New Feats

Aboleth Spawn
Your ancestry is polluted with the taint of the aboleth.
Prerequisite: Must be taken a 1st level
Benefit: You can use acid splash as a spell-like ability a number of
times per day equal to 3 + your Charisma modifier (minimum 1).

Agile Netter (Combat)
You are an expert at entangling opponents with nets.
Prerequisite: Improved Net Fighter, Net Fighter, proficiency in
net, base attack bonus +6
Benefit: When you have an opponent entangled by a net you’ve
thrown and you control the trailing rope, you can make an
opposed Strength check to consider the opponent flat-footed to
you for 1 round.

Antiquarian Tinkerer
You know how the ancients thought and can more easily understand
their technology.
Prerequisite: Disable Device 5 ranks
Benefit: You can use a Disable Device skill check instead of
the Craft (lost technology) skill to repair and operate ancient
weapons and devices.

Aqualung
You can hold your breath better than most land dwellers.
Benefit: You can hold your breath for 4 rounds/point of
Constitution. You can also take a standard action without
reducing your time by 1 round.
Normal: You can only hold your breath for 2 rounds/point of
Constitution and taking a standard action reduces your time by
1 round.
Special: Water breathing creatures can take this feat to spend
more time on land.

Artifact Hunter
You are trained to recognize the value of ancient items.
Benefit: You gain a +2 bonus to Appraise and Knowledge
history) skill checks. If you have 10 or more ranks in one of
these skills, the bonus increases to +4 for that skill.

Bioluminescent
An aquatic ancestor has gifted you with the ability to make your body glow
in bewildering patterns.
Benefit: You can cast hypnotism as a spell-like ability 2/day.
Blind creatures and creatures that cannot see you are immune
to this ability.

Born to the Water
You are a strong and confident swimmer.
Prerequisite: Swim 2 ranks
Benefit: You can swim your speed as a full-round action or
half your speed as a move action. You gain a +2 bonus to
Constitution checks to avoid drowning.

Call Leviathan
The sea creatures you summon are giants of their kind.
Prerequisite: Conjuration school or Ocean, Sea Monster, or
Water Domain
Benefit: When you summon a creature with the aquatic
subtype, you can choose to apply the giant creature simple
template to that creature. If the creature is already Colossal, it
instead gains a +4 bonus to Strength and Constitution.

Castaway
You survived a shipwreck or were once marooned on a deserted isle.
Benefit: You gain a +2 bonus to Knowledge (nature) and
Survival skill checks. If you have 10 or more ranks in one of
these skills, the bonus increases to +4 for that skill.

Cranial Manipulation
You have forcibly deformed your skull to mimic the oblong shape of the
ancient vril masters, granting yourself increased mental powers.
Benefit: Whenever you cast a spell of the enchantment school
that affects a number of creature HD, you add +4 to the total
number of creature HD you can affect. However, you take a -1
penalty to all Bluff, Diplomacy, and Disguise skill checks.

Deep Diver
You are resistant to the cold and pressure of deep water.
Benefit: When you take damage from cold or pressure due to
increased depth, reduce that damage by an amount per die equal
to your Constitution modifier (minimum 1). This cannot reduce
the damage below 1.
Normal: Without special equipment or spells, you experience
the effects of the depth zone you visit.

Depth Affinity
You suffer no adverse effects from deep water.
Prerequisite: Aquatic subtype
Benefit: You are immune to damage and other adverse effects
caused by the pressure and cold of deep water.

Elemental Connection
The physical presence of water makes your spells last longer.
Prerequisite: Water school or Water domain
Benefit: When you cast a water spell while standing in water
at least waist deep, the spell’s duration increases by 50%
(minimum 1 round). This does not stack with the Extend Spell
feat. However, in dry areas such as desert, water spells you cast
have their duration halved, but cannot last less than 1 round.

Englyph Spell (Metamagic)
The glyphs of lost Azlant enable you to manipulate and enhance your spells.
Benefit: You can combine another spell with a glyph spell and
cast both as a single prepared spell. Both spells must be of a
level you can cast, and the second spell must target one or more
creatures. Both spells affect the target of the glyph spell. An
englyphed spell uses up a spell slot four levels higher than the
higher of the two.

Fish Skin
Your marine heritage grants you faster healing when in the water.
Prerequisite: Must be 1st level
Benefit: You heal at twice the normal rate if you spend at least
4 hours a day submerged in water.
Special: You cannot take this feat if you have the aquatic subtype.

Fisherman’s Eye
You are adept in seeing what’s going on under the waves.
Prerequisites: Perception 1 rank, Profession (Sailor or
Fisherman) 1 rank, or swim speed
Benefit: You get a +4 bonus to Perception skill checks to notice
things underwater (or above the water, if you are underwater).

