Feats



Tome of Magic Feats

Binding Feats Prerequisite Benefit
Bind Vestige ? Gain one power from a chosen 1st-level vestige
?Bind Vestige, Improved Bind Vestige Bind one vestige of up to 5th level
?Practiced Binder Bind Vestige Gain a second power from a bound vestige
Defense against the Supernatural Knowledge (arcana) 2 ranks +1 insight bonus on saves against supernatural attacks
Empower Supernatural Ability Supernatural ability, 6 HD Empower supernatural ability 1/day
Enlarge Supernatural Ability Supernatural ability, 4 HD Enlarge supernatural ability 1/day
Expel Vestige Soul binding Attempt to prematurely expel vestige 1/day
Rapid Pact Making Expel Vestige, Intimidate 8 ranks 1/day bind vestige as a full-round action
Extend Supernatural Ability Supernatural ability, 4 HD Extend supernatural ability 1/day
Favored Vestige Soul binding +1 binder level with specific vestige
?Favored Vestige Focus Favored Vestige +1 DC with favored vestige abilities
?Rapid Recovery Favored Vestige Reuse abilities of favored vestige faster.
Ignore Special Requirements Soul binding Ignore special requirements when summoning vestiges
Improved Binding Soul binding +2 binder level when determining eligible vestiges
Skilled Pact Making Base Will save +4, soul binding +4 bonus on binding checks
Sudden Ability Focus Special attack +2 to DC of any supernatural attack 1/day
Supernatural Crusader Knowledge (arcana) 2 ranks +1 insight bonus on attack rolls and damage rolls against a creature with a supernatural special attack
?Supernatural Opportunist Supernatural Crusader Make an attack of opportunity against creature activating a supernatural ability
Widen Supernatural Ability Supernatural ability, 8 HD Widen supernatural ability 1/day
Shadow Magic Feats Prerequisite Benefit
Favored Mystery1,3 Ability to cast mysteries Chosen mystery becomes easier to cast
Nocturnal Caster1,2 Ability to cast mysteries or a spell with the darkness descriptor You gain extra power at night
Path Focus1,2 ? +1 bonus to CL and save DCs for a specific path or school
?Greater Path Focus1,2 Path Focus Additional +1 bonus to caster level and save DC
Shadow Cast Concentration 5 ranks, shadowcaster level 1st Avoid many attacks of opportunity
Shadow Familiar Shadowcaster level 3rd Gain a familiar with the dark creature template
Shadow Reflection Shadowcaster level 3rd, ability to cast dusk and dawn or ephemeral image Attacks of opportunity against you have a 50% miss chance
Shadow Vision1 Wis 15, ability to cast bend perspective or truth revealed Sense creatures within 20 feet that are in shadowy illumination or darkness
Unseen Arrow Unseen weapon class feature Use unseen weapon ability with ranged weapons
Metashadow Feats Prerequisite Benefit
Empower Mystery1 Any other metashadow feat Increase mystery?s variable, numeric effects by 50%
Enlarge Mystery1 ? Double mystery?s range
Extend Mystery1 ? Double mystery?s duration
Line of Shadow1 Any two metashadow feats Cast a mystery without line of sight or effect, in certain conditions
Maximize Mystery1 Any two metashadow feats Maximize mystery?s variable, numeric effects
Quicken Mystery1 Any three metashadow feats Cast mystery as swift action
Reach Mystery1 Any metashadow feats Touch mystery becomes a ray with 30 ft. range
Still Mystery1 ? Cast mystery without somatic components
Truespeaking Feats Prerequisite Benefit
Empower Utterance Truespeak 9 ranks, ability to speak utterances You can deliver more powerful utterances
Enlarge Utterance Truespeak 6 ranks, ability to speak utterances You can use utterances at greater range
Extend Utterance Truespeak 6 ranks, ability to speak utterances One of your utterances lasts twice as long
Focused Lexicon Truespeak 6 ranks, ability to speak utterances Your utterances are more effective against one creature type
Obscure Personal Truename ? Your personal truename is hard to pronounce and difficult to uncover through research
?Personal Truename Backlash Obscure Personal Truename, 15 HD Those who fail to say your personal truename might take damage
Quicken Utterance Truespeak 12 ranks, ability to speak utterances You can deliver an utterance as a swift action
Truename Rebuttal Ability to speak utterances +4 bonus on attempts to counter or dispel utterances
Truename Research Truespeak 9 ranks +2 bonus on Knowledge checks to uncover a personal truename
Truename Training ? Truespeak is always a class skill for you
Minor Utterance of the Evolving Mind Truespeak 6 ranks Learn one 1st-level utterance
Utterance of the Evolving Mind Truespeak 9 ranks, know at least two utterances Learn one 2nd-level utterance
Utterance of the Crafted Tool Truespeak 12 ranks, know at least three utterances Learn one 1st-level utterance from the Lexicon of the Crafted Tool
Utterance of the Perfected Map Truespeak 15 ranks, know at least four utterances Learn one 1st-level utterance from the Lexicon of the Perfected Map
Utterance Focus Ability to speak utterances +1 bonus on save DCs against specific utterance
Recitation Feats Prerequisite Benefit
Recitation of the Fortified State Truespeak 6 ranks, ability to speak utterances, must know your own personal truename Gain a natural armor bonus while using the total defense action
Recitation of the Meditative State Truespeak 6 ranks, ability to speak utterances, must know your own personal truename Resist fear, rage, and similar effects
Recitation of the Mindful State Truespeak 6 ranks, ability to speak utterances, must know your own personal truename Gain a bonus on specific skill checks
Recitation of the Sanguine State Truespeak 6 ranks, ability to speak utterances, must know your own personal truename Free your body of poison
Recitation of the Vital State Truespeak 6 ranks, ability to speak utterances, must know your own personal truename Rid yourself of disease

