Feats
Description: You can plumb the depths of your mystery to use your revelations more often.
Prerequisites
Description: Mystery class feature.
Benefits
Choose one of your revelations that has a number of uses per day. You gain 1 additional use per day of that revelation.
Special
You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new revelation.
Description: Your spells carry an embedded curse that manifests when they strike true.
Prerequisites
Description: Critical Focus, ability to cast bestow curse or major curse, caster level 9th.
Benefits
When you confirm a critical hit with a spell or spell-like ability, you may cast bestow curse or major curse on that target as an immediate action. This works even with ranged spells. You must have bestow curse or major curse prepared or otherwise available to cast, and using this ability casts the corresponding spell.
Description: You can make a second attempt at failed hexes.
Prerequisites
Description: Hex class feature.
Benefits
When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex's effect, you can target the creature with the same hex a second time before the end of your next turn. If the second attempt fails, you can make no further attempts to target that creature with the same hex for 1 day.
Normal
You can only target a creature with these hexes once per day.
Description: Your ranger traps are especially difficult to notice and avoid.
Prerequisites
Description: Trap class feature, ranger level 5th.
Benefits
Add +1 to the Difficulty Class on all Perception and Disable Device skill checks to find or disable the traps you make with your trap class feature. Add a +1 to the Difficulty Class on all saving throws against the effects of the trap you make with your trap class feature.
Description: Whether with biting remarks or hurtful words, you are adept at making creatures angry with you.
Benefits
You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does not provoke attacks of opportunity, and has a DC equal to 10+ the target's Hit Dice + the target's Wisdom modifier. You cannot make this check against a creature that does not understand you or has an Intelligence score of 3 or lower. Before you make these checks, you may make a Sense Motive check (DC 20) as a swift action to gain an insight bonus on these Diplomacy or Intimitade checks equal to your Charisma bonus until the end of your next turn. The benefits you gain for this check depend on the skill you use. This is a mind-affecting effect.
You fluster your enemy. For the next minute, the target takes a –2 penalty on all attacks rolls made against creatures other than you and has a 10% spell failure chance on all spells that do not target you or that have you within their area of effect.
The creature flies into a rage. On its next turn, the target must attempt to make a melee attack against you, make a ranged attack against you, target you with a spell, or include you in the area of a spell. The effect ends if the creature is prevented from attacking you or attempting to do so would harm it (for example, if you are on the other side of a chasm or a wall of fire). If it cannot attack you on its turn, you may make the check again as an immediate action to extend the effect for 1 round (but cannot extend it thereafter). The effect ends as soon as the creature attacks you. Once you have targeted a creature with this ability, you cannot target it again for 1 day.
Description: With a critical hit from a spell or spell-like ability, you give the target a minor spellblight.
Prerequisites
Description: Caster level 5th.
Benefits
Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the victim gains a random minor spellblight (see page 95).
Special
You can apply the effects of only one critical feat to a given critical hit unless you possess Critical Mastery.
Description: You control the type of spellblight your critical hits give your opponent.
Prerequisites
Description: Blighted Critical, caster level 9th.
Benefits
Whenever you apply a spellblight by way of the Blighted Critical or Greater Blighted critical feat, you can choose the spellblight you apply rather than determining it randomly.
Description: You cause creatures to take extra damage when you affect them with a spell that has the acid or fire descriptor.
Benefits
The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected spell, that creature takes damage equal to 2× the spell's actual level at the start of its next turn. The damage is acid or fire, as determined by the spell's descriptor. If a burning spell has both the fire and acid descriptor, the caster chooses what kind of damage is dealt by the burning spell effect. A burning spell uses up a slot two levels higher than the spell's actual level.
Description: You draw upon your channel energy to enhance the protective ability of your shield and those of allies while they are adjacent to you.
Prerequisites
Description: Channel energy, 3d6 proficiency with a shield.
Benefits
As a swift action, you can spend a use of your channel energy to grant yourself a +2 deflection bonus while using a shield. This bonus lasts 1 minute per cleric level or effective cleric level. While you benefit from this bonus, allies with shields also gain a +2 deflection bonus while they are adjacent to you.
Description: You cause creatures to be disoriented when you affect them with a spell that has the sonic descriptor.
