Class

There are no multiclassing penalties.

PC Classes

Bard
As in the PHB, except proficient with Pistol Weapons.
Beguiler
As in the PHB II, except proficient with Pistol Weapons.
Crusader
As in the Tome Of Battle, except proficient with Pistol Weapons and Rifle Weapons.
Dread Necromancer
As in Heroes Of Horror, except able to choose a Pistol or Rifle weapon instead of a Martial weapon.
Eldritch Stalker
As a Rogue/Warlock gestalt, except with Skirmish Defense as a class bonus feat, and proficient with Pistol Weapons.
Factotum
As in Dungeonscape, except proficient with Pistol Weapons and Rifle Weapons.
Hedge Witch
See section for details.
Huntshadow
See section for details.
Lancer
As a Fighter/Rogue gestalt, except with Skirmish Defense as a class bonus feat, and proficient with Pistol Weapons and Rifle Weapons.
Nightmare Soldier
As a Duskblade/Fighter gestalt, except proficient with Pistol Weapons and Rifle Weapons.
Skin-Walker
As Ranger with the Wild Shape variant, except proficient with Pistol Weapons and Rifle Weapons.
Swordsage
As in the Tome Of Battle.
Warblade
As in the Tome Of Battle.
Witch Knight
As an Adept/Paladin gestalt, except proficient with Pistol Weapons and Rifle Weapons. If ordained in a clergy, some class abilities may change, see section for details.
Wizard Of The Red Robe
See section for details.

NPC Classes

Adept
As in the DMG.
Aristocrat
As in the DMG.
Berserker
As Barbarian in the PHB.
Commoner
As in the DMG.
Energist
See section for details.
Expert
As Rogue in the PHB, except without Sneak Attack, with high Will saves, and able to drop any two class skills to pick two others.
Fighter
As Fighter in the PHB, with the Zhentarim Soldier substitution levels.
Lurker-Kin
As Survivor except D12 HD.
Ninja
As in Complete Adventurer.
Warlock
As in Complete Arcane.
Warmage
As in Complete Arcane.

Energist

Special
This is technically two classes, Positive Energist and Negative Energist; choose one. It's also possible to multiclass between the two.
HD Type
D8
SP/Lev
4
BAB Factor
˝
Fort
High
Ref
Low
Will
High
Proficiency
Simple Weapons, Light Armor.
Class Skills
Concentration(CON), Craft: *(INT), Diplomacy(CHA), Handle Animal(CHA), Heal(WIS), Knowledge: Nature(INT), Knowledge: Religion(INT), Profession: *(WIS), Sense Motive(WIS), Spellcraft(INT), Survival(WIS)
Spells, Positive Focus/Negative Focus, Heal Focus
2ndLay On Hands/Deathtouch
3rdCleanse Paralysis
4thCleanse Disease
5thCleanse Fear
6thCleanse Poison
7thEffortless Healing
8thCompanion
9thCleanse Blindness
10thCleanse Spirit
13thCleanse Petrification
15thNew Limb
20thNew Life
Spells
An energist casts arcane spells, based on CHA. This spellcasting is spontaneous, with a spells/day limit, but her spells known includes all Energist spells of appropriate levels.
Positive Focus
Positive Energist only. The positive energist adds her CHA mod to the positive energy delivered by any Energist spell that delivers positive energy.
Negative Focus
Negative Energist only. The negative energist adds her CHA mod to the negative energy delivered by any Energist spell that delivers negative energy.
Heal Focus
An energist gets Skill Focus: Heal as a bonus feat — unless she already has it, in which case she instead gets a class feat slot(which can hold any feat, subject to prereqs as normal).
Lay On Hands <Su>
Positive Energist only. As the Paladin ability, p44, PHB.
Deathtouch <Su>
Negative Energist only. As Lay On Hands, except it delivers negative energy, healing undead and harming the living.
Cleanse Paralysis <Su>
As the Remove Paralysis spell, 1/day, at 3rd level.
Cleanse Disease <Su>
As the Remove Disease spell, 1/day, at 4th level.
Cleanse Fear <Su>
As the Remove Fear spell, 1/day, at 5th level.
Cleanse Poison <Su>
As the Neutralize Poison spell, 1/day, at 6th level.
Effortless Healing «Ex»
Starting at 7th level, Energist spells don't provoke attacks of opportunity.
Companion «Ex»
At 8th level, an energist gains a magical creature(generally a mount) as her companion. This companion serves the energist willingly and unswervingly.

Once per day, as a full-round action, the energist may magically call her companion from the realms in which it resides. The companion immediately appears adjacent to the energist and remains for 2 hours per energist level. This is a Conjuration(Calling) effect; the companion is the same creature each time it is called, though the energist may release a particular companion from service to gain a companion of a different kind. Each time the companion is called, it appears in full health(regardless of any damage it may have taken previously), and wearing or carrying any gear it had when it was last dismissed. It may be dismissed at any time as a free action.

Should the energist's companion die, it immediately disappears, leaving behind any equipment it was carrying. The energist may not call another companion for 30 days or until she gains an Energist level, whichever comes first, even if the companion is somehow returned from the dead. During this 30-day period, the energist is distraught and takes a -4 penalty on attack rolls and weapon damage rolls.

