Feat Code: 1774 Type of Feat: General Prerequisite: None Specific: Cross-class skills cost only a single point per rank instead of the normal cost of two points per rank. You are still restricted to one-half your level for cross-class skills. Use: Automatic
Alertness
Feat Code: 0 Type of Feat: Skill Prerequisite: None Specific: +2 bonus to Spot and Listen checks. Use: Automatic
Blind fight
Feat Code: 408 Type of Feat: General Prerequisite: None Specific: This feat grants the character the ability to fight well, even if blinded or against invisible creatures. The character gets to reroll their miss chance percentile one time to see if it actually hits. Furthermore, invisible creatures get no bonus to hit the character in melee. Use: Automatic
Circle kick
Feat Code: 409 Type of Feat: Prerequisite: BAB +3; Dex 15; Improved Unarmed Strike Specific: If the character succeeds in hitting an opponent with an unarmed attack, they get an additional free attack against another nearby enemy. There is a maximum of one free attack per round. Use: Automatic
Cleave
Feat Code: 6 Type of Feat: General Prerequisite: Str 13; Power Attack Specific: If the character kills an opponent, he gets a free attack against any opponent who is within melee weapon range. Use: Automatic
Combat expertise
Feat Code: 389 Type of Feat: General Prerequisite: Int 13 Specific: A character with this feat can make defensive attacks, gaining a +3 bonus to AC but receiving a -3 penalty to attack rolls. Use: Automatic
Dash
Feat Code: 1337 Type of Feat: General Prerequisite: Dex 13; Improved Unarmed Strike Specific: Movement speed increased by 5%. Use: Selected
Daylight adaptation (SOZ)
Feat Code: 2207 Type of Feat: General Prerequisite: Drow, Duergar, or Gray Orc Specific: If you are a type of creature that normally suffers from penalties when exposed to bright light, you no longer suffer those penalties, whether the light comes from natural or magical sources of illumination. Use: Automatic
Deflect arrows
Feat Code: 8 Type of Feat: General Prerequisite: Dex 13; Improved Unarmed Strike Specific: Automatically deflects first successful ranged attack per round. Use: Automatic
Disarm
Feat Code: 9 Type of Feat: General Prerequisite: Int 13 Specific: The character can perform a disarm maneuver that does no damage, provokes an attack of opportunity, but potentially renders the target unarmed. The attacker attempting the disarm makes an attack roll against the target at maximum BAB modified by the difference between the attacker's size and the target's size times 4 (so a medium human disarming a small gnome is at +4). The attacker gets a further modifier of 4 times the relative size of his main-hand weapon (so small Halfling wielding a medium-sized longsword is at +4). Use: Selected
Dodge
Feat Code: 10 Type of Feat: General Prerequisite: Dex 13 Specific: The character gains a +1 dodge bonus to AC against attacks from his current target or last attacker. Note: A condition that negates a Dexterity bonus to AC also negates any dodge bonuses. Multiple dodge bonuses (different feats, racial bonuses) are cumulative. Use: Automatic
Expert Tactician
Feat Code: 1095 Type of Feat: General Prerequisite: Dex 13 Attack Bonus: +2 Specific: If you hit a creature with an attack of opportunity, you and all your allies gain a +2 circumstance bonus on attack and damage rolls against that creature for one round. Use: Automatic
Favored Power Attack
Feat Code: 1222 thru 1247 (dependent on type of favored enemy) Type of Feat: General Prerequisite: Base attack bonus +4; Favored enemy ability; Power Attack Specific: When you use the Power Attack or Improved Power Attack feat with a one-handed weapon against a favored enemy, your Power Attack damage bonus is doubled. With a two-handed weapon against a favored enemy, your Power Attack damage bonus is tripled. Use: Automatic
Feint
Feat Code: 1098 Type of Feat: Prerequisite: Int 13; Combat Expertise Specific: The Feint feat can be used to deny your opponent their Dexterity bonus to AC for a combat round. In order for it to succeed, you must make a Bluff check with a target DC of the target's Base Attack Bonus plus their Spot skill. Regardless of whether their Dexterity bonus is removed, you only get a single attack that round (but Haste does stack with it). Use: Selected
Great Cleave
