Feats



Races of Stone Feats

General Feats Prerequisite Benefit
Earth Sense Con 13, Wis 13 Sense creatures within 20 feet that are touching the ground
Earth Adept Earth Sense +1 bonus on damage rolls if you and your foe are touching the ground
Earth Master Earth Adept, Earth Sense +1 bonus on attack rolls if you and your foe are touching the ground
Earth Spell Earth Sense, Heighten Spell Heightened spell treated as higher level and higher caster level
Stone Rage Earth Sense, rage ability Gain +1 to natural armor while you rage
Exotic Armor Proficiency1, 2 Armor Proficiency of the appropriate sort Gain proficiency with specific exotic armor
Exotic Shield Proficiency1 Shield Proficiency, base attack bonus +1 Gain proficiency with specific exotic shield
Goad1 Cha 13, base attack bonus +1 Cause enemy to make melee attacks only against you
Heavy Armor Optimization1 Armor Proficiency (heavy), base attack bonus +4 Reduce armor check penalty by 1 and increase armor bonus by 1
Greater Heavy Armor Optimization1 Armor Proficiency (heavy), Heavy Armor Optimization, base attack bonus +8 Reduce armor check penalty by 2 and increase armor bonus by 1
Improved Weapon Familiarity1 Base attack bonus +1 Racial weapons are martial, not exotic
Knockback1 Improved Bull Rush, Power Attack, size Large or larger Push foes backward with your blows
Mountain Warrior1 Survival 5 ranks, base attack bonus +3 Gain +1 bonus on melee damage, +1 bonus on ranged attacks with higher ground, negate opponent’s bonus, and +2 bonus on Balance checks on slopes
Rampaging Bull Rush Improved Bull Rush, size Large or larger, rage class feature Knock foe prone as part of raging bull rush
Reckless Rage Con 13, rage ability Take additional –2 penalty to AC, gain additional +2 to Str and Con while raging
Rock Hurling Str 19, size Large or larger Hurl rocks like a giant can
Improved Rock Hurling Str 23, Rock Hurling, size Large or larger Throw rocks farther and more accurately
Fling Ally Rock Hurling Throw a friend into another square
Fling Enemy Rock Hurling Throw an enemy you’re grappling
Shielded Casting Concentration 5 ranks, Combat Casting, Shield Proficiency No attacks of opportunity when you cast spells with a shield ready
Shielded Manifesting Concentration 5 ranks, Combat Manifesting, Shield Proficiency No attacks of opportunity when you manifest powers with a shield ready
Steady Concentration Concentration 8 ranks Always take 10 on Concentration checks
Steady Mountaineer Goliath, or Climb 8 ranks and Jump 8 ranks Always take 10 on Climb and Jump checks
Tunnel Fighting1 Base attack bonus +1 No penalty on attacks or to AC when squeezing
Stoneback1 Shield Proficiency, Tunnel Fighting Prevent flanks when a wall shields one side
Tunnel Riding1 Mounted Combat, Tunnel Fighting You and your mount take no penalty on attacks or to AC when squeezing
Racial Feats Prerequisite Benefit
Ancestral Knowledge Dwarf, Wis 15 Make untrained Knowledge checks and use Wisdom modifier
Auspicious Marking Goliath Gain +2 bonus on Charisma checks against goliaths and reroll stabilization checks
Markings of the Blessed Goliath, Auspicious Marking Choose higher of two saving throw rolls
Markings of the Hunter Goliath, Auspicious Marking Choose higher of two initiative checks
Markings of the Magi Goliath, Auspicious Marking Choose higher of two caster level checks
Markings of the Maker Goliath, Auspicious Marking Choose higher of two skill checks
Markings of the Warrior Goliath, Auspicious Marking Choose higher of two attack rolls
Battle Hardened Dwarf, base attack bonus +4 Gain +4 bonus on saves against fear, +2 bonus on initiative
Burrow Friend Gnome, Cha 13 Gain +2 bonus on Handle Animal and wild empathy checks with burrowing animals
Clan Prestige Dwarf, Cha 13 Gain +4 bonus on Charisma checks against members of the same clan
Dwarven Armor Proficiency1 Dwarf, Armor Proficiency (heavy) Gain proficiency with dwarf exotic armors
Earth Fist1 Dwarf, gnome, or goliath, Earth Sense, Improved Unarmed Strike Unarmed attacks are treated as cold iron while you touch solid ground
Extra Silence Whisper gnome Use racial silence ability 3/day + Cha bonus
Gnome Foe Killer Gnome Gain +2 bonus on weapon damage rolls against kobolds and goblinoids
Heavy Lithoderms Goliath Natural armor increases by 1
Moradin’s Smile Dwarf Gain +2 bonus on all Cha-based skill checks
Natural Trickster Gnome, Cha 13 Gain 1st-level illusion spell as spell-like ability
Piercing Sight Gnome Gain +4 bonus on saves to disbelieve illusions
Silencing Strike Sneak attack ability, whisper gnome Silence target of your sneak attack
Titan Fighting1 Dodge, racial dodge bonus against giants Apply racial dodge bonus to AC when dodging larger opponents
Trivial Knowledge Gnome, Int 13 Choose higher of two Knowledge or bardic knowledge checks
Bardic Music Feats Prerequisite Benefit
Enchanting Song Perform (any) 5 ranks, Spell Focus (enchantment), bardic music Spend bardic music to increase enchantment spell caster level and DC by 1
Inspire Spellpower Perform (any) 8 ranks, bardic music New song increases allies’ caster level by 1
Metamagic Song Any two metamagic feats, bardic music Spend bardic music to apply metamagic to spells
Misleading Song Perform (any) 5 ranks, Spell Focus (Illusion), bardic music Spend bardic music to increase illusion spell caster level and DC by 1
Divine Feats Prerequisite Benefit
Earth’s Warding Earth Sense, ability to rebuke earth creatures Spend rebuke attempt to increase your natural armor by 2
Divine Damage Reduction Earth Sense, Earth’s Warding Spend rebuke attempt to gain damage reduction 2/adamantine
Divine Spellshield Ability to rebuke earth creatures, racial bonus on saves against spells Spend rebuke attempt to grant +2 bonus on saves against spells to your allies
Pierce the Darkness Ability to turn undead, darkvision Spend turn attempt to double darkvision range
Roots of the Mountain Ability to rebuke earth creatures, stability racial trait Spend rebuke attempt to make yourself immovable
Item Creation Feats Prerequisite Benefit
Craft Rune Circle Caster level 5th Create rune circles
Psionic Feats Prerequisite Benefit
Deep Vision Darkvision Darkvision increases while focused
Deflective Armor Heavy Armor Optimization Protects against touch attacks while focused
Earth Power Earth Sense Pay 1 less power point to manifest power while you stand on stone or earth
Focused Shield Shield Proficiency +1 to shield bonus while focused
Invest Armor Proficient with armor Expend focus to increase armor bonus by 3
Energize Armor Invest Armor Psychic energy grants you resistance 10 against next energy attack
Weapon Style Prerequisite Benefit
Axespike Armor Proficiency (heavy), Weapon Focus (armor spikes) Make secondary attack with armor spikes with full attack
Shielded Axe Shield Proficiency, Two-Weapon Fighting, Weapon Focus (dwarven waraxe, handaxe) Retain buckler’s shield bonus when making full attack with waraxe and handaxe
Spellrazor Concentration 5 ranks, Combat Casting, Exotic Weapon Proficiency (gnome quickrazor), Two-Weapon Fighting Make off-hand attack with quickrazor when casting touch attack spell
Turtle Dart Exotic Armor Proficiency (battle plate or mountain plate), Exotic Shield Proficiency (extreme shield) or Tower Shield Proficiency, Weapon Focus (short sword) Do not provoke attacks of opportunity for moving from any creature that you attack with your short sword in the same round
Wild Feats Prerequisite Benefit
Stone Form Con 13, wild shape class feature Wild shape into stony form
Powerful Wild Shape Powerful build racial trait, wild shape ability Retain powerful build while wild shaped

