TEXT: ULTIMATE 
  FEAT DECKS
  LPJ9474
  Compatibility with the Pathfi nder Roleplaying Game requires 
  the Pathfi nder Roleplaying Game from Paizo Publishing, LLC. 
  See http://paizo.com/pathfi nderRPG for more information on 
  the Pathfi nder Roleplaying Game. Paizo Publishing, LLC does 
  not guarantee compatibility, and does not endorse this product.
  3.5 SYSTEM COMPATIBLE
  Compatibility with the Pathfi nder Roleplaying Game requires 
  
  ADDITIONAL MUTATION
  You are slightly different from other Enukas.
  Prerequisites: Enuka.
  Benefits: You gain an additional mutation.
  Special: You may select this feat multiple times. Each time, select 
  a new mutation.
  
  ANATOMICAL TARGETEER
  You use your vital knowledge of anatomy to strike precise points.
  Prerequisites: Precise Shot, Heal 5 ranks, Prymidian.
  Benefits: A Prymidian with this feat may use his Intelligence 
  modifier instead of his Strength modifier for calculating the 
  damage inflicted with a thrown weapon. He must be within 30 
  feet of his target. This feat may not be used against targets with 
  concealment or cover.
  Special: Prymidians treat the feat as a combat feat.
  
  ARCANE BODY, GREATER - 
  METAMAGIC
  You can harness and unleash the potent energy stored in your body.
  Prerequisite: Cynean
  Benefits: You can use your arcane body racial trait a number of 
  times per day equal to your Constitution modifier.
  
  ARCANE CRYSTAL
  You are one with the stones and draw energy from the world 
  around you.
  Prerequisites: Arcane caster level 3, Cynean.
  Benefits: Add your Constitution modifier to your spellcasting 
  ability score to determine bonus spells.
  For example, a Cynean sorcerer with a Charisma of 16 and a 
  Constitution or 14 would have the bonus spells as if he had a 
  Charisma of 18. 
  
  ARCANE CRYSTAL ENERGY
  You may channel your own life force to power your spells.
  Prerequisites: Arcane caster level 9, Arcane Crystal.
  Benefits: The Cynean may cast any arcane spell known without 
  expending a spell slot. However he must take one point of Consti-
  tution damage per level of the spell. 
  
  ARCANE CRYSTAL RESILIENCE
  You can use your arcane energies to shore up the vulnerability of 
  your crystalline body.
  Prerequisites: Arcane caster level 1, Cynean.
  Benefits: You no longer automatically fail saving throws against 
  force effects.
  
  ARCANE CRYSTAL SHIELD
  You may channel your arcane power to defend yourself.
  Prerequisites: Arcane caster level 5, Arcane Crystal.
  Benefits: Once per round as an immediate action, a Cynean may 
  sacrifice a spell slot to gain a deflection bonus to AC equal to the 
  level of the spell sacrificed.
  
  ARCANE CRYSTAL STRIKE
  You can channel magical energy into your unarmed strikes.
  Prerequisites: Arcane caster level 2, Arcane Crystal, Cynean.
  Benefits: When you hit with an unarmed strike, you may expend a 
  number of spell slots up to half your caster level (minimum 1). For 
  every spell level spent in this manner, your unarmed strike deals an 
  additional 1d4 points of damage.
  
  ARCANE WYRD - WYRD
  You have been trained in the art of rewriting your arcane future.
  Prerequisite: Charisma 13+, Intelligence 13+, ability to prepare 
  spells in advance.
  Benefit: You are capable of taking 15 minutes of meditation to 
  change how your arcane energies are prepared, allowing you to 
  “forget” a single prepared (but uncast) spell. This slot is then open 
  and can be filled with a new prepared spell. You may do this as 
  often as you wish, taking 15 minutes per spell. 
  