1 A shadowcaster can select this feat as one of his path-based bonus feats.

2 You can gain this feat multiple times, but its effects do not stack. Each time you take the feat, apply it to a new path.

3 You can gain this feat multiple times. Its effects stack.

BIND VESTIGE [GENERAL]

You know how to make pacts with otherworldly spirits called vestiges.

Benefit: By employing a short ritual, you can contact a vestige and make a pact with it. You are treated as a 1st-level binder for this purpose, regardless of your character level. Thus, only 1st-level vestiges are available to you, and you can bind to only one vestige at a time. Furthermore, unlike characters with the soul binding class feature, you gain only one power from the vestige you bind, as given on Table: Bind Vestige Feat Abilities.

To contact a vestige, you must draw its unique seal visibly on a surface (generally the ground), making the image at least 5 feet across. Drawing a seal requires the ability to mark a surface and 10 consecutive rounds of concentration, and the act provokes attacks of opportunity. A seal not used within 1 minute of its drawing loses all potency, and you must draw a new one to contact the vestige. A vestige might also have other requirements for contact, as noted in its entry.

Once the seal is drawn, you must perform a ritual, requiring a full-round action to summon the corresponding vestige. During this time, you must touch the seal and call out to the using both its name and its title. The ritual fails if you cannot be heard (for example, if you are within the area of a silence spell). Otherwise, a manifestation of the vestige appears in the seal's space as soon as you finish the ritual. This image is not the actual vestige; it is merely a figment - an illusion that cannot harm or be harmed by any creature. Creatures that interact with the image or study it carefully automatically recognize it as illusory. The summoned image ignores everyone but you, and if you fail to address it for 1 round, it disappears whence it came. The vestige speaks in whatever language you used to call it.

To make a pact with your summoned vestige, you must make a binding check (1d20 + your effective binder level + your Cha modifier). This process requires 1 minute, but you can choose to make a rushed binding check as a full-round action at a -10 penalty. The DC for this check is provided in the description of each vestige. You must make your perilous pact alone; others cannot aid you in any way.

Whether the binding check succeeds or fails, you gain the power granted by the vestige for 24 hours. During that time, you cannot rid yourself of the vestige unless you possess the Expel Vestige feat. If you fail the binding check, however, the vestige influences your personality and your actions, and you are said to have made a poor pact. (Specifically, the vestige's presence changes your general demeanor, and it can force you to perform or retrain from certain actions. The influence of each vestige is described in its individual entry). If your binding check is successful, the vestige has no control over your actions and does not influence your personality. In this case, you are said to have made a good pact.

While under the influence of a vestige, you must adhere to its requirements to the best of your ability. If you are conscious and free-willed and you encounter a situation in which you cannot or will not refrain from a prohibited action or perform a required one, you rake a -1 penalty on attack rolls, saving throws, and checks until that vestige leaves you.

