Feats

Fiendish (and Celestial) feats

A feat with the [Celestial] or [Fiend] tag can only be taken by a creature who is an Outsider. For this purpose, any creature from any upper plane is a Celestial regardless of its alignment, while any creature from any lower plane is a Fiend regardless of its alignment. Further, any elemental or outsider with a Good alignment is a Celestial regardless of its plane of origin., while any elemental or outsider with an Evil alignment is a Fiend regardless of its plane of origin. The abilities granted by feats with the [Celestial] or [Fiend] tag are Extraordinary abilities unless otherwise stated. A Celestial does not gain a Fiendish Trait from taking a [Celestial] feat that also has the [Fiend] tag.

Agony Carress [Fiend]
Your touch is torturous.
Prerequisite: Character level 3
Benefits: With an at-will touch attack, the fiend can cause pain to his opponents, giving them a -3 penalty to all checks for 1d4 rounds. This is negated by a Fort Save, DC 10 + 1/2 HD + Charisma Modifier

Bat Out of Hell [Fiend]
Prerequisite: Fly Speed
Benefit: You may use an Attack of Opportunity to greatly accelerate your flight, provided you fly in a straight line. On the round that you use Bat Out of Hell, you double your fly speed (that is, add your fly speed to itself). Once you use this, you cannot use it for 3 rounds.
Special: If you have multiple AoO’s a round, such as from the Combat Reflexes feat and a high Dexterity, you may spend an AoO to create an infernal shriek as you fly, dealing 1d6/(1/3 Character Level + Con Mod) Sonic damage to those within forty feet of the path you take.
You can also spend AoO’s to increase your flight speed further, adding your base fly speed again for each AoO used this way.

Breath Weapon [Celestial, Fiend]
Prerequisites: Character level 6.
Benefits: Choose a spell-like ability with a duration of Instantaneous: this ability can be used as a supernatural breath Weapon with an area equal to a 10’ per spell level of the spell-like ability used. Each use of this ability expends one use of the spell-like ability. Each time this breath weapon is used, it cannot be used again for 1d4 rounds.

Carrier [Fiend]
You are a carrier of a dangerous disease, though you are immune to its effects
Prerequisite: Must have one level of a Fiend class.
Benefit: When you gain this ability choose a disease with a DC equal to the DC your disease would have(Half HD + Con mod). You disease does ability damage or special effects equal to the disease chosen.
Once chosen, your disease type does not change, but your diease DC will increase when your HD or Con modifier increase.
Unlike a normal disease, this is a supernatural disease, and its initial effects occur immediately.

Constricting Fiend [Fiend]
Your legs merge into a long tail, and you gain the ability to squeeze the life from your foes.
Prerequisites: Character level 6.
Benefits: On a successful Grapple check, you can choose to do a 4d6 Constricting attack as a normal attack.
Due to you change in form and body type, you can only use nonstandard-sized armor.

The Curse of Babel [Fiend]
“Nkgh dfhs dlit mwah?”
Prerequisite: Character level 5.
Benefit: Once an hour, the fiend can say a babbling chant as a full-round action, rendering enemies within 30’ unable to communicate coherently and incapable of using spells or powers for 1d6 rounds, should they fail a DC 10 + 1/2 HD + Charisma Modifier Will Save. This is a [Sonic] effect and is defeated by magical silence.

Devour the Soul [Fiend]
As a fiend, you gain nourishment from devouring souls.
Prerequisite: Must have one level of a Fiend class.
Benefit: Each time a soul is consumed (either a receptacle or petitioner), you regain HPs equal to 10 times its CR, and heal ability damage or drain equal to its CR.
Souls eaten in this fashion cannot be restored from the dead until you are killed.

Dominions of the Infernal [Fiend]
When you call, armies of those you have defeated are forced to answer in service.
Prerequisite: Must have the signature summon ability of the great Fiendish Houses; must have a Leadership score.
Benefit: If you successfully summon a fiend with a CR less than your level, more than one creature may appear. The weaker the creatures are, the more are summoned.

