list of new feats

After a PC has reached 7th level and stopped advancing, a new feat is gained for every 10,000 xp earned. The following feats are available only after reaching 7th level. Some are universal, others require having all 7 character levels in the same class.


  • Clearmind
    Gain the rage power of the same name.
    Benefit: A barbarian may reroll a failed Will save. This power is used as an immediate action after the first save is attempted, but before the results are revealed by the GM. The barbarian must take the second result, even if it is worse. This power can only be used once per rage.
  • Increased DR
    Your thick skin and ability to shrug off damages increases.
    Benefit: While raging, your DR increases by 1/-.
    Special: This feat may be taken up to three times.
  • Terrifying Howl
    You gain the rage power of the same name.
    Benefit: The barbarian unleashes a terrifying howl as a standard action. All shaken enemies within 30 feet must make a Will save (DC equal to 10 + 1/2 the barbarian’s level + the barbarian’s Strength modifier) or be panicked for 1d4+1 rounds. Once an enemy has made a save versus terrifying howl (successful or not), it is immune to this power for 24 hours. A barbarian must have the intimidating glare rage power to select this rage power.


  • Dirge of Doom
    A bard of 7th level or higher can use his performance to foster a sense of growing dread in his enemies, causing them to become shaken.
    Benefit: xTo be affected, an enemy must be within 30 feet and able to see and hear the bard’s performance. The effect persists for as long as the enemy is within 30 feet and the bard continues his performance. This performance cannot cause a creature to become frightened or panicked, even if the targets are already shaken from another effect. Dirge of doom is a mind-affecting fear effect, and it relies on audible and visual components.
  • Glorious Epic
    A bard of 7th level or higher can weave captivating tales that engross those who hear them.
    Benefit: Enemies within 30 feet become flat-footed unless they succeed at a Will save (DC 10 + 1/2 the bard’s level + the bard’s Cha modifier). A save renders them immune to this ability for 24 hours. Glorious epic is a language-dependent, mind-affecting ability that uses audible components.
  • Spell Suppression
    A 7th level, a Bard can use performance to counter the spells of his foes.
    Benefit: Once the bard begins using this performance, he tracks the number of rounds it has been in use. While performing, as an immediate action, he can attempt to counter any spell that he can identify using Spellcraft, so long as that spell’s level is equal or less than the total number of rounds he has been performing spell suppression. The attempt to counter the spell is made as if using dispel magic, using the bard’s level as the caster level. If successful, the bardic performance immediately ends. This ability requires audible components.


  • Advanced Domain Power
    Gain the 8th level power of one of your chosen domains.
    Benefit: If your domain normally grants a new power at 8th level, you can now use that power as described. If your domain gives you a new power at 6th level, congratulations, you don’t need this feat. Give yourself a pat on the back instead.
    Special: This feat only applies to one of your two chosen domains. It may be taken a second time and applied to the second domain.


  • Extra Wildshape
    You an now use your wildshape ability 3/day.
    Benefit: see above
  • Extra Animal Companion Feat
    Your furry* buddy gains a feat.
    Benefit: Instead of the Druid gaining a new feat, her animal companion does. These are drawn from the usual feat list for animals.
    Special: *or feathery, scaly, rubbery, whatever.


  • Advanced Fighter Training
    Through experience and rigorous training, you learn combat moves beyond the average fighter.
    Benefit: Treat your fighter level as one higher for the purposes of determining available combat feats.


  • Extra slowfall
    The distance you can use slowfall increases.
    Benefit: Increase your slowfall distance by 10’
    Special: you can take this feat multiple times.
  • Advanced Armor Class
    Increase the bonus to your AC by +1
    Benefit: When unarmored and unencumbered, the monk adds his Wisdom bonus (if any) to his AC and his CMD. In addition, the monk gains an additional +1 to AC and CMD. This stacks with the bonus from 4th level.
    Special: These bonuses to AC apply even against touch attacks or when the monk is flat-footed. He loses these bonuses when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load.
  • Advanced Unarmed Damage
    The force of your fists and other unarmed strikes increases.
    Benefit: Your unarmed strikes now do 1d10 damage. Small sized monks now do 1d8 damage


  • Advanced Aura
    The power of your faith enhances your aura.
    Benefit: You can choose to either gain Aura of Resolve or Aura of Life. With Aura of Resolve, a paladin is immune to charm spells and spell-like abilities. Each ally within 10 feet of her gains a +4 morale bonus on saving throws against charm effects. With Aura of Life, a paladin emits a 10-foot aura of life around her that weakens undead creatures. Undead in this aura take a –4 penalty on Will saves made to resist positive energy. In addition, undead in this aura do not regain hit points from channeled negative energy.
    Special: This ability functions only while the paladin is conscious, not if she is unconscious or dead.
  • Advanced Divine Bond
    Your divine bond with either your mount or your weapon is strengthened.
    Benefit: Treat your bonded weapon or mount as if you were one level higher. Your bonded weapon/mount gain all the benefits they would if you were 8th level.


  • Swift Tracker
    Your skill and speed in tracking your enemies increases.
    Benefit: A ranger can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. He takes only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking. In addition, your class bonus to track increases by +1.
  • Advanced Favored Terrain
    You have spread you area of expertise to another terrain type.
    Benefit:The ranger may pick another terrain in which they gain a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks when he is in this terrain. However, the bonus for the ranger’s first favored terrain does not increase.
  • Advanced Hunter’s Bond
    Your animal companion’s abilities grow with experience.
    Benefit: Your animal companion, if you have one, gains a feat from the available list for animals, in lieu of a feat for the ranger.