Feat Code: 391 Type of Feat: General Prerequisite: Base Attack Bonus +4; Str 13; Cleave; Power Attack Specific: As cleave, except that there is no limit to the number of additional attacks that the character may make after killing one opponent. Use: Automatic
Great Fortitude
Feat Code: 14 Type of Feat: General Prerequisite: Specific: +2 Fortitude saves Use: Automatic
Greater Resiliency
Feat Code: 1253 Type of Feat: General Prerequisite: Damage Reduction 1/- Specific: Your damage reduction increases by 1. If it would normally rise thereafter with level, it does so at its previous rate, adding the +1 normally. Use: Automatic
Greater Two-weapon Fighting
Feat Code: 1099 Type of Feat: General Prerequisite: Base attack bonus +11; Dex 19; Improved Two-Weapon Fighting Specific: You get a third attack with your off-hand weapon at -10 penalty. Use:
Greater Weapon Focus
Feat Code: 1118 - 1144, 1146 - 1151, 1155, 1597, 1892 Type of Feat: General Prerequisite: Fighter level 8; Weapon Focus (chosen weapon) Specific: This feat grants an additional +1 to hit bonus with the selected weapon. This stacks with all other bonuses to attack roll (including Weapon Focus). This feat can be taken multiple times, but each time the effect applies to a new type of weapon. Use: Automatic
Greater Weapon Specialization
Feat Code: 1158 - 1184, 1186 - 1191, 1598, 1830 Type of Feat: General Prerequisite: Fighter level 12; Weapon Focus (chosen weapon); Weapon Specialization (chosen weapon) Specific: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization. You can take this feat multiple times, but each time the effect applies to a new type of weapon. Use: Automatic
Improved Combat Expertise
Feat Code: 390 Type of Feat: General Prerequisite: Int 13; Combat Expertise; Attack Bonus: +6 Specific: A character with this feat can make improved defensive attacks, gaining a +6 bonus to AC but receiving a -6 penalty to attack rolls. Use: Selected
Improved Critical
Feat Code: 15, 52 - 77, 79, 80, 82 - 85, 954, 1589, 1825 Type of Feat: General Prerequisite: Attack Bonus: +8 Specific: Combat ability doubles the critical threat range with a given weapon. Note: The threat range of a Keen weapon is already doubled and is not further improved with this feat. This feat can be selected multiple times, applying to a new weapon category each time. Use: Automatic
Improved Disarm
Feat Code: 16 Type of Feat: General Prerequisite: Int 13, Disarm Specific: A character with this feat does not provoke an attack of opportunity when attempting to disarm. Furthermore, if she succeeds in disarming a foe, the disarmed weapon is placed in her inventory. If there is no available slot in her inventory, the weapon falls to the ground. Use: Selected
Improved Initiative
Feat Code: 377 Type of Feat: General Prerequisite: none Specific: The character gains a +4 bonus to initiative checks. Use: Automatic
Improved Knockdown
Feat Code: 17 Type of Feat: General Prerequisite: Attack Bonus: +7; Int 13 ; Knockdown Specific: A character with this feat counts as one size category larger when he makes a knockdown attack. All other knockdown conditions still apply. Use: Selected
Improved Parry
Feat Code: 18 Type of Feat: General Prerequisite: Int 13 Specific: When using the Parry skill, this feat allows the character to counterattack when the Parry roll exceeds the modified attack roll by 5 or more (normally, the Parry roll must exceed the attack by 10 to counterattack). Additionally, the character can parry once more per round before incurring penalties. Use: Selected
Improved power attack
Feat Code: 19 Type of Feat: General Prerequisite: AB +6; Str 13; Power Attack Specific: This feat allows the character to trade a -6 penalty on his attack roll to gain a +6 bonus on his damage roll. It is very useful when fighting tough, easy-to-hit opponents. Use:
Improved Rapid Shot
Feat Code: 1100 Type of Feat: General Prerequisite: Manyshot; Point Blank Specific: When using the Rapid Shot feat, you may ignore the -2 penalty on all your ranged attack rolls. Use: Automatic
Improved Two-weapon Defense
Feat Code: 1102 Type of Feat: General Prerequisite: Bab +6; Dex 17; Shield Proficiency; Two-Weapon Fighting; Two-Weapon Defense Specific: When wielding a double weapon or two weapons, you gain a +2 shield bonus to your AC. When using the Parry action, this is replaced with a +4 skill bonus added to your Parry skill check to avoid an incoming blow. Use: Automatic
