the same costing rules as normal items of their type, except that they cannot be below caster level 21, and rather than costing five times the base cost (as Minor Artifacts do), they cost ten times the base cost. Rules for determining the base cost for Ultramagic, Ultrapsionics, and Epic spells and powers are given below. An artifact with only a single use of any spell or power is destroyed when that spell or power is used, just as a potion is, despite being otherwise indestructible (see below). An artifact with 50 charges is not destroyed when those charges are used up, but instead recharges itself to the full 50 charges one year after the first charge was used.
    For the purposes of base cost determination, Ultraspells and Ultrapowers count as abilities of at least 10th level, with the "costing level" being determined by reversing the common formula for determining minimum caster or manifester level (that is, [level + 1] / 2 for spells, or [power point cost + 1] / 2 for psionics). For instance, an Ultraspell requiring a caster of at least 29th level to learn it would count as a level 15 spell for the purpose of figuring item cost, though the actual spell counts as 10th level for most other purposes. By the same token, an Ultrapower costing 29 PP to use counts as 15th level for purposes of costing Major Artifacts which use it. An artifact must be made at a caster level at or above the minimum needed to learn the Ultraspell or Ultrapower being placed in it; thus, an item with the Nuke spell in it must be at least caster level 30.
    The cost of an Epic spell or power is based on the Spellcraft (or Psicraft) check necessary to cast/manifest it; each daily use costs its "spell category base price" (for instance, for a use-activated spell with 50 charges, 1000 gp) × the DC. This cost is not modified by the artifact's caster level (since Epic spells and powers do not have level-dependent variables), but it is modified by mitigating factors of casting/manifesting the spell/power. An XP cost contributes a further 5 gp/XP just like normal spells and powers do. If the spell or power requires multiple casters, then add the spell slots contributed times the artifact's caster level (for instance, an epic spell requiring four spellcasters to each contribute a 7th-level spell slot would add cost equivalent to a 28th-level spell at the artifact's caster level- even if that caster level is lower than 56th). Finally, backlash damage costs an additional base price × the number of damage dice dealt.
    Thus, an artifact containing the Hellball Epic spell (50 charges and use-activated, base price 1000 gp) costs 102000 gp per daily use of Hellball it allows (Spellcraft DC of 90 = 90000 gp, 400 XP cost = 2000 gp, 10d6 backlash damage = 10000 gp). Note that the item's caster level is irrelevant to this ability's cost, though it must be at least 21st since it is a Major Artifact. Also, this item loses its ability to cast Hellball for the year after 50 uses, though it only allows one charge per 102000 gp in the base price to be used per day (and will keep any other abilities it has after the Hellball charges are used up, and will regain the 50 Hellball charges one year after the first one was used). A caster-level 30 artifact containing the Verdigris Tsunami Epic spell (standard use-activation, no charge limit, base price 2000 gp) costs 5430000 gp per daily use of the spell (Spellcraft DC 170 = 340000 gp, 10000 XP cost = 50000 gp, 14 casters contributing 6th-level slots = 5040000 gp [14 casters × 6 levels × 30 caster levels × 2000 gp base price]). Finally, a single-use artifact (base price 100 gp) containing the Vengeful Gaze of God Epic spell has a base price of 61900 gp (Spellcraft DC 419 = 41900 gp, 200d6 backlash damage = 20000 gp). It is destroyed after being used, though whatever it hits is likely to be as well given the 305d6 damage it takes.
    One caveat of Major Artifact creation is that virtually all of them are sentient, whether or not their creators made them that way. They often develop personalities to match their strong powers, and unless the creator has a specific purpose in mind for the artifact before making it, the item will eventually come up with one on its own- and will not take kindly to any attempt to interfere with that purpose. Major Artifacts which are specifically crafted by their creators as intelligent items, have the same alignment as their creators, and never act against them in any way (even shutting themselves down if somehow forced to try by another entity). Artifacts which are not specifically crafted as intelligent will develop personalities completely on their own, and thus could have literally any alignment or chosen purpose- even one contrary to the wishes of the artifact's creator! For obvious reasons, most Artifact crafters do not create Major Artifacts without a purpose in mind, and without taking care to add intelligence into the crafting process.
    A Major Artifact created with this feat differs slightly from other intelligent items, in that it does not automatically gain hit points, spell-like abilities, or other trappings of standard intelligent items. Instead, the Major Artifact has its ability scores rolled by using 4d6 each (note: do not drop the lowest die), and gains item feats chosen by the DM as if it were gaining as many levels in the Item class as its caster level (though in fact it has no such levels). The Major Artifact can be given actual item levels by infusion of XP, as normal for intelligent items, but is considered to be a an item of level equal to its caster level when first created, and it never gains spell-like abilities from item levels no matter how many it gets (the levels it gains do grant it extra hit points, saves, and feats as normal, however). Most Major Artifacts take feats involving communication and sensing before others, particularly Ego Boost, Influence User, and Control User. Note that it is possible for standard intelligent items to become Major Artifacts through gaining certain Epic feats; such items are not forced to follow these restrictions and instead use the standard rules (the important difference is that their intelligence was not thrust upon them by use of this feat during creation). Note also that even if an item has communication feats, that does not mean that it will necessarily choose to use them; in fact most Major Artifacts crafted with this feat are not very talkative or interested in sharing their thoughts with others.
    An item chosen to become a Major Artifact must be of masterpiece quality or better- only the pinnacle of crafting achievements can carry such massive power. Items enhanced with this feat become nearly invulnerable, regardless of the materials used in their construction; the act of infusing matter with so much power creates a sort of "power well" in reality that reconstitutes the item's original form and functions, even if it is somehow damaged or destroyed. Every Major Artifact, however, has one assured method of destruction, because the laws of existence do not allow for anything, no matter how powerful, to be truly permanent and indestructible. During the crafting process, the Artifact's crafter may choose to craft in a built-in flaw, or weakness, which becomes the item's method of destruction once it is finished; if this is not done, the DM will come up with one secretly. Those few who have crafted Major Artifacts are fairly evenly split on whether they want to know the weaknesses inherent in their mighty creations; some want to know so they can safeguard the items against the weakness, while others think that if they know the exact weakness, it will make it easier for others (and especially enemies) to learn about the weakness and exploit it. Of course, artifacts which are single-use are destroyed by being used, and these almost never have any other means of destruction- they must be used to be destroyed.
    As with the Craft Minor Artifact feat, you may interrupt the process of creating a Major Artifact, and given the enormous costs in time and resources involved, most crafters do just that. Major Artifacts are so potent that they keep their power longer than Minor Artifacts do during such interruptions- the creator may leave the item for up to one month per caster level, rather than one day per level, before the power fades. Spellcraft or Psicraft checks used to resume crafting a Major Artifact are DC 25 + the item's caster level.
Special: You cannot select Metacreative, Efficient Item Creation, or Accelerated Item Creation for Craft Major Artifact, because this feat does not create items on its own- it modifies how your other Item Creation feats work.

Craft Minor Artifact [Item Creation]

You can craft magical or psionic items of incredible power.
Prerequisites: Caster or Manifester level 18th+, Craft (Magic or Psionic) Arms and Armor, Four other Item Creation Feats (not including Scribe Scroll, Encode Powerstone, or any Craft Silmarillium feat), Relevant ability score 19+ (INT for Wizards, etc.).
Benefit: You can create items of any type you could normally create, but of still greater power. The normal limits on powers in such items, such as the limit of +5 to any enhancement bonus, do not apply to Artifacts- so, for instance, it is possible to create a +6 (or higher) weapon, or a crown increasing its wearer's INT score by +6 or more, with this feat. Prerequisites for meeting such enhancement bonuses (usually three caster levels for each "plus" of bonus, for instance, 21st level for +7) still apply normally- this feat simply removes restrictions. Weapons and armor with powers exceeding the +10 limit are also possible, and cost progression for such items increases as before- though the cost for any item exceeding the normal limits is always multiplied by five (for instance, 720,000 (= 5 × 144,000) GP for a +12 item, 980,000 (= 5 × 196,000) for a +14, etc.) regardless of item type. If the crafter chooses to make the Minor Artifact intelligent, the costs for intelligence are added to the base price before multiplication occurs (thus, they too cost five times the normal amount).
    You need not be able to spend all of the XP and/or gold necessary to create the item in one sitting; that is, you may interrupt the process of creation. However, if you do, you must succeed at a Spellcraft (or Psicraft for Psionic items) check against DC 20 + the item's caster level to resume the process of creation later; if the check fails (and it may not be retried, so taking 20 is not possible), any power put into the item has faded, and the entire process must be restarted from the beginning (costs already spent on the item are wasted). No interruption can last more than one day per caster level of the item, or the power automatically fades, and the process must be restarted from the beginning as noted previously.
    No item created with this feat may contain an ability derived from any Ultramagic spell or Ultrapsionic power- the Craft Major Artifact feat is required for those. The single exception to this restriction is that a scroll with exactly one Ultramagic spell, and no other spells on it, may be scribed with this feat. See the Ultramagic section in the Rules document for more details.
Special: You cannot select Metacreative, Efficient Item Creation, or Accelerated Item Creation for Craft Minor Artifact, because this feat does not create items on its own- it modifies how your other Item Creation feats work.

Craft Programmed Item [Epic, Item Creation]

You can craft items that make use of Reality Programs you have developed.
Prerequisites: CHA 21, INT 21, WIS 21, 25 ranks in Craft (Technology), Program Reality class feature.
Benefit: You can create items of any type that could be created using Craft Minor Artifact, but you imbue them with Reality Programs instead of spells or psionic powers. Programmed Items use the same costing rules as normal items of their type, except that they cannot be below caster level 21, and rather than costing five times the base cost (as Minor Artifacts do), they cost ten times the base cost. Rules for determining the base cost for Reality Programs are given below. An item with only a single use of a program is destroyed when used, just as a potion is, despite being otherwise indestructible (see below). An item with 50 charges is not destroyed when those charges are used up, but instead recharges itself to the full 50 charges one year after the first charge was used.
    The cost of a Reality Program is based on the Use Ancient Device check necessary to run it; each daily use costs its "spell category base price" (for instance, for a use-activated item with 50 charges, 1000 gp) × the DC. This cost is not modified by the item's caster level (since Reality Programs do not have level-dependent variables), but it is modified by mitigating factors of running the program. An XP cost contributes a further 5 gp/XP just like normal spells and powers do in items created using them. Finally, backlash damage costs an additional base price × the number of damage dice dealt.
    Thus, an item containing a Reality Program duplicating the Hellball Epic spell (50 charges and use-activated, base price 1000 gp) costs 102000 gp per daily use of Hellball it allows (Use Ancient Device DC of 90 = 90000 gp, 400 XP cost = 2000 gp, 10d6 backlash damage = 10000 gp). Note that the item's caster level is irrelevant to this ability's cost, though it must be at least 21st since it is a Programmed Item. Also, this item loses its ability to cast Hellball for the year after 50 uses, though it only allows one charge per 102000 gp in the base price to be used per day (and will keep any other abilities it has after the Hellball charges are used up, and will regain the 50 Hellball charges one year after the first one was used). A single-use item (base price 100 gp) containing the Vengeful Gaze of God effect has a base price of 61900 gp (Spellcraft DC 419 = 41900 gp, 200d6 backlash damage = 20000 gp). It is destroyed after being used, though whatever it hits is likely to be as well given the 305d6 damage it takes.
    An item chosen to become a Programmed Item must be of masterpiece quality or better- only the pinnacle of crafting achievements can carry such massive power. Also, it must contain at least a few technological components, which are necessary to store and run the Reality Program at activation time. Items created with this feat become nearly invulnerable, regardless of the materials used in their construction; the act of infusing matter with so much power creates a sort of "power well" in reality that reconstitutes the item's original form and functions, even if it is somehow damaged or destroyed. Every Programmed Item, however, has one assured method of destruction, because the laws of existence do not allow for anything, no matter how powerful, to be truly permanent and indestructible. During the crafting process, the item's crafter may choose to craft in a built-in flaw, or weakness, which becomes the item's method of destruction once it is finished; if this is not done, the DM will come up with one secretly. Those few who have crafted Programmed Items are fairly evenly split on whether they want to know the weaknesses inherent in their mighty creations; some want to know so they can safeguard the items against the weakness, while others think that if they know the exact weakness, it will make it easier for others (and especially enemies) to learn about the weakness and exploit it. Of course, items which are single-use are destroyed by being used, and these almost never have any other means of destruction- they must be used to be destroyed.
    You may interrupt the process of creating a Programmed Item, and given the enormous costs in time and resources involved, most crafters do just that. Programmed Items are so potent that they keep their power longer than other items do during such interruptions- the creator may leave the item for up to one month per caster level before the power fades. If you do, you must succeed at a Use Ancient Device check against DC 25 + the item's caster level to resume the process of creation later; if the check fails (and it may not be retried, so taking 20 is not possible), any power put into the item has faded, and the entire process must be restarted from the beginning (costs already spent on the item are wasted).

Craft Sandcrystal [Item Creation, Special]

You create items out of Kreen Sandcrystal.
Prerequisites: Race: Thri-Kreen, 5 ranks in any Craft skill.
Benefit: You can create any item that would normally be made of metal using the ancient invention of your race, Kreen Sandcrystal. You need only a supply of sand and your own saliva to create the Sandcrystal, and your skills at crafting determine the shape of the material as you make it. Because sand has virtually no cost, and your saliva comes from your own body, items made of Kreen Sandcrystal do not have any materials cost associated with their creation- but the Sandcrystal is slow to form and takes careful attention to detail to shape properly, so items crafted from it have Craft DCs 5 higher than the DCs for using normal materials, and take approximately twice as long to create (having double the market price). Weapons made of Kreen Sandcrystal actually take three times the usual time to create (having a cost of triple the base price). Items crafted from Kreen Sandcrystal can be Masterwork or Masterpiece, as normal, but if you make such an item, the masterwork/piece components also cost double or triple the usual amount of time (depending on what sort of item you are making), and those components likewise have a Craft DC 5 higher than usual.

Craft Silmarillium [Item Creation]

The Craft Silmarillium feats are described in the Items & Equipment document. The "Quest" prerequisite, once met for one of the feats, is considered to have been met for all; that is, a character only needs to gain the knowledge once to be able to make any kind of Silmarillium. The knowledge of what Silmarillium is made of can be gained (for example) from such places as Ancient factories, by finding somebody with any Craft Silmarillium feat and getting them to share the knowledge, or even by somehow getting Damok to give the seeker the knowledge directly (since he is the god of the appropriate field).

