Feat Descriptions
Reserve Feats are summarized on the table below. Note that the prerequisites and benefits of the feats on this table are abbreviated for ease of reference. See the feats description for full details. All Reserve Feats are considered Supernatural abilities.
The following format is used for all feat descriptions.
Feat Name: The feat’s name also indicates what subcategory, if any, the feat belongs to, and is followed by a basic description of what the feat does.
Prerequisite: A minimum ability score, another feat or feats, a minimum BAB, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.
Benefit: What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.
Normal: What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.
Special: Additional unusual facts about the feat.
Feat Name | Prerequisites | Benefits |
---|---|---|
Acidic Splatter | Ability to cast 2nd-level spells, Elemental Focus (Earth). | As long as you have an elemental (earth) spell of 2nd level or higher in your known spells and have at least 2 MP in your MP pool, you can throw an orb of acid as a ranged touch attack. The attack has a range of 5 feet per level of the highest-level earth spell you can cast and deals 1d6 points of earth damage per level of that earth spell. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting elemental (earth) spells. |
Aquatic Breath | Ability to cast 3rd-level spells, Elemental Focus (Water). | As long as you have an elemental (water) spell of 3rd level or higher in your known spells and have at least 3 MP in your MP pool, you can breathe normally in both air and water. This supernatural quality requires no activation. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting elemental (water) spells. |
Blockout | Ability to cast 2nd-level spells, Elemental Focus (Earth) | As long as you have an elemental (earth) spell of 2nd level or higher in your known spells and have at least 2 MP in your MP pool, as a standard action you may create a 5 by 5 by 5 ft block of material in an unoccupied space adjacent to you, which remains in place for up to 5 rounds before vanishing. The type of material the block is made out of depends on the highest level earth spell you can cast. At 1st level it is made of paper (effectively no weight, no hardness, 10 hp). 3rd level is a hollow block of wood (200 lbs, hardness 5, 60 hp). 5th level is a block of solid wood (2000 lbs, hardness 5, 600 hp). 7th level is a block of stone (9 tons, hardness 8, 900 hp). 9th level creates a block of iron (30 tons, hardness 10, 1800 hp). You can always choose to make a block of lesser value if desired. The usual rules about summoning into a place which can support the cube applies, and you may dismiss any and all cubes as a standard action. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting elemental (earth) spells. |
Borne Aloft | Ability to cast 5th-level spells, Elemental Focus (Wind). | As long as you have an elemental (wind) spell of 5th level or higher in your known spells and at least 5 MP in your MP pool, you can fly up to 30 feet (perfect maneuverability) as a move action once per round. You must begin and end this flight solidly supported, or you fall. You can't use this ability if you wear heavy armor or carry a heavy load. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting elemental (wind) spells. |
Clutch of Earth | Ability to cast 2nd-level spells, Elemental Focus (Earth). | As long as you have an elemental (earth) spell of 2nd level or higher in your known spells and have at least 2 MP in your MP pool, you can spend a standard action to reduce the speed of any land bound creature within 30 feet of you. The creature's normal land speed, as well as its burrow and climb speeds, decrease by 5 feet per level of the highest level earth spell you have, to a minimum speed of 5 feet. This effect lasts for 1 round. A successful Fortitude (DC 10 + half caster level + caster modifier) save negates this effect and renders the target immune to the feat's effect for 24 hours. Creatures currently swimming or flying are immune to this effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting elemental (earth) spells. |
Drowning Glance | Ability to cast 4th-level spells, Elemental Focus (Water). | As long as you have an elemental (water) spell of 4th level or higher in your known spells and at least 4 MP in your MP pool, you can use a standard action to transform a small portion of the air in a living creature's lungs to water, making it difficult for the creature to breathe. The subject must be within 30 feet. The target becomes exhausted for 1 round; if it succeeds on a Fortitude (DC 10 + half caster level + caster modifier) save, it is instead fatigued for 1 round. Whether or not a targeted creature successfully saves, it is immune to any further uses of your drowning glance for 24 hours. Creatures that can breathe water (or who don't breathe) are immune to this effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting elemental (water) spells. |
Emergency Health | Ability to cast 3rd-level spells | Sometimes you just take a few more hits than you intended to. Whenever you cast an enhancing spell of 3rd level or higher, you can spend an immediate action to gain temporary HP equal to 10% of your maximum HP, +1 additional temporary hit point per level of the highest-level enhancing spell you can cast. These temporary hit points last for 1 minute and stack with other sources of temporary hit points. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting enhancing spells. |
