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Ancestral Weapon

Prerequisite: Can only be taken at 1st level.

You have inherited a weapon wielded by your forebears, and you were trained in its use from a young age.

Benefit: You begin play with a masterwork weapon made of the material of your choice. You must be proficient with this weapon, and its combined cost cannot exceed 600 gp.

You gain a +1 untyped bonus on attack rolls with similar masterwork weapons, including your ancestral weapon.


Charming the Arrow

WotC Web, listed here for convenience.

Benefit: With a bow or crossbow projectile weapon made for a creature of your size category, you may use your Charisma modifier instead of your Dexterity modifier on attack rolls.


Durable Construct

Modified from 3.0 web article

Benefit: Astral constructs you manifest last Concentration + 1 round/level.

Normal: Astral constructs you manifest last 1 round/level.


Enhanced Companion

Prerequisites: Any of the following companions (familiar, animal companion, psicrystal, special mount, wild cohort, or unicorn companion).

Benefit: Your familiar, animal companion, psicrystal, special mount, wild cohort, and/or unicorn companion merge into a single creature.

Merge the abilities and features that the different companions would have possessed into a single creature. Overlapping features do not stack, your companion acquires the largest of the bonuses that would be awarded to your separate companions for a character of your level.

For example, a 6th level arcanist/ranger can merge their familiar and animal companion into an enhanced companion with the following attributes.

BonusEffect
Hit Dice (effect)Master’s character level or normal HD+Bonus HD, whichever is larger.
Hit PointsBetter of a familiar or animal companion.
AttacksBetter of a familiar or animal companion.
Saving ThrowsAs a familiar
SkillsAs a familiar
Bonus HD+2
Natural Armor+3
Str+1
Dex+1
Int8
Bonus Tricksdoesn’t apply since the creature has a high Int score
SpecialAlertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master.

Special: You can acquire this feat before you have a second type of companion. Companion level adjustments apply to all tables, however an enhanced companion meets the prerequisite of natural bond and natural bond also applies to your enhanced companion.


Extra Knack

Prerequisites: Master

Benefit: Acquire a Knack you are qualified for.

Special: A master may take this feat as one of his bonus master feats.


Holy Relic

Reskin of Ancestral Relic from Book of Exalted Deeds, p. 39

[General]

Prerequisites: Good aligned, 3+HD, religious

Benefit: Choose an item you own. The item must be of at least masterwork quality. You can sacrifice items and gold you own to improve your holy relic. Holy relics cannot be sold and behave as mundane items when used by others. You can only have one holy relic.

Once per week, you may spend a day in prayer and meditation to conjure a holy fire to consume the items or gold you are sacrificing. Place your current holy relic on an alter and pray for eight hours. While saying your prayers a holy fire will surround the alter. When you complete your prayers any items you placed in the holy fire are completely consumed, and the value of the items sacrificed is added to the holy relic’s sacrificed value (up to the maximum allowed for your current level).

If you pray for at least an hour a day for a number consecutive days equal to your character level you can change the magical properties of your holy relic.

For example, a 3rd-level paladin has a masterwork greatsword and has sacrificed 2,000 gold. After praying for three days, her devotion awakens the magic inherent in the blade, making it act as +1 greatsword in her hands. Later when she is a 6th-level paladin and has sacrificed at least 8,000 gold, she can pray for 6th days and improve her +1 greatsword into a +2 greatsword. If she prays for an additional six consecutive days she can convert her +2 greatsword into a +1 eager greatsword.

You can sacrifice your current holy relic to create a new holy relic, as long as you own an appropriate base item which will become your new holy relic. Your current holy relic is completely destroyed in the process. The sacrificed value of the current holy relic, including its base cost, is applied to the sacrificed value of your new holy relic. You must pray for the required number of days for you new holy relic to develop magical properties.

For example, a 9th-level paladin has a masterwork steel greatsword with a sacrificed value pool of 20,000 gold. She has acquired an adamantine greatsword that she wants to convert into her holy relic. She spends a day in meditation an pray to transform the adamantine greatsword into her holy relic. When the sacrifice is complete the adamantine greatsword is now her holy relic with a sacrificed value of 20,350 gold. She must then pray for at least an hour on nine consecutive days for her new holy relic to develop magical properties.

If your holy relic has been destroyed (disintegrated, ground to a powder, melted, vaporized, etc) you can create a new holy relic with an appropriate masterwork item, but the current sacrificed value from your former holy relic is reduced by 20%. You cannot create a new holy relic if your relic is merely lost or stolen.

A character’s level dictates the maximum sacrificed value (excluding the base value of the object) of their holy relic.

Character LevelMax Sacrificed Value Character LevelMax Sacrificed Value
3rd2,000 12th66,000
4th3,000 13th88,000
5th6,000 14th110,000
6th9,000 15th150,000
7th13,000 16th200,000
8th19,000 17th260,000
9th27,000 18th340,000
10th36,000 19th440,000
11th49,000 20th580,000

Follow the rules for creating magic items. Unique effects (specific magic items, weapons of legacy, etc) can be added to your holy relic with DM permission.

Special: You cannot sacrifice tainted items, nor make sacrifices in tainted places. Sacrifices made while tainted have a reduced effect: mild taint only adds 80% of an item’s value to your holy relic, while moderate and severe only add 60% and 40% respectively.


Improvise Masterwork Item

War of the Lance p. 37, listed here for convenience.

A character with this feat may make quick improvements on a single item by using common tools and his knowledge of his craft.

Prerequisites: Int 13+, Craft (specific skill) 4 ranks.

Benefit: With at least 10 minute’s preparation and by making a successful DC 15 Craft (appropriate skill) check, the character may temporarily treat any single mundane piece of equipment as a masterwork item. This item remains enhanced for a number of hours equal to the character’s Craft skill bonus. Improvised masterwork items cannot be made into magical items, and will be recognized as improvised items with a DC 15 Appraise check, thus making it difficult to sell them at higher value. Any improvised item that takes damage or is the target of a critical hit (such as improvised masterwork armor worn by the target of a critical hit) loses its temporary bonus.

Special: This feat can be taken more than once. Each time, it applies to a different Craft skill. A master may take this feat as one of his bonus master feats.


Natural Bond

Prerequisites: Animal companion or wild cohort.

Benefit: Add three to your effective druid level for the purpose of determining the bonus Hit Dice, extra tricks, special abilities, and other bonuses that your animal companion or wild cohort receives (see page 36 of the Player’s Handbook). This bonus can never make your effective druid level exceed your character level.

If a character has multiple animal companions/wild cohorts, the bonus granted by this feat applies to one of them.


Practiced Manifester

Prerequisite: Spellcraft 4 ranks.

Choose a manifesting class that you possess. Your psionic powers from that class are more powerful.

Your manifester level for the chosen class increases by 4. This benefit can’t increase your manifester level to higher than your Hit Dice.


Serenity

Prerequisites: A level in a class with at least one class ability dependent on Wisdom and at least one non-spell casting class ability dependent on Charisma.

Benefit: Your wisdom, inner calm, and sagacity fuels your class abilities rather than your force of personality or will.

Use your Wisdom bonus in place of your Charisma bonus for your class abilities (excluding spell casting).