Crystallize Spell [Mana, Metamagic]

You can shape Manipulations into a spell that store it in the form of a crystal.
Prerequisite: Materialist level 1st+, Meta-Manipulation, 10 ranks in Spellcraft.
Benefit: You can use the Naturalist class ability of Manipulation to infuse a spell you cast with the power of matter and solidity, causing its effect to remain suspended in a small gemlike crystal for a time. This works much like using a Metamagic feat, except that you actually use your Manipulation ability to add extra energy to the spell by spending another spell slot simultaneously with the one you are using to cast the actual spell; the precise effects of the use of this feat depend on what level slot you spend to infuse the spell. To successfully infuse the spell with your power, you must make a Spellcraft roll at casting time (DC 15 + twice the level of the spell slot you are spending for the infusion). You may not take 10 on this roll. If the roll fails, then you spend both spell slots, but the spell's effect happens normally and receives no benefit whatsoever from the infusion; if the roll succeeds, the infusion happens as described below.
    The spell you infuse with the extra energy becomes a small gemlike crystal of any color (or colors) you wish. While it exists, the spell appears to be an ordinary crystal or gem, though Detect Magic reveals an aura on it of the Universal school (with power equal to that of the slot you used to Crystallize the spell). At any time while the spell-crystal exists, you may will the energy keeping it in crystalline form to dissipate, releasing the spell as if you yourself were casting it from the crystal's location when you "detonate" it this way. There is no limit to the distance at which you may detonate a Crystallized Spell, provided that you are on the same plane of existence as the spell-crystal when you detonate it. At detonation time, you receive a mental impression of the area the spell-crystal is in (if you are not in sight of that area), and may choose targets or make other choices required by the spell as if you were actually standing at the spell-crystal's location. No form of Dimensional ward, or anti-Scrying effect, can stop you from receiving this mental impression or detonating the spell-crystal, but if the spell-crystal is ever taken into an area of Anti-Magic or Dead Magic, then it vanishes forever with no effect. If it is not detonated consciously by you, the Crystallized Spell remains stored for an amount of time dependent on the level of the spell slot you spent to infuse it with the energy that Crystallized it, and then goes off on its own (towards random target(s) if the spell requires one or more targets). The duration is found on the table below.
Level of Slot Duration of Crystal
0 1d4 rounds
1st 1 minute
2nd 1 minute/caster level
3rd 5 minutes/caster level
4th 10 minutes/caster level
5th 1 hour/2 caster levels
6th 1 hour/caster level
7th 2 hours/caster level
8th 1 day/2 caster levels
9th 1 day/caster level
10th or higher 2 days/caster level
    If a Crystallized Spell is targetted by Dispel Magic, the dispelling caster rolls against your caster level to dispel the Crystallizing effect, and if successful the spell-crystal detonates on its own as if its duration had expired normally. If the spell-crystal is hit with a Mordenkainen's Disjunction, then it vanishes without any effect just as if it had been brought into an Anti-Magic or Dead Magic Zone.

Death Cry [Epic, Psionic]

 (Contributed by Johnny Britzke)

You can unleash a psychokinetically charged kiai that may burst blood vessels in a victim's brain.
Prerequisite: CON 25, CHA 25, either the Ki Shout feat or Roar racial ability.
Benefit: When using either the Ki Shout feat or Roar racial ability, you enhance the sonic power of your voice with deadly psychokinetic energy. Victims who fail the normal Will save for the attack take 3d6 damage and must make a Fortitude save vs. the same DC or fall dead. Using this ability expends your psionic focus. Creatures immune to critical hits are also immune to this attack.
Normal: A Ki Shout or Roar only stuns an opponent.

Defense Manipulation [Mana]

You can shape Manipulations that mimic defensive spells.
Prerequisite: Naturalist level 1st+.
Benefit: You can use the Naturalist class ability of Manipulation to cast defensive spells that do not appear on your specialty's class spell list. The only spells which can be mimiced with this feat are those which form magical fields and/or barriers that stop or protect against attacks, such as Protection From Evil or Endure Elements. You can only mimic spells which you have actually seen or felt the effects of firsthand.
Normal: A Naturalist without this feat is limited to casting the defensive spells on his or her class list.

Disguising Shift [Special]

You can use your shapeshifting power to disguise yourself as a specific individual.
Prerequisites: Race: Gel, Character Level 6th+.
Benefit: You can assume the form of a specific individual of a race, creature type, or category of object, which you have seen. Make a Disguise check for the form you have assumed, opposed by the Spot or Listen checks of any people who might oppose you. Your check has a +10 circumstance bonus, because you can imitate the form so exactly.
Normal: Without this feat, a Gel cannot assume the form of a specific individual of any race or category of object when shifting forms.

Distant Breath [Epic]

You are capable of spitting Breath Projectiles at anything you can see.
Prerequisites: DEX 19, CON 23, WIS 19, Breath Projectile, 20 ranks in Spot.
Benefit: You can fire Breath Projectiles at any target within line of sight, with no penalty for range.

Dream Feat [Epic]

While dreaming, or travelling in the Region of Dreams, your abilities expand far beyond those available to your waking self.
Prerequisites: WIS 25, Epic Will, 25 ranks in Lucid Dreaming.
Benefit: When Dreaming, you may make a Lucid Dreaming check to gain any feat you wish as a special ability (using the normal rules for the "Gain Ability" use of Lucid Dreaming, except that the feat need not duplicate a spell or power effect), possibly even if you do not meet the normal prerequisites for that feat. You may gain any feat without prerequisites, or with prerequisites that you normally meet, as a Dream ability with a DC 25 Lucid Dreaming check.
    Also, the Dream Feat itself may substitute for one feat prerequisite, allowing you to gain a feat that has prerequisites even if you do not meet all of them- as long as there is only one prerequisite you do not meet. For instance, if you wish to gain Mobility, but you do not have the Dodge feat, then Dream Feat allows you to gain Mobility in a Dream as long as you have a DEX score of 13 or higher- it fills the requirement of having Dodge for you. However, if your DEX were 12 or lower, you would not be able to gain Mobility, because there would then be two prerequisites you do not meet. Each time Dream Feat "fills in" a prerequisite for you this way, the DC for the Lucid Dreaming check to gain the feat as an ability increases by +10; thus, a character wanting a feat which Dream feat fulfills one prerequisite for needs to make a DC 35 Lucid Dreaming check instead of the DC 25 check usually required for a Dream ability.
Special: You can gain Dream Feat multiple times. Each time you take the feat, it increases the number of prerequisites you do not need to meet by one (and the check to gain such feats by +10 per prerequisite not met). For instance, if you have taken Dream Feat 3 times, then you may gain any feat with 3 or less prerequisites you do not meet as a Dream ability, with a Lucid Dreaming check (DC 55 if you do not meet three of the prerequisites).

Energize Spell [Mana, Metamagic]

You can shape Manipulations into a spell that alter the patterns of energy it produces.
Prerequisite: Energist level 1st+, Meta-Manipulation, 10 ranks in Spellcraft.
Benefit: You can use the Naturalist class ability of Manipulation to infuse a spell you cast with the power of whatever energy you like, causing its effect to incorporate that energy type somehow. This works much like using a Metamagic feat, except that you actually use your Manipulation ability to add extra energy to the spell by spending another spell slot simultaneously with the one you are using to cast the actual spell; the precise effects of the use of this feat depend on what level slot you spend to infuse the spell. To successfully infuse the spell with your power, you must make a Spellcraft roll at casting time (DC 15 + twice the level of the spell slot you are spending for the infusion). You may not take 10 on this roll. If the roll fails, then you spend both spell slots, but the spell's effect happens normally and receives no benefit whatsoever from the infusion; if the roll succeeds, the infusion happens as described below. In either case, use of this feat does not increase the spell's casting time, unlike most Metamagic feats.
    You may only use this feat on a spell which deals damage of one or more energy types. The spell you infuse with the extra spell energy changes its pattern slightly and produces new energy types in its effect; the precise energy types it may change to depend on the difference between the level of the slot you spent to infuse the spell, and the level of the spell itself.
    If the infused slot was up to three levels lower than the actual spell, then half the energy damage the spell deals is any of the five standard energy types (Acid, Cold, Electricity, Fire, or Sonic) that you choose, whether or not that energy type matches the spell's normal energy type, and the spell gains the energy descriptor for the chosen energy type (if different from its normal type). For instance, if you infuse a Fireball with a 0-level spell slot, then you may choose to have half the damage dealt by the Fireball be Acid, Cold, Electricity, or Sonic damage, instead of all the damage being Fire, and the Fireball gains the energy descriptor for the chosen type.
    If the infused slot was either two levels or one level lower than the actual spell, then the spell deals energy damage of any one of the five standard types (Acid, Cold, Electricity, Fire, or Sonic) that you choose, and its spell descriptor changes to match the chosen energy type. For example, if you infuse a Lightning Bolt with a 1st-level or 2nd-level slot, you may choose to have it deal Acid, Cold, Fire, or Sonic damage instead of its normal Electricity damage, and its spell descriptor changes to the chosen type.
    If the infused slot was the same level as the actual spell, then half of the energy damage the spell deals is of any one of the advanced energy types (Disruption, Electromagnetic, Force, Gelid, Particle, Plasma, or Radiation) that you choose. For example, if you infuse a Flaming Sphere with a 2nd-level slot, you may choose to have half the damage it deals be Disruption, Electromagnetic, Force, Gelid, Particle, Plasma, or Radiation damage instead of Fire.
    If the infused slot was one or two levels higher than the actual spell, then the spell deals energy damage of any type you wish, whether standard or advanced, and its spell descriptor changes to match the chosen energy type. For example, if you infuse a Magic Missile with a 2nd-level or 3rd-level slot, you may choose to have it deal Acid, Cold, Disruption, Electricity, Electromagnetic, Fire, Gelid, Particle, Plasma, Radiation, or Sonic damage instead of its normal Force damage, and its spell descriptor changes to the chosen type.
    If the infused slot was three levels higher than the actual spell, then the spell deals double damage. Half the damage is of the spell's normal type, and the rest is any one of the five standard energy types (Acid, Cold, Electricity, Fire, or Sonic) that you choose, whether or not that energy type matches the spell's normal energy type. The spell gains the energy descriptor for the chosen energy type (if different from its normal type). For instance, if you infuse a Wall of Fire with a 7th-level spell slot, then it deals not only its usual Fire damage, but also a like amount of Acid, Cold, Electricity, Fire, or Sonic damage, as you choose. If you choose a type other than Fire, the Wall of Fire gains the energy descriptor for the chosen type.
    If the infused slot was four or more levels higher than the actual spell, then the spell deals double damage, and that damage is of any one or two types you wish, whether standard or advanced. If you choose two types of damage, the damage is split equally between the two types. The spell's descriptor changes to match the chosen energy types. For example, if you infuse a Cone of Cold with a 9th-level slot, it deals 2d6 damage per caster level (to a maximum of 30d6), and you may choose to have it deal Acid, Cold, Disruption, Electricity, Electromagnetic, Fire, Force, Gelid, Particle, Plasma, Radiation, or Sonic damage as you choose. You may even split the damage so that it deals two different energy types, half of one type, half the other. However you choose to deal the damage, the spell's descriptor changes to the chosen type(s).

Energy Sheath Expansion [Epic]

Select one of your natural attack forms. Your Energy Sheath class ability can now create a sheath when you use that attack form.
Prerequisites: CON 21, Energy Sheath (Claws) class feature.
Benefit: When you take this feat, choose one of your natural attacks other than Claws or Bite (i.e. Wings, Tail, or Crush). Your Energy Sheath ability can now create a sheath around the appropriate body part (if you choose Crush, it will affect your legs and belly). If you choose Tail, the sheath will affect both your Tail Slap and Tail Sweep attacks.
Special: You can gain Energy Sheath Expansion multiple times. Each time you take the feat, it applies to a new attack form.

Enhance Mirrorstone [Epic, Item Creation]

You can create Mirrorstone items that carry psionic and/or magical powers.
Prerequisites: Caster or Manifester level 25th+, Craft Major Artifact, Craft Minor Artifact, Craft Mirrorstone, 30 ranks in Spellcraft (if spellcaster) or 30 ranks in Psicraft (if psionic).
Benefit: You can create Mirrorstone items that bear enchantments or psionic powers within themselves at creation time, by weaving the enhancements into the items as you are creating them. To use this feat, the item must be crafted mostly or entirely from Mirrorstone, and is treated as a Major Artifact for cost determination and creation time regardless of what actual powers are going into it. Once the item is created, it cannot be further upgraded or changed later and retains all the other characteristics of normal Mirrorstone items, but it otherwise behaves as a normal item of its type. For instance, if you craft a +6 Mirrorstone Vorpal Greatsword, it behaves in all respects as a normal +6 Vorpal Greatsword made of Silmarillium, and additionally can be used to deflect beams and rays as a normal Mirrorstone weapon can be. An enhanced Mirrorstone weapon adds its enhancement bonus to the attack roll needed to deflect a ray or beam, and an enhanced Mirrorstone shield adds its enhancement bonus to the wielder's Reflex save to do the same thing.
Normal: Mirrorstone items cannot carry any kind of enhancement, whether psionic or magical.

Entwine Spell [Mana, Metamagic]

You can shape Manipulations into a spell that cause it to "take root" in the fabric of reality for a time, sustaining its effects longer than would otherwise be possible.
Prerequisite: Florant level 1st+, Meta-Manipulation, 10 ranks in Spellcraft.
Benefit: You can use the Naturalist class ability of Manipulation to infuse a spell you cast with the power of roots and growth, causing it to embed itself in the local fabric of reality and continue its effect longer than it normally would. This works much like using a Metamagic feat, except that you actually use your Manipulation ability to add extra energy to the spell by spending another spell slot simultaneously with the one you are using to cast the actual spell; the precise effects of the use of this feat depend on what level slot you spend to infuse the spell. To successfully infuse the spell with your power, you must make a Spellcraft roll at casting time (DC 15 + twice the level of the spell slot you are spending for the infusion). You may not take 10 on this roll. If the roll fails, then you spend both spell slots, but the spell's effect happens normally and receives no benefit whatsoever from the infusion; if the roll succeeds, the infusion happens as described below. In either case, use of this feat does not increase the spell's casting time, unlike most Metamagic feats.
    You may only use this feat on a spell which has a duration other than Permanent. The spell you infuse with the extra spell energy "roots" itself in local reality and keeps up its effect longer than usual; the precise effect of this extension depends on the difference between the level of the slot you spent to infuse the spell, and the level of the spell itself. The length of the extension period usually depends on the time unit that the spell's duration is normally based on; for instance, a spell with a duration of 1 hour/level has a time unit of 1 hour, while a spell with a duration of 10 minutes/level has a time unit of 10 minutes. If a spell with a normal duration of Instantaneous is affected by this extension, then it produces its effect again (on the same target or area as originally targeted) on your turn every round for as long as the effect ends up lasting. For instance, if a Clean spell is extended, then the spell continues to Clean the affected object or creature each round while the effect lasts, whether or not the target actually needs cleaning each time it goes off. If a spell with a duration of Concentration is affected by this feat, then you may ignore concentrating on it during the extension period, but must begin supporting it with concentration normally once that period ends. Some spells with Concentration duration have effects which last longer than the end of actual concentration anyway (for instance, Concentration plus 1 round/level), and in such a case any duration extension which refers to units of time uses the unit specified in the additional duration. Spells which specify a maximum length of time that concentration may be maintained (for instance, Concentration up to 1 round/level) are treated as having a normal duration for the purposes of extension by this feat, and you must concentrate during the extension period in order to maintain the spell effect.
    If the infused slot was up to three levels lower than the actual spell, then the spell's duration extends by one time unit of the sort its duration is normally based on; i.e., if its duration is based on hours, then it extends by one hour. The minimum duration extension is one round, regardless of the time unit normally used by the spell. For instance, if you infuse a Hold Person with a 0-level spell slot, then the spell lasts for 1 round + 1 round/level.
    If the infused slot was either two levels or one level lower than the actual spell, then the spell's duration extends by two time units of the sort its duration is normally based on. The minimum duration extension is 2 rounds. For example, if you infuse a Tasha's Hideous Laughter with a 0-level or 1st-level slot, it will last for 2 rounds + 1 round/level.
    If the infused slot was the same level as the actual spell, then the spell's duration extends to double its normal amount, to a minimum duration of 5 rounds. For example, if you infuse a Phantasmal Killer with a 4th-level slot, then the spell continues to attack the creature you targeted with it for 4 rounds after you cast it, forcing the victim to make more saves against its effect each time (and accordingly granting a much higher probability of killing it in the end).
    If the infused slot was one or two levels higher than the actual spell, then the spell's duration extends to the next higher time unit- going in order, rounds, minutes, 10 minutes, hours, 2 hours, 5 hours, days, weeks, months, seasons (four months each), and years. A spell with a duration of Instantaneous has its duration extended to 1 round/level, to a minimum of 6 rounds, and a spell with duration Concentration (with no listed maximum time or extension after concentration ends) is extended by 1 minute/level. For example, if you infuse a Daze with a 1st-level or 2nd-level slot, then the creature is dazed for 1 round/caster level, at a minimum 6 rounds.
    If the infused slot was three levels higher than the actual spell, then the spell's duration extends to the next higher time unit- going in order, rounds, minutes, 10 minutes, hours, 2 hours, 5 hours, days, weeks, months, seasons (four months each), and years, and furthermore doubles its normal base- thus, a spell which normally lasts 1 round/level is extended to last 2 minutes/level instead. A spell with a duration of Instantaneous has its duration extended to 2 rounds/level, to a minimum of 1 minute, and a spell with duration Concentration (with no listed maximum time or extension after concentration ends) is extended by 2 minutes/level. For instance, if you infuse a Hallucinatory Terrain with a 7th-level spell slot, then it lasts for 10 hours/level rather than 2 hours/level as normal.
    If the infused slot was four or more levels higher than the actual spell, then the spell's duration extends to the second higher time unit- going in order, rounds, minutes, 10 minutes, hours, 2 hours, 5 hours, days, weeks, months, seasons (four months each), and years, and furthermore doubles its normal base- thus, a spell which normally lasts 1 round/level is extended to last 20 minutes/level instead. A spell with a duration of Instantaneous has its duration extended to 2 minutes/level, to a minimum of 10 minutes, and a spell with duration Concentration (with no listed maximum time or extension after concentration ends) is extended by 20 minutes/level. For example, if you infuse a Wall of Thorns with a 9th-level slot, it lasts for 4 hours/level instead of 10 minutes/level as normal.