The companion is chosen as a special cohort(p199, DMG), with an ECL up to the energist's class level(8 when she gets this ability). It also gets augmented based on the difference between her class level and its unaugmented ECL; see the Energist Companions section below.

If the energist takes the Leadership feat, this companion does yield the -2 on her cohort for "has a familiar, special mount, or animal companion". Alternately, the energist can have her companion also be her cohort, in which case this -2 is replaced with a +2, and a combination of the two rulesets is used. Her companion follows the cohort rules for advancement in HD, and doesn't get an augmented <Natural Armor> bonus as a companion, but does get special abilities as a companion.

Cleanse Blindness <Su>
As the Remove Blindness/Deafness spell, but only for blindness, 1/day, at 9th level.
Cleanse Spirit <Su>
As the Greater Restoration spell, 1/day, at 10th level.
Cleanse Petrification <Su>
As the Stone To Flesh spell, 1/day, at 13th level.
New Limb <Su>
As the Regenerate spell, 1/day, at 15th level.
New Life <Su>
As the True Resurrection spell, 1/day, at 20th level.

Energist Companions

The energist's companion is augmented in several ways, based on the energist's class level minus the companion's unaugmented ECL.

Level DifferenceBonus HDBonus <Natural Armor>Special Abilities
0-300Empathic Link, Improved Evasion, Share Saving Throws, Share Spells
4-622Attribute Bonus
7-944Devotion
10-1266Improved Speed, Spell Resistance
Per +3+2+2
Bonus HD
These are extra HD of the companion's creature type. As normal for advancing a monster's HD, the companion gets HP(including CON mod), base attack, base saves, skill points, and feats. While these bonus HD do increase the companion's ECL, they don't count for purposes of determining augmentations as an Energist companion.
Bonus <Natural Armor>
A companion gains preternatural toughness as the energist advances, increasing its <Natural Armor> bonus on AC by this amount.
Empathic Link <Su>
The energist has an empathic link with her companion out to a distance of up to 1 mile. The energist can't see through the companion's eyes, but they can communicate empathically. Note that most companion types see the world differently from humans, so misunderstandings are always possible. Because of this empathic link, the energist has the same connection to an item or place that her companion does, just as with a familiar and its master.
Improved Evasion «Ex»
As on p51, PHB.
Share Saving Throws
For each of its saving throws, the companion uses its own base save bonus or the energist's, whichever is higher. The companion applies its own attribute mods to saves, and it doesn't share any other bonuses on saves that the energist might have(such as from magic items or feats).
Share Spells
At the energist's option, she may have any spell(but not any spell-like ability) she casts on herself also affect her companion. The companion must be within 5' at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the companion if the creature moves farther than 5' away and will not affect the companion again even if it returns to the energist before the duration expires. Additionally, the energist may cast a spell with a target of "You" on her companion(as a touch range spell) instead of on herself. A energist and her companion can share spells even if the spells normally do not affect creatures of the companion's type.
Attribute Bonus
Starting at a level difference of 4, the companion gains +2 STR, +2 DEX, and +2 INT.
Devotion «Ex»
Starting at a level difference of 7, the companion's devotion to its master is so complete that it gains +4 «Morale» on Will saves vs Enchantment spells and effects.
Improved Speed «Ex»
Starting at a level difference of 10, the companion gains +10' ground move.
Spell Resistance <Su>
Starting at a level difference of 10, the companion has SR: [13 + Level Difference].

Energist Spells

LevelPositive OnlyAll EnergistsNegative Only
CantripCure Minor WoundsCreate Water, Deathwatch, Detect Magic, Detect Poison, Light, Mending, Purify Food And Drink, Read MagicInflict Minor Wounds
1stBless Water, Cure Light WoundsGoodberry, Protection From Chaos, Protection From Law, Remove Fear, Remove Paralysis, Sanctuary, Speak With AnimalsCurse Water, Inflict Light Wounds
2ndCure Moderate WoundsCalm Emotions, Delay Poison, Gentle Repose, Remove Blindness/Deafness, Remove Disease, Lesser RestorationInflict Moderate Wounds
3rdCure Serious WoundsCreate Food And Water, Neutralize Poison, Remove Curse, Restoration, StatusInflict Serious Wounds
4thCure Critical Wounds, Mass Cure Light WoundsDeath Ward, Freedom Of Movement, PanaceaInflict Critical Wounds, Mass Inflict Light Wounds
5thMass Cure Moderate WoundsAtonement, Break Enchantment, Raise Dead, Stone To Flesh, True SeeingMass Inflict Moderate Wounds
6thMass Cure Serious Wounds, HealHeroes's Feast, Regenerate, Greater RestorationMass Inflict Serious Wounds, Harm
7thMass Cure Critical WoundsRepulsion, ResurrectionMass Inflict Critical Wounds
8thMass HealDiscern Location, Holy Aura, Unholy AuraMass Harm
9thForesight, Gate, True Resurrection