As long as you are bound to a vestige, you manifest a specific physical sign of its presence, as given in its entry. This sign is real, not an illusory or shapechanging effect, and someone using true seeing perceives it just as it is. You can hide a sign by mundane or magical means without penalty.

The vestige is bound to your soul by the pact. It cannot be targeted or expelled by any means except the Expel Vestige feat, nor can it be suppressed except by an antimagic field or similar effect.

The Difficulty Class for a saving throw against any supernatural powers granted by a vestige is 10 +1/2 your effective binder level + your Cha modifier.

Special: Characters who have the ability to bind vestiges through other means (such as the soul binding class feature) cannot take this feat. If you become a binder alter taking the feat, you lose its benefit.


Table: Bind Vestige Feat Abilities

Vestige Bind Vestige
Power
Practiced Binder
Power
Amon Darkvision Ram attack
Andromalius* Sense trickery See the unseen
Aym Ruinous attack Resistance to fire
Dahlver-Nar* Mad soul Natural armor
Focalor* Aura of sadness Water breathing
Haagenti* Immunity to transformation Weapon proficiency
Karsus* Karsus's senses Heavy magic
Leraje Hide bonus Weapon proficiency
Malphas* Poison use Bird's eye viewing
Naberius Naberius's skills Silver tongue
Paimon* Paimon's skills Uncanny dodge
Ronove Feather fall Sprint
Savnok* Call armor Savnok's armor
* These vestiges are available only to nonbinders who have the Improved Bind Vestige feat.

BIND VESTIGE, IMPROVED [GENERAL]

You can bind a wider range of vestiges.

Prerequisite: Bind Vestige.

Benefit: When you bind a vestige using the Bind Vestige feat, you do so as though you were a 5th-level binder. Thus, you have access to vestiges up to 3rd level, though you still can bind only one at a time and gain only one power from it.

DEFENSE AGAINST THE SUPERNATURAL [GENERAL]

Your in-depth knowledge of supernatural forces grants you greater ability to resist their effects.

Prerequisite: Knowledge (arcana) 2 ranks.

Benefit: You gain a +2 insight bonus on saving throws made to resist supernatural special attacks.

EMPOWER SUPERNATURAL ABILITY [GENERAL]

You can use a supernatural ability with greater effect than normal.

Prerequisites: 6 HD, supernatural ability.

Benefit: Once per day, you can empower a supernatural ability. When you use an empowered supernatural ability, all variable, numeric effects of the supernatural ability are increased by one-half. An empowered supernatural ability deals half again as much damage as normal, cures half again as many hit points, affects half again as many targets, and so on as appropriate. Saving throws and opposed rolls (such as the one made when you cast dispel magic) and supernatural abilities without random variables are not affected. You must declare use of this feat before you use the ability. A continuous use ability (such as a gaze attack) can be empowered for only 1 round. Empowering a supernatural ability does not require a separate action.

An empowered supernatural ability cannot be maximized.

Special: This feat can be taken multiple times. Each time it is taken, you can empower a supernatural ability one additional time per day. You cannot empower a particular use of a supernatural ability more than once.

ENLARGE SUPERNATURAL ABILITY [GENERAL]

You can increase the range of a supernatural attack.

Prerequisites: 4 HD, supernatural ability.

Benefit: Once per day, you can enlarge a supernatural ability. When you use an enlarged supernatural ability, its range increases by 100%. You must declare use of this feat before you use the ability. A continuous use ability (such as a gaze attack) can only be enlarged for 1 round. Enlarging a supernatural ability does not require a separate action.

This feat does not affect the length of a line or a cone, the diameter of an emanation (such as a gaze attack or frightful presence), or the range of any supernatural ability not defined by distance.

Special: This feat can be taken multiple times. Each time it is taken, you can enlarge a supernatural ability one additional time per day. You cannot enlarge a particular use of a supernatural ability more than once.

EXPEL VESTIGE [GENERAL]

You can expel a vestige to which you are bound before the duration of its pact with you has expired.

Prerequisite: Soul binding.

Benefit: Once per day, you can attempt to expel a vestige to which you are bound. To do so, you must draw its seal and go through the entire process of summoning it again. If you succeed on the new binding check, you expel the vestige before it would normally leave you, and you can summon a different one to replace it if you wish. Regardless of your success or failure in expelling the vestige, you take a -10 penalty on your next binding check with any vestige, and apply the same penalty on your binding check the next time you summon the vestige you expelled.