Benefits
With sonic damage comes a concussive wave of energy that rattles creatures affected by the spell. A concussive spell causes creatures that take damage from a spell that has the sonic descriptor to take a –2 penalty on attack rolls, saving throws, skill checks, and ability checks for a number of rounds equal to the actual spell level of the spell. A concussive spell only affects spells with the sonic descriptor. A concussive spell uses up a spell slot two levels higher than the spell's actual level.
Create Reliquary Arms and Shields
Description: Your magical creations are infused with divine power.
Prerequisites
Description: Craft Magic Arms and Armor, ability to cast consecrate or desecrate.
Benefits
When you craft a magic weapon, magic armor, or magic shield, you may add one casting of consecrate or desecrate as part of the item crafting process. This increases the item's price by 250 gp. The item becomes a reliquary and can be used as a holy (or unholy) symbol divine focus of your deity. If you cast consecrate or desecrate, your reliquary counts as a permanent fixture for that spell while it remains in the spell's area.
Description: You can condense a fraction of your bloodline's power into a powerful elixir.
Prerequisites
Description: Cha 15, Brew Potion, Craft (alchemy) 12 ranks, sorcerer level 3rd.
Benefits
Once per day, when you clear your mind to regain spell slots, you can create a sanguine elixir. When you do, pick one of your bloodline powers. You transfer that power into a small potion that any creature can drink to temporarily gain the benefit of your bloodline power. Creating a sanguine elixir takes 1 hour, and requires special oils and distillates worth 100 gp, and when you make the sanguine elixir, you lose access to the bloodline power until the next time you clear your mind to regain spell slots.
When a creature drinks a sanguine elixir, it can activate the bloodline power anytime before the end of its next turn, as if it had access to that bloodline power. A creature that drinks the elixir cannot gain the benefit if its character level does not equal or exceed the minimum level of the bloodline power. Any level-dependent effects use the character level of the creature that drinks the sanguine elixir, or your sorcerer level, whichever is lower. Drinking a sanguine elixir is just like drinking a potion. A sanguine elixir is treated as a magic item with your caster level.
Sanguine elixirs are extremely unstable. They lose their potency 1 day after they are created.
Description: You have trained your eidolon to protect you.
Prerequisites
Description: Shield ally feature.
Benefits
Whenever you are adjacent to your eidolon, you can choose for the eidolon to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your eidolon's base attack bonus reaches +5, and for every +5 thereafter, the penalty increases by –1 and the dodge bonus increases by +1. You must choose to use this feat when your eidolon is making an attack or full-attack action with melee or natural weapons, and its effect lasts until your eidolon's next turn, or until you are no longer adjacent to the eidolon, whichever occurs first.
Deny Death
Description: Your ki is so strong that it can deny death.
Prerequisites
Description: Ki pool, Endurance
Benefits
As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If you succeed at the check, you can spend 1 ki point to heal 1d6 hit points. If you roll a natural 20 on the check to stabilize, you can spend 1 ki point to heal 2d6 hit points of damage instead.
Description: You can detect the mystic specialty of a foe.
Prerequisites
Description: Int 13; ability to cast detect chaos, detect evil, detect good, detect law, or detect magic.
Benefits
When you use any of the spells listed in this feat's prerequisites to detect a creature's alignment or its magic, you have a chance of detecting what spellcasting expertise it has. After you observe a creature with the detect spell for 3 rounds, it must make a Will save (DC 10 + 1/2 your caster level + your Intelligence modifier). If it fails the saving throw, you learn what bloodlines, domains, hexes, schools, or mysteries (if any) the creature possesses. If the creature makes its save, it is immune to the effects of this feat for 24 hours.
Die for Your Master
Description: Your tumor familiar goes to any length to save your life.
Prerequisites
Description: Tumor familiar alchemist discovery.
Benefits
If your tumor familiar is attached, and you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the familiar throws itself in the way of the attack as an immediate action. If it makes a Reflex saving throw (DC = damage dealt), it takes all the damage from the attack; if it fails, it takes half damage and you take half damage.
The familiar must be aware of the attack and able to react to it in order to use this ability, and it can only do this once per day—if it is denied its Dexterity bonus to AC, it can't use this ability. Since this effect would not normally allow the familiar to make a Reflex save for half damage, its improved evasion ability does not apply on this saving throw.
Description: You can convert a spell to interfere with an enemy's attack.