Hedge Witch

HD Type
D6
SP/Lev
2
BAB Factor
˝
Fort
Low
Ref
Low
Will
High
Proficiency
Simple Weapons
Class Skills
Concentration(CON), Craft: *(INT), Handle Animal(CHA), Heal(WIS), Knowledge: *(INT), Listen(WIS), Profession: *(WIS), Sense Motive(WIS), Spellcraft(INT), Spot(WIS), Survival(WIS), Swim(STR), Use Magic Device(CHA)
Mana, Spells
5thFeat Slot
6thRaise The Roof
7thFeat Slot
9thFeat Slot
11thFeat Slot
13thFeat Slot
15thFeat Slot
17thFeat Slot
19thFeat Slot
Mana
A hedge witch has a pool of [Level × WIS] MP. A daily rest refills this pool, as with the spell slots of a wizard or sorceror.
Spells
Spell
Slot
Levels
MP
Cost
0×1
1×1.2
2×1.4
3×1.7
Per +4×2
Round near.
A hedge witch casts arcane spells, based on CHA, with a caster level equal to her class level. This spellcasting is spontaneous, but instead of drawing from spell slots, it draws from MP. Each time a hedge witch casts a spell, she chooses an effect level up to her caster level, which serves as the caster level for that spell. A cantrip costs MP equal to the effect level, and this MP cost is doubled for each spell level(up to [Effect Level × 8] for a 3rd-level spell). The highest-level spell a hedge witch can cast is 3rd, although she can apply metamagic feats beyond that. Instead of increasing the spell slot level, metamagic feats applied to Hedge Witch spells increase the MP cost based on the spell slot levels they would add, per the table to the right.

A hedge witch keeps a spellbook. She must have it at hand in order to cast a spell, although simply touching her spellbook is enough if she knows the spell. She starts with a spellbook containing [INT] spells, and if her INT mod is at least +1, she learns [INT mod] spells each time she levels up, and can add them to her spellbook for free. She can also consume a scroll to learn its spell, and add it to her spellbook for free.

The Hedge Witch spell list contains all Druid and Sorceror/Wizard spells up to 3rd level. If a spell occurs both as a Druid spell and as a Sorceror/Wizard spell, but at different spell levels, it counts as the lower level. This can pull some spells into reach of a hedge witch.

Feat Slots
Starting at 5th level, a hedge witch gets class feat slots. Each of these can hold any «Item Creation», «Metamagic», or «Mystic» feat, subject to prereqs as normal.
Raise The Roof
Starting at 6th level, the effects of Effect Level on a hedge witch's spells are no longer capped; for example, a Burning Hands spell at Effect Level 6th would deal 6D4 damage.

Huntshadow

HD Type
D8
SP/Lev
8
BAB Factor
ľ
Fort
Low
Ref
High
Will
Low
Proficiency
Simple Weapons, Pistol Weapons, Light Armor, hand crossbow, rapier, sap, shortbow, shortsword
Class Skills
Appraise(INT), Balance(DEX), Bluff(CHA), Climb(STR), Craft: *(INT), Decipher Script(INT), Diplomacy(CHA), Disable Device(INT), Disguise(CHA), Escape Artist(DEX), Forgery(INT), Gather Information(CHA), Hide(DEX), Intimidate(CHA), Jump(STR), Knowledge: Local(INT), Listen(WIS), Move Silently(DEX), Open Lock(DEX), Perform(CHA), Profession: *(WIS), Search(INT), Sense Motive(WIS), Sleight Of Hand(DEX), Spot(WIS), Swim(STR), Tumble(DEX), Use Magic Device(CHA), Use Rope(DEX)
Hide In Plain Sight, Sneak Attack, Skirmish Defense, Trapfinding
2ndDarkvision, Evasion, Talents, Uncanny Dodge
3rdShadow Illusion, Shadow Companion
4thShadow Jump
5thDefensive Roll, Improved Uncanny Dodge
6th
7thSlippery Mind
8th
9th
10thImproved Evasion
11thShadow Illusion II
12thNondetection
13thShadow Walk
14thShadow Illusion III
15thShadowstrike
16thShadowmeld
17thShadow Illusion IV
18thShadowsteed
19thShades
20thShadow Illusion V
Hide In Plain Sight <Su>
A huntshadow can use the Hide skill even while being observed. As long as she is within 10 feet of some sort of shadow, a huntshadow can hide herself from view in the open without anything to actually hide behind. She can't, however, hide in her own shadow.
Sneak Attack
If a huntshadow can catch an opponent unable to defend himself effectively, she can hit a vital spot for extra damage. She deals extra damage when flanking a target, or when her target is denied his DEX bonus to AC(whether he actually has a DEX bonus or not). This extra damage is 1D6 per two class levels or fraction, of the same type as the base attack. (Note that bonus damage dice aren't multiplied on a critical hit.)

With a sap(blackjack) or an unarmed strike, a huntshadow can make a sneak attack that deals nonlethal damage instead of lethal damage. She can't make a sneak attack when using a weapon that deals lethal damage to deal nonlethal damage, even with the usual -4 penalty.