Improved Two-weapon Fighting
Feat Code: 20 Type of Feat: General Prerequisite: BAB +6; Dex 17; Two-Weapon Fighting Specific: You get a second attack with your off-hand weapon at -5 penalty. Use: Automatic
Improved Unarmed Strike
Feat Code: 21 Type of Feat: General Prerequisite: Unarmed strike Specific: Armed opponents no longer get attacks of opportunity against the character when he attempts an unarmed attack. Use: Automatic
Indomitable Soul (SOZ)
Feat Code: 2169 Type of Feat: General Prerequisite: Toughness, Iron Will Effects: Whenever you make a Will save against a mind-affecting or fear ability, you can roll 2 d20 and use the higher of the two die rolls. Use: Automatic
Iron will
Feat Code: 22 Type of Feat: General Prerequisite: None Specific: +2 Will saves. Use: Automatic
Knockdown
Feat Code: 23 Type of Feat: General Prerequisite: None Specific: A character with this feat can attempt a special knockdown attempt, which does not cause damage or provoke an attack of opportunity. A character may only knock down creatures that are one size larger than itself or less. The attacker makes a d20 roll modified by his strength bonus, and the difference between his creature size and the target creature size times 4. The defender makes a d20 roll modified by the better of his strength and dexterity bonus. If the attacker meets or beats the defender's roll, the defender is knocked down. Prone characters cannot attack. Characters receive a +4 bonus to attack prone opponents in melee, but a -4 penalty to attack them with a ranged weapon. Use: Selected
Leadership (SOZ)
Feat Code: 2203 Type of Feat: General Prerequisite: 6th level Specific: You can have up to one additional cohort [Storm of Zehir Campaign Only]. Use: Automatic
Lightning reflexes
Feat Code: 24 Type of Feat: General Prerequisite: None Specific: +2 Reflex saves Use: Automatic
Manyshot
Feat Code: 1103 Type of Feat: General Prerequisite: AB +6, Dex 17; Rapid Shot; Point Blank Shot Specific: The first shot you fire in a round, you notch two arrows instead of one. Both arrows use the same attack roll, but the attack roll is made at a -4 penalty. If the attack roll hits, the target takes damage from both arrows (extra damage, as from sneak attack and/or critical hits, are only applies to one of the arrows). When your base attack bonus reaches +11, the first and second attacks you make in the round fire two arrows, and the attack roll penalty increases to -6. When your base attack bonus reaches +16, the first three attacks you make in a round fire two arrows, and the attack roll penalty increases to -8. Use: Selected
Mobility
Feat Code: 26 Type of Feat: General Prerequisite: Dex 13; Dodge Specific: A character with this feat has learned to avoid attacks of opportunity more effectively, gaining a +4 dodge bonus to AC against them. Use: Automatic
Monkey Grip
Feat Code: 1105 Type of Feat: General Prerequisite: AB +1 Specific: This feat grants the ability to wield weapons that are normally two-handed for your race with only one hand at a -2 penalty to hit. For example, a human could wield a greatsword and a shield using this feat, while a halfling could wield a longsword in each hand. Medium sized characters (humans, half-orcs, elves, dwarves, etc.) with this feat can use giant weapons (with -2 to hit). Note that this ability only applies to melee weapons and does not affect the use of crossbows, bows, etc. Use: Automatic
Feat Code: 1109 Type of Feat: General Prerequisite: None Specific: +2 Diplomacy and Bluff. Use: Automatic
Nimble fingers
Feat Code: 1110 Type of Feat: General Prerequisite: None Specific: +2 Disarm Devices and Open Locks. Use: Automatic
Point Blank Shot
Feat Code: 27 Type of Feat: General Prerequisite: None Specific: A character with this feat negates the -4 penalty for using missile weapons in melee, and gains an additional +1 to attack and damage with ranged weapons when the target is within 15 feet. Use: Automatic
Power Attack
Feat Code: 28 Type of Feat: General Prerequisite: Str 13+ Specific: A character with this feat can make powerful but ungainly attacks. When Power Attack is selected, it grants a +3 bonus to the damage roll, but at the cost of -3 to the attack roll. Use: Automatic
Power Critical