1 A fighter may select this feat as one of his fighter bonus feats.

2 You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of exotic armor.

MAIN SECTION FEATS

ANCESTRAL KNOWLEDGE [RACIAL]

You have a strong connection to the ancestors of your clan, giving you understanding and knowledge beyond the mortal realms.

Prerequisites: Dwarf, Wis 15.

Benefit: You can make any Knowledge check untrained, even if the DC is higher than 10. In addition, you can use your Wisdom modifier for any Knowledge check in place of your Intelligence modifier.

Normal: A character can only make untrained Knowledge checks if the DC is 10 or lower, and Knowledge skills are Intelligence-based.

AUSPICIOUS MARKING [RACIAL]

Goliaths place great stock in how the mottled variations in skin pigmentation herald events in that goliath’s future. Your skin patterns indicate that fate has marked you for greatness, and the patterns shift slowly to take new forms.

Prerequisite: Goliath.

Benefit: Goliaths who can see your skin pattern are subconsciously affected by it. You gain a +2 bonus on all Charisma-based skill checks when dealing with other goliaths. In addition, you can reroll any stabilization check once per turn.

AXESPIKE [STYLE]

You have mastered the art of fighting in spiked armor while wielding a greataxe. You blend greataxe blows and armor spike attacks into one constant, deadly attack form.

Prerequisites: Proficiency with armor spikes, proficiency with greataxe, Armor Proficiency (heavy), Weapon Focus (armor spikes).

Benefit:When you make a full attack with your greataxe, you can make an additional attack with your armor spikes at a –5 penalty. You can only add 1/2 your Strength modifier to the damage from this extra attack, as if it were an attack with an off- hand weapon.

BATTLE HARDENED [RACIAL]

Your extensive battle experience has left you incredibly calm and composed, even in the heat of battle.

Prerequisites: Dwarf, base attack bonus +4.

Benefit: You receive a +4 bonus on saving throws against fear effects. You also gain a +2 bonus on initiative checks.

BURROW FRIEND [RACIAL]

Your natural rapport with burrowing mammals improves.

Prerequisites: Gnome, Cha 13.

Benefit: You gain a +2 bonus on Handle Animal checks and wild empathy checks involving burrowing mammals. If you have the spell-like ability to speak with burrowing mammals, you can use this ability one extra time per day per point of Charisma bonus.

Normal: Gnomes can normally use speak with animals to converse with burrowing animals only once per day.

CLAN PRESTIGE [RACIAL]

Your actions have brought you some measure of fame and respect from your clan, whether from battle prowess or years of service to the clan.

Prerequisites: Dwarf, Cha 13.

Benefit: Your prestigious actions grant you a +4 bonus on all Charisma-based skill checks when dealing with other members of your clan. The clan must be specified when the feat is taken, and it cannot be changed.