  ASSAULT FORMATION -  
  COMBAT, TEAMWORK
  With the help of your allies, you can deliver a powerful, coordi-
  nated charge that disrupts enemy formations.
  Prerequisites: Improved Bull Rush, Power Attack, base attack 
  bonus +5.
  Benefit: To form an assault formation, you must be standing adja-
  cent to one or more allies who also possess this feat. You all charge 
  on the same initiative count, and must end your charge adjacent to 
  one another. When you do this, your charging bonus to attack rolls 
  increases to +4. The damage done is increased by one for each ally 
  with this feat who took part in the charge.
  
  BLACK LIGHTNING BEAM
  You can unleash your shadowspark in a long beam.
  Prerequisites: P’Tan, shadowspark racial ability.
  Benefits: As a standard action that provokes attacks of opportunity, 
  you can spend two uses of your black lightning ability to deal 
  shadowspark damage in a 30 ft. line; creatures hit get a Reflex save 
  for half damage. The DC is 10+ half your character level + your 
  Wisdom modifier.
  In addition, you can use your black lightning one additional time 
  per day.
  
  BLACK LIGHTNING BOLT
  Your shadow connection is stronger than other P’Tan’s.
  Prerequisites: P’Tan, shadowspark racial ability.
  Benefits: Your shadowspark ability deals 1d6 points of damage per 
  two character levels.
  
  BLACK LIGHTNING BURST
  You learn to unleash your shadowspark all around you.
  Prerequisites: Black Lightning Cone, P’Tan, shadowspark racial 
  ability. 
  Benefits: As a standard action that provokes attacks of opportunity, 
  you can spend two uses of your black lightning ability to deal its 
  damage in a 15 ft. radius burst centered on you; creatures within 
  the burst get a Reflex save for half damage. The DC is 10+ half 
  your character level + your Wisdom modifier.
  In addition, you can use your black lightning one additional time 
  per day.
  
  BLACK LIGHTNING CONE
  You can channel your shadowspark in a cone.
  Prerequisites: P’Tan, shadowspark racial ability.
  Benefits: As a standard action that provokes attacks of opportunity, 
  you can unleash a 15ft. cone; creatures hit get a Reflex save for 
  half damage. The DC is 10+ half your character level + your 
  Wisdom modifier.
  In addition, you can use your black lightning one additional time 
  per day.
  
  BLACK LIGHTNING FIST -  
  COMBAT
  You have learned to master your shadowspark to unleash it when-
  ever you succeed at making an unarmed attack.
  Prerequisites: Improved Unarmed Strike, P’Tan, shadowspark 
  racial ability.
  Benefits: You can expend one use of your shadowspark ability as a 
  swift action to wreath your unarmed strikes in shadowy electricity. 
  Add your shadowspark damage to your unarmed strike damage. 
  You may not use this feat more than once per round.
  
  BLACK LIGHTNING SHEATH
  You have mastered the power of the shadowspark and can surround 
  yourself with it for short periods of time.
  Prerequisites: P’Tan, shadowspark racial ability, at least two other 
  shadowspark feats.
  Benefits: As a full-round action that provokes attacks of opportu-
  nity, you can sheath yourself in shadowy electricity by spending 
  three uses of your black lightning ability. The Black Lightning 
  Sheath lasts for a number of rounds equal to your Wisdom modi-
  fier.
  You gain the following effects:
   
  • 
   Your alignment is treated as Chaotic Evil for purposes of all 
  spells and effects, and you radiate Chaos and Evil as if you 
  were a cleric of your character level, in addition to your 
  actual alignment.
   
  • 
   You are sheathed in electrical energy like a fire shield spell. 
  You take half damage from electricity attacks and deal 
  your shadowspark damage back on a natural, unarmed or 
  one-hand melee weapon attack.
   
  • 
   While using this ability, you cannot use other shadowspark 
  abilities.
  
  BLACK LIGHTNING SURGE - 
  COMBAT
  While it drains most P’Tan’s energy to overuse their shadowsparks, 
  some can temporarily feed that energy back into themselves.
  Prerequisites: P’Tan, shadowspark racial ability.
  Benefits: As a swift action you may spend one use of your black 
  lightning ability to gain a number of temporary hit points equal to 
  your character level. These temporary hit points last for one hour, 
  or until lost, whichever comes first. 
  In addition, you can use your black lightning one additional time 
  per day.
  
