The World Born Dead
Battle Hardened Legionnaire
Prerequisites: Base Will save 4. Nerathi Legionnaire Training. Benefit: When threatened by two or more foes, and not affected by a fear condition, you gain a circumstance bonus to your AC equal to the number of enemies that are adjacent to you.
Prerequisite: Any neutral alignment. Must worship the Raven Queen. Benefit: You can whisper a prayer as a swift action that kills any adjacent creature with negative hit points. You also gain Invisibility 1/day as a spell-like ability. Caster level equals character level. Intelligent Undead typically have a starting attitude towards you of Indifferent.
Prerequisites: Improved Unarmed Strike and sleight of hand 5 ranks. Benefit: When is melee combat, you may attempt a Sleight of Hand check to pickpocket your opponent without generating an Attack of Opportunity. If you beat the target's Spot check, your opponent thinks the attempt was some kind of missed attack.
Prerequisite: Dex 13. Benefit: During your turn, if you move 20 feet or more, you receive a +2 dodge bonus to Armor Class against attacks from all opponents (including opportunity attacks). A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
Easy Metamagic [metamagic]
Prerequisite: Any other metamagic feat. Benefit: Choose a Metamagic feat you know. When preparing or casting spells with this feat, treat the Level Adjustment as being one lower than it actually is (min +0). This feat can be taken multiple times to reduce the level adjustment an additional level or to affect another metamagic feat.
Prerequisite: Perform (dance) 5 ranks. Benefit: During your turn you can declare that you are dancing and make a perform (dance) check DC 20 as a standard action. Until the beginning of your next turn, you don't provoke attacks of opportunity if the check was successful.
Expert Spear Wielder
Prerequisite: Strength and Dexterity of 13 or more. Benefit: You can wield a Longspear or a Spear as a one handed weapon. You do not however deal strength and a half damage when you do.
Flowing Water Dragon Technique
Prerequisite: Base Attack +5, Concentration 5 ranks, and Improved Unarmed Strike. Benefit: Choose an opponent as a Free Action. Each time you hit this opponent consecutively, you gain a cumulative +1 Insight bonus on attacks against that opponent (max +5). If you miss this opponent, the bonus is lost. If you hit this opponent again, the count restarts at +1. This feat only applies on one opponent at a time.
Prerequisite: Toughness Benefit: You gain +2 hit points per hit die, and every time you gain a hit die you get another 2 hit points. Special: You cannot take this feat multiple times.
Invest Soul Staff [Item creation]
Prerequisite: Access to the Necromancy school, caster level 5th, and must have a Constitution score. Benefit: Choose a spell you can cast that is no higher than one level below the highest you can cast. Your Soul Staff grants you (and only you) ability to cast this mystery or spell as a Spell-like ability once per day when held. Requires a 24 hour ritual that consumes 100 XP, 75 gp per spell level, and reduces your Constitution score by 1. The ritual can be conducted multiple times. Each time a new spell is added to the staff and your Constitution score is reduced again. Additionally, you cannot die unless the staff is broken, instead you linger unconscious when reduced to negative hit points unable to rest or recover hit points unless healed. Special: Should the staff ever be lost, you lose all the XP invested in the staff until you recover your staff. Worse the pieces of your soul that the staff contains can be used against you even if the spells within it cannot.
Monastic Training: order of Kaorti
The monk sages of the Kaorti serve the goddess Ioun, and seek enlightenment in her name. They profess that knowledge is the path to truth, and that truth is the key to enlightenment. Prerequisite: Must be a member of the order of Kaorti, first level only. Benefit: The monk gains a +2 competence bonus to all knowledge checks, and the lore ability The lore ability is identical to the bard's bardic knowledge class feature, using the monks class level in place of the bard level. Once per day, a monk of the Kaorti, can substitute their wisdom modifier instead of their intelligence modifier for one knowledge or lore check.
Monastic Training: order of Kelmar
The clever wrestlers of the order of Kelmar serve the god Kord. Thanks to long hours of practice, the monks of the Kelmar are expert grapplers. The monks of the Kelmar seek to perfect the mortal fighting arts, as the path to becoming at one with their god. Prerequisite: Must be a member of the order of Kelmar, first level only. Benefit: The monk gains a +2 competence bonus to grapple checks, is able to use their wisdom in place of strength while grappling, and gain a +2 circumstance bonus to AC when grappling a foe. Once per day, while struggling with a grappled creature, for as long as a monk of the Kelmar can maintain the grapple, one melee attack or spell targeting the monk hits the grappled creature instead and any missed attacks targeting the monk hit the grappled creature too.
Nerathi Legionnaire Training
Prerequisite: Base Attack +1 or higher. Must have served in the Nerathi Legion. Benefit: You gain a +2 competence bonus to damage with the Gladius, Javelin, Longspear and Spear.
Prerequisite: Charisma 13 or higher. Benefit: You gain a number of luck rerolls equal to your charisma modifer. You may spend a point of luck to reroll one saving throw before the DM declares if it was successful or not. You must take the second roll
You leverage your combat skill into devastating attacks at the expense of accuracy. Requirement: You must make an attack action and have a BAB of at least +1. Effect: Before making an attack roll, you may voluntarily take an attack penalty of up to your BAB, and inflict two times that amount in extra damage with that attack. You may take this option on any or all of your attacks if you wish.
