Your experience has made you competent at many complex maneuvers.
Prerequisites: Profession Pilot 3 Ranks;
Benefit: You can perform Advanced flying maneuvers.
Your aptitude for learning new skills is notably sharper.
Benefit: You gain +3 skill ranks. For every level you possess beyond 3rd, you gain an additional +1 skill rank. If you are higher than 3rd level, you gain +1 skill rank whenever you level up.
Alternate Racial Option: Races that offer Skill Focus as a racial trait can opt to take Cleverness instead.
Your experience has made you adept at handling Counterspell Feedback Loops.
Prerequisites: Class ability to Cast Arcane or Divine spells; 5 Ranks in Spellcraft;
Benefit: You gain a +1 bonus to all caster level checks made as part of a Counterspell Feedback Loop, and gain a +2 Bonus on all WIL saves made to assist an ally during a Counterspell Feedback Loop.
Your training has granted you an extra Witcher Advanced Talent
Prerequisites: Witcher level 3;
Benefit: You may select an additional Witcher Advanced Talent.
Through study and training you have learned to boost your mana pool.
Prerequisites: Class ability to Cast Arcane or Divine spells, Primary Casting Ability Score of 16;
Benefit: You gain +3 Mana, and an additional +1 Mana every level after 3rd;
*Alchemists can take this feat to gain Extra Extracts.
Your experience has made you adept at handling Counterspell Feedback Loops.
Prerequisites: Counterspell Duelist;
Benefit: You gain a +1 bonus to all caster level checks made as part of a Counterspell Feedback Loop, and gain a +2 Bonus on all WIL saves made to assist an ally during a Counterspell Feedback Loop. These effects stack with Counterspell Duelist;
The odds always seem to come up in your favor.
Benefit: At the start of each session when the Luck Score is rolled you roll 1d6 instead of 1d4.
You are an unusually lucky individual.
Prerequisites: Lucky
Benefit: At the start of each session when the Luck Score is rolled you roll 1d8 instead of 1d4.
You luck defies all odds.
Prerequisites: More than Luck
Benefit: At the start of each session when the Luck Score is rolled you 2d4 instead of 1d4. These 2d4 can be treated as a single Luck Score or be used separately.
Through study and practice you have learned a number of spells that can be cast as rituals. These ritual spells must be recorded in a in a ritual book, that you have in hand when casting.
Prerequisites: Ability score of selected class list of 13 or higher.
Benefit: Upon choosing this feat you gain a ritual book that contains two 1st level ritual spells of your choosing. Select a spell casting class when choosing this feat (this cannot be changed once selected) you can only select ritual spells from the Ritual Spell list that are also on your chosen class spell list. These spells use the ability score used by the class associated with the spell list.
*All arcane and divine casters gain this feat as a bonus feat upon gaining their first caster level and must select their class’s class spell list. Arcane casters can also take this feat a second time to choose a second class spell list.
*Wizards can cast a wizard spell as a ritual if that spell is on the ritual spell list and in their spellbook.
You can add spells to your Ritual Book from spells found in written form like scrolls, spellbooks, and tablets. In order to do this the spell must be on the spell list of your chosen class, on the Ritual Spell list and the spell’s level cannot be higher than half your total character level rounded up. It takes two hours and 5 GP per spell level to copy the spell into your Ritual Book.
You have developed a resistance to the toxic effects of potions.
Prerequisites: CON 11
Benefit: Gain a +2 bonus to your Potion Toxicity Pool. This feat may be taken up to 2 times. Each time it is taken, the bonus to your Potion Toxicity Pool increases by +2.
Prerequisites: none;
Benefit: You are able to gain the passive benefit of one additional worn trinket. Normally you can only wear two before the magic is canceled, this feat allows you to wear 3 trinkets to effect. This feat can be taken more than once, each additional time it is taken it provides one additional trinket slot.
You have learned a method of quickly organizing more complex spells and their interactions in your head.