Normal: A bound vestige does not leave you until 24 hours have passed since its summoning.

EXTEND SUPERNATURAL ABILITY [GENERAL]

You can cause a supernatural ability with a duration to last longer than normal.

Prerequisites: 4 HD, supernatural ability.

Benefit: Once per day, you can extend a supernatural ability that has a duration. When you use an extended supernatural ability, it lasts twice as long as normal. A supernatural ability that has a duration of concentration, that happens instantaneously, or that permanently affects a target is not affected by this feat. You must declare the use of this feat before you use the ability. Extending a supernatural ability does not require a separate action.

Special: This feat can be taken multiple times. Each time it is taken, you can extend a supernatural ability one additional time per day. You cannot extend a particular use of a supernatural ability more than once.

FAVORED VESTIGE [GENERAL]

Choose one vestige to which you have access. You establish a close, mystical affinity with that spirit.

Prerequisite: Soul binding.

Benefit: Your effective binder level increases by 1 when you use the abilities granted by your chosen vestige.

Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new vestige.

FAVORED VESTIGE FOCUS [GENERAL]

The supernatural abilities of your favored vestige are more potent than normal.

Prerequisite: Favored Vestige.

Benefit: The DC of each supernatural ability granted by your favored vestige increases by 1.

Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new favored vestige (for which you must have a separate Favored Vestige feat).

IGNORE SPECIAL REQUIREMENTS [GENERAL]

The strange constraints that vestiges place on their summoning are meaningless to you.

Prerequisite: Soul binding.

Benefit: You can ignore the special requirements of vestiges with which you make pacts.

IMPROVED BINDING [GENERAL]

You are so adept at binding vestiges that you can contact powerful ones more easily than other soul binders can.

Prerequisites: Soul binding, Intimidate 4 ranks.

Benefit: Your effective binder level is 2 higher than normal for the purpose of determining the level of vestige you can bind. This benefit does not increase your binder level in any other circumstance.

PRACTICED BINDER [GENERAL]

When you bind a vestige, you gain an additional power associated with it.

Prerequisite: Bind Vestige.

Benefit:When you bind a vestige using the Bind Vestige feat, you gain a second power, according to Table: Bind Vestige Feat Abilities.

RAPID PACT MAKING [GENERAL]

Your skill with pact magic lets you bind a vestige extremely quickly, even in the heat of combat.

Prerequisites: Soul binding, Intimidate 8 ranks, Expel Vestige.

Benefit: Once per day, you can bind a vestige as a full- round action.

Normal: Binding a vestige normally requires 1 minute.

RAPID RECOVERY [GENERAL]

You can use the abilities of your favored vestige more frequently.

Prerequisite: Favored Vestige.

Benefit: You can activate the abilities granted by your favored vestige once every 4 rounds rather than once every 5 rounds. You must be bound to the vestige to use its abilities with this feat.

Special: You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new favored vestige (for which you must have a separate Favored Vestige feat).

SKILLED PACT MAKING [GENERAL]

Your strong will serves you well when making pacts with vestiges.

Prerequisites: Soul binding, base Will save +4.

Benefit: You gain a +4 bonus on binding checks.

SUDDEN ABILITY FOCUS [GENERAL]

One of your special attacks becomes more potent than usual.

Prerequisite: Special attack.

Benefit: Once per day, you can increase the save DC of any special ability you have - including the special abilities granted by a vestige - by 2. You can still use the Ability Focus feat normally if you have it, and the DC increases stack. You must declare the use of this feat before you use the ability. A continuous-use ability (such as a gaze attack) can benefit from this feat for only 1 round.

Special: This feat can be taken multiple times. Each time you take it, you can apply the Sudden Ability Focus feat one more time per day. You cannot apply Sudden Ability Focus more than once to a single use of a special ability.

SUPERNATURAL CRUSADER [GENERAL]

You are adept at fighting supernatural creatures.

Prerequisite: Knowledge (arcana) 2 ranks.

Benefit: You gain a +1 insight bonus on attack rolls and weapon damage rolls against a creature with a supernatural special ability.

SUPERNATURAL OPPORTUNIST [GENERAL]

You are adept at exploiting a creature's momentary distraction while it activates its supernatural abilities.