Glyph Familiar
A tattooed glyph on your familiar increases the arcane bond you have with it.
Prerequisite: 5th level, glyph school, arcane bond class ability
Benefit: When you cast on yourself a spell with a target
of “you,” your familiar also gains the benefits of that spell
as long as the spell is active and you are within 1 mile of
your familiar.
Special: A wizard may select this feat as a wizard bonus feat.

Glyph Reader
You are learned in the ways and writing of lost Azlant.
Prerequisite: Knowledge (history) 2 ranks, Linguistics 2 ranks
Benefit: You gain a +4 insight bonus to Craft (lost technology)
and Use Magic Device checks when attempting to operate or
restore Ankeshelian magic items or technology.

Greater Called Shot
You can make multiple called shots where others could land but one.
Prerequisites: Int 13, Combat Expertise, Improved Called Shot (see above), base attack bonus +6.
Benefit: Whenever you make an attack, you can choose to replace that attack with a called shot. You can make multiple called shots in a single round. Each additional called shot after the first made in the same round takes a –5 penalty. In addition, a called shot that deals half the creature’s hit points of damage (minimum 40) is a debilitating blow.
Normal: You can make only one called shot in a round as a standard action. A called shot that deals 50 points of damage is a debilitating blow.

Hydromancer
Your skill with spellcasting allows you to weave your favored element into
any spell you know.
Prerequisite: Wizard 3rd level, water school
Benefit: You can add the water descriptor to any spell you
prepare at the time you prepare it. You cannot change this
descriptor once the spell is prepared. You can have a number
of non-water spells prepared with the water descriptor equal to
your Intelligence modifier.

Improved Called Shot
You are skilled at landing blows right where you want to.
Prerequisites: Int 13, Combat Expertise.
Benefit: You receive a +2 bonus on attack rolls when making a called shot. When taking a full-round or standard action that gives you multiple attacks, you can replace a single attack with a called shot. You may only attempt one called shot per round.
Normal: You can make one called shot per round as a standard action.

Improved Net Fighter
You are skilled at controlling opponents caught in your net.
Prerequisites: Net fighter, proficiency net, base attack +1
Benefit: When you have an opponent entangled in a net you
can make an opposed Strength check as a move action to
control the trailing rope.
Normal: Making an opposed Strength check to control a net’s
trailing rope is a standard action.

Ioun Stone Bond
You can focus arcane energy through an ioun stone.
Prerequisite: Wizard 12th level, arcane bond class feature
Benefit: You can choose an ioun stone as your bonded
item after completing a ritual to replace your current
bonded item.

Leviathan Slayer (Combat)
You are skilled at killing the monsters of the deep.
Prerequisite: Base attack +1
Benefit: You gain a +2 insight bonus on attack and
damage rolls against Large size or larger creatures with
the aquatic subtype. This insight bonus increases to +4 at
11th level.

Like an Eel
You take to water and swimming as if you were a fish.
Benefit: You can make Acrobatics skill checks whenever you
would normally make a Swim skill check.

Long Distance Swimmer
You can swim much longer and farther than most other people.
Prerequisite: Swim 2 ranks, Constitution 13
Benefit: You gain a +4 bonus to Constitution checks to avoid
taking non-lethal damage after 1 hour of swimming.

Merchant Adventurer
You once traveled the world in search of exotic items to buy and sell.
Prerequisite: Must be taken at 1st level
Benefit: You gain a +2 bonus to Appraise, Diplomacy, and
Linguistics skill checks.

Net Fighter (Combat)
You are an expert at entangling opponents with nets.
Prerequisite: Base attack +1, proficiency net
Benefit: Opponents entangled by you with a net attack add +2
to the DC of their Escape Artist attempts and Strength checks
to escape, and entangled spellcasters add +2 to the DC of their
concentration checks to cast spells.

Pattern Glyph
You weave powerful, mind-affecting glyphs from lost Azlant into some of
your illusion spells.
Benefit: When you cast a spell of the pattern sub-school,
increase the save DC by +1. This stacks with the Spell Focus
and Greater Spell Focus feats.

Quick Brace (Combat)
You can quickly set your weapon to receive an opponent’s charge.
Prerequisite: Base attack +1, wielding a brace weapon
Benefit: As an immediate or swift action, you can brace your
weapon against an opponent making a charge attack against you.
You can do this 1/round.
Normal: Bracing a weapon against a charge requires a readied action.

Quick Fold (Combat)
You can fold nets quickly and efficiently in combat.
Prerequisite: Base attack +4, Quick Draw, proficiency in net
Benefit: You can fold a net as a move action in combat.
Normal: Folding a net takes 2 rounds for a proficient user, or 4
rounds for a nonproficient user.
Special: You can gain Quick Fold multiple times. Each time you
take the feat, it applies to a new type of net.