Prerequisites: Caster Ability Score of 13
Benefit: You gain the ability to reduce a spell’s Metamagic Feat adjusted level by 1. You can use this ability a number of times per day equal to your ability score modifier tied to your classes spell casting ability. More than one use of this ability can be applied to a single spell with multiple level adjustments, each use reduces the total adjusted level by 1. This ability cannot reduce a spell level below it's original level.
Prerequisite: Ability to cast cantrips, proficiency with the armor worn.
Your training allows you to cast cantrips without the normal arcane spell failure chance.
Benefit: You do not incur the normal arcane spell failure chance for wearing armor when casting cantrips, as long as you are proficient with the armor worn.
Prerequisite: Ability to cast cantrips or orisons, Caster level 3 or greater.
Your training and focus on cantrips make them more difficult for enemies to resist.
Benefit: Add +2 to the Difficulty Class for all saving throws against your cantrips and orisons.
Prerequisite: Ability to cast cantrips or orisons, Caster level 3 or greater, any two other Cantrip/Orison General Feats.
You've mastered the art of casting cantrips as quickly as a mere thought.
Benefit: Once per round you can reduce the casting time of a prepared cantrip/orison to a swift action. This casting does not provoke an Attack of Opportunity.
*If used on the same round as Rapid Cantrip/Orison the -2 penalty to attack rolls and saving throw DCs applies to this spell as well.
Prerequisite: Ability to cast cantrips or orisons, any metamagic feat.
Your expertise allows you to modify your cantrips more easily.
Benefit: When you apply a metamagic feat to a cantrip, reduce the spell level increase by 1 (to a minimum of 0).
Prerequisite: Ability to cast cantrips or orisons.
You specialize in a single cantrip, increasing its potency.
Benefit: Choose a single cantrip that deals damage. When you cast it, add 1.5x your casting ability modifier to the damage. This feat can be taken multiple times. Each time, it applies to a different cantrip.
Prerequisite: Ability to cast cantrips or orisons.
You've trained to cast your cantrips without leaving openings for enemies to exploit.
Benefit: Your cantrips do not provoke attacks of opportunity when cast.
Prerequisite: Ability to cast cantrips or orisons, Caster level 3 or greater.
You have learned to cast cantrips with exceptional speed.
Benefit: As a full-attack action, you can cast two cantrips or orisons, provided both spells are attack spells. Both spells must be the same spell (e.g., two casts of Acid Splash or two casts of Ice Blast). Both spells take a -2 penalty to their attack rolls and saving throw DCs.
Prerequisite: Ability to cast cantrips or orisons.
You have honed your cantrips to be more effective.
Benefit: Increase the damage dice of all damaging cantrips by one step (e.g., from 1d4 to 1d6). The cantrips guidance and resistance grant an additional +1 bonus when cast.
Prerequisite: Ability to cast cantrips or orisons.
You have learned the art of casting cantrips without the usual verbal or somatic gestures.
Benefit: You can cast cantrips without verbal or somatic components.
With a surge of positive energy, you can bestow divine courage upon your allies.
Prerequisites: Ability to channel positive energy, caster level 3rd.
Benefit: By expending two uses of your channel positive energy ability, you can grant all allies within your channel radius the effects of the Bless spell. Affected allies receive a +1 morale bonus on attack rolls and on saving throws against fear effects. This blessing lasts for 1 round per caster level of the channeler.
Special: The Blessing spell effect granted by this feat does not stack with other instances of the Blessing spell.
Your innate force of personality bolsters your divine channeling.
Prerequisites: Ability to channel positive or negative energy, Charisma 13.
Benefit: When you channel energy, you can add your Charisma modifier to the amount of hit points healed or dealt. This bonus applies after all other modifiers and increases, and is added to the total amount of hit points affected.
You can focus your channeled energy into a smaller, more potent area.
Prerequisites: Ability to channel positive energy, caster level 3rd.