Prerequisite: Supernatural Crusader.

Benefit: Whenever a creature that you threaten activates a supernatural ability, you can make an attack of opportunity against that creature. This leaf does not give you the ability to make more than one attack of opportunity in a single round.

WIDEN SUPERNATURAL ABILITY [GENERAL]

You can increase the area of your supernatural abilities.

Prerequisites: 8 HD, supernatural ability.

Benefit: Once per day, you can widen a supernatural ability. When you use a widened supernatural, ability, its area increases by 100%. Thus, a widened line or cone is double the normal length, and a widened burst, emanation, or spread has twice the normal diameter. You must declare use of this feat before you use the ability. Widening a supernatural ability does not require a separate action.

Special: This feat can be taken multiple times. Each time it is taken, you can widen a supernatural ability one additional time per day. You cannot widen a particular use of a supernatural ability more than once.

EMPOWER MYSTERY [METASHADOW]

You can cast mysteries to greater effect.

Prerequisites: Any metashadow feat.

Benefit: Once per day, you can apply the effect of the Empower Spell feat to any mystery you cast. All variable, numeric effects of an empowered mystery increase by one-half.

Casting an empowered mystery is a full-round action.

Special: You can take this feat multiple times.

ENLARGE MYSTERY [METASHADOW]

You can cast mysteries farther than normal.

Benefit: Once per day, you can alter a mystery with a range of close, medium, or long to increase its range by 100%. This functions in most respects as the Enlarge Spell teat.

Special: You can take this feat multiple times.

EXTEND MYSTERY [METASHADOW]

You can cast mysteries that last longer than normal.

Benefit: Once per day, you can apply the effect of the Extend Mystery feat to any mystery you cast. An extended mystery lasts twice as long as normal.

Casting an extended mystery is a full-round action.

Special: You can take this feat multiple times.

FAVORED MYSTERY [GENERAL]

The mystery you choose becomes easier to cast.

Prerequisite: Ability to cast mysteries.

Benefit: Choose a mystery you know. You cast that mystery as a supernatural ability instead of a spell-like ability, or as a spell-like ability instead of as a spell. If you choose a mystery that you cast as a supernatural ability, or if you later gain the ability to cast that mystery as a supernatural ability, you gain an extra use of that mystery per day. This feat does not otherwise increase the number of times per day that you can cast the chosen mystery.

Special: You can take this feat multiple times. When you take the feat again, you can choose to affect the same mystery or a different one.

GREATER PATH FOCUS [GENERAL]

Choose a path of shadow magic to which you have already applied the Path Focus feat. Your mysteries of that path are now even more potent.

Prerequisite: Path Focus.

Benefit: You function at +1 caster level when casting mysteries of the path you select. Additionally, add +1 to the Difficulty Class of all saving throws against mysteries from that path. These bonuses stack with those granted by Path Focus.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new path to which you have applied the Path Focus feat.

LINE OF SHADOW [METASHADOW]

You can cast a mystery without line of sight or line of effect to the target.

Prerequisite: Any two metashadow feats.

Benefit: Once per day, you can apply this feat to a mystery which enables it to affect a target even if you do not currently have line of sight or line of effect. The target must still be within the spell's maximum range, and you must have had line of sight and line of effect within a number of rounds equal to your Intelligence modifier. The target gains a bonus on his save, if any, equal to the number of rounds since you had line of sight or effect. You cannot apply this feat to any mystery that requires a touch or ranged touch.

Casting a mystery with Line of Shadow is a full-round action.

Normal: You must have line of effect or line of sight to target a creature or object with a mystery or spell.

Special: You can take this feat up to four rimes. To take it a second time, you must have five metashadow feats. To take it a third time, you must have eight metashadow feats. To take it a fourth time, you must have eleven metashadow feats.

MAXIMIZE MYSTERY [METASHADOW]

You can cast mysteries to maximum effect.

Prerequisite: Any two metashadow teats.

Benefit: Once per day, all variable, numeric effects of a mystery modified by this feat are maximized. This functions in most respects as the Maximize Spell teat.

Casting a maximized mystery is a full-round action.

Special: You can take this feat up to four times. To take it a second time, you must have five metashadow feats. To take it a third time, you must have eight metashadow feats. To take it a fourth time, you must have eleven metashadow.