Face-Changer | Ability to cast 3rd-level spells, Spell Focus (Illusion). | As long as you have an illusion spell of 3rd level or higher in your known spells and have at least 3 MP in your MP pool, you can alter your appearance as the spell disguise self, except that the duration lasts 1 minute per level of the highest-level illusion spell you can cast. This illusory transformation requires a full-round action to activate. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting illusion spells. |
Fiery Burst | Ability to cast 2nd-level spells, Elemental Focus (Fire). | As long as you have an elemental (fire) spell of 2nd level or higher in your known spells and have at least 2 MP in your MP pool, you can spend a standard action to create a 5-foot-radius burst of fire at a range of 30 feet. This burst deals 1d6 points of fire damage per level of the highest level fire spell you can cast. A successful Reflex (DC 10 + half caster level + caster modifier) save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting elemental (fire) spells. |
Fog Stalker | Ability to cast 2nd-level spells, Spell Focus (Illusion) | As long as you have an illusion spell of 2nd level or higher in your known spells and have at least 2 MP in your MP pool, you can see through fog. This is a supernatural ability. Additionally, creatures inside of cloud or fog effect are flat-footed against your melee attacks and spells, unless they possess blindsense (or other extrasensory ability) which is able to perceive you. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting illusion spells. |
Future Foresight | bility to cast 2nd-level spells, Spell Focus (Chronomancy) | As long as you have a chronomancy spell of 2nd level or higher in your known spells and have at least 2 MP in your MP pool, you gain the benefit of Uncanny Dodge as a thief of your level. If you already possess Uncanny Dodge, you gain Improved Uncanny Dodge instead. Additionally, as a swift action, you may grant yourself a dodge bonus to AC equal to the highest-level chronomancy spell you can cast against the next attack made against you until the start of your next turn. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting chronomancy spells. |
Hostile Figment | Ability to cast 2nd-level spells, Spell Focus (Illusion) | As long as you have an illusion spell of 2nd level or higher in your known spells and have at least 2 MP in your MP pool, you are able to produce threatening figments. As a swift action, you can choose a 5-ft square within 5 ft per highest-level illusion spell you can cast, to be the originating point of an hostile figment. The hostile figment threaten opponents, although it is unable to attack on its own (see below), it does allow allies to flank. The hostile figment lasts for 1 round before disappearing. A threatened creature is allowed a Will save (DC 10 + half caster level + caster modifier) to disbelieve the figment, negating its effect against that creature. As a standard action, you can have the hostile figment lash out at an opponent it threatens. This deals 1d4 damage per level of the highest-level illusion spell you can cast and deal bludgeoning, earth, fire, piercing, ice, lightning, slashing, water, or wind damage, as appropriate to the illusion. You cannot target an opponent that has successfully disbelieved the hostile figment. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting illusion spells. |
Hurricane Breath | Ability to cast 2nd-level spells, Elemental Focus (Wind). | As long as you have an elemental (wind) spell of 2nd level or higher in your known spells and have at least 2 MP in your MP pool, you can attempt to knock a single creature within 30 feet back with a blast of wind. This requires a standard action and functions much like a bull rush; roll 1d20 + the level of the highest-level wind spell you can cast opposed by your opponent's Strength check. If you succeed, you push the creature back 5 feet. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting elemental (wind) spells. |
Hydromancy | Ability to cast 4th-level spells, Elemental Focus (Water) | As long as you have an elemental (water) spell of 4th level or higher in your known spells and have at least 4 MP in your MP pool, you may control water at-will using half your caster level. When you cast control water (whether at will or using MP to cast it), you may even sculpt the water into any shape you desire, although it is still water. While you could make a pillar of water to raise yourself given a sufficient amount, making a water ladder is probably not a good idea. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting elemental (water) spells. |
Instantaneous Jaunting | Ability to cast 5th-level spells | As long as you have a chronomancy [teleportation] spell of 5th level or higher in your known spells and have at least 5 MP in your MP pool, you may teleport as a move action 10 + 10 feet times the highest-level chronomancy [teleportation] spell you can cast. You need both line of sight and effect to teleport through this feat. Once used you must wait 1d4 rounds before teleporting this way again. You may only carry yourself and up to your maximum load. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting chronomancy [teleportation] spells. |
Lightbending | Ability to cast 4th-level spells, Light Focus | As long as you have a light spell of 4th level or higher in your known spells and have at least 4 MP in your MP pool, whenever you cast a Light spell, you act as if under the effects of Vanish by bending the light to impair vision, but only against creatures that rely on sight to see you. This effect lasts one round per spell level of the highest-level light spell you can cast. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting light spells. |