Benefit: You gain the ability to contract the radius of your channel from 30 ft. down to a 10 ft. radius. When you do so, you enhance the potency of the channeled healing. Roll the normal channel healing amount and then add 50% (rounded down) of the rolled total to determine the healing amount.
Special: You must choose to use Channel Contraction before you roll to determine the amount of healing. Once the choice is made and the roll is done, it cannot be changed for that particular use of channeling.
You have learned how to disrupt the flow of channel energy, negating the effects of another's channel.
Prerequisites: Ability to channel positive or negative energy, caster level 3rd.
Benefit: As an immediate action, when a character within range of your Channel Energy ability (and within the radius of another character's Channel Energy) casts a channel, you can expend one use of your Channel Energy to cancel their channeling. This can only negate the channel if the energy types are opposite (positive vs. negative). You must make a caster level check (1d20 + your caster level) against a DC equal to 10 + the caster level of the character who initiated the channel.
On a success: You negate the channel energy completely.
On a failure: The channel energy is not negated, and your own use of Channel Energy is still expended.
Your mastery of channel energy allows you to not only disrupt the flow of energy but to reverse it entirely.
Prerequisites: Ability to channel positive or negative energy, Channel Disruption.
Benefit: As an immediate action, when a character within range of your Channel Energy ability (and within the radius of another character's Channel Energy) casts a channel, you can choose to expend two uses of your Channel Energy to attempt to reverse the energy of the channel. To do this, you must make a caster level check (1d20 + your caster level) against a DC equal to 10 + the caster level of the character who initiated the channel.
On a success: You reverse the energy type of the channel. For example, if the original caster channels positive energy to heal, it is reversed to negative energy and causes damage instead.
On a failure: You still negate the channel, but the energy is not reversed, and your two uses of Channel Energy are still expended.
You've honed your divine channeling to affect specific targets more quickly.
Prerequisites: Ability to channel positive or negative energy, Charisma 13.
Benefit: When you channel energy, you can opt to do so as a move action instead of a standard action. Instead of affecting all creatures in a 30 ft. radius, you target a number of creatures up to your Charisma modifier within the same radius. You must be able to see and select the specific targets you wish to affect.
Special: Using Channel Focus doesn't provoke attacks of opportunity. This effect cannot be extended or modified by Metamagic feats or abilities.
With a surge of divine energy, you grant your allies divine favor to resist harmful effects.
Prerequisites: Ability to channel positive energy, caster level 3rd.
Benefit: By expending two uses of your channel positive energy ability, you can grant all good allies within your channel radius the effects of the Bestow Grace spell. Affected allies receive a sacred bonus to their saving throws equal to the Channeler's Charisma bonus. This grace lasts for 1 round per caster level of the channeler.
Special: The Bestow Grace spell effect granted by this feat does not stack with other instances of Bestow Grace.
Your channeled energy offers not only healing but also a touch of guidance.
Prerequisites: Ability to channel positive energy, caster level 3rd.
Benefit: Whenever you channel positive energy to heal, all allies within the radius of your channel, regardless of whether they receive healing, also benefit from the effects of the Guidance spell.
Special: The Guidance spell effect granted by this feat does not stack with other instances of the Guidance spell.
*Spell Modification for Guidance.
Harnessing your innate divinity, you shield your allies from opposing alignments.
Prerequisites: Ability to channel positive or negative energy, caster level 3rd.
Benefit: By expending two uses of your channel energy ability, you can grant all allies within your channel radius the effects of the Protection from Good/Evil/Law/Chaos spell, based on the opposite of your own alignment. For instance, a Lawful Good channeler would provide Protection from Chaos or Protection from Evil. The protection lasts for 1 round per caster level of the channeler, and the protection type must be declared upon channeling.
Special: If the channeler is True Neutral, they must choose one alignment (Good, Evil, Law, Chaos) to protect against when they take the feat, and this decision cannot be changed.