A creature immune to critical hits is also immune to Sneak Attack bonus damage. The huntshadow must be able to see the target well enough to pick out a vital spot, and must be able to reach such a spot. She can't sneak attack while striking a creature with concealment, or striking the limbs of a creature whose vitals are beyond reach.

Skirmish Defense
A huntshadow has Skirmish Defense as a class bonus feat.
Trapfinding
A huntshadow can use the Search skill to locate traps with a DC over 20(which is most traps), and can use the Disable Device skill to disarm magic traps(which generally have a DC of 25 + Spell Level). A huntshadow who beats a trap's DC by 10 or more with a Disable Device check can study a trap, figure out how it works, and bypass it(with her party) without disarming it.
Darkvision <Su>
A 2nd-level huntshadow can see in the dark, as though she were permanently under the effect of a Darkvision spell.
Evasion «Ex»
If a 2nd-level huntshadow makes a successful Ref save against an attack that normally deals half damage on a Ref save, she instead takes no damage. Evasion can't be used while wearing heavier than Light armor, or while helpless.
Talents
Every even level, a huntshadow gains a talent slot. Each slot can hold any Huntshadow talent or any feat, subject to prereqs as normal.
Uncanny Dodge «Ex»
A 2nd-level huntshadow retains her DEX bonus to AC(if any) regardless of being caught flat-footed or struck by an invisible attacker. (This doesn't prevent her from losing her DEX bonus to AC by being immobilized.) If she gains Uncanny Dodge from a second class, she automatically gains Improved Uncanny Dodge(below).
Shadow Illusion <Sp>
A 3rd-level huntshadow can create visual illusions, as the Silent Image spell 1/day.
Shadow Companion <Su>
A 3rd-level huntshadow can summon a shadow companion. This is normally a dusk beast(p169, Manual Of The Planes). It can alternately be a modified shadow(p221, Monster Manual), with its type being Outsider instead of Undead, and without the ability to create spawn. Regardless, its alignment matches the huntshadow's, it can communicate intelligibly with her, and it serves her as a faithful companion.

Every further three Huntshadow levels add +2 Outsider HD to her shadow companion. By expending some of these bonus HD, a shadow companion can be upgraded to a superior type of umbral creature, keeping any bonus HD that remain. Other HD can't be expended this way. When upgrading a shadow companion who's already been upgraded, only the difference needs to be paid further; for example, upgrading a shadow mastiff to an ecalypse would cost 4 bonus HD, since 2 bonus HD were already expended to reach shadow mastiff.

Umbral creature types(and their cost in bonus HD) include shadow mastiff(2), shadow creature(p190, Manual Of The Planes) megaraptor(4), modified greater shadow(5), ecalypse(6), shadow creature Gargantuan monstrous scorpion(8), shadow creature Colossal monstrous scorpion(10).

If a shadow companion is destroyed, or the huntshadow chooses to dismiss it, she must attempt a DC: 15 Fort save. If the save fails, she loses 200 XP per Huntshadow level. A successful save reduces the loss by half, to 100 XP per level. The huntshadow's XP total can never go below 0 as the result of a companion's dismissal or destruction. A destroyed or dismissed shadow companion can't be replaced for 30 days.

Shadow Jump <Su>
A 4th-level huntshadow can travel between shadows as if by means of a Dimension Door spell. The limitation is that the magical transport must begin and end in an area with at least some shadow. She can jump up to a total of 20' each day in this way; this may be a single jump of 20' or two jumps of up to 10' each. Every further two Huntshadow levels doubles the distance she can jump each day. This amount can be split among many jumps, but each one, no matter how small, counts as a 10' increment.
Defensive Roll «Ex»
A 5th-level huntshadow gets this talent as a bonus talent. If she already got it from talent slots, she gets an extra use per day.
Improved Uncanny Dodge «Ex»
A 5th-level huntshadow can no longer be flanked, except by a rogue at least four levels higher. Note that this defense denies rogues the ability to use flank attacks to sneak attack the huntshadow. If she gains Uncanny Dodge(above) from two classes, she automatically gains Improved Uncanny Dodge, and the levels from those classes stack to determine the minimum Rogue level required to flank her.
Slippery Mind «Ex»
A 7th-level huntshadow gets this talent as a bonus talent. If she already got it from talent slots, she gets an extra talent slot instead.
Improved Evasion «Ex»
A 10th-level huntshadow gets this talent as a bonus talent. If she already got it from talent slots, she gets an extra talent slot instead.
Shadow Illusion II <Sp>
An 11th-level huntshadow can create illusions, as the Minor Image spell 1/day, in addition to Shadow Illusion.
Nondetection <Su>
A 12th-level huntshadow is difficult to scry, as though she were permanently under the effect of a Nondetection spell.
Shadow Walk <Sp>
A 13th-level huntshadow can directly transit the Plane Of Shadow, as the Shadow Walk spell 1/day.
Shadow Illusion III <Sp>
A 14th-level huntshadow can create illusions, as the Major Image spell 1/day, in addition to lower Shadow Illusion abilities.
Shadowstrike <Sp>
A 15th-level huntshadow can create shadow illusions of Evocation spells, as the Greater Shadow Evocation spell 1/day.
Shadowmeld <Su>
A 16th-level huntshadow, when concealed by dim light or darkness, has +30% concealment miss chance. (This totals 50% in dim light and 80% in darkness.)
Shadow Illusion IV <Sp>
A 17th-level huntshadow can create illusions, as the Persistent Image spell 1/day, in addition to lower Shadow Illusion abilities.
Shadowsteed <Sp>
An 18th-level huntshadow can summon an ecalypse as a steed or soldier. This functions as Summon Monster IX, except the duration is 2 hours/level (D); however, if the steed takes or deals damage, the duration shortens to only 1 round/level (D) remaining.
Shades <Sp>
A 19th-level huntshadow can create shadow illusions of conjuration spells, as the Shades spell 1/day.
Shadow Illusion V <Sp>
A 20th-level huntshadow can create illusions, as the Permanent Image spell 1/day, in addition to lower Shadow Illusion abilities.