  CANNIBALIZE
  You can steal an enemy’s memories and skills by eating its brain.
  Prerequisite: Caliban
  Benefit: You must eat the brain of an intelligent creature that has 
  been dead for less than an hour. This has no effect if the target 
  has fewer hit dice than the caliban. If it has more hit dice than the 
  caliban, the caliban gains the skill ranks the target had in one skill, 
  to a maximum of the caliban’s level. 
  The caliban adds his own ability to the skill. Using this feat is a 
  full round action. This bonus lasts for a number of minutes equal to 
  one half the caliban’s level. 
  
  CANNIBALIZE, IMPROVED
  You are able to gain some of a creature’s strength and power by 
  consuming its heart.
  Prerequisite: Cannibalize
  Benefit: When using the cannibalize feat, the Caliban eats the heart 
  of the target. If the target has more hit dice than the caliban, the 
  caliban also gains a +1 competence bonus to Strength. This has the 
  same duration as the Cannibalize feat.
  
  CANNIBALIZE, GREATER
  You are able to gain some of a creature’s health and power by 
  consuming its liver.
  Prerequisite: Improved Cannibalize
  Benefit: When using the improved cannibalize feat, the Caliban 
  eats the liver of the target. If the target has more hit dice than the 
  caliban, the caliban also gains a +1 competence bonus to Constitu-
  tion. This has the same duration as the Cannibalize feat.
  
  CAVIAN BITE MASTERY -  
  COMBAT
  You have mastered the art of fighting with your bite as well as 
  with weapons.
  Prerequisites: Cavian, bite racial feature
  Benefits: When using a full attack and his bite as a secondary 
  attack, a Cavian only takes a -2 penalty and can add his full 
  Strength bonus to the damage.
  
  CRAFT MAGIC CANDLE -  
  CREATION
  You may impart a magic spell into a candle.
  Prerequisites: Caster level 3.
  Benefits: You can create magic candles.
  
  CRAFT WYRD CHARM -  
  CREATION, WYRD
  You can scribe a charm to hold some of the power of your destiny, 
  and use it to change circumstances when things go against you.
  Prerequisites: Arcane caster level 5, one other Wyrd feat.
  Benefits: You can create wyrd charms.
  
  DANCING WARRIOR
  You have learned the ancient dances of protection of the Wyldlands 
  of Bal.
  Prerequisite: Dodge, Perform (dance) 1 rank
  Benefit: While wearing an armor that is not made of metal that you 
  are proficient with you can dance, requiring you to move at least 
  10 feet on your turn. Doing so grants a +1 dodge bonus to AC and 
  CMD. You must end 10 feet away from your starting point. This 
  bonus stacks with the dodge feat.
  
  DANCING WARRIOR, GREATER
  You have mastered the ancient wardances of the Wyldlands of Bal.
  Prerequisite: Dancing Warrior, Fighter Level 6
  Benefit: The bonus for using Dancing Warrior increases to +2.
  
  DAYLIGHT ADAPTATION
  You have adapted to the sunlight world.
  Prerequisite: P’Tan.
  Benefits: You are no longer dazzled in bright light.
  
  DISRUPT SPELL TRIGGER - 
  COMBAT
  You know how to strike just before an enemy can activate spell-
  trigger items.
  Prerequisites: Disruptive.
  Benefits: Within the reach of the character, any enemy using a 
  spell trigger item – such as a wand – is subject to an attack of 
  opportunity. An enemy may cast defensively to avoid this threat.
  A successful attack only prevents activation if the target is knocked 
  unconscious or unable to complete the activation.
  
  DISRUPT SPELL-LIKE ABILITY - 
  COMBAT
  You know when to strike to best disrupt an enemy as he tries to 
  activate a spell-like ability.
  Prerequisites: Disruptive.
  Benefits: Within the reach of the character, any enemy using a 
  spell-like ability is subject to an attack of opportunity. An enemy 
  may cast defensively to avoid this threat.
  A successful attack only prevents activation if the target is knocked 
  unconscious or unable to complete the activation.
  