CR number appearing:
Level – 2 d2
Level – 3 d3
Level – 4 d4
Level – 5 d6
Level – 6 d8
Level – 7 2d6
Level – 8 2d10
Level – 9 3d10
Level – 10 7d6
Level – 11 3d20
Level – 12 7d12
Level – 13 d100
Level – 14 6d20
Level – 15 25d6
Level – 16 10d20
Level – 17 40d6
Level – 18 60d6
Level – 19 80d6

Elemental Aura [Celestial, Elemental, Fiend]
Your close relationship with primal elemental forces has manifested in a damaging aura.
Prerequisites: Character level 7, must have a subtype granting immunity to a form of elemental damage.
Benefits: Choose one of your elemental subtypes granting immunity to a form of elemental damage. You radiate a damaging aura that does 4d6 of elemental damage of that type to any creature within 10’ of you at the beginning of your turn.

Extra Arms [Celestial, Elemental, Fiend]
You have more arms than normal.
Prerequisite: Character level 6 (per extra pair).
Benefit: You have two extra humanoid arms. Each arm has your full strength and dexterity.
Special: You may take this feat more than once, its effects stack. You must have a minimum of 6 levels for each iteration of this feat (so a 12th level character may have 2 sets of extra arms).

Essence Gourmand [Fiend]
Even among soul-eating fiends, you are a accomplished eater.
Prerequisite: Must have one level of a Fiend class, Devour the Soul..
Benefit: Whenever you devour a soul, you gain knowledge of your victim’s personal history and important memories (not skills, levels, feats, etc), in addition to the normal effects.
You also may cure any one status effect.

The Evil Eye [Fiend]
“Go ahead, I dare you.”
Prerequisite: Character level 3
Benefit: (1 + 1/3 character level) times per day, the PC use an immediate action to force someone within 30’ to lose a move-equivalent action if they fail a will save of DC 10+1/2 HD+Charisma modifier.

Extra Summons [Celestial, Fiend]
You may use your Summoning ability two extra times each day
Prerequisite: Must have the signature summon ability of the great Fiendish Houses.
Benefit: Your summon ability may be used two extra times each day (the ability is normally usable once each day, so it could be used for 3 separate chances to conjure a fiend).

Fiendish Invisibility [Fiend]
You cannot be seen.
Prerequisite: Character level 6
Benefit: You are naturally invisible, as with the spell improved invisibility.
Special: Fiendish Invisibility always has a flaw, something that will allow your character to be seen. Examples include:

  • Invisible in Light: If you are ever in shadowy illumination, you are visible.
  • Visible by Breath: You are only invisible if you hold your breath for 3 rounds first. When you next exhale, you become visible again.
  • Invisible on Stone: Your character is invisible when touching the ground. While standing on worked floors or flying, you can be seen.

Hard Freeze [Fiend]
Your personality chills people to the bone.
Prerequisite: Must have at least one spell-like ability with the [Cold] descriptor.
Benefit: With a touch attack, you can freeze your opponents causing an effect like the slow spell for 1d4 rounds if the target fails a fortitude save of DC 10 + 1/2 HD + Charisma Modifier.

Harmless Form [Celestial, Fiend]
You can assume the likeness of a mortal.
Prerequisites: Character level 4
Benefits: You can Change Shape into a medium-sized Humanoid appearance. You can use this ability to Disguise yourself as other people, and it gives a +10 to Disguise checks as normal. When using this ability, your reflection in mirrors is of your true form.

Hellish Humidity [Fiend]
Air you can swim in…but can’t breathe.
Prerequisites: [Aquatic] Subtype
Benefit: With a full-round action which provokes an AoO, you can turn a 20-foot-radius, 15-foot-high cylinder of air into, essentially, water. Creatures inside the Hellish Humidity can swim in it, but can’t breathe unless they can breathe water, and are subject to all the difficulties fighting and acting underwater creates. However, creatures which can fly may do so freely inside the Hellish Humidity.
The Hellish Humidity lasts for 2d4 rounds or until you dismiss it (a free action).