Special: This feat is applicable to one clan only, typically the one with which the character is affiliated. It cannot be taken more than once.

CRAFT RUNE CIRCLE [ITEM CREATION]

You can create rune circles, stationary magic items that hold a variety of spells and effects.

Prerequisite: Caster level 5th.

Benefit: You can create a rune circle whose prerequisites you meet. Creating a rune circle takes one day for each 1,000 gp in its price. To create a rune circle, you must spend 1/25 of the item’s price in XP and use up raw materials costing one-half of this price.

You can also mend a broken rune circle if it is one that you could make. Doing so costs half the XP, half the raw materials, and half the time it would take to craft that item in the first place. Some rune circles incur extra costs in material components or XP, as noted in their descriptions. These costs are in addition to those derived from the item’s base price.

DEEP VISION [PSIONIC]

Your mental focus helps you see farther with darkvision.

Prerequisite: Darkvision.

Benefit:While you are psionically focused, your natural darkvision range increases by 30 feet.

Special: This feat affects only darkvision permanently gained from a creature’s race, type, or class, not from impermanent effects such as the darkvision spell or goggles of night.451

DEFLECTIVE ARMOR [PSIONIC]

Your armor shields you from touch attacks as well as regular blows.

Prerequisite:Heavy Armor Optimization.

Benefit:While you are psionically focused and wearing heavy armor, the AC bonus from your armor (including any enhancement bonuses) applies against touch attacks as well as regular attacks.

DIVINE DAMAGE REDUCTION [DIVINE]

You can channel energy to give yourself a small amount of protection from weapons.

Prerequisites: Con 13, Wis 13, Earth Sense, Earth’s Warding, ability to rebuke earth creatures.

Benefit: As a standard action, you can spend one of your rebuke earth creatures attempts to give yourself damage reduction 2/adamantine. This benefit lasts for a number of rounds equal to your character level. You must be touching the ground to use this feat.

DIVINE SPELLSHIELD [DIVINE]

You can channel energy to help your allies resist spells and spell-like effects.

Prerequisites: Ability to rebuke earth creatures, racial bonus on saves against spells.

Benefit: As a standard action, you can spend one of your rebuke earth creatures attempts to grant all allies within 30 feet a +2 sacred bonus on saving throws against spells and spell-like effects. This bonus lasts for a number of rounds equal to your character level. You must be touching the ground to use this feat.

DWARVEN ARMOR PROFICIENCY [RACIAL]

You are familiar with exotic armor of dwarven manufacture and understand how to use it properly.

Prerequisites: Dwarf, Armor Proficiency (heavy).

Benefit: You are proficient with battle plate, interlocking plate, interlocking scale, and mountain plate, and you take no armor nonproficiency penalties when you wear any of these types of exotic armor. (See Chapter 7 for descriptions of these armor types).

Normal: A character who wears exotic armor with which she is not proficient takes its armor check penalty on attack rolls and on all Strength- and Dexterity-based skill checks.

Special: A fighter may select Dwarven Armor Proficiency as one of her fighter bonus feats (see page 38 of the Player’s Handbook).

EARTH ADEPT [GENERAL]

You are in tune with the ground at your feet, making you more dangerous in the shifting conditions of combat.

Prerequisites: Con 13, Wis 13, Earth Sense.

Benefit: You gain a +1 bonus on weapon damage rolls if both you and your foe are touching the ground.

EARTH FIST [RACIAL]

Your bond with the earth and martial training has imbued your fists with the qualities of cold iron.

Prerequisites: Dwarf, gnome, or goliath, Con 13, Wis 13, Earth Sense, Improved Unarmed Strike.

Benefit: As long as you are touching the ground, your unarmed attacks are treated as cold iron weapons for the purpose of dealing damage to creatures with damage reduction.

Special: A fightermay select Earth Fist as one of his fighter bonus feats (see page 38 of the Player’s Handbook).

EARTH MASTER [GENERAL]

You are in tune with the ground at your feet, helping you anticipate your opponent’s movements in combat.

Prerequisites: Con 13, Wis 13, Earth Adept, Earth Sense.

Benefit: You gain a +1 bonus on attack rolls if both you and your foe are touching the ground.

EARTH POWER [PSIONIC]

You draw psionic energy from raw stone.

Prerequisites: Con 13, Wis 13, Earth Sense.

Benefit: As long as you are psionically focused and standing on stone or unworked earth (including normal soil), you can pull psychic energy from the earth when you manifest a power. When you manifest a power in this way, you pay 1 less power point than you normally would. The use of this feat cannot reduce a power’s cost below 1 power point.

You cannot use this ability when you expend your psionic focus to enhance the same power in a different manner. For example, if you have the Maximize Power feat, you cannot expend your focus to maximize a power and also reduce the cost of that same power.

EARTH SENSE [GENERAL]

You are in tune with the earth beneath you.

Prerequisites: Con 13, Wis 13.

Benefit: As long as you are touching the ground, you can take a move action to sense the number of creatures within 20 feet that are also touching the ground and the direction to each one. You cannot pinpoint the location of any creature with this feat.

Special: Creatures with the air or aquatic subtype may not select this feat.

EARTH SPELL [GENERAL]

You draw magical power from the earth beneath your feet.

Prerequisites: Con 13, Wis 13, Earth Sense, Heighten Spell.452

Benefit: As long as you are standing on stone or unworked earth (including normal soil), you can use the Heighten Spell feat to added effect.