Epic Damage Reduction [Epic]

Only weapons of truly legendary power are able to hurt you.
Prerequisites: CON 23, CHA 23, Must have Damage Reduction 30 (or higher)/magic granted by a feat, class feature, or other permanent effect.
Benefit: Your Damage Reduction improves to -/epic. For instance, if your Damage Reduction was 35/magic, it becomes 35/epic.

Epic Foresight [Epic]

Your foresight in combat is truly astounding.
Prerequisites: WIS 23, 25 ranks in Spot, Improved Foresight (+4) class feature.
Benefit: Your Improved Foresight bonus increases by +1. This affects both your attack and damage rolls, for each attack you make.

Epic Gift of Protection [Epic]

The gods of Good will go to extraordinary lengths to protect you from harm.
Prerequisites: 25 ranks in Diplomacy, Gift of Protection IX class feature.
Benefit: When your Gift of Protection ability is activated, you may roll a Diplomacy check. This does not count as an action, and may happen even when it is not your turn; also, you cannot take 10 or take 20 on this check- you must roll. If you do make this Diplomacy check, then instead of the choices of monsters available from the Summon Monster IX spell, you may select any Good-aligned Outsider, or Celestial or Half-Celestial creature, whose number of Hit Dice and Challenge Rating total less than or equal to your Diplomacy check result. For instance, if your check result is 30, you could summon a Planetar (14 HD + CR 16). The creature you summon is treated the same as any creature summoned with your normal Gift of Protection ability would be; for instance, in the example, the Planetar would be granted the ability to Rage regardless of its actual alignment, for the duration of whatever encounter threatened you. Some example monsters and the check results needed to summon them are given in the table below.
Creature Check Result Required
Astral Deva 26
Avatar of Damok 240
Celestial Frost Worm 28
Celestial Tyrannosaurus 28
Hound Archon Hero (MM page 17) 33
Morwel, Queen of Stars 70
Planetar 30
Shiradi Eladrin 26
Solar 45
Talisid, the Celestial Lion 70
Titan (Good-aligned) 41
Throne Archon 29
Trumpet Archon 26
Tulani Eladrin 36
Zaphkiel, the Watcher 67

Epic Ranged Spell Specialization [Epic]

You deal extraordinary damage with ranged touch attack spells and spell-like abilities.
Prerequisites: Caster level 18th, Epic Weapon Focus (Ranged Spells), Ranged Spell Specialization, Weapon Focus (Ranged Spells).
Benefit: Damage-dealing spells and spell-like abilities you use that require a ranged touch attack roll gain a +1/level bonus on the damage they deal. This extra damage applies only to the first successful attack of spells that create multiple rays or missiles, or to the first round of damage for spells that deal damage over multiple rounds on a single successful attack (such as Melf's Acid Arrow). Because you must be able to strike precisely, the extra damage applies only to targets within 30 feet. Only spells and spell-like abilities that deal hit point damage can be affected by this feat.

Epic Touch Spell Specialization [Epic]

You deal extraordinary damage with touch spells and spell-like abilities.
Prerequisites: Caster level 18th, Epic Weapon Focus (Touch Spells), Touch Spell Specialization, Weapon Focus (Touch Spells).
Benefit: Damage-dealing spells and spell-like abilities you use that require a melee touch attack roll gain a +1/level bonus on the damage they deal. This extra damage applies only to the first successful attack of spells that allow multiple touch attacks (such as Chill Touch), or to the first round of damage for spells that deal damage over multiple rounds on a single successful attack. Only spells and spell-like abilities that deal hit point damage can be affected by this feat.

Exotic Weapon Proficiency (High-Tech) [General]

This simply denotes the fact that characters use Exotic Weapon Proficiency to become proficient in using Ancient weapons. Once a character is proficient in such a weapon, other feats which depend on proficency for it (such as Weapon Focus and Weapon Specialization) may be taken on them, just like any other weapon.

Extra Concentration [Epic]

You are able to concentrate on more than one thing at a time.
Prerequisites: INT 25, 25 ranks in Concentration.
Benefit: In addition to your other actions in a round, you get one free action which may only be used to maintain concentration on a spell, power, or other effect which requires concentration. This special free concentration action may be used in the same round as another standard action that requires concentration, even another standard Maintain Concentration action.
Normal: Concentrating to maintain a spell or power is a standard action, and you can only concentrate on one spell, power, or effect per round.
Special: You can take this feat more than once. Its effects stack. Each time you take the feat, the INT score required to take it increases by 2, and it grants you an additional free Maintain Concentration action each round. For instance, the second time you take this feat, you must have INT 27, but you then have two free concentration actions per round (and can take a third action requiring concentration in the same round using the standard rules).

Favored Enemy Critical Strike [Special]

You can inflict telling blows with even greater accuracy upon your favored enemies.
Prerequisite: Favored Enemy class feature.
Benefit: When you inflict a critical hit upon a foe designated as your favored enemy, you inflict an additional 1d10 damage, in addition to the damage you would normally inflict. This feat does not allow you to make critical hits on creatures that are immune to critical hits.

Favored Enemy Strike [Special]

You inflict greater damage against your favored enemies.
Prerequisite: Favored Enemy class feature.
Benefit: When striking a foe designated as your favored enemy, you inflict an additional 1d6 damage each time you hit. This damage is not multiplied if you score a critical hit (like a Rogue's Sneak Attack bonus damage).

Fly [General]

You can fly more swiftly and with greater power than normal members of your race.
Prerequisite: Fly speed.
Benefit: You can take the run action while flying and still be able to turn, but your manueverability worsens by one class (e.g., from Average to Poor) while you are doing so. Fliers which normally have Clumsy maneuverability stay Clumsy.
Normal: Without this feat, a creature which takes the run action while flying can only move in a straight line, as with normal running.

Forecasting Program [Special]

Your programming includes lightning-fast deductive routines which allow you to avoid undesirable outcomes more easily.
Prerequisites: Robot subtype, INT 13.
Benefit: You gain an insight bonus on all saving throws equal to your INT bonus.

Fulcrum Shift [Epic]

You can use your immunity to temporal effects to steal them from their originators and use them to your own benefit.
Prerequisites: Time Immunity 2/day or more.
Benefit: When you spend a use of the Time Immunity ability, you may (instead of just becoming immune to the effect) redirect it from its original target so that it affects you instead or is otherwise under your control. This can be used to take a caster's Time Stop, reverse a Temporal Stasis or Reverse Time back on its caster, or similarly steal any other time-based ability. When you steal control of an effect this way, you change the specific targets affected by it, but may not change any other choices the originator of the effect made such as how many rounds to add in Temporal Acceleration or how many targets to affect with Mass Haste. Also, while this changes the target(s), it does not prevent others from joining in on the effect with Spell Stowaway or affecting it with other similar abilities that may apply. If the originator of the effect you are stealing has an appropriate Spell Stowaway or other such ability, then it too may join in on the stolen effect or affect it as desired.

Godsong [Epic]

You can sing a song that moves a deity to produce Ultramagic for you.
Prerequisites: Bard level 21st+, 10 ranks in Knowledge (Religion), alignment must not be opposed to chosen deity in any component, you must have had personal contact with chosen deity at some point.
Benefit: You learn a Godsong, a piece of music or performance matching your specialty Performance type that touches a deity emotionally to the point that it subconsciously produces Ultramagic effects for you. This is the feat Bards use to access their Ultraspells; they do not gain Ultraspell feats like most other spellcasters do. Complete rules for Bard Ultraspells may be found in the Rules document, and effects a Bard may produce with each deity's Godsong are listed in the Ultramagic document.
Special: You can take this feat more than once. Its benefits do not stack. Each time you take it, it applies to a different deity.

Greater Mind Bow [Psionic]

Your ability to use your mind bow is greatly improved.
Prerequisites: Shape Mind Blade class feature, Improved Mind Bow, Mind Bow, BAB +11, 10 ranks in Psicraft.
Benefit: You can fire four arrows per round from your mind bow. Furthermore, when you use your mind bow, you gain the benefits of the Point-Blank Shot and Rapid Shot feats, though you may not use these feats with any weapon other than your mind bow unless you actually have the real feats.
Normal: Without this feat or the Improved Mind Bow feat, you may only form and fire two arrows per round with your mind bow. With the Improved Mind Bow feat, you may fire three arrows, and only gain the benefit of Point-Blank Shot with your mind bow.

Group Demoralization [Epic]

You can use demoralizing powers such as Operation: Mindcrime and Live and Let Die on more opponents than normal.
Prerequisite: Antimusic class feature, Avant-Garde Performance class feature with 30 virtual ranks.
Benefit: The number of creatures you can affect with Antimusic abilities that affect a specific number of opponents, such as Push It or Operation: Mindcrime doubles. When you use Brain Damage on multiple opponents, you can choose to affect different ability scores in each target.
Special: You can gain this feat multiple times. Its effects stack. Remember that two doublings equals a tripling, and so forth.

Grow Frith [Item Creation]

You can plant and grow Frith trees.
Prerequisites: Caster level 3rd+, Brew Potion, Craft Wondrous Item, 5 ranks in Profession (Farmer).
Benefit: You can create seeds for Frith (more commonly known as Potion Fruit) trees, and grow them. By using this feat, you create a seed, not actual Frith- but if planted in good soil and properly cared for, the seed will sprout and grow, and produce 10 + 2d6 Frith of the appropriate type after 1 week plus one per spell level. Thereafter, the tree will produce 5 + 1d6 Frith of the same type each year during the harvesting season, for 1d10 years per spell level, after which time the magic of the seed is exhausted and the tree produces only ordinary fruit. Caring for a Frith tree before the actual fruit is ready requires a Profession (Farmer) check of DC 20 + the spell level, every day during the growing time; for instance, a Frith tree for Cure Moderate Wounds would require 24 checks against DC 22. If any check fails, the sapling requires another day of growing time; if three checks in a row fail, the tree dies and the attempt to grow Frith is wasted. Caring for a fully grown tree which has already produced at least one crop of Frith requires only monthly checks, and the DC is only 15 + the spell level. Failing any number of checks caring for a mature tree simply delays the actual ripening of the Frith (the tree can no longer actually die from lack of care). Note that a caretaker may take 10 on these checks, but cannot take 20, because there are significant consequences for failure.
    Unlike standard potions, Frith can contain up to 9th level spells; also, they do not have a set caster level, but rather each individual Frith has an effective caster level of the seed's caster level (called the base caster level) + 1d4. 10% of the Frith grown on any given tree contain one seed each, which can be planted and cared for just as the original seed could be to produce more Frith trees of the same type (they will produce Frith exactly as if the seeds were crafted normally). If a Frith with a seed is consumed or used, the seed within it dies, and can no longer produce a tree. Determining whether an individual Frith contains a seed requires a successful Knowledge (Nature), Profession (Farmer), or Craft (Herbalism) check against DC 25. Consuming or using a Frith requires a Full-Round action which provokes attacks of opportunity. Activating a Frith with a personal effect (or a Divination effect such as Detect Magic which radiates from the caster) requires the user to consume the fruit; effects which affect objects in some way (for instance, Hold Portal) require the Frith to be crushed, and the juice and pulp spread on the object(s) to be affected. Effects which are neither of these types (for instance, Fireball) are consumed by the user, who then gains the ability to cast the effect as a swift action during the next round, though it requires no components to cast. If the user is a spellcaster, using this Frith-granted spell counts towards the limit of quickened spells the user can cast in that round (normally only one quickened spell may be cast per round).
    Individual Frith generally have a market price of base caster level × spell level × 25 gp when sold on the open market, though individual Frith cannot be crafted, of course. Frith seeds, and actual Frith which are known to have seeds in them, cost base caster level × spell level × 500 gp. Creating a Frith seed takes one week regardless of spell level, and requires the creator to use up raw materials equal to base caster level × spell level × 50 gp (one tenth the market value) and XP equal to 1/25 this raw materials cost. If the spell has a costly material component (but not a Focus), or carries an XP cost, then the seed crafter must spend 50 times the material or XP cost in addition to the costs noted above. Thus, a seed for growing Frith of Identify would cost its (5th-level) crafter 5 (caster level) × 1 (spell level) × 50 (base cost) + 5000 (50 times the 100-gp material component cost) gp, and 5 × 1 × 2 XP, for a total of 5250 gp and 10 XP. Frith grown from this seed (after at least 2 years of proper care) will allow their eaters to Identify magic items at a caster level of 5 + 1d4.
Special: Due to the lack of potable water, Frith are much more common in Arite than potions are, even though all Frith growers also know how to make potions. In either Taera or Arite, Druids often prefer growing Frith to brewing potions, since they are better prepared (and more apt) to tend gardens and growing things than most other people are.