Rebuke Sea Creatures
Calling on the ocean powers you worship, you cause sea creatures to flee
from the might of your divine energy.
Prerequisites: Channel energy class feature, Ocean, Sea
Monster, or Water Domain
Benefit: As a standard action, you can use one of your
uses of channel energy to cause all animals and magical
beasts with the aquatic subtype within 30 ft. of you to
flee, as if panicked. Magical beasts receive a Will save to
negate the effect. The DC for this Will save is equal to 10
+ ½ your cleric level + your Charisma modifier. Aquatic
creatures that fail their save flee for 1 minute. Magical
beasts with Intelligence greater than 3 receive a new saving
throw each round to end the effect. If you use channel
energy in this way, it has no other effect (it does not heal or
harm nearby creatures).

Rigging Monkey
You once spent time on a large ship, working the sails.
Benefit: You gain a +2 bonus to Acrobatics and Climb skill
checks. If you have 10 or more ranks in one of these skills, the
bonus increases to +4 for that skill.

Roil Water
Invoking the gods of water and seas, you cause the water around you to
churn with divine might.
Prerequisites: Channel energy class feature, Ocean Domain or
Water Domain.
Benefit: As a standard action, you can spend one of your uses
of channel energy to make the water in a 30-ft. radius around you
rough and choppy for a number of rounds equal to your Wisdom
modifier. The Swim DC in this area increases to 10 + ½ your
cleric level + your Charisma modifier. Creatures with a Swim
speed in this area take 1d4 bludgeoning damage for every 2 cleric
levels you possess. If you use channel energy in this way, it has no
other effect (it does not heal or harm nearby creatures).

Sea Dog
You are an old hand on the ships.
Benefit: You gain a +2 bonus to Knowledge (geography) and
Profession (sailor) skill checks. If you have 10 or more ranks
in one of these skills, the bonus increases to +4 for that skill.

Servants of the Deep
Denizens of the underwater realms are particularly susceptible to your call.
Benefit: Against creatures with the aquatic subtype, charm and
compulsion spells you cast gain a +2 bonus to their DC. This
feat stacks with the Spell Focus feat.

Shielded Spell (Metamagic)
You can cast spells that ignore environmental effects.
Benefit: A spell adversely affected by the environment can be
cast without negative effect. For example, a spellcaster using a
spell with the fire descriptor underwater will not require a caster
level check. A spell that would normally be dispersed by wind
will instead persist for the duration. A shielded spell uses up a
spell slot 1 level higher than the spell’s actual level.

Strong Swimmer
You have a naturally powerful stroke.
Prerequisite: Swim 1 rank
Benefit: You add 10 ft. to your base speed when calculating
your swim speed.

Swim-by Attack
This creature can make an attack before and after it moves while swimming.
Prerequisite: Swim speed
Benefit: When swimming, the creature can take a move action
and another standard action at any point during the move. The
creature cannot take a second move action during a round when
it makes a swim-by attack.
Normal: Without this feat, the creature takes a standard action
either before or after its move.

Underwater Caster
You are practiced at casting spells while submerged.
Benefit: If you cannot breathe underwater, you gain a +4
competence bonus to concentration checks to cast a spell
while underwater.

Unhampered Casting
Spells you cast without verbal or somatic components are easier to cast
underwater.
Benefit: When you cast a spell without verbal or somatic
components while underwater, you gain a +4 bonus to
concentration checks to cast the spell. If a spell you cast
underwater has neither verbal nor somatic components, you add
a +8 bonus to the concentration check to cast that spell.

Vril Heritage
You possess some of the mental powers of the people from lost Azlant.
Benefit: You can use mage hand as a spell-like ability a number of
times per day equal to 3 + your Charisma modifier (minimum 1).

Water Fighter (Combat)
You know to jab with your weapon when fighting in the water.
Prerequisite: Base attack +1
Benefit: Choose one slashing or bludgeoning weapon with which
you are proficient. If you are not off balance when attacking with
this weapon while in the water, you suffer no attack or damage
penalties for using a slashing or bludgeoning weapon in water.
Normal: Slashing and bludgeoning weapons suffer a -2 penalty
to attack rolls and deal only half damage if used underwater.

Waterstep
You can run over water for short distances.
Prerequisites: Speed 50+, Acrobatics 8 ranks
Benefit: You can, by using two move actions in a round, jump
on water and then jump off it as if on dry land. This is handled
like two normal running jumps.

Waterwise
You are more aware of dangers that lurk in the water.
Benefit: You gain a +2 bonus to Knowledge (nature) and
Perception skill checks while in or on a body of water. If you
have 10 or more ranks in one of these skills, the bonus increases
to +4 for that skill.

Wave Fighter (Combat)
You’ve learned to adapt your attacks to full effect in underwater environs.
Prerequisites: Swim 5 ranks or natural swim speed, base attack
bonus +1.
Benefit: Select any melee weapon group for which you have chosen
weapon training. When using weapons from this chosen group, you
ignore any attack or damage penalties for fighting underwater.

Will to Live
For you, holding your breath is an act of will that can overcome the limits
of your body.
Benefit: When you must make a Constitution check to avoid
drowning you can instead roll a Will save.

New Feats

Avast! karlprosek