  DRACONIC BLOODLINE
  The blood of ancient wyrms flows through your veins.
  Prerequisite: Sametia Affinity, character 1st level
  Benefit: When you select this feat, you must select one type of 
  chromatic dragon. The character’s skin takes on a tint of that 
  color. It also determines an energy affinity and two skills gain a 
  +1 feat bonus. Those skills are always considered class skill for 
  the character.
  Color	
  Skills
  Black 
  Stealth, Swim
  Blue 
  Diplomacy, Spellcraft
  Green 
  Stealth, Survival
  Red 
  Bluff and Intimidate
  White 
  Acrobatics, Climb
  Special: Characters with Sametian Affinity who drink the blood 
  of a true dragon may select this feat, even if they are no longer 1st 
  level. The dragon type must match the blood of the dragon.
  
  DRACONIC INHERITANCE
  Draconic blood runs quite deep in you.
  Prerequisite: Draconic Bloodline
  Benefit: You gain a +4 racial bonus against sleep and paralyzing 
  effects. 
  
  ENERGY ABSORPTION
  You can use your natural protection to heal yourself.
  Prerequisite: Energy resistance or energy immunity
  Benefit: Once per day, when your energy resistance or energy 
  immunity reduces the damage dealt to you, you gain a number 
  of hit point equal to half the damage saved by your resistance or 
  immunity.
  
  FACETED BODY
  Your body has sharp angles making it difficult to hold and grab 
  on to. 
  Prerequisites: Cynean.
  Benefits: The Cynean gains a +1 bonus to his CMD against 
  grapple and a +1 racial bonus to his Reflex saves.
  
  FILTHY BEAST
  Your diet and poor hygiene have made you resistant to poison and 
  disease.
  Prerequisite: Caliban
  Benefit: You gain a bonus on all saving throws against poison and 
  disease equal to one-half your character level.
  
  FORSAKEN
  When you left the hive mind, you learned to close your mind to 
  all psionics. 
  Prerequisites: Cavian, Independent racial feature.
  Benefits: You gain a +2 racial bonus to AC, CMD and saving 
  throw against psionic effects.
  
  GEM SOUL
  Your soul is linked to the stones of power, giving you a particularly 
  crystalline appearance. Your connection to the stones of power 
  grants you an additional reserve of arcane energy.
  Prerequisites: Arcane caster level 1, Cynean.
  Benefits: The Cynean may cast one additional known high level 
  arcane spell per day. The maximum spell level that can be taken 
  equals his spellcasting ability modifier (Intelligence for wizards, 
  Charisma for bards and sorcerers). 
  If the character learns a spell of a level higher than his spellcasting 
  ability modifier, the spell gained is of the ability modifier’s level. 
  For example, a 10th level Cynean sorcerer with a Charisma of 
  18 would gain an extra 4th level spell, even if he knows 5th level 
  spells.
  
  GEM SOUL, IMPROVED
  Your body takes on the actual and metaphysical properties of a 
  particular gemstone.
  Prerequisite: Gem Soul
  Benefits: The Cynean takes on the color of his associated gem. 
  He counts his caster level as being 1 higher for the purpose of 
  determining range and duration of spells of that school. Spells of 
  the associated school have their DC increased by 1. 
  School	
  Gem	
  Color
  Abjuration 
  Emerald 
  Green
  Conjuration 
  Sapphire 
  Deep Blue
  Divination 
  Diamond 
  Clear
  Enchantment 
  Amethyst 
  Purple
  Evocation 
  Ruby 
  Red
  Illusion 
  Tourmaline 
  Pale Blue
  Necromancy 
  Onyx 
  Black
  Transmutation 
  Topaz 
  Yellow
  
  GEM SOUL, GREATER
  By focusing his inner arcane energies and sacrificing some of your 
  life force, you can unleash great magical energies.
  Prerequisites: Able to cast 6th level arcane spells, Improved Gem 
  Soul.
  Benefits: The Cynean casts one arcane spell known as a Quickened 
  spell, even if he does not have the feat. The caster takes Constitu-
  tion damage equal to one point per spell level of the spell cast. This 
  spell counts as being cast by a spontaneous caster.
  