Hallucinatory Spell [Mana, Metamagic]

You can shape Manipulations into a spell that weave a subtle illusion into its effect, causing targets to think it is false.
Prerequisite: Creator level 1st+, Meta-Manipulation, 10 ranks in Spellcraft.
Benefit: You can use the Naturalist class ability of Manipulation to infuse a spell you cast with the power of illusion and dreams, causing creatures which observe it to believe that it is an illusion, when in fact it is completely real. This works much like using a Metamagic feat, except that you actually use your Manipulation ability to add extra energy to the spell by spending another spell slot simultaneously with the one you are using to cast the actual spell; the precise effects of the use of this feat depend on what level slot you spend to infuse the spell. To successfully infuse the spell with your power, you must make a Spellcraft roll at casting time (DC 15 + twice the level of the spell slot you are spending for the infusion). You may not take 10 on this roll. If the roll fails, then you spend both spell slots, but the spell's effect happens normally and receives no benefit whatsoever from the infusion; if the roll succeeds, the infusion happens as described below. In either case, use of this feat does not increase the spell's casting time, unlike most Metamagic feats.
    You may only use this feat on a spell which has a target or area of effect other than yourself, and that does not produce a Figment, Glamer, or Phantasm as part of its effect. The spell you infuse with the extra spell energy is covered with a subtle Glamer that causes any creatures observing the spell within a certain range to believe it is an illusion, and accordingly not attempt to resist or avoid it; the precise effect of this illusion depends on the difference between the level of the slot you spent to infuse the spell, and the level of the spell itself. Creatures within the given range (of the edge of the spell's area or its target) which observe the spell as it goes off must make Will saving throws, and those which fail believe that the infused spell is an illusion. Creatures believing the spell is an illusion will not seek to avoid it, resist it, or otherwise prevent it from working on them, because they believe that (since it isn't real) nothing will actually happen. Therefore, such creatures automatically fail any saving throws granted by the spell itself, lower their Spell Resistance if applicable, and do not get the benefits of any Evasion or similar abilities they possess. Creatures which succeed on the Will save realize the spell is real, and may resist its effects normally. The DC of the Will save to realize that the spell being illusory is itself the illusion is calculated based on the level of the spell slot you spend to infuse the spell with the illusion in the first place; thus, if you spend a 5th-level slot to infuse the original spell with the illusion, the Will save DC is the same as it would be for any other 5th-level spell you cast. Other specific effects based on the slot level (or more precisely, on the difference between the levels of the infused slot and the level of the actual spell) are summarized below.
    If the infused slot was up to three levels lower than the actual spell, then the illusion only affects creatures actually caught within the effect. Creatures which are not directly hit by the spell, even if they are directly adjacent to the spell, preceive that the spell is real and do not need to make Will saves. Furthermore, the illusion does not cover much of the spell's effect, and therefore it is easier to disbelieve. Creatures which must make the Will save against the illusion receive a +2 circumstance bonus to the roll.
    If the infused slot was either two levels or one level lower than the actual spell, then the illusion only affects creatures actually caught within the effect. Creatures which are not directly hit by the spell, even if they are directly adjacent to the spell, preceive that the spell is real and do not need to make Will saves.
    If the infused slot was the same level as the actual spell, then the illusion affects creatures which are within Close range (25 feet + 5 feet/2 levels) of the actual spell effect. Creatures which are not directly hit by the spell, but make Will saves against the illusion (and fail), continue to believe that the effect was false for 1 round/level after the spell goes off, even if direct evidence of its reality (for example, scorch marks from a detonated Fire Trap) is available and obvious immediately after the casting.
    If the infused slot was one or two levels higher than the actual spell, then the illusion affects creatures which are within Medium range (100 feet + 10 feet/level) of the actual spell effect. Creatures which fail Will saves against the illusion continue to believe that the effect was false for 1 round/level after the spell goes off, even if the spell affected them directly, or evidence of its reality (for example, scorch marks from detonated Explosive Runes) is available and obvious immediately after the casting.
    If the infused slot was three levels higher than the actual spell, then the illusion affects creatures which are within Long range (400 feet + 40 feet/level) of the actual spell effect. Creatures which fail Will saves against the illusion continue to believe that the effect was false for 1 minute/level after the spell goes off, even if the spell affected them directly, or evidence of its reality (for example, smoking holes left by rays of Searing Light) is available and obvious immediately after the casting. Furthermore, the effect is so subtle and so uncanny that the illusion is more difficult than normal to resist; affected creatures take a -2 penalty to the Will save to see through it.
    If the infused slot was four or more levels higher than the actual spell, then the illusion affects all creatures which can perceive the spell effect, regardless of how far away they are, and even if they view the effect indirectly (for instance, through a Scrying effect). Also, True Seeing or similar illusion-negating effects are actually confused by the powerful illusion woven into the Hallucinatory spell, and do not allow creatures affected by them to realize that the illusion is false and the spell is real- though, because they do show targets that an illusion of some sort is involved, such creatures do not suffer the usual penalty to the Will save. Any creatures which fail Will saves against the illusion continue to believe that the effect was false for 5 minutes/level after the spell goes off, even if the spell affected them directly, or evidence of its reality (for example, changes to local air brought about by Control Winds) is available and obvious immediately after the casting. Finally, the illusion is so powerful and cunning that affected creatures take a -4 penalty to the Will save to see through it.

Hive Queen [Special]

You have reached full status as a Hive Queen.
Prerequisites: Race: Thri-Kreen, Gender: Female, Leadership, Queen Aura, Queen Communication.
Benefit: You can communicate telepathically with any Thri-Kreen within 5 miles per your level, and furthermore you may allow them to communicate with each other through you, without being consciously aware of their conversation yourself (unless you want to be). You need not know any individual Thri-Kreen for this communication to occur; you can feel the presence of all Thri-Kreen within range. You may also communicate telepathically with any other Hive Queen (that is, another Thri-Kreen with this feat) that you know, at any distance. This is a constant ability, and requires no conscious thought on your part unless you want to send communication to an individual. This ability is psionic in nature, and cannot be used (becoming inactive) while you are in a Static Zone.

Homing Power [Metapsionic]

You can manifest ranged touch attack powers and rays which bend to follow the target you designated at manifestation time, preventing them from being dodged.
Prerequisites: Any other Metapsionic feat.
Benefit: You manifest rays and ranged touch attacks which always hit their targets. A Homing Power does not require an attack roll to hit its target, nor does it allow a saving throw (though the Improved Evasion class ability still allows the target to take half damage if the power enhanced by this feat would normally allow a Reflex save). Only rays, such as Burning Ray, and ranged touch attacks, can be made Homing Powers. A Homing Power costs 6 power points more than the normal cost.

Homing Spell [Metamagic]

You can cast ranged touch attack spells and rays which bend to follow the target you designated at casting time, preventing them from being dodged.
Prerequisites: Any other Metamagic feat.
Benefit: You cast rays and ranged touch attacks which always hit their targets, much like the Magic Missile spell. A Homing Spell does not require an attack roll to hit its target, nor does it allow a saving throw (though the Improved Evasion class ability still allows the target to take half damage if the spell enhanced by this feat would normally allow a Reflex save). Only rays, such as Lightning Bolt, and ranged touch attacks, such as Melf's Acid Arrow, can be affected by Homing Spell. A Homing Spell uses up a spell slot three levels higher than normal.

Hover [General]

You can hover in place while flying, and move straight up and down, regardless of your maneuverability.
Prerequisites: STR 13+, Fly, Endurance.
Benefit: You can take the Hover action while flying, to halt your forward or backward motion, and either hover in place, fly straight up, or fly straight down. While Hovering, the creature can attack opponents normally (and combining a Hover with a Flyby Attack is also possible). Hovering is as tiring as running, and a flier using the Hover action can only maintain it for a number of rounds equal to its Constitution score. After that, it must make a Constitution check (DC 10) each round to continue Hovering. A creature which fails its check can no longer Hover, and must land and rest from the exertion. It goes back to its normal type of flying, but can only move down until it lands. After resting on the ground for 1 minute (10 rounds), the creature can take to the air again, and can even Hover again if it chooses.
Normal: Creatures with Average, Poor, or Clumsy maneuverability cannot hover in place without this feat, nor can they move straight up. Creatures with Poor or Clumsy maneuverability cannot fly straight down without this feat.
Special: Creatures with Good or Perfect maneuverability can hover naturally while flying, and gain no benefit from this feat. Therefore, they cannot take it.

Imbue Mind Bow [Psionic]

You can imbue your mind bow with psionic powers.
Prerequisites: Shape Mind Blade class feature, Improved Mind Bow, Mind Bow, 15 ranks in Psicraft.
Benefit: You can use your Imbue Mind Blade ability in conjunction with your mind bow. This requires a move action and a Concentration check, just as the Imbue Mind Blade ability normally requires, but you may only fire one arrow containing the psionic power you imbue in your bow. If you fire multiple arrows in a round, then you may choose which arrow you fire contains the power. You must declare which arrow contains the psionic power before making the attack roll, and if the attack roll fails then the power is "flushed" from your mind bow just as it would be from your mind blade.
Normal: Without this feat, you cannot imbue psionic powers into your mind bow.

Improved Aura of Cold [Epic]

Your Aura of Cold is stronger than normal.
Prerequisites: CHA 25, Aura of Cold class feature.
Benefit: Your Aura of Cold inflicts a -4 penalty on saving throws against Cold effects.

Improved Aura of Fury [Epic]

Your Aura of Fury is stronger than normal.
Prerequisites: CHA 25, Aura of Fury class feature.
Benefit: Your Aura of Fury grants allies a +4 morale bonus on attacks, and inflicts a -4 penalty on enemies' saving throws.

Improved Aura of Hate [Epic]

Your Aura of Hate is stronger than normal.
Prerequisites: CHA 25, Aura of Hate class feature.
Benefit: Your Aura of Hate grants creatures of your race a +4 morale bonus on attacks against other races and species, and inflicts a -4 penalty on those creatures' attacks against races or species other than theirs.

Improved Aura of Unease [Epic]

Your Aura of Unease is stronger than normal.
Prerequisites: CHA 25, Aura of Unease class feature.
Benefit: Your Aura of Unease inflicts a -4 morale penalty on enemies' attacks against you.

Improved Disguising Shift [Special]

You can assume the form of a specific individual, and imitate it very closely.
Prerequisites: Race: Gel, Character Level 12th+, Disguising Shift.
Benefit: As Disguising Shift, but you gain +20 on your skill check instead of +10.

Improved Mind Bow [Psionic]

Your ability to use your mind bow is improved.
Prerequisites: Shape Mind Blade class feature, Mind Bow, BAB +6, 5 ranks in Psicraft.
Benefit: You can fire three arrows per round from your mind bow. Furthermore, when you use your mind bow, you gain the benefits of the Point-Blank Shot feat, though you may not use this feat with any weapon other than your mind bow unless you actually have the real feat.
Normal: Without this feat, you may only form and fire two arrows per round with your mind bow.

Improved Power Capacity [Epic]

You can manifest powers that exceed the normal limits of psionic manifestation.
Prerequisites: Ability to manifest powers of the normal maximum level in at least one psionic class.
Benefit: When you select this feat, you gain a number of power points equal to 2 higher than the cost of the highest-level power you could previously manifest, and your metapsionic cap also increases by 2 points. Also, for the purposes of meeting other feat prerequisites, the maximum level of powers you can manifest increases by one. For example, a 21st-level Psion would gain 19 power points and be able to manifest powers costing up to 22 power points. The character is considered to have the capability to manifest 10th-level powers, even though no such powers actually exist.
    You must still have the requisite key ability score (10 + [{power cost + 1} / 2]) to be able to manifest any power, no matter how high your metapsionic cap actually is; for instance, to manifest a power costing 22 power points, you must have a key ability score of 21 or higher. If your key ability modifier is at least as high as the highest-level (effective) power you can manifest, you also gain additional bonus power points per day if your class allows you to gain bonus power points.
Special: You can gain Improved Power Capacity multiple times. Each time you take it, you gain additional power points, possible bonus power points, a further increased metapsionic cap, and one more level of effective manifestation.

Improved Reactive Round [Epic]

You can act and move with incredible speed in the time it takes others to even react to a situation.
Prerequisites: DEX 29, WIS 19, Epic Reflexes, Epic Speed, Reactive Round, 25 ranks in Knowledge (Arcana), Improved Free Attack class feature.
Benefit: When you use the Reactive Round feat, you may use speed-granting effects and powers such as Haste and your Free Attack or Improved Free Attack class features during your special readied round. The free round counts as a different round from the round in which you readied it, so you may Free Attack during the free round even if you already used it in the "real round" that your free round was triggered within. You still may not use your Time Walk class feature (if applicable) during the Reactive Round. Using a Reactive Round still takes one of your daily Free Attacks, so if you use your last Free Attack to start a Reactive Round, you may not Free Attack during your free round.
Normal: Without this feat, you may not gain the advantage of speed-granting powers and effects during a Reactive Round.

Improved Recover Breath [Epic, Metabreath]

 (Contributed by Mike S.)

You wait even less time before being able to use your breath weapon again.
Prerequisite: Con 31, Breath Weapon, Recover Breath.
Benefit: You further reduce the interval between uses of your breath weapon. You wait 1 round less than usual, beyond the already-reduced time taking your Recover Breath feat into account. You always wait at least 1 round before being able to use your breath weapon again. The effect of this feat stacks with the effects of other Metabreath feats, reducing the total time you must wait to use your breath weapon by the appropriate amount.
Special: You can gain this feat more than once. Its effects stack. Each time you take the feat, the CON score required to take it increases by 4, and the amount of time you must wait before using your breath weapon again is reduced by an additional round. For example, a dragon needs a CON score of 35 to take this feat twice, but upon doing so the required time interval between uses of its breath weapon is reduced by 3 rounds (to a minimum of 1 round each time).
    If you have multiple heads with breath weapons, all breath weapons use the newly reduced interval.

Improved Size Shift [Special]

You can assume forms of almost any size.
Prerequisites: Race: Gel, Character Level 9th+, Size Shift.
Benefit: As Size Shift, but you can assume forms of any size smaller than you, and up to three size categories larger than you. For instance, a Medium-size Gel with this feat can assume forms of any size category up to Gargantuan.

Improved Solar Power [Epic]

You can draw even more power from the sun than you could before.
Prerequisites: CON 21, Improved Power Capacity, Solar Power class feature.
Benefit: You gain 1 additional power point per 10 minutes spent in sunlight.
Special: You can gain Improved Solar Power multiple times. Its effects stack.

Improved Temporal Slice [Epic]

You may use your Improved Free Attack during a Time Walk.
Prerequisites: CON 23, WIS 23, Endurance, Temporal Endurance, Temporal Slice, Time Walk 2/day or more.
Benefit: During each round of stopped time in a Time Walk, you may make one extra Full Attack as a free action, as if you were using your Improved Free Attack class feature. Free Attacks or Improved Free Attacks used during a Time Walk count against the number of Free Attacks and Improved Free Attacks you have available in normal time.
Normal: Without this feat, you may not use your Improved Free Attacks during a Time Walk.