If you cast a spell using a spell slot one level higher than the spell’s actual level, the spell is treated as a spell of two levels higher and your effective caster level is increased by one. If you use a spell slot two levels higher, the spell is treated as three levels higher and your effective caster level is increased by two, and so on.

You cannot gain the benefit of this feat when casting a spell with the air, fire, or water descriptor.

EARTH’S WARDING [DIVINE]

You can channel energy to infuse your skin with the strength of the earth.

Prerequisites: Con 13, Wis 13, Earth Sense, ability to rebuke earth creatures.

Benefit: As a standard action, spend one of your rebuke earth creatures attempts to increase your natural armor bonus by 2. This increase lasts for a number of minutes equal to your Constitution bonus.

Special: You must be touching the ground to use this feat.

ENCHANTING SONG [BARDIC MUSIC]

You can channel the power of your bardic music to temporarily increase the power of your enchantment spells.

Prerequisites: Perform (any one) 5 ranks, Spell Focus (enchantment), bardic music.

Benefit: As you cast a spell of the enchantment school, you may spend one daily use of your bardic music ability to increase the caster level and saving throw DC of that spell by 1. These bonuses stack with those provided by other feats, such as Spell Focus.

ENERGIZE ARMOR [PSIONIC]

You can charge your armor with psionic energy, making it resistant to energy damage.

Prerequisite: Proficiency with armor worn, Invest Armor.

Benefit: You can expend your psionic focus to infuse your armor with psychic energy. This gives you resistance 10 against the next attack or effect with an energy descriptor that affects you. Using this feat is an immediate action (it can be used on another creature’s turn) in reaction to being affected by a spell, effect, or attack that inflicts energy damage. Activating this feat does not provoke attacks of opportunity.

EXOTIC ARMOR PROFICIENCY [GENERAL]

Choose a type of exotic armor, such as mammoth leather or tumbler’s breastplate. You understand how to wear that type of exotic armor properly.

Prerequisites: Armor Proficiency of the appropriate sort (for example, you must have Armor Proficiency [light] to take Exotic Armor Proficiency [mammoth leather]).

Benefit: You are proficient with a specific type of exotic armor and take no armor nonproficiency penalties when you wear it (see Table 7–2: Armor and Shields, page 158).

Normal: A character who is wearing armor with which she is not proficient applies its armor check penalty on attack rolls and on all Strength- and Dexterity-based ability checks and skill checks.

Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new type of exotic armor. A fighter may select Exotic Armor Proficiency as one of his fighter bonus feats (see page 38 of the Player’s Handbook). Note: This feat originally appeared in the FORGOTTEN REALMS® game supplement Underdark. This version of the feat supersedes the previous version.

EXOTIC SHIELD PROFICIENCY [GENERAL]

Choose an exotic shield, such as a gauntlet shield or battle cloak. You are proficient with that type of exotic shield.

Prerequisites: Shield Proficiency, base attack bonus +1.

Benefit: You are proficient with a specific type of exotic shield and take no shield nonproficiency penalties when you wear it (see Table 7–2: Armor and Shields, page 158).

Normal: A character who is using a shield with which she is not proficient applies its armor check penalty on attack rolls and on all Strength- and Dexterity-based ability checks and skill checks.

Special: As a variant rule, the DM can allow fighters to choose one free Exotic Shield Proficiency feat instead of the Tower Shield Proficiency feat they receive at 1st level. A fighter may select Exotic Shield Proficiency as one of her fighter bonus feats (see page 38 of the Player’s Handbook).

EXTRA SILENCE [RACIAL]

You can generate a field of silence more often than other whisper gnomes can.

Prerequisite:Whisper gnome.

Benefit: You can use your racial silence spell-like ability a number of times per day equal to 3 + your Charisma bonus.

Normal: A whisper gnome can normally use his silence spell-like ability once per day.

Special: You can take this feat more than once. Each time you take it after the first, you gain three additional uses of your silence ability per day.

FLING ALLY [GENERAL]

You can launch your comrades into the air as if they were thrown weapons.

Prerequisites: Str 19, Rock Hurling or racial ability to throw rocks, size Large or larger (goliaths qualify by virtue of their powerful build racial trait).

Benefit: You can pick up an ally at least one size category smaller than you and throw him toward a specific square up to five range increments away. It takes a move action to pick up an ally and a standard action to throw that ally. You make a ranged touch attack (against AC 5) to throw the ally to the chosen square. If the touch attack hits, the ally lands in the square you designate.

If the touch attack is a miss, randomly determine in which square the ally lands, using the Missing with a Thrown Weapon diagram on page 158 of the Player’s Handbook. If the ally lands in a square that is occupied, she lands prone in that square. In any case, the ally doesn’t provoke attacks of opportunity for this movement.

Allies one size category smaller than you have a range increment of 5 feet, while allies two size categories or more smaller than you have a range increment of 15 feet. If you have the Improved Rock Hurling feat or the racial ability to throw rocks, the range increments improve to 20 feet and 40 feet respectively. Goliaths are treated as Large creatures for the purpose of this feat, allowing them to fling Medium allies with a range increment of 5 feet and Small or smaller allies with a range increment of 15 feet.

You must be strong enough to lift the ally over your head (the ally’s weight cannot exceed your character’s maximum load) to throw her. See page 162 of the Player’s Handbook for more information on carrying capacity and maximum load.

FLING ENEMY [GENERAL]

When you’re wrestling a foe, you can lift him into the air and hurl him.

Prerequisites: Str 19, Rock Hurling or racial ability to throw rocks, size Large or larger (goliaths qualify by virtue of their powerful build racial trait).