Feat Code: 1344 thru 1381, 1599 1nd 1831 Type of Feat: General Prerequisite: Base attack bonus +4; Weapon Focus (chosen weapon) Specific: When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat Use: Automatic
Practiced Spellcaster
Feat Code: 1246 thru 1252 (varies dependent on base class) Type of Feat: General Prerequisite: Spellcraft 4 Specific: Your caster level for the chosen class increases by +4. This can't increase your caster level beyond your HD. Use: Automatic
Rapid Reload
Feat Code: 411 Type of Feat: General Prerequisite: Base attack bonus 2 Specific: Increases rate of fire with crossbows. Use: Automatic
Rapid Shot
Feat Code: 30 Type of Feat: General Prerequisite: Dex 13; Point Blank Shot Specific: A character with this feat gains an extra attack per round with a ranged weapon (excluding crossbows). When a Rapid Shot is attempted, the extra attack is made at the character's highest base attack bonus, but all attacks within the round suffer a -2 penalty. Use: Automatic
Resist Disease
Feat Code: 426 Type of Feat: General Prerequisite: none Specific: Character gains a +4 bonus on Fortitude saving throws to resist the effects of disease Use: Automatic
Resist Poison
Feat Code: 383 Type of Feat: General Prerequisite: none Specific: Character gains a +4 bonus on Fortitude saving throws against poison Use: Automatic
Resistance to Energy
Feat Code: 427 thru 431 (per element in this order: Cold, Acid, Fire, Electricity, Sonic) Type of Feat: General Prerequisite: Base Fortitude save bonus +8 Specific: Character gains resistance 5/- against the chosen type of energy (first 5 points of damage of this type of energy is ignored). Use: Automatic
Self Sufficient
Feat Code: 1385 Type of Feat: General Prerequisite: none Specific: This feat grants a +2 bonus to Survival and Heal Use: Automatic
Skill Focus
Feat Code: 173 - 193, 404, 406, 407, 911, 912, 915, 1331, 1333 Type of Feat: General Prerequisite: Able to use chosen skill Specific: A character with this feat is adapt at a certain skill, gaining a +3 bonus to all checks with it. Use: Automatic
Skilled Offense
Feat Code: 1113 Type of Feat: General Prerequisite: None Specific: When facing an opponent using the Parry skill, you add your character level to your attack roll for purposes of defending against your enemy's parry. Use: Automatic
Spring attack
Feat Code: 392 Type of Feat: General Prerequisite: Base attack bonus +4; Dex 13; Dodge; Mobility Specific: Use: Automatic
Steadfast Determination (SOZ)
Feat Code: 2170 Type of Feat: General Prerequisite: Toughness Effect: You can use your Constitution modifier in place of your Wisdom modifier on Will saves. You do not automatically fail Fortitude saves on a roll of natural 1. Use: Automatic
Stealthy
Feat Code: 387 Type of Feat: General Prerequisite: none Specific: +2 Hide and Move Silently Use: Automatic
Stunning Fist
Feat Code: 39 Type of Feat: General Prerequisite: Base attack bonus +8; Dex 13; Wis 13; Improved Unarmed Strike Specific: A character with this feat can attempt a disabling strike with a -4 attack penalty and a -4 damage penalty. If successful, the target must succeed at a Fortitude save (DC 10 + 1/2 the attacker's level + the attacker's Wisdom modifier) or be held for three rounds. This attack may be used once per day for every four levels of the character. Use: Automatic
Toughness
Feat Code: 40 Type of Feat: General Prerequisite: None Specific: A character with this feat is tougher than normal, gaining one bonus hit point per level. Hit points are gained retroactively when choosing this feat. Use: Automatic
Track
Feat Code: 1116 Type of Feat: General Prerequisite: none Specific: This feat paints all hostile targets on the minimap when using the Track mode, showing you enemies within a range determined by your Survival skill. Use: Selected
Two-weapon Defense
Feat Code: 1117 Type of Feat: General, Class Prerequisite: Dex 15; Two-Weapon Fighting Specific: When wielding a double weapon or two weapons, you gain a +2 shield bonus to your AC. When using the Parry action, this is replaced with a +4 skill bonus added to your Parry skill check to avoid an incoming blow. Use: Automatic
Two-weapon Fighting
Feat Code: 41 Type of Feat: General, Class Prerequisite: Dex 15 Specific: A character with this feat reduces the penalties suffered when fighting with two weapons. The normal penalty of -6 to the primary hand and -10 to the off-hand becomes -4 for the primary hand and -4 for the off-hand. If the off-hand weapon is light, the penalty is further reduced for both the primary and off-hand by 2 (to -2/-2). Use: Automatic