NOCTURNAL CASTER [GENERAL]

You are empowered by darkness, making your abilities stronger at night.

Prerequisite: Ability to cast mysteries or a spell with the darkness descriptor.

Benefit: Choose one path of mysteries or school of magic to which you have access. At night, the save DC of all associated mysteries or spells increases by +1. This bonus stacks with similar bonuses, such those from the Path Focus or Spell Focus feats.

The ambient light is irrelevant, nor does it matter if you can see the sky. Only the actual time of day matters.

Special: You can gain this feat multiple times, but its effects do not stack. Each time you take the feat, it applies to a new school or path.

PATH FOCUS [GENERAL]

Choose a path of shadow magic, such as Touch of Twilight. Your mysteries of that path are more potent than normal.

Benefit: You function at +1 caster level when casting mysteries of this path. Additionally, add +1 to the DC of all saving throws against mysteries from this path.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new path.

QUICKEN MYSTERY [METASHADOW]

You can cast a mystery with a moment's thought.

Prerequisite: Any three metashadow feats.

Benefit: Once per day, you can cast a mystery as a swift action. This feat functions in most respects as the Quicken Spell feat.

Special: You can take this feat up to three times. To take it a second time, you must have seven metashadow feats. To take it a third time, you must have eleven metashadow feats.

REACH MYSTERY [METASHADOW]

You can cast touch-range mysteries without touching the target.

Prerequisite: Any metashadow feat.

Benefit: Once per day, you can cast a mystery that normally has a range of touch at any target within 30 feet. The mystery effectively becomes a ray, so you must succeed on a ranged touch attack to bestow the mystery upon the recipient.

Special: You can take this feat multiple times.

SHADOW CAST [GENERAL]

Your shadow shimmers as you cast a spell and you seem to cast your mysteries from elsewhere.

Prerequisite: Concentration 5 ranks, shadowcaster level 1st.

Benefit: Designate a square adjacent to you. If no one threatens that square, you do not provoke an attack of opportunity when you cast a spell or use a spell-like ability.

SHADOW FAMILIAR [GENERAL]

Noctumancers developed this feat in order to gain a mystical companion.

Prerequisite: Shadowcaster level 3rd.

Benefit: You can obtain a familiar in the same manner as a sorcerer or wizard, but it possesses the dark template. As with a sorcerer or wizard, obtaining a familiar takes 24 hours and uses up magic materials worth 100 gp.

For the purpose of determining familiar abilities that depend on your arcane caster level, your levels in all classes that allow you to cast mysteries or arcane spells stack.

Special: If you gain access to an alternative familiar, such as through the Improved Familiar feat, it also gains the dark template.

SHADOW REFLECTION [GENERAL]

Your shadow flickers and moves in an aggressive, independent manner, enabling you to avoid some attacks of opportunity.

Prerequisites: Shadowcaster level 3rd, ability to cast the dancing shadows or the clinging darkness mystery.

Benefit: A foe that makes an attack of opportunity against you has a 50% miss chance.

Special: Opponents that do not rely on sight ignore the miss chance.

SHADOW VISION [GENERAL]

Your senses grow so attuned with shadow that you gain a limited ability to see in natural and magical darkness.

Prerequisites:Wis 15, ability to cast the bend perspective or truth revealed mystery.

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

STILL MYSTERY [METASHADOW]

You can cast mysteries without gestures.

Benefit: A stilled mystery can be cast with no somatic components. This also prevents your shadow from making gestures that differ from your own during casting. Because mysteries activated as spell-like and supernatural abilities have no somatic components, this feat is useful only with mysteries cast as arcane spells.

UNSEEN ARROW [GENERAL]

Developed by shadowblades, this feat allows a member of that class to apply his unseen weapon abilities to thrown or projectile weapons.

Prerequisite: Unseen weapon class feature.

Benefit: You can apply the unseen weapon class feature, and all its abilities, to a thrown or missile weapon. If you use the far shadow ability with a ranged weapon, it adds 30 feet to the distance the weapon can travel before you take the first range increment penalty.

EMPOWER UTTERANCE [GENERAL]

Your utterances have more powerful effects.

Prerequisites: Truespeak 9 ranks, ability to speak utterances.

Benefit: If the utterance is successful, all the variable numeric effects of the utterance are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered utterance has a Truespeak DC 10 higher than normal.