  GUARDED BY NATURE
  The spirits of nature warn you of incoming attacks, allowing you 
  to dodge aside just in time. Even when an opponent catches you 
  unaware, the spirits’ cries put you on your guard.
  Prerequisites: Dalrean, Dex 13.
  Benefit: When out in the wilderness you cannot be caught flat-
  footed due to surprise, and you are not flat-footed if an opponent’s 
  initiative is higher than your own during the first round of combat. 
  When danger draws near, the nature spirits you can talk to provide 
  you with enough of a warning that you can ready yourself for an 
  attack. This ability does not function in urban settings.
  
  HAIL OF THORNS
  Prerequisites: Dalrean, thorns racial ability.
  Benefit: A Dalren can expel their thorns in a 15-foot cone, dealing 
  2d6 points of piercing damage to any creature in the area. A Reflex 
  save (DC 10) halves the damage. A dalrean can use this ability one 
  time per day plus their Constitution modifier (minimum 1).
  
  HARDY FORM
  The Dalrean gains the resistance to shape altering that is common 
  to many Plant subtype creatures.
  Prerequisites: Base Fortitude +5, Dalrean.
  Benefits: The Dalrean is immune to polymorph effects.
  
  HIVE-FIGHTING - COMBAT, 
  TEAMWORK
  Using your connection to the hive mind, you gain additional 
  insight you can use in a fight.
  Prerequisites: Cavian, Hive-Mind racial feature
  Benefits: Cavians gain a +1 insight bonus to attack and damage 
  rolls for every ally with this feat that threatens the same target. 
  
  HIVE NODE
  You are a focus point of the hive mind and gain great comfort 
  from it.
  Prerequisites: Cavian, hive mind racial feature.
  Benefits: Increase the racial bonus to Knowledge checks by 1. The 
  skill penalty is not affected.
  
  IMPLIED THREAT
  You imply more than you actually threaten.
  Prerequisites: Intimidate 1 rank, Prymidian.
  Benefits: A Prymidian with this feat may use his Intelligence 
  modifier instead of his Charisma for Intimidate checks.
  Special: This feat stacks with the bonus from Master Lecturer.
  
  INFORMATION NETWORK
  You have a network of contacts and informants that keeps you up 
  to date.
  Prerequisites: Sasori or Skill Focus (Diplomacy) 
  Benefit: Choose a city to be the center of your network. In that 
  city, you receive a +2 competence bonus to Gather Information and 
  Knowledge (Local) checks within your network’s reach and Gather 
  Information takes a quarter of the usual time. 
  Special: This feat may be taken multiple times, but must select 
  a different city each time. At the GM’s option, you may select a 
  larger rural area.
  
  INTO THE HOLE
  You make the best use of whatever cover is around you.
  Prerequisites: Skill Focus (Stealth), Stealth 5 ranks
  Benefit: When in cover, all penalties for targeting you are 
  increased by +2. This has no effect if you do not have cover from 
  the attacker.
  
  JUNGLE BORN
  You are savvy in the laws of the jungle.
  Benefits: You receive a +2 bonus to Stealth and Survival checks 
  while in jungle terrain.
  
  MENACING
  Spell casters dread your clost proximity as you disrupt them with 
  your menacing appearance.
  Prerequisite: Intimidate 4 ranks
  Benefit: Any enemy spellcaster you threaten in melee has the DC 
  of his concentration checks increased by your ranks in Intimidate.
  