Benefit:When you’re grappling a foe, you can fling that foe away from you with a successful grapple check. Flinging the enemy requires a standard action. For every 5 points by which your grapple check beats your foe’s grapple check or Escape Artist check, you can throw that foe 10 feet. Your foe lands prone in the square you designate.

You can’t throw a foe farther than you could throw an ally (as described in the Fling Ally feat). You must be strong enough to lift an enemy over your head (the enemy’s weight cannot exceed your character’s maximum load) to throw him. See page 162 of the Player’s Handbook for more information on carrying capacity and maximum load.

The enemy does not provoke attacks of opportunity for this movement.

FOCUSED SHIELD [PSIONIC]

Your mental focus makes you more adept at using your shield.

Prerequisite: Shield Proficiency.

Benefit:While you are psionically focused and holding a ready shield with which you are proficient, the AC bonus provided by your shield increases by 1.

GNOME FOE KILLER [RACIAL]

Your battle techniques against your racial foes improve.

Prerequisite: Gnome.

Benefit: You gain a +2 racial bonus on weapon damage rolls against kobolds and goblinoids (including goblins, hobgoblins, and bugbears).

GOAD [GENERAL]

You are skilled at inducing opponents to attack you.

Prerequisites: Cha 13, base attack bonus +1.

Benefit: As a move action, you may goad an opponent that threatens you, has line of sight to you, can hear you, and has an Intelligence of 3 or higher. (The effect is a mind-affecting ability). When the goaded opponent starts its next turn, if it threatens you and has line of sight to you, it must make a Will saving throw (DC 10 + 1/2 your character level + your Cha modifier).

If the opponent fails its save, you are the only creature it can make melee attacks against during this turn. (If it kills you, knocks you unconscious, loses sight of you, or otherwise is unable to make melee attacks against you, it may make any remaining melee attacks against other foes, as normal).

A goaded creature can still cast spells, make ranged attacks, move, or perform other actions normally. The use of this feat restricts only melee attacks.

Special: A fightermay select Goad as one of his fighter bonus feats (see page 38 of the Player’s Handbook). GREATER HEAVY ARMOR

OPTIMIZATION [GENERAL]

You have mastered the use of heavy armor, maximizing its protective qualities while moving more easily in it.

Prerequisites: Armor Proficiency (heavy), Heavy Armor Optimization, base attack bonus +8.

Benefit:When you are wearing heavy armor, lessen the armor check penalty of the armor by 2 and increase the armor bonus by 1. Both of these effects stack with the benefit of the Heavy Armor Optimization feat, for a total lessening of the armor check penalty by 3 and a total increase to the armor bonus pf 2.

Special: A fighter may select Greater Heavy Armor Optimization as one of her fighter bonus feats (see page 38 of the Player’s Handbook).

HEAVY ARMOR OPTIMIZATION [GENERAL]

You have trained extensively in heavy armor, and you have learned to take advantage of the protection it offers.

Prerequisites: Armor Proficiency (heavy), base attack bonus +4.454

Benefit:When you are wearing heavy armor, lessen the armor check penalty of the armor by 1 and increase the armor bonus by 1.

Special: A fightermay select Heavy Armor Optimization as one of his fighter bonus feats (see page 38 of the Player’s Handbook).

HEAVY LITHODERMS [RACIAL]

You have stony growths on your skin that afford you protection against attacks.

Prerequisite: Goliath.

Benefit: You gain a +1 natural armor bonus.

IMPROVED ROCK HURLING [GENERAL]

Your accuracy and effectiveness with thrown rocks improves.

Prerequisites: Str 23, Rock Hurling, size Large or larger (goliaths qualify by virtue of their powerful build racial trait).

Benefit: You can hurl rocks weighing 40 to 50 pounds (Small objects) with a range increment of 80 feet. The rocks deal 2d6 points of damage plus your Strength modifier. Rocks have a maximum range of five range increments. Additionally, you gain a +1 bonus on attack rolls when throwing rocks.

IMPROVED WEAPON FAMILIARITY [GENERAL]

You are familiar with all exotic weapons common to your people.

Prerequisite: Base attack bonus +1.

Benefit: You treat all the exotic weapons associated with your race as martial weapons rather than as exotic weapons. A weapon is treated as being associated with a race if the race’s name appears as part of the weapon’s name, such as the gnome swordcatcher (see page 155) or the dwarven urgrosh.

Normal:Without this feat, a character must select the Exotic Weapon Proficiency feat (or have the appropriate weapon familiarity as a racial trait) to eliminate the nonproficiency penalty he takes when wielding an exotic weapon associated with his race.

Special: A fighter may select Improved Weapon Familiarity as one of her fighter bonus feats (see page 38 of the Player’s Handbook).

INSPIRE SPELLPOWER [BARDIC MUSIC]

You can use your bardic music to increase the power of your allies’ spells.

Prerequisites: Perform (any one) 8 ranks, bardic music.

Benefit: You gain an additional bardic music ability called inspire spellpower. Inspire Spellpower (Su): As a standard action, you can use music or poetics to inspire the spellcasting of allied spellcasters, making their spells more powerful. To be affected, an ally must be able to hear you perform. The effect lasts for as long as the ally hears you sing and for 5 rounds thereafter.

The affected allies’ effective caster level is increased by 1. You cannot inspire spellpower in yourself. Inspire spellpower is a mind-affecting ability.