Improved Weakening Critical [Epic]

Your Weakening Critical ability is more powerful.
Prerequisites: DEX 19, INT 19, Weakening Critical class feature, Wounding Critical class feature.
Benefit: Your Weakening Critical deals an additional 2 points of STR damage.
Special: You can take this feat more than once. Its benefits stack. However, you can never have more Improved Weakening Critical feats than the number of Improved Wounding Critical feats you have, plus one. For example, if you have taken Improved Wounding Critical twice (which itself requires that you have taken Improved Weakening Critical twice), then you may take Improved Weakening Critical a third time.

Improved Wounding Critical [Epic]

Your Wounding Critical ability is more powerful.
Prerequisites: DEX 21, INT 21, Improved Weakening Critical, Weakening Critical class feature, Wounding Critical class feature.
Benefit: Your Wounding Critical deals an additional 2 points of CON damage.
Special: You can take this feat more than once. Its benefits stack. However, you can never have more Improved Wounding Critical feats than the number of Improved Weakening Critical feats you have. For example, if you have taken Improved Weakening Critical twice (which itself requires that you have taken Improved Wounding Critical once), then you may take Improved Wounding Critical a second time.

Inanimate Shift [Special]

You can assume the forms of inanimate objects.
Prerequisites: Race: Gel, Plant Shift.
Benefit: You can assume the form of an inanimate object, or a creature type that is not alive, such as a Construct or Undead.
Normal: Without this feat, a Gel cannot assume the form of a nonliving thing.

Information Manipulation [Mana]

You can shape Manipulations that mimic information-gathering spells.
Prerequisite: Naturalist level 1st+.
Benefit: You can use the Naturalist class ability of Manipulation to cast information-gathering spells that do not appear on your specialty's class spell list. The only spells which can be mimiced with this feat are those which grant you knowledge you would otherwise not have, such as Comprehend Languages or Detect Secret Doors. You can only mimic spells which you have actually seen or felt the effects of firsthand.
Normal: A Naturalist without this feat is limited to casting the information-gathering spells on his or her class list.

Instant Item Creation [Epic, Item Creation]

You can craft minor magical or psionic items at a moment's notice.
Prerequisites: Must know Fabricate as a psionic power, spell, or supernatural ability, Accelerated Item Creation, 31 ranks in Spellcraft or Psicraft.
Benefit: You can create items of any type you could normally create, but if the cost of the item is less than or equal to one tenth the amount of gp value you can craft in a day, then you can complete the item with but one casting/manifestation of Fabricate. For instance, if you want to craft a Chime of Opening (market value 3000 gp), and you have Efficient Item Creation and two Accelerated Item Creation feats for Craft Wondrous Item (meaning you can craft up to 30000 gp per day), then you can complete the crafting with one casting of Fabricate, and be done with it. You must still have all the necessary materials to craft the item at hand (i.e., pay the materials cost), and you still spend the XP cost of crafting it; this feat simply reduces the time it takes to produce the final item down to a negligible amount. The item that comes out of this creation process is perfectly normal and permanent, despite the extreme speed with which it was made and enhanced.
Special: You cannot select Metacreative, Efficient Item Creation, or Accelerated Item Creation for Instant Item Creation, because this feat does not create items on its own- it modifies how your other Item Creation feats work.

Instant Recharge [Epic]

Choose one type of high-tech weapon. You can swap out power cells in that weapon in no time at all.
Prerequisites: Quick Draw, Rapid Recharge, Weapon Focus (high-tech weapon type to be selected).
Benefit: You may remove a depleted power cell from the selected weapon type and replace it with another as a free action that draws attacks of opportunity.
Special: If you are taking a Full Attack action with the high-tech weapon and it runs out of shots in the middle of your action, you may immediately replace the depleted power cell and take your remaining attacks that round, if you have another charged power cell available. If the weapon itself requires some recharge time between shots, then you still may not gain iterative attacks with it even with this feat.

Intensify Breath [Epic, Metabreath]

 (Contributed by Mike S.)

You can take a full-round action to use your breath weapon to double its maximum effect.
Prerequisite: Con 35, Breath Weapon, Maximize Breath, two other Metabreath feats.
Benefit: If you use your breath weapon as a full-round action, all variable, numeric effects of the attack are maximized, then doubled. The breath weapon deals double its maximum damage, lasts double the maximum time, or the like. For example, a Wyrm Silver Dragon using an Intensified Cold breath weapon (damage 22d8) deals 352 points of damage. the same dragon using an Intensified paralysis gas breath weapon (duration 1d6+11 rounds) paralyzes creatures for 23 rounds if they fail their saving throws.
    The DCs for saving throws against your breath weapon are not affected. When you use this feat, add +7 to the number of rounds you must wait before using your breath weapon again.
    This feat stacks with the effects of other Metabreath feats, but does not Intensify them; only the effects of the unmodified breath weapon are Intensified. For example, a breath weapon further modified by the Tempest Breath feat produces the appropriate wind effect, but the velocity of the wind is not also double the maximum amount.
Special: You cannot use this feat and the Quicken Breath feat on the same breath weapon at the same time.

Intensify Spell-Like Ability [Epic]

You can use a spell-like ability with exceptionally great effect.
Prerequisites: Caster level 27th with ability to be chosen, Empower Spell-Like Ability, Maximize Spell-Like Ability (both in ability to be chosen).
Benefit: Choose one of your spell-like abilities, subject to the restrictions below. You can use that ability as an Intensified spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
    When you use an Intensified spell-like ability, all variable, numeric effects of the ability are maximized, then doubled. An Intensified spell-like ability deals twice maximum damage, cures twice the maximum number of hit points, affects twice the maximum number of targets, and so forth, as appropriate. For example, an Intensified Horrid Wilting ability would deal 16 points of damage per caster level to all targets, up to a maximum of 400 points at 25th caster level. Saving throws and opposed rolls (such as the one you make when you use Dispel Magic) are not affected. Spell-like abilities without random variables are not affected.
    You can only select a spell-like ability with an effective spell level less than or equal to half your caster level (rounded down) - 7. For a summary, see the table below. For example, a creature using its spell-like abilities as a 27th-level caster can only Intensify spell-like abilities with an effective spell level of 6th or lower.
Special: You can take this feat more than once. Its effects do not stack. Each time you take the feat, it applies to a different spell-like ability.
Effective
Spell Level
Caster Level
to Intensify
0 14th
1st 16th
2nd 18th
3rd 20th
4th 22nd
5th 24th
6th 26th
7th 28th
8th 30th
9th 32nd

Invocation Knowledge [Epic]

You add an additional invocation to your repertoire.
Prerequisites: Warlock level 23rd.
Benefit: You learn one new invocation of any grade, including Supreme. You do not need to lose any previously known invocations, the new one is simply added to your list of known invocations.
Special: You can gain this feat multiple times.

Lasting Demoralization [Epic]

Your demoralizing powers, such as Violator and Live and Let Die, last long after the sounds of your performance have faded.
Prerequisite: Antimusic class feature, Avant-Garde Performance class feature with 25 virtual ranks.
Benefit: The effects of your Antimusic demoralization abilities (such as Violator, Live and Let Die, etc.) last for ten times as long as normal after you stop performing. This feat has no effect on abilities that have no duration after you stop performing (such as Operation: Mindcrime).

Legacy Item [General]

You have inherited an item of Ancient Technology that has been handed down through your family line for generations.
Prerequisite: 1st-level character.
Benefit: Pick any one technological item other than a Power Cell that has a market price of 5000 gp or less. That item is added to your starting equipment. If you pick an item that is worth much less than the 5000 gp limit (for example, a Personal Communicator), then you may pick up to three other items to add to your Legacy as long as the total market value does not exceed 5000 gp. If you pick an item that requires Power Cells to work, you do not also get a Cell to power the device unless you have enough market value left in the Legacy to pay for one. Once the items are chosen, you do not receive any other benefits from this feat; any value below the 5000 gp limit is lost.
    You are assumed to have a Use Ancient Device modifier of +15 with regards to any of the functions of the device when you start play. This does not grant you the Proficiency feat for the device (particularly important in the case of Ancient weapons), but if you have another open feat slot at 1st level then you may use that slot for the Proficiency feat.
Special: Though this feat is only available to 1st-level characters, characters starting above 1st level might be allowed to take it at the DM's option (since the character's career had to start at 1st level at some point). If this is allowed, the value of the Legacy Item is deducted from the character's starting equipment funds, and thus this feat grants almost no benefit (just the bonus to Use Ancient Device checks).

Light Acclimation [Special]

You have become accustomed to light, and are no longer blinded by normal daylight levels.
Prerequisite: Light Blindness racial trait.
Benefit: Characters who have the Light Blindness racial trait, such as Drow Elves or Duergar, may take this feat to force themselves to become accustomed to normal daylight. Once this is done, the character no longer suffers the penalties for Light Blindness. This feat does not prevent characters who are actually damaged by sunlight (such as Derro) from being so harmed, however.

Magical Power [Metapsionic]

You can manifest powers enhanced by Metapsionic feats you know, without increasing their power point costs, by using up spell slots as you manifest them.
Prerequisite: Caster level 1st+.
Benefit: A Magical Power has its psionic power linked to (and enhanced by) your reserve of magical energy, such that you can manifest it as if enhanced by other Metapsionic feats without paying a higher power point cost to do so. At manifestation time, you may decide to enhance the power with any one Metapsionic feat you know, For every five class levels you have, you may enhance it with an additional Metapsionic feat; for instance, a 5th-level manifester may use up to two feats, and a 15th-level manifester may use up to four. Add together the extra power points normally needed by the feats you want to use (for instance, a Hidden, Maximized power costs 8 more points), to get the "enhancement cost" of the power. By using up spell energy equivalent to 1 spell level per 2 power points of the enhanced cost, you manifest the power as if affected by all the Metapsionic feats you selected! A spell slot which is "used up" in this way is wasted, and produces no spell effect- if you are a spellcaster who prepares spells, you lose the spells in the used-up slots as if you cast them (without the spell effect of course). If you are a spellcaster who does not prepare spells (for instance, a Sorceror or Bard), then you use up the chosen spell slots without actually casting spells from them. If you do not have enough spell slots in reserve to pay the full cost of the Metapsionic feats you selected, you must remove feats from your desired enhancements until you do have enough slots to pay for the remaining ones (so, a Magical Power is useless if you do not have at least one 1st-level or higher spell slot remaining). A Magical Power has its normal cost + 2 power points, and these extra power points cannot be paid for by using up a spell slot. Unlike most Metapsionic feats, you do not need to expend your psionic focus to use this feat, though other Metapsionic feats you enhance the chosen power with might require you to do so.
Normal: Powers enhanced by Metapsionic feats normally cost more power points than their standard costs, with the exact cost required increasing for each Metapsionic feat tacked on.

Magnify Spell [Epic, Metamagic]

You can cast spells which are doubled in power.
Prerequisites: Empower Spell, Enlarge Spell, Maximize Spell, 21 ranks in Spellcraft.
Benefit: A Magnified spell has its range tripled, and area of effect (and actual effect, if possible) doubled. For instance, a Magnified Fireball creates a 40 ft. radius burst of flames which do 2d6 points of fire damage per caster level (maximum of 20d6). All aspects of the spell which can be doubled are; however, if the original spell only affects a single target, the Magnified spell can only affect a single target as well. Magnified spells take up spell slots five levels higher than normal. It is possible to use this feat more than once on a spell if the caster has spell slots high enough to hold it; for instance, a Fireball spell Magnified to 13th level (two uses of Magnify Spell) would have its range multiplied by 5, create a 60 ft. radius burst, and do up to 30d6 points of damage.

Manipulate Scroll [Mana]

You can learn new Manipulations from scrolls.
Prerequisites: Attack Manipulation, Defense Manipulation, Information Manipulation, Movement Manipulation, 5 ranks in Decipher Script, 10 ranks in Spellcraft.
Benefit: If you find an Arcane scroll containing a spell that is not on your class spell list, but falls into one of the four Manipulation categories (Attack, Defense, Information, or Movement), you can attempt to learn to Manipulate the effect of the spell on the scroll without first seeing another caster cast that spell. To do so, you must first decipher the writing on the scroll. Then, you must make a Decipher Script check (DC 15 + the spell level) and a Spellcraft check (DC 15 + the spell level). If either check fails, you fail to learn the Manipulation, and you cannot try again until you gain another rank in the skill which failed the check (if you fail both checks, you must gain a rank in both skills before you can try again). For instance, if the Decipher Script check succeeds but the Spellcraft check fails, then you must gain another rank in Spellcraft to try again. If both checks succeed, the scroll is used up just as if the spell had been cast, but no effect is generated- instead, you learn to Manipulate that spell's effect in the future, using the normal rules for producing Manipulations.
Normal: You cannot learn Manipulations directly from scrolls.

Manipulation Crafting [Item Creation, Mana]

You can create magic items using Manipulations you know, in place of the actual spells.
Prerequisites: two or more Manipulation feats, two or more Item Creation feats, 10 ranks in Knowledge (Arcana), 10 ranks in Spellcraft.
Benefit: Whenever you create a magic item, you may use Manipulations you know to create the item, instead of needing to know (or have access to another caster who knows) the actual spell. For instance, a Faunist with this feat who can Manipulate a Teleport effect could create a scroll of Teleport, or even a pair of Boots of Teleportation, even though he does not know the actual Teleport spell (and, in fact, it does not even appear on the Faunist spell list). When you create a magic item using your Manipulations, the item costs the same amount of time and XP to create that it normally would; however, because Manipulations are less certain of working than real spells are, the materials cost of crafting the item is 1½ × the normal value (you pay ¾ the market price to craft it, rather than ½ as normal). This represents the fact that a few of the Manipulations you cast into the item as you are working it are less stable than the spells they mimic, and end up ruining the materials they were meant to infuse.
Normal: You cannot create magic items using Manipulations, only using actual spells.

Mass Reactive Healing [Epic]

You can use your Mass Healing and Reactive Healing abilities together.
Prerequisites: WIS 27, 30 ranks in Spellcraft, Mass Healing class feature, Reactive Healing class feature.
Benefit: You can use your Mass Healing ability and your Reactive Healing abilities simultaneously. If you do, you use up a daily use of both, whether the spell succeeds or fails.
Normal: You cannot use Mass Healing and Reactive Healing at the same time.

Master Blaster [Epic]

Choose a high-tech ranged weapon type. You can fire a storm of shots with that weapon type at nearby opponents.
Prerequisites: DEX 23, Instant Recharge (high-tech ranged weapon type used), Point Blank Shot, Rapid Shot, Weapon Focus (high-tech ranged weapon type used).
Benefit: As a full-round action, you may fire one shot from your weapon at your full attack bonus at each opponent within 30 feet, provided you have enough CUs in power cells to pay for all of those shots. If you do not have enough CUs to fire one shot at every opponent, then you may fire up to your maximum number of shots, and choose which opponents to fire at.

Maximize Mass Healing [Epic]

You can use your Mass Healing and Maximize Healing abilities together.
Prerequisites: WIS 23, 24 ranks in Spellcraft, Mass Healing class feature, Maximize Healing class feature.
Benefit: You can use your Mass Healing ability and your Maximize Healing abilities simultaneously. If you do, you use up a daily use of both, whether the spell succeeds or fails, though if you are high enough level to have infinite uses of Maximize Healing then only the Mass Healing is expended.
Normal: You cannot use Mass Healing and Maximize Healing at the same time.