Magic Gun | Ability to cast 1st-level spells | While you have a non-elemental spell of 1st level or higher in your known spells and have at least 1 MP in your MP pool, you can form a magic gun in a free hand as a move action. You can use this gun to attack as an attack action, dealing 1d3 points of non-elemental damage per level of the highest-level non-elemental spell you can cast. The attack is a ranged touch attack, and the max range is 120 ft. A magic gun is a light weapon. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting non-elemental spells. |
Mark of Retrieval | Ability to cast 2nd-level spells, Spell Focus (Summoning) | While you have a summoning spell of 2nd level or higher in your known spells and have at least 2 MP in your MP pool, you may mark a number of objects equal to the highest-level summoning spell you have, at any one time, with a range of touch as a standard action. This bonds you with the item until the next time you regain your MP for the day. At any time afterward, you may summon the object to your hand as a free action, as long as it is within 1 mile. If it is outside of this range you know the direction, but not the distance, the object is present. Attended objects get a Will save (DC 10 + hslf of your caster level + your highest mental ability modifier) to resist. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting summoning spells. |
Mystic Backlash | Ability to cast 5th-level spells, Spell Focus (Enfeebling) | As long as you have an enfeebling spell of 5th level or higher in your known spells and have at least 5 MP in your MP pool, you can make another creature’s spellcasting harmful to itself. Use of this feat requires a melee touch attack that does not provoke attacks of opportunity. As a standard action, with a successful touch you can infuse another creature with baneful magic for a number of rounds equal to the level of the highest-level enfeebling spell you have. A successful Will save (DC 10 + half your caster level + your highest mental stat modifier) reduces this duration to 1 round. For the duration of the effect, each time the target completes the casting of a spell, it takes damage equal to the highest-level enfeebling spell you can cast, that determined the effect’s duration. Since the spell’s casting has already been completed, this doesn’t count as damage dealt during casting. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting enfeebling spells. |
Mystic Shield | Ability to cast 3rd-level spells | While you have an enhancing spell of 3rd level or higher in your known spells and have at least 3 MP in your MP pool, you can conjure a floating force shield to protect you as a standard action. The force shield provides a shield bonus to AC equal to the highest-level enhancing spell you can cast and lasts a number of rounds equal to the highest-level enhancing spell you have. You cannot shield bash or enhance the shield, but it cannot take damage except by ruin spells. This feat acts like the Shield spell against ruin spells. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting enhancing spells. |
Protective Ward | Ability to cast 1st-level spells | As long as you have an enhancing spell of 1st level or higher in your known spells and have at least 1 MP in your MP pool, you can use a standard action to provide a circumstance bonus to AC equal to the level of the highest-level enhancing spell you can cast. You can apply this bonus either to your AC or to that of a single ally within 30 feet, and it persists until the beginning of your next turn. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting enhancing spells. |
Shadow Veil | Ability to cast 2nd-level spells, Dark Focus. | As long as you have a dark spell of 2nd level or higher in your known spells and have at least 2 MP in your MP pool, you can obscure the vision of a subject within 30 feet as a standard action. If the subject fails a Will (DC 10 + half caster level + caster modifier) save, it treats all other creatures and objects as though they had concealment and takes a -5 penalty on Perception checks for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting dark spells. |
Sickening Grasp | Ability to cast 3rd-level spells, Spell Focus (Necromancy) | As long as you have a necromancy spell of 3rd level or higher in your spells known and have at least 3 MP in your MP pool,, any living creature you hit with a melee touch attack becomes sickened for a number of rounds equal to the level of the highest-level necromancy spell you can cast. The subject can reduce this duration to 1 round with a successful Fortitude save (DC 10 + half your caster level + your highest mental stat modifier). As a secondary benefit, you gain a +1 competence bonus to your caster level when casting necromancy spells. |
Status Remover | Ability to cast 4th-level spells | As long as you have a healing spell of 4th level or higher in your known spells and have at least 4 MP in your MP pool, you can spend a standard action to remove a status effect from a creature within 30 feet. The level of the status effect removal is based on the highest-level healing spell you can cast. For example, if you can cast 3rd level spells, then you could remove 3rd level and lower status effects. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting healing spells. |