  METALLIC LACING
  Your body is laced with veins of metal that focus and channel 
  magical energies.
  Prerequisites: Arcane caster level 5, Cynean.
  Benefits: A Cynean’s body is marbled with veins of the element 
  chosen. These metals may not be extracted without killing the 
  Cynean, and even then the quantities are very small.
  Metal	
  Energy
  Copper 
  Electricity
  Gold 
  Acid
  Platinum 
  Sonic
  Silver 
  Cold
  Steel 
  Fire
  A Cynean with this feat adds an additional point of damage 
  inflicted per dice from any spell with the energy type associated 
  with his metal. 
  
  MULTI-TENTACLE FIGHTING
  You learned to use your tentacles to the best of your ability.
  Prerequisites: Tentacles racial ability, Two-Weapon Fighting, 
  Prymidian.
  Benefits: You gain two tentacle attacks as secondary natural 
  attacks. Tentacles deal 1d4 points of bludgeoning damage. 
  However, when using this feat, you do not benefit from the added 
  reach on your main weapon – unless it is a reach weapon.
  Special: This feat qualifies the Prymidian for the Multiattack feat.
  Special: Prymidians treat this feat as a combat feat.
  
  MUTATION FOCUS
  You have mastered your mutations, making them much more effec-
  tive than that of others.
  Prerequisites: Enuka, have a mutation with a save DC.
  Benefit: Increase the DC of all your mutations by 2.
  
  PAIN FOCUSES THE MIND
  Pain focuses your mind and prevents you from being easily 
  commanded.
  Prerequisite: Iron Will
  Benefit: When you are the target of a mind-affecting or fear effect, 
  you may chose – as an immediate action – to hurt yourself, taking 
  a number of points of damage equal to double your level. You may 
  then attempt another saving throw at the start of your next turn. 
  Succeeding at that second save is the same as succeeding at the 
  first one.
  
  PHALANX LEADER - COMBAT
  You know how to bring your troops out of a fight.
  Benefit: As a move action, you can direct allies within 30 feet of 
  you. The Allies must be able to see and hear you. Allies gain a +1 
  morale bonus to AC for one round.
  Special: If you have the Team Leader feat, you may activate both 
  at the same time.
  
  PLANTSENSE
  Your ability to communicate with plants gives you unprecedented 
  awareness of your surroundings.
  Prerequisites: Wildkindred racial ability or the ability to cast 
  speak with plants as a spell.
  Benefit: As long as your ability to speak with plants is active, you 
  have tremorsense out to 20 ft. You cannot use this ability if there 
  are no plants in that radius.
  
  PLANTSIGHT
  Your awareness in natural areas is downright uncanny.
  Prerequisites: Wisdom 17, Plantsense.
  Benefit: As long as your ability to speak with plants is active, you 
  gain blindsight 20ft. You cannot use this ability if there are no 
  plants in that radius.
  
  POISON IMMUNITY
  Your affinity to poisons makes you highly resistant to the venoms 
  of natural creatures.
  Prerequisites: Sasori, poison resistance racial ability.
  Benefits: The Sasori becomes completely immune to poison from 
  animals, plants and vermin.
  
  POISON IMMUNITY, GREATER
  You are immune to all poison
  Prerequisites: Sasori, Poison Immunity
  Benefits: The Sasori becomes completely immune to all poisons, 
  whether magical or natural.
  
  POTION GUZZLER
  You are adept at drinking potions very fast.
  Prerequisites: Quick Draw.
  Benefits: As a full-round action that provokes an attack of oppor-
  tunity, you may quaff two potions (or similar apothecary items) at 
  once. You must have both of your hands free to use this feat.
  
  PREDATORY NATURE
  You are a natural predator and everyone around you can feel your 
  inner beast.
  Prerequisites: Enuka, Skill Focus (Intimidate).
  Benefit: You may reroll an Intimidate check without penalty.
  Normal: Retries gain a +5 increase for every retry attempt.
  
  RATIONAL ARGUMENT
  You present everything in a way that those who talk to you cannot 
  help but see the logic in your words.
  Prerequisites: Diplomacy 1 rank, Prymidian.
  Benefits: A Prymidian with this feat may use his Intelligence 
  modifier instead of his Charisma modifier for determining his 
  Diplomacy checks.
  Special: This feat stacks with the bonus from Master Lecturer.
  