Maximize Reactive Healing [Epic]

You can use your Maximize Healing and Reactive Healing abilities together.
Prerequisites: WIS 25, 27 ranks in Spellcraft, Maximize Healing class feature, Reactive Healing class feature.
Benefit: You can use your Maximize Healing ability and your Reactive Healing abilities simultaneously. If you do, you use up a daily use of both, whether the spell succeeds or fails, though if you are high enough level to have infinite uses of Maximize Healing then only the Reactive Healing is expended.
Normal: You cannot use Maximize Healing and Reactive Healing at the same time.

Metacreative [General]

This feat is listed here to note the fact that Taeran characters may take it even if they are nonpsionic; in spite of this, the feat still represents a minor awakening of psionic potential to help item creation along. Metacreative can be used for psionic Item Creation feats or magical Item Creation feats, and behaves the same way for each type. It also is still on the list of bonus feats available to Psychic Warriors, despite now being General instead of Psionic.

Meta-Manipulation [Mana]

You can apply Metamagic feats to Manipulations you know, though it takes more effort than applying them to actual spells.
Prerequisites: two or more Manipulation feats, one or more Metamagic feats, 5 ranks in Spellcraft.
Benefit: You can apply any Metamagic feat you know to a Manipulation you cast. Doing this not only increases the required level of the spell slot used to cast the Manipulation, but also increases the difficulty of the Manipulation check. The check DC increases by 1 per spell level the Metamagic feat changes its spell by; for instance, an Empowered Manipulation (+2 spell levels) has a Manipulation check DC of 17 + twice the spell's level. The Metamagic feat is not applied to the spell's level to determine the check DC; only the spell's real level counts.
    Applying Metamagic feats to a Manipulation does not change its casting time, so it is possible for a Naturalist to Quicken a Manipulation, despite being a spontaneous spellcaster.
Normal: You cannot apply Metamagic feats to Manipulations.

Mind Bow [Psionic]

You can create a bow from your subconscious and shoot arrows of mental energy.
Prerequisites: Shape Mind Blade class feature, 5 ranks in Psicraft.
Benefit: As a full-round action, you can reshape your mind blade to replicate a shortbow (1d6 damage, 60 foot range increment). The mind bow maintains the enhancement bonus and abilities possessed by the previous form of the mind blade; however, any weapon feats based on the mind blade (such as Weapon Focus) do not apply to the mind bow. You may gain such feats at later levels that do apply to the mind bow, but any such feats you gain apply only to the mind bow and not also to your mind blade. When you make attacks with the mind bow, you automatically form arrows out of mental energy matching the bow itself; forming arrows is a free action that requires no effort of any kind on your part, but you may only form two arrows per round (so if you can normally make more than two attacks then you are limited to only two with the mind bow).
    You may not fire normal arrows with the mind bow; normal arrows simply pass through it as though it were insubstantial. You do not add your STR bonus to damage dealt using the mind bow. If you have the Knife to the Soul ability, you may not use it in conjunction with attacks made using the mind bow. Finally, you may not use your Imbue Mind Blade ability to put psionic powers into the mind bow (or its arrows).
    If you have 10 or more ranks in Psicraft, you may choose to shape your mind bow as a longbow (1d8 damage, 100 foot range increment) instead of a shortbow. This requires no further effort on your part than forming a shortbow does, and any weapon feats you have that apply to the mind bow's shortbow form also apply to its longbow form.

Movement Manipulation [Mana]

You can shape Manipulations that mimic movement spells.
Prerequisite: Naturalist level 1st+.
Benefit: You can use the Naturalist class ability of Manipulation to cast movement spells that do not appear on your specialty's class spell list. The only spells which can be mimiced with this feat are those which move creatures or objects, such as Fly or Teleport. You can only mimic spells which you have actually seen or felt the effects of firsthand.
Normal: A Naturalist without this feat is limited to casting the movement spells on his or her class list.

Multiply Power [Epic, Metapsionic]

Prerequisites: Enlarge Power, Maximize Power, Twin Power, 21 ranks in Psicraft.
Benefit: A Multiplied power takes effect several times simultaneously, essentially being the same effect as Twin Power, but having effect more than two times. Unlike a Twinned power, a Multiplied power can be directed at more than one target- each effective power can be directed at a different one. A Multiplied power costs its standard cost + 10 power points per extra simultaneous use of the power. For instance, getting one extra use (effectively the same as Twin Power, but allowing a second target) costs only 10 extra power points, while using getting three extra uses (four times the power) requires an extra 30 power points.

Mutation [General]

You have been mutated by the effects of radiation, and have different abilities than a normal member of your race as a result.
Prerequisite: This feat cannot be taken voluntarily (except at character creation, with the DM's permission). Instead, it occurs as a result of extreme radiation exposure, or some other similar force (for instance, a spell specifically designed to cause mutations).
Benefit: In truth, Mutation can be a benefit or a curse, or even both at the same time. The rules for dealing with mutations are too complex to be included here; they are in the Rules document immediately after the Radiation rules.
Special: This "feat" does not occupy any feat slots unless taken during character creation; effectively, it is always a bonus feat. It is really intended to be more of a placeholder for the fact that the affected creature has a mutation. This feat can be gained multiple times, and its effects stack each time it is taken.

Outer Madness [Epic]

 (Contributed by Eian Lee and Brian Saul)

Your madness-inducing abilities can bypass most forms of mental protection.
Prerequisites: 30 ranks in Psicraft, Word of Changing invocation, Far Layer invocation, Pseudonatural Blast invocation.
Benefit: Your Bewitching Blast (if you have it) and Pseudonatural Blast invocations ignore any immunity to mind-affecting effects that the target or targets possess, such as the natural immunity of Undead or Oozes, or the effect of a Mind Blank spell. However, protections or immunities of pseudonatural creatures, Alienists of 10th level or higher, or other creatures native or closely related to the Far Realm are still effective against your abilities.
Normal: The Bewitching Blast and Pseudonatural Blast invocations are mind-affecting effects, which cannot affect targets that have immunity to mind-affecting effects.

Overcome Phobia [Special]

You have overcome your inborn fears.
Prerequisite: Racial phobia.
Benefit: Characters with a racial phobia, such as the Claustrophobia suffered by Aarakocra and Wood Elves underground, may take this feat to eliminate that phobia. Once this feat is taken, the character no longer suffers the penalties listed for the racial phobia, whatever it may be.

Perfect Mind Bow [Epic, Psionic]

Your ability to use your mind bow is legendary.
Prerequisites: Shape Mind Blade class feature, Greater Mind Bow, Improved Mind Bow, Mind Bow, BAB +16, 15 ranks in Psicraft.
Benefit: You can fire any number of arrows per round from your mind bow. Furthermore, when you use your mind bow, you gain the benefits of the Manyshot, Point-Blank Shot, Precise Shot, and Rapid Shot feats, though you may not use these feats with any weapon other than your mind bow unless you actually have the real feats.
Normal: Without this feat, the Greater Mind Bow feat, or the Improved Mind Bow feat, you may only form and fire two arrows per round with your mind bow. With the Improved Mind Bow feat alone, you may fire three arrows, and only gain the benefit of Point-Blank Shot with your mind bow. With the Greater Mind Bow and Improved Mind Bow feats, you may fire four arrows, and gain the benefit of Point-Blank Shot and Rapid Shot when using your mind bow.

Permanent Psionic Emanation [Epic]

One of your personal emanation powers becomes permanent.
Prerequisites: Psicraft 25 ranks, ability to manifest the power to be made permanent.
Benefit: Designate any one of your powers whose area is an emanation from you, such as Detect Psionics. This power's effect is permanent (though you can dismiss or restart it as a free action). Effects that would normally negate your power instead suppress it for 2d4 rounds.
Special: You can take Permanent Psionic Emanation multiple times. Each time, you select a different power to become permanent.

Plant Shift [Special]

You can assume the form of a Plant.
Prerequisite: Race: Gel.
Benefit: You can assume the form of any living Plant, whether mobile or not, as long as it is within your size limits.
Normal: Gels without this feat cannot assume the forms of Plants, or creatures of type Plant.

Powered Armor Proficiency [General]

You are proficient in wearing and using Powered Armor.
Prerequisites: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Technological Armor Proficiency, either 5 ranks in Knowledge (Ancient Technology) or 5 ranks in Use Ancient Device.
Benefit: You are proficient in all types of Powered Armor. You may wear them without the nonproficiency penalty, don and remove them normally, and use their special abilities without making Use Ancient Device checks.
Normal: Without this feat, you need to make Use Ancient Device checks to activate or deactivate any special ability of a suit of Powered Armor you are wearing, including putting the armor on in the first place (since Powered Armor normally assists its own wearer with putting it on). You also take the usual nonproficent penalties while wearing a suit of Powered Armor; that is, the armor check penalty applies to all attack rolls and STR- and DEX-based skill checks you make.
Special: A Fighter may select Powered Armor Proficiency as one of his or her bonus feats.

Pregressive Spell [Epic, Metamagic]

You can cast spells which take effect before you cast them.
Prerequisites: Extend Spell, Quicken Spell, 27 ranks in Knowledge (Arcana), 27 ranks in Spellcraft.
Benefit: This feat may only be applied to spells with a casting time of one standard action or less. You can use a Pregressive Spell as a free action, even when it is not your turn, and even if you are flat-footed. If you do, then your next action must be spent casting the spell normally, or you suffer the effects of temporal backlash as causality restores itself (see below). Because the spell's effect seems to "come out of nowhere," typically in a flash of blue light or other strange effect, any saving throw the spell effect normally allows carries a -4 penalty, and any attack roll the spell requires treats the target as flat-footed. A target with Uncanny Dodge or Improved Uncanny Dodge (and only such a target) avoids these penalties and resists the spell normally.
    Should you be unable or unwilling to cast the spell properly on your next action, temporal backlash automatically stuns you for one round, and the effects of your spell reverse themselves (destroyed or transmuted objects restore themselves, damage done by your spell instantly heals, a Charm or Dominate effect ends with no penalty to the victim, etc.). Furthermore, you lose the slot used to cast the Pregressive Spell, whether you actually cast it or not, as the energies that would have been spent on the spell go instead toward sealing up the hole in the cosmos created by its misuse. All of these corrections are results of reality sealing over a hole in itself, and not the actual spell, so they cannot be prevented if (for instance) the spell's target has been sealed in an antimagical area between the time the spell's effect was used and when you failed to cast it. Of course, if the spell's effect was originally used in an antimagical area, it will fail as normal, and no reversion will occur.
    If you use Quicken Spell and Pregressive Spell on the same spell, then casting it on your turn (to avoid the temporal backlash) is a swift action- the Quicken does not change the effect of sending the spell effect through time. A spontaneous caster (such as a Sorcerer) is unable to Quicken the actual casting of a Pregressive Spell this way, for the same reason such a caster cannot normally Quicken spells, but this does not in any other way affect the use of Pregressive Spell by spontaneous casters.
    A Pregressive Spell uses up a slot two levels higher than the spell's actual level.

Prehensile Tongue [Special]

You can control your tongue better than most of your people.
Prerequisites: Race: Grippli, DEX 15, Character level 3rd+.
Benefit: You can use your tongue to pick up, move, and carry objects as an extra hand with a -6 penalty on your STR score (for instance, if your STR score is 12, then when you use your tongue to manipulate objects it has an effective STR score of 6). This is the STR score used when you manipulate objects with your tongue; when it is important to determine how well your tongue is sticking to an object, you use the normal score of 16 + your CON midifier. If you are not carrying an object with your tongue, you can use it to make unarmed attacks as a whip. If you use your tongue to carry a light weapon, then you can wield that weapon (with the STR penalty as noted) if you are not simultaneously wielding any weapons in your hands.
    When you use your tongue to make unarmed attacks, treat it exactly as if you were wielding a whip, except that the tongue only has a range of 10 feet (whereas a whip normally has a range of 15 feet). The tongue deals no damage to creatures with an armor bonus of +1 or higher, or a natural armor bonus of +3 or higher. The tongue is treated as an unarmed attack, so you draw attacks of opportunity when you use it unless you have Improved Unarmed Strike (if you do have Improved Unarmed Strike, then using the tongue never provokes attacks of opportunity, unlike using a normal whip). If you use your tongue to make a Trip attack, you cannot drop it to avoid being tripped, unlike a normal whip. If you have Weapon Finesse, then you may use your DEX modifier for unarmed attack rolls you make with your tongue instead of your STR modifier.
    Because the tongue counts as an unarmed attack if you use it without a carried object, if you cast a spell with a range of Touch, then you may use your tongue to make the touch attack to deliver the spell.
    When you use a weapon, your Reach with it (and the range of squares you threaten) extends by 5 feet. if the weapon is a Reach weapon that cannot be used to attack spaces adjacent to you, then you still cannot attack adjacent spaces with the weapon (but you can still attack the spaces you would be able to reach with it without using your tongue). You cannot attack with a weapon held by your tongue in the same round you attack with a weapon held in your hand.
Normal: Without this feat, your tongue can stick to objects, but cannot manipulate them in any significant way other than drawing them toward you (or vice versa in the case of objects your size or larger).

Preservation Program [Special]

Your programming includes a powerful self-preservation directive.
Prerequisites: Robot subtype, CHA 13.
Benefit: You gain bonus hit points per hit die equal to your CHA bonus.
Normal: Without this feat, a robot only gains bonus hit points for its size.

Psionic Advanced Energy Use [Metapsionic]

You can manifest Energy powers with a specific nonstandard energy type.
Prerequisites: 10 ranks in Knowledge (Ancient Technology), 10 ranks in Knowledge (Psionics), 10 ranks in Psicraft.
Benefit: Whenever you use an Energy power (such as Energy Burst or Energy Missile), you may deal a type of damage corresponding to one of the advanced energy types (Disruption, Electromagnetic, Force, Gelid, Particle, Plasma, or Radiation). To use this feat, you must expend your psionic focus. A power which has this feat applied to it costs its standard cost + 2. The power's total cost cannot exceed your manifester level, or you may not use this feat with it. This feat grants you the ability to use only one specific advanced energy type; you choose the type when you take the feat, and may not change it thereafter.
    Disruption damage is similar to the effect of the Disintegrate power. If a target is reduced to 0 or fewer hit points by Disruption damage, it is entirely disintegrated, leaving no body or pieces behind (though any equipment worn/used by a disintegrated creature is left behind). If you deal Disruption damage with a power, that power requires a Fortitude save to resist rather than Reflex (if applicable).
    Electromagnetic damage does not normally affect living creatures. If you deal Electromagnetic damage to creatures which are not vulnerable to that damage type, then your power deals half its Electromagnetic damage amount as subdual damage to them. Electromagnetic energy can also be used to recharge and power technological devices; if a Power Cell is in an area affected by a psionic power dealing Electromagnetic damage, or it or a device it is powering is the target of such a power, then it gains a number of CUs equal to the damage dealt. If you deal Electromagnetic damage with a power, that power deals +1 point of damage per die.
    Force damage means invisible inertial energy like that used by the Wall of Force power, and Force damage can affect incorporeal creatures normally. If you deal Force damage with a power, the power deals -1 point of damage per die.
    Gelid damage is essentially cold so intense that ordinary Cold Resistance is useless against it. If a creature has Immunity to Cold, then it takes half damage from a Gelid effect, or one-quarter on a successful save (if a save for half damage is allowed by the Gelid effect). Gelid damage is considered Frostburn damage (in areas where the ambient temperature is Cold or colder, it cannot be healed naturally, and requires a DC 25 caster/manifester level check to heal magically or psionically). If you deal Gelid damage with a power, that power requires a Fortitude save to resist rather than Reflex (if applicable).
    Particle damage directly converts part of the creature or object damaged from matter into energy. If a creature takes more Particle damage in one round than twice its CON score, then it suffers the effects of being exposed to a Radiation field of Lethal-25 strength (see the Radiation section in the Rules document) for one round in addition to taking damage. If you deal Particle damage with a power, that power has a +2 bonus to the save DC, and you have a +2 bonus on manifester level checks used to beat a target's Power Resistance (if applicable).
    Plasma damage is essentially fire so hot that ordinary Fire Resistance is useless against it. If a creature has Immunity to Fire, then it takes half damage from a Plasma effect, or one-quarter on a successful save (if a save for half damage is allowed by the Plasma effect). If you deal Plasma damage with a power, that power deals +1 point of damage per die.
    Radiation damage is a burning that comes from exposure to extremely high-intensity light (or more powerful, similar energy). Though it has characteristics similar to both Electricity and Fire damage, neither Electricity Resistance nor Fire Resistance protect against Radiation damage. If a creature has Immunity to Electricity, then it takes half damage from a Radiation effect, or one-quarter on a successful save (if a save for half damage is allowed by the Radiation effect). If you deal Radiation damage with a power, that power has a +2 bonus to the save DC, and you have a +2 bonus on manifester level checks used to beat a target's Power Resistance (if applicable).
Special: You can take this feat more than once. Each time you do, you select a different advanced energy type. Regardless of how many times you take this feat, you may still only deal one energy type of damage (whether normal or advanced) when you use an Energy power.