Huntshadow Talents

Crippling Strike «Ex»
Benefit
As on p51, PHB.
Darkstalker «Ex»
Benefit
When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Listen check or a Spot check(whichever DC is higher) to notice you, just as sighted creatures would make Spot checks to detect you. In addition, the all-around vision special quality doesn't prevent you from flanking creatures.
Defensive Roll «Ex»
Benefit
As on p51, PHB.
Disguise Self <Sp>
Benefit
You can change your appearance, as the Disguise Self spell 1/day, except as an Illusion <Shadow> instead of an Illusion <Glamer>.
Improved Evasion «Ex»
Benefit
As on p51, PHB.
Opportunist «Ex»
Benefit
As on p51, PHB.
Quasihide <Su>
Benefit
Your stealth becomes a 50% quasireal shadow illusion of you actually not being there. While stealthed, you take only half effect from attacks, spells, etc. whose user hasn't seen through your stealth. Effects without a user, like traps, are considered to never see through your stealth.
Shadow Navigation
Benefit
You have an unerring sense of direction about shadow gradients. When in a shadow segue or other shadow gradient, you can choose instead of rolling whether to move deeper, move shallower, or stay at the same level.
Skill Mastery <Split>
Benefit
As on p51, PHB.
Slippery Mind «Ex»
Benefit
As on p51, PHB.

Witch Knight

On her own, a witch knight is just an Adept/Paladin gestalt. However, if ordained into a clerical order, she becomes much more in tune with her deity, force, or philosophy. The changes depend on alignment and energy channeled; if the order offers choice of positive or negative energy, she must choose one to channel, unless something else allows her to channel both.

Class Skills

For any L* or N* alignment, there is no change. For CG or CN, replace Diplomacy with Bluff. For CE, replace Diplomacy with Intimidate.

Aura Of Good

For any *G alignment, she retains Aura Of Good. For any *E alignment, her Aura Of Good is replaced with an equivalent Aura Of Evil. For any *N alignment, she loses her Aura Of Good.

For any N* alignment, there is no further change. For any C* alignment, she also gains an equivalent Aura Of Chaos. For any L* alignment, she also gains an equivalent Aura Of Law.

Detect Evil, Smite Evil

For NG, she retains Detect Evil and Smite Evil. For NE, replace with Detect Good and Smite Good. For CN, replace with Detect Law and Smite Law. For LN, replace with Detect Chaos and Smite Chaos. For corner alignments, the witch knight can choose an alignment opposite either aspect for her to oppose — for example, witch knights in Eterna's clerical order choose either Detect Chaos and Smite Chaos, or Detect Evil and Smite Evil.

Lay On Hands, Turn Undead, Remove Disease

If the witch knight channels positive energy, there is no change. If the witch knight channels negative energy, replace Lay On Hands with Deathtouch(which delivers negative energy but is otherwise similar), replace Turn Undead with Rebuke Undead, and replace Remove Disease with Contagion. If the witch knight channels both, then she has all six abilities; whatever lets her channel both determines whether the pairs of abilities draw from the same pool of points and uses, or each have their own.

Code Of Conduct, Associates

Wizard Of The Red Robe

HD Type
D4
SP/Lev
2
BAB Factor
˝
Fort
Low
Ref
Low
Will
High
Proficiency
Simple Weapons
Class Skills
Concentration(CON), Craft: *(INT), Decipher Script(INT), Knowledge: *(INT), Profession: *(WIS), Spellcraft(INT)
Spells
3rdFeat Slot
6thFeat Slot
9thFeat Slot
12thFeat Slot
15thFeat Slot
18thFeat Slot
Spells
A wizard of the red robe casts spells, based on INT. They have the same spells/day as a wizard of the same level, and they use spellbooks like a wizard, but their class spell list is only Evocation and Universal Sor/Wiz spells.
Feat Slot
Every 3 full levels, a wizard of the red robe gets a class feat slot. This can hold any Wizard bonus feat or any «Mystic» feat, all subject to prereqs as normal.

Feat

«Combat» feats are added to the list of Fighter bonus feats.