Special: Inspire spellpower follows all the normal rules of the bardic music ability, including using one of the character’s daily uses of the ability.

INVEST ARMOR [PSIONIC]

You can charge your armor with additional protective qualities.

Prerequisite: Proficiency with armor worn.

Benefit: You can expend your psionic focus to increase the armor bonus of the armor you’re wearing by 3. Using this feat is an immediate action (it can be used on another creature’s turn) in reaction to being the target of an attack. You must decide whether or not to use this feat before the result of your opponent’s attack roll is determined.

KNOCKBACK [GENERAL]

By putting your bulk behind a blow, you can push your enemy backward.

Prerequisites: Improved Bull Rush, Power Attack, size Large or larger (goliaths qualify by virtue of their powerful build racial trait).

Benefit: If you score a hit while you are using the Power Attack feat, you can make a free bull rush attempt against the foe you hit, applying the number by which you reduced your attack roll as a bonus on the opposed Strength check (as well as on the damage you deal). If you hit with a two-handed weapon, you can apply double that number on the opposed Strength check.

Unlike standard bull rush attempts, knockback attempts don’t provoke attacks of opportunity, and you don’t move with the enemy you knock backward.

Special: A fightermay select Knockback as one of his fighter bonus feats (see page 38 of the Player’s Handbook).

MARKINGS OF THE BLESSED [RACIAL]

Your skin markings shift into a pattern that resists a wide array of harmful effects in times of trouble.

Prerequisites: Goliath, Auspicious Marking.

Benefit: Up to three times per day, you can roll a second d20 when attempting any saving throw and use either of the two results.455

MARKINGS OF THE HUNTER [RACIAL]

Your skin markings shift into a pattern that makes you hard to get the drop on.

Prerequisites: Goliath, Auspicious Marking.

Benefit: You can roll a second d20 when making an initiative check and use either of the two results.

MARKINGS OF THE MAGI [RACIAL]

Your skin markings shift into a pattern that denotes you as having strong magical talent.

Prerequisites: Goliath, Auspicious Marking.

Benefit: Up to three times per day, you can roll a second d20 when attempting a caster level check and use either of the two results.

MARKINGS OF THE MAKER [RACIAL]

Your skin markings shift into a pattern that gives you fate’s edge when using skills.

Prerequisites: Goliath, Auspicious Marking.

Benefit: Up to three times per day, you can roll a second d20 when attempting any skill check and use either of the two results.

MARKINGS OF THE WARRIOR [RACIAL]

Your skin markings have shifted over time into a pattern that gives you fate’s deathly accuracy in times of trouble.

Prerequisites: Goliath, Auspicious Marking.

Benefit: Up to three times per day, you can roll a second d20 when making an attack roll and use either of the two results.

METAMAGIC SONG [BARDIC MUSIC]

You can channel the power of your bardic music into your magic, allowing you to pay the cost of metamagic feats by spending uses of your bardic music ability.

Prerequisites: Any two metamagic feats, bardic music.

Benefit:When you spontaneously cast an arcane spell that is enhanced by a metamagic feat, you can spend a number of uses of your bardic music ability equal to the number of extra levels that the metamagic feat imposes on the spell rather than raising the spell’s effective level. Applying metamagic spontaneously using this method increases the casting time of the spell normally.

You cannot use the Metamagic Song feat to add metamagic feats that would make the spell’s effective level higher than the highest level of spell that you can cast normally.

Special:When applying a metamagic feat to a spell, you must either use Metamagic Song to completely offset the increase in the spell’s effective level or apply the metamagic feat normally and cast the spell at its higher level. You cannot partially increase the level of the spell (or “split” the cost) to reduce the number of uses of bardic music spent when using the Metamagic Song feat.

Only one method can be used to pay for metamagic feats that affect a single spell. You cannot use the Metamagic Song feat to improve a spell with the Silent Spell metamagic feat.

MISLEADING SONG [BARDIC MUSIC]

You can channel the power of your bardic music to temporarily increase the power of your illusion spells.

Prerequisites: Perform (any one) 5 ranks, Spell Focus (illusion), bardic music.

Benefit: As you cast an illusion spell, you can spend one daily use of your bardic music ability to increase the caster level and the saving throw DC of that spell by 1. These bonuses stack with those provided by other feats, such as Spell Focus.

MORADIN’S SMILE [RACIAL]

Through the favor of Moradin, you are skilled at interacting with others.

Prerequisite: Dwarf.

Benefit: You gain a +2 bonus on all Charisma-based skill checks.

MOUNTAIN WARRIOR [GENERAL]

You are adept at fighting on the uneven ground of mountainous terrain.

Prerequisites: Survival 5 ranks, base attack bonus +3.

Benefit:When you make a melee attack from higher ground than your opponent, you gain a +1 bonus on your damage roll. When you make a ranged attack from higher ground than your target, you gain a +1 bonus on your attack roll. When an opponent attacks you in melee from higher ground, the opponent does not gain a +1 bonus on its attack roll.

You gain a +2 bonus on all Balance checks made when moving on steep slopes.

Normal: A character who makes melee attacks from higher ground gains a +1 bonus on attack rolls. Ranged attacks made from higher ground do not receive any bonus.

Special: A fighter may select Mountain Warrior as one of his fighter bonus feats (see page 38 of the Player’s Handbook).

NATURAL TRICKSTER [RACIAL]

You have greater natural access to your race’s powers of illusion.

Prerequisites: Gnome, Cha 13.