Psionic Breath [Metabreath]

 (Contributed by Mike S.)

You can augment your breath weapon's effects by spending power points.
Prerequisites: CON 17, breath weapon, one Metapsionic feat, Manifester level 11th+.
Benefit: Once per day per age category, you may spend power points to add damage dice to your breath weapon. If you do, you must expend your psionic focus, and you are limited to spending 1 power point per manifester level. Each power point spent in this manner adds one die of damage to your breath weapon. For example, a Very Old Emerald dragon (18d4 Sonic damage) could spend 11 power points to add 11d4 points of Sonic damage to its breath weapon. When you use this feat, add +2 to the number of rounds you must wait before using your breath weapon again.
Special: If you use this feat and Maximize Breath or Intensify Breath on the same breath weapon, the extra dice added by spending power points are rolled normally rather than being maximized or intensified. If you have the Overchannel feat, you may not exceed your manifester level in power points spent on your breath weapon, since it is not an actual psionic power.

Psionic Spell [Metamagic]

You can cast spells enhanced by Metamagic feats you know, without putting them in higher-level spell slots, by using up psionic power points as you cast them.
Prerequisite: Manifester level 1st+.
Benefit: A Psionic Spell has its magical power linked to (and enhanced by) your pool of psionic power points, such that you can cast it as if enhanced by other Metamagic feats without preparing it that way in advance (if your spellcasting class prepares spells), or using up a higher-level spell slot to hold it. At casting time, you may decide to enhance the spell with any one Metamagic feat you know, For every five class levels you have, you may enhance it with an additional Metamagic feat; for instance, a 5th-level caster may use up to two feats, and a 15th-level caster may use up to four. Add together the extra spell levels normally needed by the feats you want to use (for instance, a Silent, Maximized spell costs 4 spell levels), to get the "enhancement level" of the spell. If you pay 2 power points per enhancement level, the spell is cast as if affected by all the Metamagic feats you selected! If you do not have enough power points remaining in your pool to pay the full cost, you must remove feats from your desired enhancements until you do have enough power points to pay for the remaining ones (so, a Psionic Spell is useless if you do not have at least 2 power points remaining in your pool). A Psionic Spell takes up a spell slot one level higher than normal (and this cost cannot be paid for by the feat itself). You must expend your psionic focus to cast a spell using this feat.
Normal: Spells enhanced by Metamagic feats normally take up spell slots of higher level than the spells' true levels, with the spell level required increasing for each Metamagic feat tacked on.

Psychic Masking [Epic, Psionic]

 (Contributed by Johnny Britzke)

A false psychic impression protects you from prying eyes.
Prerequisite: CHA 23, 25 ranks in Bluff, 25 ranks in Disguise.
Benefit: While you maintain your psionic focus, you are protected by a masking effect which duplicates Conceal Thoughts and grants a +10 enhancement bonus to Disguise checks.

Queen Aura [Special]

You are recognizable to other Thri-Kreen as a Queen, and they treat you as one.
Prerequisites: Race: Thri-Kreen, Gender: Female, Queen Egg.
Benefit: You gain +4 on any CHA-related skill check (other than Disguise) used with or on other Thri-Kreen.

Queen Communication [Special]

You have developed the ability of Hive Queens to communicate telepathically with other Thri-Kreen.
Prerequisites: Race: Thri-Kreen, Gender: Female, Queen Egg.
Benefit: You can communicate telepathically with any Thri-Kreen you know, male or female, who is currently within 20 miles of you. This is a standard action that does not draw attacks of opportunity, but is a psionic ability- you cannot communicate while within a Static Zone. Unlike the normal Hivemind ability of Thri-Kreen, you do not need to make a Concentration check to initiate contact- your internal potential as a Hive Queen is starting to do the work for you.

Queen Egg [Special]

You were hatched from a royal egg, with the ability to grow into a Hive Queen.
Prerequisites: Race: Thri-Kreen, Gender: Female, Character level 1st (only).
Benefit: You have within you the potential to become a Hive Queen. This feat confers no benefits on its own; instead, it allows you to get the special Queen feats later, which do confer benefits.
Special: You may only take this feat as a 1st level character.

Quicken Shift [Special]

You can change forms quickly.
Prerequisites: Race: Gel, Character Level 3rd+.
Benefit: Changing forms is a standard action for you, which does not provoke an attack of opportunity.
Normal: Gels without this feat must use a Full-Round action to change forms.

Rapid Recharge [General]

You can swap out power cells quickly.
Prerequisites: DEX 13, Ancient Device Proficiency (Power Cells).
Benefit: You may remove a depleted power cell from a device and replace it with another as a single move-equivalent action. This action still draws an attack of opportunity.
Normal: Without this feat, it takes one move-equivalent action to remove a power cell, and another to replace it.

Reactive Round [Epic]

You can act and move in the time it takes others to even react to a situation.
Prerequisites: DEX 27, WIS 19, Epic Reflexes, Epic Speed, 20 ranks in Knowledge (Arcana), Improved Free Attack class feature.
Benefit: You may choose to ready an action as a free action, and do not have to declare what action you will take (though you must still specify what conditions will trigger your ready action). If you do, and the trigger happens, you may take a full round's worth of actions instead of a standard action. For example, if you are in combat against an ultramage and his minotaur barbarian cohort, you may attack the minotaur and still ready an action in case the ultramage casts a spell. If the ultramage subsequently does cast a spell, you can then move over to him and make a normal melee attack as your held action (you use a move action and a standard attack action). If you are under a Haste or other similar speed-granting ability when you take a Reactive Round, you may not use its effects during the round you take as your readied action, nor may you use other action-granting effects (including your Free Attack or Improved Free Attack class abilities, or your Time Walk if applicable). Using this ability uses up one of your Free Attacks for the day, though if you ready a Reactive Round and it is not triggered, you do not use up the Free Attack.
Normal: Without this feat, readying an action is a standard action in and of itself. You can only use a single standard, move, or free action as your ready action, and you must specify the action you are holding ready when you declare your ready action.

Reactive Walk [Epic]

You can react to events with a Time Walk at a moment's notice.
Prerequisites: DEX 31, WIS 19, Epic Reflexes, Epic Speed, Improved Reactive Round, Reactive Round, 30 ranks in Knowledge (Arcana), Improved Free Attack class feature, Time Walk class feature.
Benefit: You may choose to use a Time Walk instead of a normal Reactive Round, when you use the Reactive Round feat. If you do, then you use up both a use of your Time Walk and a use of your Free Attack for the day. If you use a Time Walk in response to another creature using a Time Stop or Time Walk effect, then you may act in stopped time with that creature, as if you had the Spell Stowaway feat for the effect.
Normal: Without this feat, you cannot use a Time Walk during a Reactive Round.

Resist Radiation [General]

You are more resistant to the effects of radiation than normal.
Benefit: You get a +3 bonus to all saves against radiation and its effects.
Special: Although basic Humans have a natural +3 bonus against radiation (effectively gaining this feat for free), they may take this feat, and its bonus stacks with the racial one.

Scribe Greater Tattoo [Item Creation]

You can create psionic tattoos that store more powerful effects than normally possible.
Prerequisites: Manifester level 7th+, Craft Universal Item, Scribe Tattoo, 10 ranks in Craft (Tattoo).
Benefit: You can scribe tattoos which contain 4th-6th level powers. These greater tattoos follow all the normal rules for psionic tattoos, except that they are larger than normal (taking up three "tattoo slots" each), and contain more powerful effects.
Normal: Psionic tattoos may only contain powers of up to 3rd level, and a creature may have up to twenty of them.

Scribe Master Circuit [Item Creation]

You can create psionic tattoos that store the most powerful of effects.
Prerequisites: Manifester level 13th+, Craft Universal Item, Scribe Greater Tattoo, Scribe Tattoo, 15 ranks in Craft (Tattoo).
Benefit: You can scribe tattoos which contain 7th-9th level powers. These "master circuits" follow all the normal rules for psionic tattoos, except that they are larger than normal (taking up six "tattoo slots" each), contain more powerful effects, and take two days to scribe instead of one.
Normal: Psionic tattoos may only contain powers of up to 3rd level, take one day to scribe, and a creature may have up to twenty of them.

Shape Spell [Metamagic]

You can change the shape of the area a spell affects.
Prerequisite: Caster level 5th+.
Benefit: You can change the area of effect of a spell, converting a Burst spell such as Fireball into a Cone or Ray, or a Cone into a Burst or Ray, or a Ray into a Cone or Burst. You can also convert a Burst spell from a spherical burst to a cylinder or cube-shaped burst. If you convert a non-Ray spell to a Ray, the Shaped version behaves exactly like a Ray spell with the same range as the non-Shaped version (for instance, a Fireball becomes a fire-ray targeting a single creature or object within 400 ft. + 40 per caster level), and that includes the need to make a ranged touch attack for the spell to work. If you convert a non-Cone spell to a Cone, the range becomes twice the original radius (in the case of former Burst spells only), or 30 feet, whichever is larger. If you convert a non-Burst spell to a Burst, the radius of the Burst is half the range (in the case of a former Cone spell), or 20 feet, whichever is larger, and the range is either the old range, or 100 ft. + 10/caster level, whichever is larger. Non-Burst spells shaped into Bursts may be Shaped into cylinders or cubes as well; a cylinder is twice as tall as the original Burst radius and keeps the radius for the circle, whereas a cube-shaped Burst has sides twice as long as the original Burst radius. All other aspects of a Shaped spell, such as damage or duration, remain unchanged. The choice of exactly how to Shape a particular spell is made at casting time, and the caster may choose to simply leave the spell in its original form (in which case this feat has no effect other than using up a higher-level spell slot). Shaped spells use up slots one level higher than normal.

Side Cantrip [Mana]

You can control the side effects of your spellcasting and use them to produce minor magical effects.
Prerequisites: Attack Manipulation, Defense Manipulation, Information Manipulation, Movement Manipulation, Naturalist level 15+.
Benefit: When you cast a spell or Manipulation above 2nd level, you can control the "side effects" that normally accompany your spellcasting well enough to produce a second effect in conjunction with the first. You may create the effect of any 0-level spell which is on your class list but that you do not personally know, and you choose the target(s) and parameters of this second spell just as if you cast it yourself. If you do this, you not only use the spell slot for the actual spell or Manipulation you chose, but also a 0-level spell slot which powers the "side effect" spell. Casting a "side effect" spell this way counts as casting a quickened spell, and thus counts against your maximum number of quickened spells in a round.
Normal: Side effects of Naturalist spellcasting produce no game effects.

Side Spell [Epic, Mana]

You can control the side effects of your spellcasting and use them to produce real magical effects.
Prerequisites: Attack Manipulation, Defense Manipulation, Information Manipulation, Movement Manipulation, Side Cantrip, Naturalist level 21+.
Benefit: When you cast a spell or Manipulation of 1st level or higher, you can control the "side effects" that normally accompany your spellcasting well enough to produce a second effect in conjunction with the first. You may create the effect of any spell which is on your class list but that you do not personally know, which is of a spell level at most one-third of the spell or Manipulation you actually used; for instance, if you cast a 6th-level spell, you can use the Side Spell to produce any effect of 0, 1st, or 2nd level. You choose the target(s) and parameters of this second spell just as if you cast it yourself. If you do this, you not only use the spell slot for the actual spell or Manipulation you chose, but also a spell slot of the same level as the Side Spell you choose, which powers the "side effect" spell. Casting a "side effect" spell this way counts as casting a quickened spell, and thus counts against your maximum number of quickened spells in a round.
Normal: Side effects of Naturalist spellcasting produce no game effects.

Size Shift [Special]

You can assume forms larger or smaller than normal.
Prerequisite: Race: Gel.
Benefit: You can assume forms one size category larger or smaller than normal. For instance, a Medium-size Gel with this feat can assume forms from Tiny up to Large size.
Normal: Gels without this feat can only assume forms of their own size, or one category smaller.

Spellchannel Breath [Metabreath]

You can augment your breath weapon's effects by expending spell slots.
Prerequisites: CON 17, breath weapon, one Metamagic feat, Caster level 11th+.
Benefit: Once per day per age category, you may expend spell slots to add damage dice to your breath weapon. If you do, you are limited to spending 1 spell level per caster level you have, though you may divide those spell levels up among actual slots spent as you see fit (0-level slots count as half a level for this purpose). For example, if you want to spend 11 spell levels, you can spend a 5th-level slot and a 6th-level slot, or a 5th-level slot and 2 3rd-level slots- or any other combination of slots that adds up to 11 total spell levels. A spell slot which is spent on your breath weapon with this feat is wasted, and produces no spell effect- if you are a spellcaster who prepares spells, you lose the spells in the used-up slots as if you cast them (without the spell effect of course). If you are a spellcaster who does not prepare spells (for instance, a Sorceror or Bard), then you use up the chosen spell slots without actually casting spells from them. If you do not have enough spell slots in reserve to pay the full cost you desired, you must reduce the cost until you do have enough slots to pay for it (so, this feat is useless if you do not have at least one 1st-level or higher spell slot, or at least two 0-level spell slots, remaining).
    Each spell level spent in this manner adds one die of damage to your breath weapon. For example, a Very Old Green dragon (18d6 Acid damage) could spend 11 spell levels to add 11d6 points of Acid damage to its breath weapon. When you use this feat, add +2 to the number of rounds you must wait before using your breath weapon again.
Special: If you use this feat and Maximize Breath or Intensify Breath on the same breath weapon, the extra dice added by spending power points are rolled normally rather than being maximized or intensified.