ENLARGE UTTERANCE [GENERAL]

You can project the power of an utterance to a greater distance.

Prerequisites: Truespeak 6 ranks, ability to speak utterances.

Benefit: If the utterance is successful, you can increase its range by 100%. For most utterances, this means the range becomes 120 feet. This feat has no effect on utterances with a range of touch. An enlarged utterance has a Truespeak DC 5 higher than normal.

EXTEND UTTERANCE [GENERAL]

Your utterances have a more lasting effect on the universe.

Prerequisites: Truespeak 6 ranks, ability to speak utterances.

Benefit: An extended utterance lasts twice as long as normal. An utterance with a duration of concentration or instantaneous is not affected by this feat. An extended utterance has a Truespeak DC 5 higher than normal.

FOCUSED LEXICON [GENERAL]

Your utterances have greater effect against a certain type of creature.

Prerequisites: Truespeak 6 ranks, ability to speak utterances.

Benefit:When you take this feat, choose a creature type (such as aberrations or monstrous humanoids). The DCs of your utterances are increased by 1 whenever you use them against creatures of the chosen type.

Special: You can take this feat more than once. Its effects do not stack. Each time you take this feat, it applies to a new creature type.

MINOR UTTERANCE OF THE EVOLVING MIND [GENERAL]

Your mastery of Truespeech has led you to the understanding necessary to perform a simple utterance from the Lexicon of the Evolving Mind.

Prerequisites: Truespeak 6 ranks.

Benefit: You learn one 1st-level utterance from the Lexicon of the Evolving Mind.

Special: You can take this feat more than once.

OBSCURE PERSONAL TRUENAME [GENERAL]

Truenames are notoriously difficult to pronounce, but yours is harder than most.

Benefit: The DC to speak your personal truename increases by 4 (this stacks with the +2 bonus that normally applies to a DC to speak a personal truename). Your normal truename - the one a truenamer would use if he didn't know your personal truename - is unaffected by this feat. In addition, those attempting to research your personal truename find doing so much more difficult. The DC of any check made to research your personal truename increases by 4.

Normal: The Truespeak DC to say a personal truename is 15 + (2 X CR) + 2.

PERSONAL TRUENAME BACKLASH [GENERAL]

Your personal truename is so charged with magic power that those who fail to speak it properly are warped by reality run amok.

Prerequisites: Obscure Personal Truename, 15 Hit Dice.

Benefit:Whenever a creature fails by 5 points or more in an attempt to speak your personal truename, it immediately rakes 1d6 points of damage for every Hit Die you have.

Normal: The consequence for failing a Truespeak check to say someone's personal truename is that the utterance, truename spell, or other ability tails as well.

QUICKEN UTTERANCE [GENERAL]

You can speak an utterance with just a moment's thought.

Prerequisites: Truespeak 12 ranks, ability to speak utterances.

Benefit: Speaking a quickened utterance is a swift action. can perform another action, even speaking another utterance, in the same round as you speak a quickened utterance. A quickened utterance has a Truespeak DC 20 higher than normal.

TRUENAME REBUTTAL [GENERAL]

You are particularly good at negating other truenamers' power with well-chosen truenames.

Prerequisite: Ability to speak utterances.

Benefit: You gain a +4 bonus on Truespeak checks made to counter or dispel the utterances of other truespeakers.

Normal: Countering and dispelling attempts use opposed Truespeak checks between the original truenamer and the one trying to end the utterance.

TRUENAME RESEARCH [GENERAL]

You have a knack for uncovering the personal truenames of friends and foes alike through study and investigation.

Prerequisite: Truespeak 9 ranks.

Benefit: You gain a +2 bonus on Knowledge checks made to discover a creature's personal truename (as described in Truename Research). In addition, the cost to research a personal truename is reduced by half.

TRUENAME TRAINING [GENERAL]

Unlike most of your peers, you have discovered the secret power of truenames.

Benefit: The Truespeak skill is considered a class skill for you, no matter what class you actually choose. If you purchased ranks in Truespeak as a cross-class skill, you immediately gain additional ranks in Truespeak as if it had always been a class skill for you.

Normal: The Truespeak skill is a class skill only for truenamers.

UTTERANCE OF THE EVOLVING MIND [GENERAL]

Your further mastery of Truespeech allows you to wield its power more effectively against creatures.