Attractive «Expert»
Benefit
You have a +4 untyped bonus on Charisma-based checks when appearance is paramount, or a +2 untyped bonus when appearance is relevant but not paramount.
Blade Vortex «Ex» «Combat»
Prereq
BAB +6
Benefit
In a full-round attack, you can double each of the melee attacks you'd otherwise get, by spending 1 subdual HP per attack so doubled.
Block Spell <Su> «Mystic»
Prereq
base Will save +5
Benefit
You can use ambient magical energy to disrupt a spell and counter its effects. When you're targeted by a spell, you can make a DC: [15 + Spell Level] Spellcraft check. If you succeed, you identify the spell and make a caster level check, opposed by a caster level check by the spellcaster. If you win, you counter the spell. This ability is a reaction, and doesn't require a readied action or the casting of a counterspell.
Special
If you have multiple caster levels, use the highest. If you have no caster level, use 0.
Blood Magic <Sp> «Mystic»
Prereq
spell-like ability or ability to cast spells
Benefit
You don't need spell slots, MP, uses/day, or similar costs to cast spells you know(or SLAs you can use), if you can draw the power from your blood instead. (This doesn't eliminate spell components.) Even if you have a spell as an SLA, this ability casts it as a spell. Once the spell is cast, some of your blood bursts forth from inside, costing you 2D6 HP per spell level(1D6 HP for a cantrip).
Special
Creatures that don't have blood can't use this feat — but they can learn it, for use as a prereq.
Burning Tribute

You've earned a Burning Tribute offscreen, before the campaign began or in between sessions. (Those who truly earn a Burning Tribute in play receive the same effects as their reward.)

Benefit
+1 «Luck» on all checks.
Careful Strike «Combat»
Prereq
WIS: 13
Benefit
If you spend a move action studying your target, who can be no more than 30' away, you gain a +4 untyped bonus on attack and damage rolls against that opponent until the beginning of your next round.
Centered <Levelled>
Prereq
Great Fortitude or Iron Will or Lightning Reflexes
Benefit
You have a +[Level] untyped bonus on all saves.
Chakra Rack «Mystic»
Benefit
As a free action on your turn, you can spend 1 HP to recover 2 subdual HP.
Channel Energy <Split> «Mystic»
Split
Choose positive or negative energy.
Prereq
caster level 1st, ordainment in a clergy that offers the chosen energy
Benefit
You can turn or rebuke undead, to match the chosen energy, with a cleric level equal to your caster level. If you have both, they share resources.
Covenant Of Chaos «Mystic»
Prereq
Chaotic alignment
Benefit
The character gains the <Chaos> creature tag, giving up some of their free will.
Note
They can't lose their Chaotic alignment without first losing the Chaos creature tag.
Covenant Of Law «Mystic»
Prereq
Lawful alignment
Benefit
The character gains the <Law> creature tag, giving up some of their free will.
Note
They can't lose their Lawful alignment without first losing the Law creature tag.
Critical Bleed «Combat»
Prereq
BAB +3
Benefit
When you score a critical hit, if the target loses actual HP from it, they suffer a bleeding wound that renders them unstabilized — losing 1 HP per turn until they roll 10 on 1D10, or they get magical healing or a DC: 15 Heal check — even though this doesn't render them disabled or dying.
Data General «Expert»
Benefit
You can make Knowledge checks for general information as if you had [3+HD] ranks.
Note
You still need Knowledge skills for non-general information.
Data Trivia «Expert»
Prereq
Data General feat
Benefit
You can make all Knowledge checks as if you had [(3+HD) ÷ 2] ranks.
Note
The prereq is better for general information.
Familiar «Mystic» «Minion»
Prereq
caster level 1st
Benefit
You have a familiar, as the sorceror/wizard class ability.
Hard Mind
Benefit
You have a +4 untyped bonus on saves against Enchantment spells and effects.
Improved Spell Resistance <Levelled> «Mystic»
Prereq
Spell Resistance
Benefit
You have a +[5×Level] bonus to Spell Resistance.
Know Chaos And Law <Sp> «Mystic»
Prereq
Chaotic alignment
Benefit
You can cast Detect Chaos and Detect Law, at will, with a caster level equal to your HD, based on CHA.
Know Law And Chaos <Sp> «Mystic»
Prereq
Lawful alignment
Benefit
You can cast Detect Law and Detect Chaos, at will, with a caster level equal to your HD, based on CHA.
Marksman «Combat»
Prereq
Point Blank Shot feat
Benefit
The bonus of Point Blank Shot(+1/+1 within 30') is replaced with a +2 to hit and +1 damage at all ranges, but still only with ranged weapons.
Quick Sheathe Finish <Su> «Sneak»
Prereq
Quick Draw (BAB +1)
Benefit
You can sheathe a weapon as a free action. You can sheathe a weapon to a hidden location(see the Sleight Of Hand skill) as a move action.
Benefit
If you deal a creature enough damage to make it drop(typically by dropping it to negative HP or killing it), and then sheathe the weapon, you get a free Demoralize Opponent use of the Intimidate skill against each remaining opponent that you threaten in melee combat and that can see you.
Shadowmeld <Su> «Sneak»
Prereq
Hide 4 ranks
Benefit
When you have concealment(partial or total), you get +10% to the concealment miss chance.
Note
This stacks with the Huntshadow talent of the same name, and the walvuri racial ability.
Skeletal Minion «Mystic» «Minion»
Prereq
caster level 1st
Benefit
You can obtain a human warrior skeleton servant, as the Necromancer variant of the same name(p63, Unearthed Arcana).
Skirmish Defense «Combat»
Prereq
Sneak Attack +1D6
Benefit
If you move more than a step, you get a <Dodge> bonus on AC equal to half(round up) of your Sneak Attack dice, until your next turn.
Sneak Attack Critical «Pounce»
Prereq
Sneak Attack +1D6
Benefit
On a critical hit with a sneak attack, you deal +1 damage per sneak attack die.
Sneak Attack Destruction <Su> «Pounce»
Prereq
Sneak Attack +1D6
Benefit
Your Sneak Attack bonus damage applies against creatures immune to critical hits, including creatures without discernible anatomies.
Trap Sense «Sneak»
Prereq
base Ref save +3
Benefit
You have an intuitive sense that alerts you to danger from traps, giving a +6 untyped bonus on Ref saves made to avoid traps and +6 <Dodge> to AC against attacks made by traps.
Unsummon/Resummon <Su> «Mystic»
Prereq
Animal Companion, Familiar, Shadow Companion, Skeletal Minion, or similar ability
Benefit
As a full-round action, you can unsummon your companion/familiar/etc, or resummon them. While unsummoned they heal naturally, and recover ability uses normally, but don't take actions.
Weapon Proficiency «Split» «Combat»
Split
Choose Pistol Weapons, Rifle Weapons, or one Exotic weapon type.
Prereq
Some choices have prereqs. Exotic one-handed weapons that are Martial when two-handed have a prereq of STR: 11 for Small size, STR: 13 for Medium size, or STR: 15 for Large size, all combined with BAB: +1. Other Exotic weapons have a prereq of BAB: +1.
Benefit
You're proficient with weapons of the chosen group or type, avoiding the -4 nonproficiency penalty.