Strong Mind Bow [Psionic]

You can reshape your mind bow to accommodate your great strength.
Prerequisites: Shape Mind Blade class feature, STR 15, Mind Bow.
Benefit: You can reshape your mind bow to replicate a composite shortbow (1d6 damage, 70 foot range increment). If you can also shape your mind bow into longbow form, then you may now reshape it to replicate a composite longbow (1d8 damage, 110 foot range increment). Furthermore, not only does the mind bow's range increase, but it actually replicates a mighty bow matched to your strength. Therefore, you may add your STR bonus to damage dealt by the mind bow.

Technological Armor Proficiency [General]

You treat technological armor as mundane armor of its weight class, for the purposes of proficiency.
Prerequisites: Either 5 ranks in Knowledge (Ancient Technology) or 5 ranks in Use Ancient Device.
Benefit: The technological armor types are added to your list of armor types you are proficient in, provided you are proficient in armor of that weight class. For instance, if you are proficient in Light and Medium armor, then you may use all the technological Light and Medium armor types without the penalty for being nonproficient.
Normal: Without this feat, you are not proficient with any technological armor type, even if you would normally be proficient with armor of that weight class. For instance, a Fighter is not proficient with Plastic Plate without this feat, even though he or she receives Armor Proficiency (Light) automatically as a class feature.
Special: This feat does not grant you proficiency in Powered Armor, because those armor types constitute a seperate "weight" class from the normal three. A Fighter may select Technological Armor Proficiency as one of his or her bonus feats.

Temporal Endurance [Epic]

You are less fatigued after a Time Walk than normal.
Prerequisites: CON 21, WIS 21, Endurance, Time Walk class feature.
Benefit: After you Time Walk, you take one less point of ability damage to STR and DEX than you previously did. You can never take less than zero points of damage.
Normal: Without this feat, you take 4 points of STR and DEX damage after a Time Walk.
Special: You can take Temporal Endurance multiple times. Each time you take it, reduce the amount of ability damage you take after a Time Walk by one. You can never take less than zero points of damage.

Temporal Slice [Epic]

You may use your Free Attack during a Time Walk.
Prerequisites: CON 21, WIS 21, Endurance, Temporal Endurance, Time Walk class feature.
Benefit: During each round of stopped time in a Time Walk, you may make one extra attack as a free action, as if you were using your Free Attack class feature. Free Attacks used during a Time Walk count against the number of Free Attacks and Improved Free Attacks you have available in normal time.
Normal: Without this feat, you may not use your Free Attacks during a Time Walk.

Temporal Spring [Epic]

 (Contributed by Johnny Britzke)

You can Dimension Spring across time.
Prerequisite: 30 ranks in Knowledge (Arcana), Dimensional Spring class feature.
Benefit: By spending a daily charge of Dimensional Spring, you can "spring attack" through time as well as space, either forward or backward, and appear translocated from your original position in space up to a number of feet equal to 5 times your CHA modifier. This ability works essentially like the Time Shift spell, except that it is a supernatural ability rather than a spell-like one, has a much more limited range of temporal motion, allows translocation in space, and affects only you and your equipment.
    From a game story perspective, springing into the past may be played in two ways. First, you can use this ability to effectively create a temporary "twin" for up to 1 round per point of CHA bonus you have (minimum 1 round); the twin is an NPC played by the DM, but is identical to the original in all respects save having one less available Dimensional Spring "charge." The "future twin" is also assumed to have knowledge of events before they happen while the effect lasts, but the exact effects of this are up to the DM; it should be noted, however, that the twin is considered a seperate entity from the original, and does not automatically fall under the same effects that happen to the original. For instance, if the original you is damaged by an attack, the twin does not immediately acquire the same damage. At the end of the Temporal Spring duration, the original you disappears into the past, and the twin becomes the real you (you assume control over that character).
    The second, and arguably more difficult in combat, way to handle using the Temporal Spring power to travel into the past is to literally "rewind" the game from the point when you use the ability to the destination round in the past. This is the preferred method for handling a situation where you want to send information to the past, rather than help out yourself and companions in combat. In this case, the DM assumes control over the younger you who has not Temporal Sprung yet, up until the actual round where the Temporal Spring power was used. The DM is also free to veto the actions of any PC who is present, if the player attempts to "cheat" with actions which require knowledge of the future that was not directly conveyed by you upon reaching the past.
    Alternatively, you can Spring into the future, up to a number of rounds equal to your CHA modifier. If you do, you effectively vanish from existence for the intervening rounds before you reappear.

Temporary Artifact [Epic]

Your temporary items can contain incredible power.
Prerequisites: INT 21, WIS 21, CHA 21, Craft Minor Artifact, Craft Major Artifact, 30 ranks in Psicraft, Temporary Matrix (2000 gp or higher) class feature.
Benefit: You can use your Temporary Matrix ability to create an item which would normally require Craft Minor Artifact or Craft Major Artifact to create, if the item's market price (after multiplication for being an artifact) is within your Temporary Matrix limit.
Normal: Without this feat, can never create artifacts with the Temporary Matrix class feature, no matter how high your price limit becomes.

Time Plateau [Epic]

You can use your Time Walk ability to enter an even "higher" state of stopped time, wherein you can remain for a much longer period before resuming normal existence.
Prerequisites: Time Walk 2/day or more.
Benefit: By spending a daily charge of Time Walk, you can "hang" the sped-up timeframe for a much longer period of time, at the cost of giving up any ability to attack targets in the sped-up timeframe. When this ability is activated, you may spend up to 10 minutes in the sped-up timeframe per class level you have in the class that gave you the Time Walk ability, plus 10 minutes per point of positive WIS modifier you have. For instance, an 18th level Timewalker with a WIS score of 20 can spend up to 230 minutes- nearly 4 hours- in "stopped" time. Using a Time Plateau instead of a Time Walk has the normal draining effect on you; of course, if you have eliminated the draining effect with the Temporal Endurance feat, then there is no drain.

True Madness [Epic]

 (Contributed by Eian Lee)

Your madness-inducing abilities can bypass most forms of mental protection.
Prerequisites: Improved Touch of Madness 6/day or more.
Benefit: Your Touch of Madness, Improved Touch of Madness, and Mark of Madness class features ignore any immunity to mind-affecting effects that the target or targets possess, such as the natural immunity of Undead or Oozes, or the effect of a Mind Blank spell. However, protections or immunities of pseudonatural creatures, Alienists of 10th level or higher, or other creatures native or closely related to the Far Realm are still effective against your abilities.
Normal: The Touch of Madness, Improved Touch of Madness, and Mark of Madness abilities are mind-affecting effects, which cannot affect targets that have immunity to mind-affecting effects.

Turn Resistance [Special]

You are resistant to Turn and Command/Rebuke Undead attempts used against you.
Prerequisite: Race: Eleti.
Benefit: You gain a +3 bonus to your effective HD against Turn or Rebuke/Command Undead.
Special: You may gain this feat multiple times. Its effects stack. Each time you take this feat, it grants a further +3 bonus to your effective HD against Turn and Rebuke/Command attempts.

Ultimate Step [Epic]

You can step past the boundary of eons and enter the Far Realm.
Prerequisites: 30 ranks in Psicraft, 15 ranks in Knowledge (the Planes), Glimpse From Beyond invocation, Lurker at the Threshold invocation, Cross the Threshold invocation, Far Layer invocation.
Benefit: Your Cross the Threshold invocation can target specific layers of the Far Realm in addition to normal planes of existence, though you always arrive on a random location within any specified Far Realm layer. If you do not choose a specific layer when you enter the Far Realm, then you end up on a random layer. Any passangers you bring with you using the invocation arrive at the same destination you do, as normal.
Normal: Cross the Threshold duplicates Plane Shift, which cannot target the Far Realm or any of its layers.

Voidfuse Spell [Mana, Metamagic]

You can shape Manipulations into a spell that draw everything nearby into its area of effect.
Prerequisite: Negator level 1st+, Meta-Manipulation, 10 ranks in Spellcraft.
Benefit: You can use the Naturalist class ability of Manipulation to infuse a spell you cast with the power of emptiness and vacuum, creating a burst of negative energy along with its usual effect that sucks everything nearby toward the center of the spell effect. This works much like using a Metamagic feat, except that you actually use your Manipulation ability to add extra energy to the spell by spending another spell slot simultaneously with the one you are using to cast the actual spell; the precise effects of the use of this feat depend on what level slot you spend to infuse the spell. To successfully infuse the spell with your power, you must make a Spellcraft roll at casting time (DC 15 + twice the level of the spell slot you are spending for the infusion). You may not take 10 on this roll. If the roll fails, then you spend both spell slots, but the spell's effect happens normally and receives no benefit whatsoever from the infusion; if the roll succeeds, the infusion happens as described below.
    You may not use this feat with a spell that does not produce an Area or Effect (that is, a spell that does not have an Area entry or Effect entry), and the only Effect spells that you may use this feat with are those that create Rays (i.e. require ranged touch attacks to work, such as Ray of Enfeeblement). The spell you infuse with the extra energy creates a well of pure Void within its area (or, for Ray spells, in the square you target with the ray) that draws nearby creatures and movable objects towards the affected area. This works just like a Bull Rush attack, except that it provokes no attacks of opportunity (since there is nothing to attack), affects all targets within range, and cannot move any target further than the center of the spell effect (or square you targetted with the Ray) regardless of how high its check result is. You roll one check for the Voidfused spell's suction, with a modifier equal to the spell's level plus your CHA modifier, plus a further bonus dependent on the level of the slot you spent to Voidfuse the spell in the first place, and that single check is compared to every defender's individual check result to determine whether each defender is moved. Any target of the Bull Rush effect that is moved more than 20 feet by it is also subject to a Trip attack (which also does not offer attacks of opportunity, nor counter-Trip attempts) using just the modifier provided by the infused slot's level- that is, the original spell's level and your CHA modifier are not used for any Trip attacks that occur. As with the Bull Rush effect, you roll one Trip check if it is necessary, which is compared against the defenders' results to determine whether they are knocked prone or not. Finally, the range within which creatures and loose objects are pulled toward the center is dependent on the level of the slot you spent for the Voidfuse effect, thus giving a greater chance of Tripping a target (low-level slots, in fact, will grant no chance to Trip a target at all due to not having enough range to allow for a Trip effect). Note that any target that would be forced by the Bull Rush effect to move into a space which is already occupied stops moving in the space it occupied immediately before being pushed into the occupied space, which may prevent it from being subjected to a Trip attack. The modifiers based on the level of the infused slot are summarized on the table below.
Level of Slot Range of Bull Rush Modifier
0 5 feet +5
1st 5 feet +10
2nd 10 feet +15
3rd 20 feet +20
4th 30 feet +30
5th 40 feet +40
6th 50 feet +50
7th 60 feet +65
8th 70 feet +80
9th 80 feet +95
10th or higher 100 feet +120
    Regardless of the duration of the Voidfused spell's main effect, the Bull Rush effect which is added to it has an Instantaneous duration, and cannot be extended into later rounds by any means. Also, any creature which is at the center of the spell effect when the Void's Bull Rush goes off cannot move due to being at the center already, and is therefore unaffected by either the Bull Rush or the Trip effect.

Wall Jump [Epic]

You can bounce off of walls or other large objects to turn corners while charging.
Prerequisites: DEX 25, either Bounding Charge feat or Acrobatic Charge class feature, 20 ranks in Jump, 20 ranks in Tumble.
Benefit: If you can reach a wall, pillar, or other large, immobile object with your base movement speed during a round, then you may incorporate a turn into a charge you make that round by jumping and tumbling off of that object during the charge. For example, if you are aware of enemies approaching from around a corner in a dungeon, and they are within double your normal movement rate, then you may charge them even though there is no way for you to reach them by travelling in a straight line- by jumping off of the dungeon wall, tumbling to keep your momentum after the jump, and continuing the charge in the new direction. This ability may even be used to bounce around a foe so as to make your attack from behind the enemy (from the perspective of your starting position); if you do this, the creature you attack is considered to be flat-footed against your attack unless it is immune to flanking or has the Improved Uncanny Dodge ability. Regardless of your desired attack position, you may only incorporate one "wall jump" maneuver into any particular charge you make.
Normal: Without this feat, you can only charge in a straight line (even if you are allowed to use Jump and Tumble to clear obstacles such as furniture, terrain, other creatures, and so on).

Widen Aura of Cold [Epic]

Your Aura of Cold is wider than normal.
Prerequisites: CHA 25, Aura of Cold class feature.
Benefit: Your Aura of Cold extends to all creatures within 100 feet of you.

Widen Aura of Fury [Epic]

Your Aura of Fury is wider than normal.
Prerequisites: CHA 25, Aura of Fury class feature.
Benefit: Your Aura of Fury extends to all allies and enemies within 100 feet of you.

Widen Aura of Hate [Epic]

Your Aura of Hate is wider than normal.
Prerequisites: CHA 25, Aura of Hate class feature.
Benefit: Your Aura of Hate extends to all creatures within 100 feet of you.

Widen Aura of Unease [Epic]

Your Aura of Unease is wider than normal.
Prerequisites: CHA 25, Aura of Unease class feature.
Benefit: Your Aura of Unease extends to all creatures within 100 feet of you.
Special: If you also have the Horrific Form ability, then when you change to the Horrific Form, your Aura of Unease is further extended by 10 feet per instance of Horrific Form rather than 5 feet per instance as normal.

Wild Talent [General]

You have inborn psionic ability that allows you to manifest psionic powers.
Prerequisite: No levels in any psionic class, or 1st-level character.
Benefit: Pick one 1st-level psionic power from any psionic core class's power list. You can manifest this power as a Wilder with level equal to your character level (even if the powers are not from the Psion/Wilder power list), and gain 2 power points to manifest the power with. You do not gain any bonus power points unless you gain levels in a class which grants them. This "wild talent" power may not be enhanced by Metapsionic feats unless you gain levels in a psionic class that grants access to such feats. If you later gain levels in a psionic class, then this power does not count against the number of powers you may learn from that class, but you then use the class's rules for manifesting your inborn power from that point forward (instead of the Wilder rules).
Special: You can gain Wild Talent multiple times, as long as you have no levels in a manifesting class when you do. Each time you take this feat, it grants you knowledge of another 1st-level power. You are still limited to two power points per day unless you gain levels in a psionic class, no matter how many powers you learn with this feat.
    You may take this feat as a 1st-level character even if your first level is in a psionic class, and the power you choose does not have to be from that class's power list if you do. In that case, you cannot take Wild Talent again at later levels, though if you have multiple feats at first level (for instance, with the bonus feat granted by your race if you are Human), then you may take it multiple times at 1st level.
    These rules (and this feat description) supersede and replace the rules for the Wild Talent feat described in the Expanded Psionics Handbook, in Taeran games.

Wingover [General]

You can change direction quickly while flying, once per round, by executing a special Wingover maneuver.
Prerequisite: DEX 13+, Fly.
Benefit: You can turn up to 180 degrees, regardless of maneuverability, in addition to any other turns you are allowed while flying. You cannot gain altitude during a round in which you execute a Wingover, but you may dive.
Normal: Creatures without this feat, and with less than Perfect maneuverability, are limited in how far they can turn during a round, and can never turn a full 180 degrees.
Special: Creatures with Perfect maneuverability can turn as far as they like during a round, and gain no benefit from this feat. Therefore, they cannot take it.