Storm Bolt | Ability to cast 3rd level spells, Elemental Focus (Lightning). | As long as you have an elemental (lightning) spell of 3rd level or higher in your known spells and have at least 3 MP in your MP pool, you can fire a 20-foot line of lightning as a standard action. This bolt deals 1d6 points of lightning damage per level of the highest-level lightning spell you can cast. A successful Reflex (DC 10 + half caster level + caster modifier) save halves damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting elemental (lightning) spells. |
Summon Elemental | Ability to cast 4th-level spells, Spell Focus (Summoning). | As long as you have a summoning spell of 4th level or higher in your known spells and have at least 4 MP in your MP pool, you can summon a Small elemental (any element; your choice) within a range of 30 feet. The elemental acts as if summoned by a summon monster spell. The duration of the summoning is equal to 1 round per level of the highest-level summoning spell you can cast. You can have only one summoned elemental from this feat at a time; if you use the ability a second time, the first elemental disappears. Also, you must remain close to the elemental you summon. If at the end of your turn you are more than 30 feet from the elemental, it disappears. If you have a summoning spell of 6th level or higher available to cast, you can summon a Medium elemental instead. If you have a summoning spell of 8th level or higher available to cast, you can summon a Large elemental instead. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting summoning spells. |
Summon Undead | Ability to cast 4th-level spells, Spell Focus (Necromancy) | As long as you have a necromancy spell of 4th level or higher in your known spells and have at least 4 MP in your MP pool, you can summon any CR 2 or less undead creature (your choice) within a range of 30 feet. The undead acts as if summoned by a summon undead spell. The duration of the summoning is equal to 1 round per level of the highest-level necromancy spell you can cast. You can have only one summoned undead from this feat at a time; if you use the ability a second time, the first undead disappears. Also, you must remain close to the undead you summon. If at the end of your turn you are more than 30 feet from the undead, it disappears. If you have a necromancy spell of 6th level or higher available to cast, you can summon any CR 6 or less undead creature (your choice) instead. If you have a necromancy spell of 8th level or higher available to cast, you can summon any CR 8 or less undead creature (your choice) instead. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting necromancy spells. |
Sunlight Eyes | Ability to cast 2nd-level spells, Light Focus. | As long as you have a light spell of 2nd level or higher in your known spells and have at least 2 MP in your MP pool, you can take a swift action to grant yourself the ability to see normally in any conditions of illumination (shadowy illumination, darkness, and magical shadow or darkness). The range of this vision is 10 feet per level of the highest-level light spell you can cast, and the effect lasts for 1 round. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting light spells. |
Superconductivity | Ability to cast 3rd-level spells, Elemental Focus (Lightning) | While you have an elemental (lightning) spell of 3rd level or higher in your known spells and have at least 3 MP in your MP pool, you can redirect lightning effects with ease, using the original save DC or 10 + half your caster level + your highest mental ability score modifier, whichever is higher. Furthermore, you gain Evasion against Elemental [Lightning] effects. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting elemental (lightning) spells. |
The Fire Within | Ability to cast 3rd-level spells, Elemental Focus (Fire) | As long as you have an elemental (fire) spell of 3rd level or higher in your known spells and have at least 3 MP in your MP pool, while you are subject to a [Fire] effect, you can forfeit your normal Reflex save against the effect (Or lose your Dexterity bonus against the effect if it requires an attack roll instead of allowing a save). Instead, you make a Will save against the effect. If the save is successful, you absorb the effect, recording it’s damage and it’s DC, if any; During this time, you create light as a torch. You can only hold one Fire effect within yourself at a time, and you can only hold it for a number of minutes equal to the highest-level fire spell you can cast. After this duration is up, the absorbed effect dissipates. During this duration, any ice attacks used against you don’t damage you, instead, they siphon away the fire within. However, during this duration, when you create a Fire effect (Such as casting a Fire spell), you may add the damage of the absorbed effect to the damage of the effect you just created, and you may use the DC of the absorbed effect if it was higher than the DC of the effect you just created. As a secondary benefit, you may instead choose to release this fire as an immediate action; Doing so subjects all targets within a 20-ft.-radius of you to the full fire damage, with a Reflex save for half. Once you release the fire within in any manner, your torchlight effect fades. |
Thread of Fate | Ability to cast 4th-level spells, Spell Focus (Chronomancy) | As long as you have a chronomancy spell of 4th level or higher in your known spells and have at least 4 MP in your MP pool, you gain the ability to alter the threads of fate. As a free action usable outside of your turn, you may take 1 point of Ability Burn to your casting ability score, upon doing so you may have any d20 re-rolled. You may use this ability multiple times but never more than once per roll. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting chronomancy spells. |