Benefit: You gain the ability to use one of the following spells once per day as a spell-like ability: disguise self, silent image, or ventriloquism. Caster level 1st; save DC 10 + your Cha modifier + spell level.456

Special: This feat can be taken as many as three times. Each time, you select a different spell and gain one daily use of that spell.

PIERCE THE DARKNESS [DIVINE]

You can channel positive energy to temporarily increase the range of your darkvision.

Prerequisites: Ability to turn undead, darkvision.

Benefit: As a standard action, spend one of your turn undead attempts to double the range of your darkvision. This increase lasts for a number of minutes equal to your character level.

PIERCING SIGHT [RACIAL]

Your fundamental familiarity with illusions allows you to better recognize them.

Prerequisite: Gnome.

Benefit: You gain a +4 bonus on saving throws made to disbelieve illusions (any illusion spell or effect with “disbelief” in the saving throw entry).

POWERFUL WILD SHAPE [WILD]

You retain your powerful build while in wild shape form.

Prerequisites:Wild shape, powerful build racial trait.

Benefit: As a standard action, you can spend one of your uses of wild shape to assume a powerfully built version of a creature you can normally wild shape into. While in this form, you retain the benefits of your powerful build racial ability and are considered one size category larger than normal for many effects (see the goliath racial traits for details on powerful build).

While using Powerful Wild Shape, you deal damage with your natural attacks as if you were one size category larger.

RAMPAGING BULL RUSH [GENERAL]

You can use brute force to slam into and knock down your enemies.

Prerequisites: Improved Bull Rush, rage ability, size Large or larger (goliaths qualify by virtue of their powerful build racial trait).

Benefit:While in a rage, you can attempt to knock down any creature that you successfully bull rush (that is, that you push back at least 5 feet with a bull rush attempt). You take a –4 penalty on your Strength check to bull rush the opponent, but if you win, the opponent is knocked prone at the end of the bull rush.

RECKLESS RAGE [GENERAL]

You are considered extreme even among other barbaric warriors, and you enter a deeper state of rage than others. Goliath barbarians favor this feat.

Prerequisites: Con 13, rage ability.

Benefit:Whenever you activate your rage ability, you take an additional –2 penalty to your Armor Class, but you gain an additional +2 bonus to Strength and Constitution. These bonuses and penalties stack with the effects of rage, greater rage, and mighty rage.

ROCK HURLING [GENERAL]

You can throw rocks like a giant can.

Prerequisites: Str 19, size Large or larger (goliaths qualify by virtue of their powerful build racial trait).

Benefit: You can hurl rocks weighing 40 to 50 pounds (Small objects) with a range increment of 15 feet. The rocks deal 2d6 points of damage plus your Strength modifier. Rocks have a maximum range of five range increments.

Normal: As an improvised weapon, a 40- to 50-pound rock deals 2d6 points of damage with a range increment of 5 feet, and such a rock can be thrown only as a full-round action. A character without the Rock Hurling feat is considered to be nonproficient, taking a –4 penalty on the attack roll.

ROOTS OF THE MOUNTAIN [DIVINE]

You can channel energy to make yourself immovable.

Prerequisites: Ability to rebuke earth creatures, stability racial trait.

Benefit: As a standard action, spend one of your rebuke earth creatures attempts to root yourself to the spot where you stand. You automatically win an opposed Strength check when an opponent attempts to bull rush or trip you. A creature with the improved grab ability must move into your space to grapple you, since it cannot pull you into its space. If you are grappling, you automatically win an opposed grapple check when an opponent tries to move you.

No spell or other effect can force you to move. If you become frightened or panicked, you experience the full effect of the fear but do not run away. You cannot move, even to make a 5-foot step, while this ability is in effect.

This ability lasts for a number of rounds equal to your character level, but you can end it at any time as a free action.

Special: You must be touching the ground to use this feat.

SHIELDED AXE [STYLE]

You have mastered the style of fighting with a dwarven waraxe and a handaxe while keeping a buckler strapped to your off hand, and you have learned to use this unusual combination of weapons and buckler to protect yourself while wielding both axes effectively.

Prerequisites: Proficiency with dwarven waraxe, proficiency with handaxe, Shield Proficiency, Two-Weapon Fighting.

Benefit:When you make a full attack with your dwarven waraxe in your main hand and your handaxe in your off hand, you can still gain the shield bonus for a buckler strapped to your off hand.457 In addition you do not take the usual –1 penalty to attack rolls when using a buckler.

SHIELDED CASTING [GENERAL]

You are skilled at covering yourself with your shield when casting spells in combat.

Prerequisites: Concentration 5 ranks, Combat Casting, Shield Proficiency.

Benefit: As long as you have a light shield, heavy shield, or tower shield ready, you do not provoke attacks of opportunity for casting spells in combat.

SHIELDED MANIFESTING [GENERAL]

You are skilled at covering yourself with your shield when manifesting psionic powers in combat.

Prerequisites: Concentration 5 ranks, Combat Manifesting, Shield Proficiency.

Benefit: As long as you have a light, heavy, or tower shield ready, you do not provoke attacks of opportunity for manifesting psionic powers in combat.

SILENCING STRIKE [RACIAL]

You can infuse your sneak attacks with the magical essence of silence.

Prerequisites:Whisper gnome, sneak attack ability.

Benefit: You can use one of the daily uses of your silence spell-like ability to turn a sneak attack into a silencing strike. You must declare the use of this feat before you make your attack roll. If you hit your target with a melee attack and successfully deal sneak attack damage, a field of supernatural silence also surrounds the target. The effect of this field of silence is identical to that of the spell of the same name, except that there is no saving throw to resist this effect.