Racial Feat

Blood Of Heroes «Racial»
Prereq
«Racial» bonus on Survival checks
Benefit
You have a pool of hero points equal to your HD, which starts out full. Each time your HD increases, this pool is restored to full. Spending a hero point isn't an action, although it usually modifies actions. A hero point can be spent for nearly anything that would normally be almost impossible, limited mainly by the GM's sense of reality. Some examples include:
Craft Technomagic Item «Item Creation» «Expert» «Racial»
Prereq
«Racial» bonus on any Craft skill
Benefit
You can use suitable Craft skills to make magic items, using market prices. You can also refuel(restoring charges) and repair them, using the usual fractions of market prices.
Note
It takes a lot of work to make serious magic items, but you can make the occasional +1 suit of armor with Craft: Armorsmithing, and churn out minor potions with Craft: Alchemy.
Cruising Shot «Combat» «Racial»
Prereq
4+ legs, 2+ arms
Benefit
Once you get moving in a straight line, you can continue in that line while making ranged attacks. In particular, you can take any full-round movement while making a ranged full-round attack, or a move-action movement while making a ranged standard attack(or some kind of ranged move-action attack), so long as the movement continues in the same straight line.
Note
This doesn't take penalties the way ranged attacks while mounted do.
Cunning Deal «Racial»
Prereq
«Racial» bonus on Appraise checks
Benefit
+2 untyped bonus on Bluff checks, and your «Racial» bonus on Appraise checks increases by 2.
Draining Song «Necromancy» «Racial»
Prereq
Siren Song ability, any first-stage siren song
Benefit
This second-stage sustained siren song deals 1D6 nonlethal damage to each affected creature each turn; you recover 1(see below) for each creature this inflicts subdual HP on. This recovery first recovers your subdual HP, then every 2 recovery recovers 1 regular HP, then if there's a stray 1 recovery left over it recovers 1 regular HP at the cost of 1 subdual HP.
Enlightened Spell <Sp> <Levelled> <Split> «Mystic» «Racial»
Prereq
Detect Thoughts SLA
Split
Choose one of these spells: Bless, Detect Secret Doors, Feather Fall, Lullaby, Obscuring Mist, Sanctuary(except self-only), Remove Fear.
Benefit
You can use the chosen spell [Level] times per day, caster level and attribute base as the prereq.
Enlightened Spell II <Sp> <Levelled> <Split> «Mystic» «Racial»
Prereq
Enlightened Spell feat (Detect Thoughts SLA)
Split
Choose one of these spells: Aid, Calm Emotions, Lesser Confusion, Minor Image, Enthrall, Tasha's Hideous Laughter, Touch Of Idiocy, Zone Of Truth
Benefit
You can use the chosen spell [Level] times per day, caster level and attribute base as the prereq.
Faster Crafter «Ex» <Split> «Expert» «Racial»
Split
Choose a Craft skill.
Prereq
«Racial» bonus on the chosen Craft skill
Benefit
For crafting items or practicing a trade with the chosen Craft skill, your weekly checks are in gp instead of sp, and your daily checks are in sp instead of cp. You can also make hourly checks, in cp, although only during an 8hr workday.
Fearsome Song «Fear» «Racial»
Prereq
Siren Song ability
Benefit
This sustained siren song causes affected creatures to be shaken — or frightened if they were already shaken, or panicked if they were already frightened. It can be used as a first-stage, second-stage(costing 1 subdual HP), or third-stage(costing 3 subdual HP) siren song, in order to stack with itself. (Note that simply sustaining it doesn't cause it to stack with itself.) However, all three versions count as the same siren song for purposes of daily immunity.
Focused Fire <Sp> <Levelled> «Combat» «Racial»
Prereq
hunadu race
Benefit
You can cast True Strike [Level] times per day, with a caster level equal to your HD, based on CHA.
Honest Deal «Racial»
Prereq
«Racial» bonus on Appraise checks
Benefit
+2 untyped bonus on Sense Motive checks, and your «Racial» bonus on Appraise checks increases by 2.
Marketing «Racial»
Prereq
«Racial» bonus on Appraise checks
Benefit