Your fighting style emphasizes taking foes down with quick, powerful blows. Prerequisite: Base attack bonus +1. Benefit: In the first round of combat, your melee attacks deal an extra 5 points of damage.
Prerequisite: Power Attack. Benefit: For each 5 hp of damage (round down) inflicted on you by a specific foe in a single round, you gain a +1 on your next attack roll if it is against that foe that takes place in the following round.
Knowledge: (Geography), Profession (Sailor), Survival, and Use Rope are always class skills for you. You gain a +5 competence bonus to Profession (Sailor) checks and a +2 circumstance bonus to knowledge: (geography) and survival when on the ocean.
Seven Lucky Ghost Defense
Prerequisites: Wisdom 15 or higher, concentration 5 ranks, and Improved Unarmed Strike. Benefit: Choose an opponent as a Free Action. Each time this opponent misses you consecutively, you gain a cumulative +1 Dodge bonus to AC (max +5). If this opponent hits you, the bonus is lost. If this opponent misses you again, the count restarts at +1. This feat only applies on one opponent at a time.
Shield and Pike Style
Prerequisite: Proficiency with light shields and martial weapons. Benefit: When wielding a Two Handed piercing reach weapon that you are proficient with you gain the full shield bonus of a light shield that you wearing.
You have continued to hone your unarmed combat skills, and you deal more damage with your unarmed strikes. Prerequisite: Improved Unarmed Strike, base attack bonus +6. Benefit: When you make a melee attack with one or more melee weapons (including a standard attack, full attack, or even a strike maneuver), you can make an additional attack at your highest attack bonus. This attack is an unarmed attack that deals damage equal to your base unarmed attack damage + 1/2 your Str bonus. You take a –2 penalty on all attack rolls you make this round.
Prerequisite: Expert Spear Wielder. Benefit: You may choose to wield a Longspear, Spear or Shortspear as a Double Weapon. The blunt end does Bludgeoning damage in the same amount as the Piercing end.
Prerequisites: Constitution 13 and Dexterity 13. You may increase your movement by 10 feet for a number of rounds equal to your Dexterity modifier. This ability may be used a number of times per day equal to your Constitution modifier. When you use up all remaining uses of the ability, you are fatigued.
Song of the White Raven
The White Raven discipline shows you how to rouse dedication and fervor within your allies’ hearts. Such teachings can augment and improve your musical ability. Prerequisite: Bardic music (inspire courage), and White Raven Tactics. Benefit: While you are using any White Raven Tactical aura, you can activate your bardic music ability to inspire courage as a swift action. Your marshal levels stack with your bard levels to determine the bonus granted by your inspire courage ability.
Superior White Raven Tactics:
Prerequisite: 5th level or higher, White Raven Tactics. Benefit: The bonus conferred by your White Raven Tactics auras increases by 1.
Superior Unarmed Strike
Your unarmed strikes have become increasingly deadly, enabling you to strike your foes in their most vulnerable areas. Prerequisite: Improved Unarmed Strike, base attack bonus +3. Benefit: You deal more damage with your unarmed strikes, as if you were one size category larger than you are.
Prerequisite: Perform (acting) 5 ranks. Benefit: When attempting to demoralize a foe, you may use Perform (acting) in place of Intimidate. On a confirmed Critical Hit, you immediately may attempt a Demoralize action on the foe you struck as a Free Action. Special: If you possess either Pirate Luck or Seafarer feats you gain a +4 morale bonus to Demoralize actions.
Benefit: You gain +5 hit points. Special: You cannot take this feat multiple times.
White Raven Defense:
Prerequisite: You attended the White Raven academy. Benefit: When you are inspiring your allies with an aura from White Raven Tactics and adjacent to at least one ally, you gain a +1 morale bonus to AC. Furthermore, when you are wielding one of the White Raven discipline’s preferred weapons (longsword, battleaxe, greatsword, halberd, or warhammer), each ally adjacent to you gains a +2 morale bonus to AC. These bonuses don’t apply when you're flat-footed.
White Raven Meditation:
Prerequisite: Any lawful alignment. Benefit: Each night that you spend at least 4 hours in meditation and reflection, you gain a +1 insight bonus to hit and a +2 insight bonus to damage with White Raven discipline’s preferred weapons (longsword, battleaxe, greatsword, halberd, or warhammer).
Wild Talent [General]:
Your mind wakes to a previously unrealized talent for psionics
Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points and can take psionic feats, metapsionic feats, and psionic item creation feats. You also gain one randomly determined first level psion/wilder power that you can use with your power point reserve. In times of stress such as when you fail a Will save or take damage in excess of your wisdom score, you must make a Will save DC (15 + 1/2 your level) or your wild talent is spontaneously triggered by your subconscious mind as an immediate action.
Special: If you are a dragonborn, you may choose the psion/wilder power instead of randomly rolling for it.