The silence lasts for a number of rounds equal to your character level. You can dismiss the field as a standard action.

SPELLRAZOR [STYLE]

You have mastered the style of combining a gnome quickrazor with spellcasting.

Prerequisites: Concentration 5 ranks, Combat Casting, Exotic Weapon Proficiency (gnome quickrazor), Two- Weapon Fighting.

Benefit: As a full-round action, you can cast a melee touch attack spell, attack with the spell, and make an offhand attack with your gnome quickrazor.

STEADY CONCENTRATION [GENERAL]

You are an expert at avoiding distractions and focusing your mind, and you can concentrate clearly even in the most stressful conditions.

Prerequisite: Concentration 8 ranks.

Benefit: You can always take 10 on Concentration checks, even when conditions would not normally allow you to do so.

Normal: A character cannot take 10 on any skill check if distracted or threatened, such as during combat.

STEADY MOUNTAINEER [GENERAL]

You are so good at climbing cliffs and leaping across crevasses that distractions don’t affect you.

Prerequisite: Goliath, or Climb 8 ranks and Jump 8 ranks.

Benefit: You can always take 10 on Climb and Jump checks, even when conditions would not normally allow you to do so.

Normal: A character cannot take 10 on any skill check if distracted or threatened, such as during combat.

STONE RAGE [GENERAL]

Your bond with the earth and tough hide makes it easier for you to shrug off blows while you are raging.

Prerequisites: Con 13, Wis 13, Earth Sense, rage ability.

Benefit: As long as you are touching the ground when you begin your rage, you gain a +1 enhancement bonus to natural armor for the duration of the rage.

STONEBACK [GENERAL]

You have studied the techniques of fighting underground, and you can protect yourself from the dangers of multiple attackers whenever you can put your back to a solid wall.

Prerequisites: Shield Proficiency, Tunnel Fighting.

Benefit: If you have a ready shield with which you are proficient and one side of your space is entirely in contact with a solid wall, you cannot be flanked.

Special: A fightermay select Stoneback as one of his fighter bonus feats (see page 38 of the Player’s Handbook).

STONE FORM [WILD]

You can use wild shape to assume a rock-like form.

Prerequisites: Con 13, wild shape ability.

Benefit: As a standard action, you can spend one of your uses of wild shape to assume a stony and rock-like form.

While in this form, you gain a +4 bonus on Fortitude saves against poison. Your natural armor bonus becomes +4 (replacing any natural armor bonus you normally have, though you retain any enhancement bonus to natural armor). You also gain a slam attack that deals bludgeoning damage equal to a morningstar appropriate to your size (2d6 points for Large characters, 1d8 points for Medium characters, 1d6 points for Small characters).

Normal:Without this feat, a druid can only use wild shape to assume the form of an animal, plant, or elemental.

TITAN FIGHTING [RACIAL]

You have been trained to fight larger creatures, and you are adept at dodging their attacks.

Prerequisites: Dodge, racial dodge bonus to Armor Class against monsters of the giant type.

Benefit:When you designate a creature at least one size category larger than you as the target of your Dodge feat, you apply your racial dodge bonus to Armor Class against monsters of the giant type against attacks from that opponent (regardless of its creature type) instead of the +1 bonus granted by the Dodge feat.

Special: A fightermay select Titan Fighting as one of his fighter bonus feats (see page 38 of the Player’s Handbook).

TRIVIAL KNOWLEDGE [RACIAL]

You have the ability to dredge up obscure knowledge in appropriate situations.

Prerequisites: Gnome, Int 13.

Benefit:Whenever you make a Knowledge check or a bardic knowledge check, roll twice and use the better of the two results.

TUNNEL FIGHTING [GENERAL]

You are adept at maneuvering and fighting in tight spaces and underground passages.

Prerequisites: Base attack bonus +1.

Benefit: You do not take a penalty on your attack rolls or to Armor Class when squeezing into or through a tight space.

Normal: Each movement into or through a narrow space counts as if it were 2 squares, and while squeezed in a narrow space a character takes a –4 penalty on attack rolls and a –4 penalty to AC. See page 148 of the Player’s Handbook for more information on squeezing through tight spaces.

Special: A fightermay select Tunnel Fighting as one of his fighter bonus feats (see page 38 of the Player’s Handbook).

TUNNEL RIDING [GENERAL]

You are particularly adept at maneuvering mounts through tight spaces and underground passages.

Prerequisites:Mounted Combat, Tunnel Fighting.

Benefit: You and your mount do not take penalties on attack rolls or to Armor Class when squeezing into or through tight spaces. You can fight in any space large enough for the mount to squeeze through. See page 148 of the Player’s Handbook for more information on squeezing through tight spaces. Your having this feat does not allow a mount to squeeze through a space it would not normally be able to pass through.

TURTLE DART [STYLE]

You have mastered the style of fighting with a short sword while wearing extremely heavy armor and carrying a large shield.

Prerequisites: Exotic Armor Proficiency (battle plate or mountain plate), Exotic Shield Proficiency (extreme shield) or Tower Shield Proficiency, Weapon Focus (short sword).

Benefit: To gain the benefit of this feat, you must be wearing exotic heavy armor and carrying an extreme shield or tower shield. When using this style, you do not provoke attacks of opportunity for moving away from any creature that you attack with your short sword in the same round.