  • Improved Uncanny Dodge
    You react to danger even faster than before. Your senses are almost preternatural.
    Benefit: You gain improved uncanny dodge. A rogue with this feat can no longer be flanked. This defense denies another rogue the ability to sneak attack the character by flanking her, unless the attacker has at least four more rogue levels than the target does.
  • Distraction
    You are adept at making foes look the other way while you’re stealthing.
    Benefit: With this feat, whenever a rogue is detected while using Stealth, she can immediately attempt a Bluff skill check opposed by the Sense Motive skill of the creature that spotted her. If this check succeeds, the target assumes that the noise was something innocent and disregards the detection. This only functions if the creature cannot see the rogue. This ability can only be used once during a given Stealth attempt. If the same creature detects the rogue’s presence again, the ability has no effect.
  • Skirmisher
    You can move and strike with deadly accuracy.
    Benefit: Whenever a rogue moves more than 10 feet in a round and makes an attack action, the attack deals sneak attack damage as if the target was flat-footed. If the rogue makes more than one attack this turn, this ability only applies to the first attack. Foes with uncanny dodge are immune to this ability

Sorry, the 9th level powers of most bloodlines are outside the limits of this campaign. It depends on what bloodline you choose, though. We might be able to make it work.

Prerequisite: Must be Gary Strong

  • Something about better evolutions
    Your pet outsider gets better
    Benefit: treat your summoner level as one higher for the purposes of determining available evolutions.


  • Advanced Arcane Power
    Your experience allows you to tap into the deeper mysteries of your school of magic.
    Benefit: If your school normally grants a new power at 8th level, you can now use that power as described. If your school gives you a new power at 6th level, congratulations, you don’t need this feat. Give yourself a pat on the back instead.


  • Advanced Discoveries
    Your knowledge of the esoteric science of Alchemy is increased.
    Benefit: Treat your level as one higher for the purposes of determining available discoveries.
  • Greater Poison Resistance
    Your ability to resist deadly poison increases.
    Benefit: You gain an additional +2 to save against poisons. This stacks with the bonuses from previous levels


  • Advanced Order Ability
    Your chosen order grants you a new ability.
    Benefit: You gain the 8th level ability in your chosen order.
  • Extra Mount Feat
    Your trusty steed gains new abilities.
    Benefit: Your cavalier’s mount gains a new feat from the feat s available to animal companions.


  • Advanced Domain Power
    Gain the 8th level power of one of your chosen domains.
    Benefit: If your domain normally grants a new power at 8th level, you can now use that power as described. If your domain gives you a new power at 6th level, congratulations, you don’t need this feat. Give yourself a pat on the back instead.


  • Improved Spell Combat
    The magus’s ability to cast spells and make melee attacks improves.
    Benefit When using the spell combat ability, the magus receives a +2 circumstance bonus on concentration checks, in addition to any bonus granted by taking an additional penalty on the attack roll.
  • Teleport Blade: As a standard action, the magus can expend an arcane point from his or his black blade’s arcane pool, and can call his black blade from as far as 1 mile away, causing it to instantaneously teleport to his hand.
  • Critical Perfection:
    The kensai’s extreme focus on one type of weapon allows him to strike critical blows with greater accuracy.
    Benefit: The kensai adds his Intelligence bonus (minimum 0) on critical hit confirmation rolls with his favored weapon. In addition, the kensai may use his magus levels in place of his base attack bonuses to qualify for Critical Focus and any feat for which it is a prerequisite; these feats apply only with a kensai’s favored weapon.


  • Improved Weapon Mastery: You gain Improved Critical with the weapon you chose for the Weapon Mastery revelation. You do not need to meet the prerequisites to receive this feat.


  • Major Hex: With the GM’s approval, pick a Major Hex from the list usually available at 10th level.

Universal Feats

  • Advanced Combat Training
    Your combat experience allows you to learn some new tricks.
    Benefit: Treat your BAB as 1 higher for the purposes of meeting feat requirements.
  • Ability Training
    By rigorously training your body or mind, your physical or mental ability grows.
    Benefit: You gain a +1 inherent bonus to one ability score.
    Special: You can take this feat multiple times, but only twice per ability score.
  • Expansive Skill
    Your expertise in a specific area increases.
    Prerequisite: Skill Beyond Your Years
    Benefit: Pick a skill you have the Skill Beyond Your Years for. You gain an additional 4 skill points in that skill.
    Special: You may take this feat multiple times, however, each time applies to a new skill.
  • Skill Beyond Your Years
    You are a prodigy when it comes to a specific skill set.
    Benefit: Pick a skill you have ranks in. The maximum skill ranks for that skill go up to 11.
    Normal: You can only have skill ranks equal to your Character Level.
    Special: You may take this feat multiple times, however, each time applies to a new skill.
  • Expanded Casting
    Your knowledge of the arcane or the divine allow you to cast more spells per day.
    Benefit: Choose a spell casting class you have levels in. You gain an additional spell slot at any level you can cast. Not a spell slot in EVERY level, you greedy little munchkin.
  • Ritual Magic
    You gain the knowledge of a complex magic ritual.
    Benefit: Pick a Ritual Spell. You learn this spell and can cast if you meet the prerequisites and complete the necessary ritual.
    Special: Many 4th level and higher spell are only able to be cast as ritual spells. Consult the GM.

list of new feats

Ghost Wolves The_Eel