Huge Size [Celestial, Elemental, Fiend]
Your size increases to Huge.
Prerequisites: Character level 10
Benefits: If your size would normally be Large without this feat, it increases to Huge (with all the usual changes).

Incendiary Boils [Fiend]
Large red boils filled with a potent inflammable explosive cover your body.
Prerequisites: Character level 6
Benefit: You may pull the red boils covering your body off and use them as grenadelike weapons. Drawing a boil is equivalent to drawing a weapon. Treat these like alchemist’s fire flasks, but the struck target takes fire damage equal to 1d6 times 1/2 your character level and the splash effect sets everything that fails a Con-based Reflex on fire. Your body has a maximum number of boils equal to twice your character level, and regenerates these after one day of rest.
You may also make these boils burst through hard impact or strain, such as in a grapple, or when struck. While grappling, you may move in such a way as to burst a boil, inflicting the above damage to both yourself and your grapple opponent as a move-equivalent action. When fighting defensively, you may take a prepared move-equivalent action to situate a boil such that it will be struck by a successful attack, causing the above damage to be dealt to yourself and the weapon that strikes you.

Large Size [Celestial, Elemental, Fiend]
Your size increases to Large.
Prerequisites: Character level 5.
Benefits: If your size would normally be Medium without this feat, it increases to Large (with all the usual changes).

Obyrith Healing [Fiend]
You tap into your Obyrith heritage, gaining an improved ability to heal.
Prerequisite: [Obyrith] Subtype, Character Level 5
Benefit: You gain Fast Healing equal to 1/5 your character level.

Pincers [Fiend]
Two of your hands are converted into pincers.
Benefit: Each Pincer is a natural weapon, and attacks made with the Pincer are considered to have the Improved Grab ability.

Poison Sacs [Fiend]
One of your natural weapons is envenomed.
Prerequisite: Must have one level of a Fiend class.
Benefit: When you gain this ability choose any poison in Dungeons and Dragons with a DC equal or less to the DC your poison would have(Half HD + Con mod). You poison does ability damage or special effects equal to the poison chosen.
Once chosen, your poison type does not change, but your poison DC will increase when your HD or Con modifier increase.

Product of Celestial Dalliance
One of your recent ancestors was a Celestial Outsider or from a good-aligned plane. Maybe your parents play it off as a virgin birth, maybe your dad became a Saint.
Benefits: You may take any [Celestial] feat. Additionally, you radiate faint Good; gain Resistance 5 to Acid, Cold, and Electricity; Darkvision 60’; a Smite Evil attack usable at will that does bonus damage equal to 1/2 of your strength modifier; and the [Angel], [Archon], [Eladrin], or [Guardinal] subtype with it’s attendant benefits:
[Angel] Immune to Acid, Cold, and Petrification; Resistant to Electricity, and Fire 10, + 4 racial bonus to saves vrs. Poison; Protective Aura (Su.) ( + 4 deflection to AC against Attacks made or effects created by Evil creatures, + 4 bonus to saves against same for anyone within 20’, otherwise as magic circle against evil and lesser globe of invulnerability both with 20’ radius and CL=Angel’s HD); Tongues
[Archon] Aura of Menace (Hostile creatures within 20’ must Will save DC 12 + 1/2 HD + Cha, or take – 2 on Attacks, AC, and Saves for 24 hours, or until they successfully hit you. Creatures who resist or break the effect are immune to your aura for 24 hours); Immune to Electricity, and Petrification; + 4 racial bonus to saves against Poison; Magic Circle against Evil, Teleport (greater teleport at will, CL 14, self + 50#s objects only); Tongues
[Eladrin] Immune to Electricity, and Petrification; Resistant to Cold, and Fire 10; Tongues
[Guardinal] Immune to Electricity, and Petrification; Resistant to Cold, and Sonic 10; Lay on Hands (as PHB Paladin, except can heal up to own full normal hp); + 4 racial bonus on saves vrs Poison; Speak with Animals.
Special: Can only be taken at 1st level.