Weapon Finesse
Feat Code: 42 Type of Feat: General Prerequisite: Base attack bonus +1 Specific: A character with this feat is adept at using light weapons subtly and effectively, allowing him to make melee attack rolls with his dexterity modifier instead of strength (if his dexterity is higher than his strength). Use: Automatic
Weapon Focus
Feat Code: 43, 90-123, 952, 1590, 1826 Type of Feat: General Prerequisite: Base attack bonus +1 Specific: +1 to hit with chosen weapon Use: Automatic
Weapon Specialization
Feat Code: 47, 128-161, 953, 1591, 1827 Type of Feat: General Prerequisite: Fighter level 4; Weapon Focus (chosen weapon) Specific: +2 damage with chosen weapon Use: Automatic
Whirlwind attack
Feat Code: 867 Type of Feat: General Prerequisites: Base attack bonus +4, Dex 13, Int 13, Dodge, Mobility, Spring Attack Specific: The character performs a full attack action and makes one melee attack at full base attack bonus against each opponent within 5 feet. Use: Selected
Zen archery
Feat Code: 412 Type of Feat: General Prerequisite: Base attack bonus +3, Wis 13 Specific: Wisdom guides the character's ranged attacks, letting them use their Wisdom modifier, if it is higher, instead of their Dexterity when firing ranged weapons. Use: Automatic
Feat Code: 1766 Type of Feat: Class Prerequisite: Bard or Warlock Specific: You do not suffer an Arcane Spell Failure penalty from medium armor when casting bard or warlock spells. Using a shield or heavy armor still applies the full penalty. Use: Automatic
Curse song
Feat Code: 871 Type of Feat: Class Prerequisite: Bard Level 1 , Perform (3 ranks) Specific: Bards are able to sing a song that can curse their enemies. Deafened creatures are not affected by the bard's singing. The song affects all enemies within 30 feet and lasts for 10 rounds. The higher the bard's Perform skill and class level, the more powerful the Curse Song. Use: Selected
Dinosaur Companion (SOZ)
Feat Code: 2168 Type of Feat: Class Prerequisite: Specific: You can summon a megaraptor to serve as faithful companion. Use: Selected
Divine Might
Feat Code: 413 Type of Feat: Divine / Class Prerequisite: Str 13; Cha 13; Turn Undead ability; Power Attack; Blackguard, Cleric, or Paladin Specific: The character may spend one of his turn undead attempts to add his Charisma bonus to all weapon damage for a number of rounds equal to the Charisma bonus. Use: Selected
Divine Resistance
Feat Code: 1338 Type of Feat: Divine / Class Prerequisite: Turn Undead Specific: By spending one of your turn undead attempts, you imbue yourself and all allies with resistance to cold 5, electricity 5, and fire 5. It lasts for a number of rounds equal to your Charisma bonus (minimum of 1 round). Use: Selected
Divine Shield
Feat Code: 414 Type of Feat: Divine / Class Prerequisite: Str 13; Cha 13; Turn Undead ability; Power Attack; Blackguard, Cleric, or Paladin Specific: The character may spend one of his turn undead attempts to add his Charisma bonus to his armor class for a number of rounds equal to the Charisma bonus. Use: Selected
Divine Vengeance (SOZ)
Feat Code: 2153 Type of Feat: Class / Divine Prerequisite: Cleric or Paladin, Extra Turning Specific: You can spend one of your turn undead attempts to add 2d6 points of sacred energy damage to all your successful melee attacks against undead until the end of your next action. This is a supernatural ability. Use: Selected
Elephant's Skin
Feat Code: 1339 Type of Feat: Class Prerequisite: Wild Shape ability Specific: You can spend one of your wild shapes for the day to give yourself a natural armor bonus of +7 for 10 minutes. Use: Selected
Empowered Turning (SOZ)
Feat Code: 2154 Type of Feat: Class / Divine Prerequisite: Cleric or Paladin, Turn Undead Specific: After adding your cleric levels and Charisma modifier to your turning damage roll, multiply it by 1.5. Use: Automatic
Extend Rage
Feat Code: 1340 Type of Feat: Class Prerequisite: Barbarian Rage or Frenzy 1 Specific: Each use of rage or frenzy lasts 5 rounds longer. Use:
Extra Music
Feat Code: 423 Type of Feat: Class Prerequisite: Bard Specific: The character may use bard song four extra times per day. Use: Automatic
Extra Rage