Prerequisites: Truespeak 9 ranks, ability to speak two utterances.

Benefit: You learn one 2nd-level utterance from the Lexicon of the Evolving Mind.

Special: You can take this feat more than once.

UTTERANCE OF THE CRAFTED TOOL [GENERAL]

As you strive for ever more mastery of Truespeech, you gain more power over the universe around you. You can now use the power of Truespeech to affect objects.

Prerequisites: Truespeak 12 ranks, Truename Training, ability to speak three utterances.

Benefit: You learn one 1st-level utterance from the Lexicon of the Crafted Tool.

Special: You can take this feat more than once.

UTTERANCE OF THE PERFECTED MAP [GENERAL]

The power of the Truespeech can alter the state of reality itself. Reaching toward this great power, you have mastered an utterance from the Lexicon of the Perfected Map.

Prerequisites: Truespeak 15 ranks, Truename Training ability to speak four utterances.

Benefit: You learn one 1st-level utterance from the Lexicon of the Perfected Map.

Special: You can take this feat more than once.

UTTERANCE FOCUS [GENERAL]

You have a particular utterance you favor above others, and your enemies are less able to resist the power of your words.

Prerequisite: Ability to speak utterances.

Benefit: Add 1 to the Difficulty Class for all saving throws against a specific utterance you know (such as the eldritch attraction utterance). This benefit also applies to the reverse of your favored utterance, if applicable.

Normal: The DC to resist your utterances is usually 10 + 1/2 truenamer level + Cha modifier.

Special: You can gain this feat multiple times. Its effect do not stack. Each time you take the feat, it applies to a new utterance.

RECITATION OF THE FORTIFIED STATE [RECITATION]

This recitation allows you to stand unyielding against the blows of your enemies.

Prerequisites: Truespeak 9 ranks, ability to speak utterances, must know your own personal truename.

Benefit: You gain a natural armor bonus equal to one-third your truenamer level. The bonus lasts at least until the beginning of your next turn, and you can extend it for 1 round by taking the total defense action. You can continue taking the total defense action, and gaining the bonus, for up to 1 minute, after which time the effects of the recitation fade unless you repeat the recitation.

RECITATION OF MEDITATIVE STATE [RECITATION]

This recitation gives you an unparalleled sense of serene calm.

Prerequisites: Truespeak 9 ranks, ability to speak utterances, must know your own personal truename.

Benefit: Successfully making the recitation dispels any fear, rage, despair, or other emotion-based effects on you. If you're frightened or panicked, this recitation wont help you because you won't be able to take the full-round action required to make the recitation. But if you're merely shaken, you can return to an unafraid state.

RECITATION OF MINDFUL STATE [RECITATION]

This recitation narrows and focuses your perception so you can concentrate on a delicate task at hand.

Prerequisites: Truespeak 6 ranks, ability to speak utterances, must know your own personal truename.

Benefit: You gain a competence bonus equal to one-third your truenamer level on your next skill check using one of the following skills: Craft, Disable Device, Forgery, Open Lock, or Sleight of Hand.

RECITATION OF THE SANGUINE STATE [RECITATION]

This recitation purges all poisons from your body.

Prerequisites: Truespeak 9 ranks, ability to speak utterances, must know your own personal truename.

Benefit: If you succeed on your Truespeak check, your body is purged of all poisons, as if a neutralize poison spell bad been cast on you.

RECITATION OF VITAL STATE [RECITATION]

This recitation frees your body of disease and sickness.

Prerequisites: Truespeak 6 ranks, ability to speak utterances, must know your own personal truename.

Benefit: You are rendered free of disease, whether the sickness has an ordinary or a supernatural origin. Both active and incubating diseases are affected.

POWERFUL CHARGE [GENERAL]

A creature with this feat can charge with extra force.

Prerequisites:Medium or large, base attack bonus +1.

Benefit:When the creature charges, if its melee attack hits, deals an extra 1d8 points of damage (if it is of Medium size). For Large creatures, the extra damage is 2d6 points; for Huge, 3d6; for Gargantuan, 4d6; and for Colossal, 6d6.

This feat only works when the creature makes a charge. It does not work when the creature is mounted. If the creature has the ability to make multiple attacks after a charge, it can apply this extra damage only to one of those attacks.

Special: A fighter can select Powerful Charge as one of his fighter bonus feats.