Product of Infernal Dalliance
One of your recent ancestors mated with an infernal creature, and now the tainted blood of a Lower Planar creature flows in your veins. Though you can resist the call of your evil heritage, it manifests itself in an inheritance of fiendish power.
Benefits: You may take any feat with the [Fiend] subtype. In addition, you radiate faint evil; have either two claws or one bite natural weapon; Darkvision 60’; and have Cold Resistance 5 or Fire Resistance 5. When this feat is gained, you also gain one of the [Ba’azetu], [Demodand], [Obyrith], [Tanar’ri], [Yugoloth] subtype and the attendant traits:
[Ba’atezu] Immune to Poison, and Fire; Resistant to Acid, and Cold 10; See in Darkness (mundane and magical); Telepathy
[Demodand] Immune to Poison; Continuous Freedom of Movement CL 10
[Obyrith] Immune to Poison, and [Mind-affecting]; Resistant to Acid, Cold, Electricity and Fire 10; Form of Madness (Creatures within 60’ must Will save vrs 10 + 1/2 HD + Cha, or develop some form of mental illness, CE Outsiders are immune), True Seeing; Telepathy
[Tanar’ri] Immune to Electricity; Resistant to Acid, Cold, and Fire 10; Telepathy
[Yugoloth] Immune to Poison, and Acid; Resistant to Cold, Electricity and Fire 10; Telepathy
Special: Can only be taken at 1st level.

Projectile Vomiting (Acid) [Fiend]
Call an exorcist!
Benefit: You, uh, can vomit at will. And it’s a ranged touch attack out to short range. The target takes [Character Level]d6 + your Con Mod of acid damage. You also gain Acid Resistance 10, which stacks with any current or future acid resistance. If this would put your total acid resistance over 25, you gain Immunity to Acid. You do not take damage from your own vomit.

Slime Trail [Fiend]
You bodies secretes a slick mucus that dries quickly in contact with air, but you’ve learned to use this to your advantage.
Prerequisites: Character level 2.
Benefits: Your square counts as is the spell grease has been cast in it, and this effect ends when you leave a square and renews itself at the end of your turn. You are immune to this grease effect.
You also gain a +4 bonus any checks to escape a Grapple.

Speed Freak [Celestial, Fiend]
Prerequisite: Character level 5, can’t have Large or Huge size.
Benefit: Your movement speeds double, and you gain +2 to Initiative. You get +8 to Dexterity and +4 to Con (because moving that fast requires you to be tough). You get the Quick Draw sub-feat.

Spider-fiend [Fiend]
Doing the things a spider can
Prerequisite: Character level 4
Benefit: You get Spider-climb, as the spell, as an at-will extraordinary ability. As a side effect, the index and middle fingers on your hands merge together.

Spines of Fury [Fiend]
Spines cover your body, and you may fire these spine at your enemies.
Prerequisites: Character level 3.
Benefits: You may fire up to two of your body’s protruding spines per round as a standard action. You are proficient in these spines, and they have the same game effects as daggers. You may also remove them and use them as daggers, and they count as your natural weapons for purposes of damage reduction and spell effects. You body has a number of spines equal to twice your character level, and regenerate these amounts after one day of rest.

Sting of the Scorpion [Fiend]
You have a viciously barbed tail that carries a lethal poison.
Benefit: You have a stinger as a natural weapon that carries a poison that inflicts initial and secondary damage of 1d6 Con. The save DC is Constitution based. You may only inject a number of doses of poison per day equal to your Con bonus.

Stolen Breath [Fiend]
Prerequisites: Character level 3.
Benefits: On a successful grapple check, your opponent may not speak or breathe for one round in addition to any normal effects of a successful Grapple check..