+1 untyped bonus on Diplomacy checks. In addition, if you successfully use Diplomacy to win over an individual, they take -2 to resist any of your CHA-based skills for the next 24hr.
Momentum Shot «Ex» «Combat» «Racial»
Prereq
ground move 50'
Benefit
If you make a ranged attack while moving toward the target(via Cruising Shot, using a move action to move and a standard action to attack, etc), the distance you've moved this turn is added to the RI.
Needless Complexity «Expert» «Racial»
Prereq
«Racial» bonus on any Craft skill
Benefit
When making items with a Craft skill, you can increase the Craft DC arbitrarily — and for purposes of calculating progress, this DC increase is doubled. However, this affects the entire project, and if used recklessly may prevent you from benefitting from assistants.
Power Charge «Combat» «Racial»
Prereq
4+ legs
Benefit
In a charge, you deal double damage with a melee weapon, or triple damage with a couched lance.
Quicksilver Start «Racial»
Prereq
Swarming racial trait
Benefit
At the end of your turn, if your initiative total is over 20, you can reduce it by 20 in exchange for acting again this turn, on the reduced initiative.
Scalecarved Spell <Sp> <Split> <Levelled> «Mystic» «Racial»
Prereq
Dragon creature type
Split
Choose one of these spells: Charm Monster(but only on «Air» or «Earth» creatures), Dispel Magic, Shatter, Sleet Storm, Soften Earth And Stone, Stinking Cloud, Wind Wall, Explosive Runes, Slow, Vampiric Touch.
Benefit
You can use the chosen spell [Level] times per day, with a caster level equal to your HD, based on WIS.
Scavenge Parts «Expert» «Racial»
Prereq
«Racial» bonus on any Craft skill
Benefit
You're adept at making do with whatever materials come to hand. So long as you have junk to scavenge from, you can build an item using only 1/10 the item's market value in raw materials, but the Craft check DC increases by +10.
Snow-Walker «Racial»
Prereq
INT: 10, Human Hardiness racial trait
Benefit
In arctic terrain, you aren't hindered by natural difficult terrain. (This doesn't protect against magically-altered terrain.) You're immune to light-based dazzle and blindness effects. You get +1 caster level for light-based spells and effects(including SLAs) you cast. Finally, you get Light as an at-will spell-like ability, based on INT, with caster level equal to HD(plus the +1 above).
Suggestive Song «Charm» «Racial»
Prereq
Siren Song ability, any first-stage siren song
Benefit
This second-stage transient siren song makes a Suggestion(as the spell) to affected creatures. The same suggestion is made to all of them. It costs 2 subdual HP.
Theory Into Practice «Expert» «Racial»
Prereq
any Craft skill 1 rank, «Racial» bonus on same Craft skill
Benefit
Any time you make a check to use a technological/technomagic device(including attack rolls with pistols and rifles), you can first check the Craft skill needed to make the device(if trained) for a bonus on the use check. You get +2 for every full 10 of the result(+2 for 10+, +4 for 20+, +6 for 30+, etc).
Thunderhoof «Ex» «Combat» «Racial»
Prereq
4+ legs, hoof attack
Benefit
When you attempt an overrun, your target may not choose to avoid you. If you knock down a target in an overrun, you can make a free hoof attack against them, with the standard +4 for a prone target.
Uncanny Eye For Value <Su> «Racial»
Prereq
«Racial» bonus on Appraise checks
Benefit
You can make Appraise checks on anything, even if it's completely unfamiliar to you, and even if its value comes from magical abilities you were unaware of. (Indeed, finding out some trinket is worth thousands of gold may be your first clue it's magical.) The appraised value is based on a convenient and familiar market, although some items are priceless — i.e. worth enough you could use one to buy anything in the market, even things not normally considered to be for sale.
Warm Blood <Sp> <Levelled> «Racial»
Prereq
«Racial» bonus on Survival checks
Benefit
You can use Endure Elements [Level] times per day, with a caster level equal to your HD, based on WIS. Your «Racial» bonus on Survival checks also increases by [Level].