Feat Code: 1341 Type of Feat: Class Prerequisite: Barbarian Rage or Frenzy 1 Specific: You can rage or frenzy two more times per day than you otherwise could. Use: Automatic
Extra Smiting
Feat Code : 910 Type of Feat: class Prerequisite: Smite Evil or Smite Good or Smite Infidel; Blackguard, Cleric with the Destruction Domain, Divine Champion, or Paladin Specific: This feat allows the smiting ability to be used 2 additional times per day Use: Automatic
Extra Stunning Attacks
Feat Code: 410 Type of Feat: Class Prerequisite: Base attack bonus +2; Stunning Fist Specific: +3 Stunning Fist uses/day. Use: Automatic
Extra Turning
Feat Code: 13 Type of Feat: Class / Divine Prerequisite: Cleric or Paladin, Turn Undead Specific: This divine ability allows the character to turn undead four additional times per day. Use: Automatic
Extra Turning II (SOZ)
Feat Code: 2161 Type of Feat: Class / Divine Prerequisite: Cleric or Paladin, Extra Turning Specific: This divine ability allows the character to turn undead four additional times per day. Use: Automatic
Extra Turning III (SOZ)
Feat Code: 2162 Type of Feat: Class / Divine Prerequisite: Cleric or Paladin, Extra Turning II Specific: This divine ability allows the character to turn undead four additional times per day. Use: Automatic
Extra Wild Shape
Feat Code: 1342 Type of Feat: Class Prerequisite: Wild Shape Specific: You can use your wild shape ability two more times per day than you otherwise could. If you are able to use wild shape to become an elemental, you also gain one additional elemental wild shape use per day. Use:
Improved Favored Enemy
Feat Code: multiple (dependent on favored enemy) Type of Feat: Class Prerequisite: Ranger, Attack Bonus: +5 Specific: You deal an extra +3 damage to your favored enemies. This benefit stacks with any existing favored enemy bonus gained from another class. Use: Automatic
Improved Turning (SOZ)
Feat Code: 2155 Type of Feat: Class / Divine Prerequisite: Cleric or Paladin, Turn Undead Specific: You can turn or rebuke creatures as if you were one level higher than you are in the class that grants you the ability. Use: Automatic
Lingering Song
Feat Code: 424 Type of Feat: Class Prerequisite: Bard Specific: The character's bard songs last an additional 5 rounds. Use: Automatic
Natural Bond (MotB)
Feat code: 2106 Type of Feat: Class Prerequisite: Animal Companion Specific: The character's level for determining their animal companion's abilities increases by 3, up to the characters total levels. This only applies for multi-class characters. For example, a 10th level druid with this feat gains no bonus, whereas a 5th level druid / 5th level fighter would now have an animal companion as if they were an 8th level druid. Use: Automatic
Natural spell
Feat Code: 1108 Type of Feat: Class Prerequisite: Wis 13, Wild Shape ability Specific: Can cast spells when in Wild Shape. Use: Automatic
Oaken Resilience
Feat Code: 1343 Type of Feat: Class Prerequisite: Druid level 12, Wild Shape Specific: You can spend a Wild Shape to gain immunity to critical hits, poison, sleep, paralysis, and stunning for 10 minutes. Use: Selected
Plant Wild Shape (MotB)
Feat Code: 2111 Type of feat: Class Prerequisite: Druid Level 12 Specifics: A character with this ability can use a wild shape use to take the form of a Shambling Mound or Treant.
Shambling Mound : Str 21, Dex 10, Con 17; 2-12 base damage, 20 Armor Class Special: Immunity to disease, critical hits, mind effects, paralysis, poison, fear; partial damage resistance - lightning.
Treant : Str 29, Dex 8 , Con 21 ; 2-12 base damage, 22 Armor Class Special: Immunity to disease, critical hits, mind effects, paralysis, poison, fear; 50% vulnerability to Fire.
Use: Selected. After choosing the ability, the character must choose a plant form to take.
Sacred Purification (SOZ)
Feat Code: 2255 Type of Feat: Class Prerequisite: Turn Undead, Blackguard, Cleric, or Paladin Specific: You can spend one of your turn undead attempts to create a pulse of divine energy. All lving creatures within 60 feet of the caster are healed for 1d8 + charisma bonus. All undead take 1d8 plus charisma bonus damage. Use: Automatic
Sacred Vengeance
Feat Code: 1384 Type of Feat: Class Prerequisite: Turn Undead, Blackguard, Cleric, or Paladin Specific: You can spend one of your turn undead attempts in order to add 2d6 damage to all successful attacks against undead for one round. Use: Automatic