Stoning Gaze [Fiend]
Your gaze petrifies the living and leaves them as statue to decorate your domain as a warning to others.
Prerequisite: Character level 9
Benefit: Once per round as a Free Action, you must designate one living creature within 60 feet of you. If that creature meets your gaze before your next turn, it must make a Fortitude save or be permanently transformed into Stone as by a stone to flesh spell. The save DC is Charisma based. The effects of this feat are a Supernatural Ability.

Supernatural Virulence [Fiend]
Your poison is as much magical as it is biological.
Prerequisite: Must have a poisonous natural weapon.
Benefit: Choose one of your spell-like abilities of 3rd level or lower. Any time you successfully poison a victim, they are also targeted by this spell-like ability as if this effect was cast (this expends one use of the ability). While poisoned with your venom, the victim cannot be effected by your spell-like ability again.

Touch of the Styx [Fiend]
You know you’re forgetting something, but what?
Prerequisite: Character level 6
Benefit: Every 1d4 rounds, you may make a touch attack to make the target forget the events of the past 24 hours. This is negated by a Will Save, DC 10 +1/2 HD + Charisma Modifier

Water Demon [Fiend]
You like the water.
Benefit: You can breathe water as easily as air. You’re also amphibious and can exist equally well in either environment. You have a swim speed equal to double your land speed. Along with this comes the ability to take 10 on Swim checks, and you get a +8 bonus to Swim checks. You gain the Aquatic subtype. Merry Christmas.

Web Spinner [Fiend]
Come into my parlor, said the spider to the fly.
Prerequisites: Spider Fiend
Benefit: You can spin a web as a Monstrous Spider of your size, and you can cast web as a spell-like ability, a number of times per day equal to 1/2 character level, with a DC of 10 + 1/2 HD + Constitution modifier. You can move your full speed while Spider-Climbing. Most drow (about 60% in a typical spider-oriented drow culture) find you strangely attractive, and therefore have a beginning attitude one step higher than what it would be normally.

Wings of Evil [Fiend] and Wings of Good [Celestial]
You have sinister bat-like wings growing from your back. Or you have beautiful Feathered wings. Whatever.
Prerequisite: Character level 5.
Benefit: You have a fly speed double that of your normal ground speed. You have good maneuverability, and you must be able to flap your wings to stay aloft (meaning that it requires very specialized armor or cloaks to permit flight).
Special: Fiendish characters choose from Leathery Bat-like, Insectile, or Feathered Wings. Celestial characters choose from Feathered or Energy wings. Celestial and Fiendish Feathered wings are generally quite distinct.

Necromantic Feats

Any feat with the [Necromatic] tag is a necromantic creation feat. This means that it is merely one part of the dark tradition of necromancy; other means such as necromancy spells or other effects can create these undead, but this is an easy path for the serious Necromancer. One trait shared by these feats is that each feat has a separate control pool for the undead it creates. For example, if a necromancer has the Path of Blood feat and the A Feast Unknown feat, he may control up to his unmodified charisma modifier in vampires or vampire spawn in addition to controlling up to his unmodified charisma modifier in ghouls. It is a move action to give commands to any one undead creature. Any undead controlled by this feat cannot create undead or use the Spawn Undead ability.
The rituals are inexpensive, but require the flesh and blood of intelligent creatures as well as living creatures or fresh corpses as subjects. Any additional costs or conditions are listed in the individual feat. These rites take 1 hour per CR of the creature created, and can only be performed at night or in a location that has never been touched by the sun (such as a deep cave). The maximum CR of an undead creature created with these rites is two less than the creator’s character level.
Materials to create any undead always cost at least 25 gp per hit die. Creating undead by these method generally requires at least an hour.