Touch of Distraction | Ability to cast 3rd-level spells, Spell Focus (Enfeebling) | As long as you have an enfeebling spell of 3rd level or higher in your known spells and have at least 3 MP in your MP pool, you can cloud the mind of a creature within 30 feet as a standard action. The target takes a -2 penalty on its next single attack roll or Reflex saving throw. If the target makes no attacks or Reflex saves within a number of rounds equal to the level of the highest-level enfeebling spell you can cast, the effect ends. Multiple uses of this feat don’t stack. This is an enfeebling (compulsion), mind-affecting effect. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting enfeebling spells. |
Touch of Healing | Ability to cast 2nd-level spells | As long as you have a healing spell of 2nd level or higher in your known spells and have at least 2 MP in your MP pool, you can spend a standard action to touch a target creature and heal 3 points of damage per level of the highest-level healing spell you can cast. You can use this ability only on a target that has been reduced to one-half or fewer of its total hit points. The effect ends once you’ve healed the subject up to half its normal maximum hit points. This ability has no effect on creatures that can’t be healed by cure spells. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting healing spells. |
Umbral Shroud | Ability to cast 2nd-level spells, Dark Focus | As long as you have a dark spell of 3rd level or higher in your known spells and have at least 3MP in your MP pool, shadows and darkness appear to obey your will. As a standard action, you can direct these shadows to obscure the vision of one foe within 30 feet. If your target fails a Will save (DC 10 + half your caster level + your highest mental stat modifier), its attacks have a miss chance equal to 5% per level of the highest-level dark spell you can cast. This effect lasts until the beginning of your next action. Creatures that do not rely on sight are unaffected by this effect, and those with Blind-Fight or similar abilities can fight as they normally would. As a secondary benefit, you gain darkvision out to 10 feet. If you already have darkvision, its range increases by 10 feet. |
Water Shield | Ability to cast 2nd-level spells, Elemental Focus (Water) | As long as you have an elemental (water) spell of 2nd level or higher in your known spells, have at least 2 MP in your MP pool, and a reasonable amount of water for your size, adjacent to you or on you, you can use a move action to raise a water shield. This shield remains until your next round after which it disappears. If, before your next round, you are targeted by an attack that requires an attack roll, that attack suffers a -2 and deals only half the damage it would deal (unless it’s specifically made to hit through water or a lightning spell, but a simple piercing weapon doesn’t benefit from this). After that the shield immediately disappears. If you are targeted by an fire or ice effect (whether it’s an attack or something else), such as a red dragon’s fire breath, a sword with the frost enchantment or a fire spell, the effect doesn’t deal any elemental damage, leaving you unharmed, but consuming the shield. A non-elemental effect is unaffected by this property, while a lightning effect deals 1 extra damage per damage die and you have a -2 to the saving throw against it. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting elemental (water) spells. |
Wind-Guided Arrows | Ability to cast 2nd-level spells, Elemental Focus (Wind) | As long as you have an elemental (wind) spell of 3rd level or higher in your known spells and have at least 3 MP in your MP pool, you can spend an immediate action to alter slightly the course of an arrow, crossbow bolt, spear, or other ranged weapon already in flight. You can’t change the weapon’s target, but you can apply a +2 bonus or -2 penalty on its attack roll. You and the target can be no farther apart than 10 feet per level of the highest level wind spell you can cast, since the guidance occurs at the end of the weapon’s flight. This feat works only on thrown or projectile weapons; it can’t affect spells, powers, energy attacks, or the like. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting elemental (wind) spells. |
Winter's Blast | Ability to cast 2nd-level spells, Elemental Focus (Ice). | As long as you have an elemental (ice) spell of 2nd level or higher in your known spells and have at least 2 MP in your MP pool, you can create a 15-foot cone-shaped burst of ice. This cone deals 1d6 points of ice damage per level of the highest-level ice spell you can cast. A successful Reflex (DC 10 + half caster level + caster modifier) save halves the damage. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting elemental (ice) spells. |
Wintersmith | Ability to cast 1st-level spells, Elemental Focus (Ice) | As long as you have an elemental (ice) spell of 1st level or higher in your known spells and have at least 1 MP in your MP pool, you can call forth a weapon made of ice as a move action, the weapon may be any weapon you are proficient with. The weapon deals an additional amount of ice damage equal to the level of the highest-level ice spell you can cast. A weapon created through wintersmith lasts for as long as you hold it and 1 round thereafter. As a secondary benefit, you gain a +1 competence bonus to your caster level when casting elemental (ice) spells. |