Creation Feats

A Feast Unknown [Necromantic]
You have partaken of the feast most foul and count yourself a king among the ghouls.
Prerequisite: You must have consumed the rapidly cooling flesh of an intelligent mortal creature. Must be evil. (no, cooking the flesh first does not disqualify you from taking this feat. Yes, this has come up.)
Benefit: You can create Ghouls or Ghasts from any dying person (at 1 to –9 hps). Any undead you create have the Scent special quality.
In addition, any time you completely consume the flesh of a sentient creature, you regain 5 hps per HD.
You automatically control up to your Charisma modifier in undead created by this feat, but no undead can have a CR greater than your character level.

Body Assemblage [Necromantic]
The discarded husks of life are nothing more than a building material to you.
Prerequisite: Caster Level 1, ability to cast 1st level spells of the Necromancy school.
Benefit: You may create skeletons and zombies that serve you alone.
You automatically control up to your unmodified Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.
Special: A first or second level character can create undead less than their own CR, but each undead creature counts as two for control purposes.

Feed the Dark Gods [Necromantic]
You have attracted the attention of dark gods and demon lords, and they are willing to grant dark life to your creations in exchange for pain and power.
Prerequisite: Any two necromantic feats, character level 7, 10 ranks in Knowledge(Religion)
Benefit: You may create any undead creature through the art of sacrifice. For every CR of the creature you wish to create, you must sacrifice one sentient soul (Int of 5 or better) and 500 gp. For example, if you wish to create a CR 8 Slaughterwight, you must sacrifice eight sentients and 4,000 gp. You cannot create any undead with a CR greater than two less than your character level.
You automatically control up to your unmodified Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.

The Path of Blood [Necromantic]
You have learned the dark and selfish rites that create vampires, the legendary immortal blood drinkers of the night.
Prerequisite: character level 5
Benefit: You can create Vampires and Vampire Spawn. Your unintelligent undead heal fully at the next sunset following them killing a living creature with a piercing or slashing attack. A spellcaster with this feat has access to any spell with a [blood] component.
You automatically control up to your unmodified Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.

Whispers of the Otherworld [Necromantic]
You have learned the tricks of torturing a soul past the veil of life, and into the shadow of death.
Prerequisite: character level 4
Benefit: You may create incorporeal undead. In addition, any undead you create have a +2 to Initiative, +4 to Move Silently checks, and Lifesight as a Special Quality.
You automatically control up to your Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.

Wrappings of the Ages [Necromantic]
The ancient secrets by which unlife can be sustained in mummification have been unearthed.
Prerequisite: character level 8
Benefit: You can create mummies. In addition, any undead you create has their natural armor increase by +3. Also, any time your undead rest (take no actions) in an enclosed space that has never been touched by the sun, the location counts as a Tomb for them as long as they inhabit it (see New Rules). In all other ways, the area is not a Tomb.
You automatically control up to your Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.

Culinary Feats

Devil Preparation [Necromantic]
By learning dark culinary techniques, you have learned to consume the flesh of devils, demons, and other infernals, absorbing their taint and some of their power.
Prerequisite: A Feast Unknown, character level 10, must have eaten the flesh of a Devil or Demon.
Benefit: You gain the ability to cast one spell from the Half-Fiend template per day as a spell-like ability (limited by your HD on the Half-fiend chart). In addition, all spells from the Evil Domain are considered spells known for you, you gain a +2 to Intimidate checks, and you can choose to count as a Tanari or Baazetu for the effects of spells, magic items, or prerequisites for feats or prestige classes.
You may use [Evil] Outsiders in place of intelligent humanoids in Necromantic Creation rituals.

Fairy Eater [Necromantic]
By consuming the flesh of fairies, you have absorbed a fraction of their magic.
Prerequisite: A Feast Unknown, must have eaten the flesh of a creature with the Fey type.
Benefit: All figments and glamours you cast have their duration extended by two rounds. In addition, all spells from the Trickery Domain are considered spells known for you, you gain a +4 to Disguise checks, and you can choose to count as a Fey for the effects of spells, magic items, or prerequisites for feats or prestige classes.
You may use Fae in place of intelligent humanoids in Necromantic Creation rituals.

Heavenly Desserts [Necromantic]
By gorging on the sweet flesh of angels, you have digested a portion of their divine essence.
Prerequisite: A Feast Unknown, character level 10, must have eaten the flesh of an Angel, Archon, Eladrin, or Deva.
Benefit: You gain the ability to cast one spell from the Half-Celestial template per day as a spell-like ability (limited by your HD on the Half-Celestial chart). In addition, all spells from the Gluttony Domain are considered spells known for you, you gain a +2 to Diplomacy checks, and you can choose to count as Good for the effects of spells or magic items.
You may use [Good] Outsiders in place of intelligent humanoids in Necromantic Creation rituals.

Other Feats

Blood Painter [Necromantic]
By painting magical diagrams out of your own blood, you can spontaneously cast spells using only your own life energy. This is of special use to casters who prepare spells, or to casters who have run out of spells.
Prerequisite: Path of Blood, Caster level 5, Spellcraft 4 ranks
Benefit: At any time, a caster with this feat can cast any spell he knows by painting a magical diagram on a flat 10’ by 10’ surface. This takes one minute per spell level, and deals two points of Constitution damage per spell level to the caster (or loses a like amount of Blood Pool if he has one). If the caster’s current Con or Blood Pool is less than double the spell’s level, the spell cannot be cast.
Any spells cast with this feat are Supernatural effects.

Child Necromancer [Necromantic]
An obsession with death and experimentation with necromancy early in your childhood perverted your body and blossoming magical talent. As a result, your body never aged past childhood, and you are an adult in a child’s body, magically powerful but physically weak.
Prerequisite: Caster level 1, must know at least one necromancy spell of each spell level you can cast.
Benefit: All Necromancy spells you cast are at +4 caster level, and you gain the effects of Weapon Finesse for all Necromancy touch attack spells you use (if you desire). You have –4 Strength, and appear to be a child despite your actual age category (this does not prevent penalties or bonuses from advancing in age categories, or stop the aging process). You are one size category smaller than normal for your race (do not further adjust ability modifiers). If you are a spontaneous caster, you may permanently exchange any spell known for any Necromancy spell you possess in written or scroll form. If you are a preparation caster, you may learn any Necromancy spell you possess in written or scroll form from any list, and you may not select Necromancy as a restricted school. These Necromancy spells may be from any list, can be exchanged at any time, and once gained are cast as spells of your spellcasting class. These spells remain as spells known even if you later lose this feat.
Special: This feat can only be taken at 1st level. If circumstances ever cause a character to no longer meet the prerequisites of this feat, they may choose any metamagic feat they qualify for to permanently replace this feat.

Sleep of the Ages [Necromantic]
Your mastery of ancient mummification techniques has revealed a secret technique for sleeping away the ages.
Prerequisite: character level 8, Wrappings of the Ages, you must remove all of your internal organs and place them within canoptic jars during a magic ritual
Benefit: By arranging focuses worth 1,000 GP in a ritual manner and wrapping yourself in the funeral arrangements of a mummy, you can initiate the Sleep of the Ages. Until your focuses are disturbed, you will stay in suspended animation. In this state, you do not age, breath, need to eat, or are subject to any effect requiring a Fort Save.
As a side effect of learning this technique, you remove all of your internal organs and place them within canoptic jars during a magical ritual. This process does not harm you, and from this point onward you are no longer subject to critical hits or sneak attacks. Having your organs in canoptic jars has no other game effect, but if they are destroyed you no longer gain the effects of this feat (your organs magically return to your body and you must remove them again to regain the use of this feat.)

Ghost Cut Technique [Necromantic]
Study of the ephemeral essence of incorporeal undead has taught you combat techniques that transcend the limitations of the flesh.
Prerequisite: Whispers of the Otherworld
Benefit: Each day, you can use the spell wraithstrike as swift action spell-like ability a number of time equal to half your character level.
You also gain a +2 to initiative checks, a +4 to Move Silently checks, and Lifesight as a Special Quality.

Feats

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