  REBUKE NATURE
  Using the raw force of your personality, you compel plants and 
  plant creatures to halt any violent actions toward you. Even magic 
  that draws on plants seems to loathe harming you.
  Prerequisites: Dalrean
  Benefits: You can rebuke plants as a standard action that does 
  not provoke an attack of opportunity. All plants within 60 feet of 
  you must make Will saves (DC 10 + half your class level + your 
  Charisma modifier) or be unable to attack you unless you first 
  attack them. On a successful save, they still take a –2 penalty on all 
  attacks against you. 
  If you attack any plant affected by this power, then the effect is 
  broken 
  You may use this feat a number of times per day equal to 3 + your 
  Charisma modifier. 
  Also, against spells with the plant descriptor, you gain spell 
  resistance equal to 10 + your character level. The fundamental 
  power of plant magic senses your connection to nature and draws 
  back from you.
  
  RHINO’S CHARGE
  You not only push your opponent, you push them down.
  Prerequisites: Improved Bull Rush.
  Benefits: When you successfully bull rush an opponent, you push 
  them back as normal, but also knock them prone.
  
  SCHOLARLY UPBRINGING
  You have trained with many master scholars and sages who have 
  imparted their wisdom to you.
  Prerequisites: Prymidian.
  Benefits: A Prymidian may use a Knowledge skill untrained.
  Special: If you have the bardic knowledge class feature, you gain a 
  bonus of +2 on all knowledge checks.
  
  SCORPION SIGHT
  You have learned to listen with your feet to locate enemies.
  Prerequisites: Sasori, vermin friend racial ability.
  Benefits: A Sasori with this feat gains tremorsense 10ft.
  Special: This feat may be taken up to three times, each time adding 
  10ft. to the Sasori’s tremorsense.
  
  SEEDS OF CLAIRVOYANCE, 
  GREATER
  You may gain greater insight with your seeds of clairvoyance. 
  Prerequisites: Cavian, seeds of clairvoyance racial ability, 
  character level 7.
  Benefits: You may use both clairvoyance and clairaudience at the 
  same time on a target infected with your seeds of clairvoyance
  
  SHARP WIT
  You studied many forms and have mastered the art of inflicting 
  maximum damage with as little pressure as possible.
  Prerequisites: Heal 5 ranks, Weapon Finesse, Prymidian.
  Benefits: When using a weapon with the Weapon Finesse feat, 
  you add your Intelligence bonus to your damage instead of your 
  Strength.
  
  SHIELD EXPERTISE - COMBAT
  You know how best to use your shield to prevent an opponent from 
  moving you.
  Prerequisites: Shield Focus
  Benefits: You may add you shield bonus to your CMD to resist 
  bull rush and overrun attempts.
  
  SPEAR MASTERY - COMBAT
  You have mastered the art of fighting with spears.
  Prerequisites: Base Attack Bonus +1
  Benefit: When wielding any spear weapon (Bal spearclub, 
  longspear, spear, shortspear), you can wield it as a double weapon. 
  The other end of the spear deals the same amount of damage as its 
  other edge, but as bludgeoning damage.
  
  SPELLBUD - METAMAGIC
  You may grow buds that can store spells.
  Prerequisites: Dalrean, ability to cast spells
  Benefit: A Dalrean can grow and generate a bloom that holds a 
  spell. A dalrean can place up to a 3rd level spell into a spellbud. 
  The process takes eight hours, during which time the dalrean must 
  not be interrupted. A spellbud can be removed from the dalrean, 
  but must be used within D4+1 rounds or the spellbud withers 
  and the spell is wasted. Only the dalrean that grew a spellbud can 
  activate it.
  A spellbud can be activated as a full-round action that does not 
  provoke attacks of opportunity. The spell counts as a Silent, Still 
  spell without affecting the spell level.
  
  STALWART CASTING
  The character gains an innate bonus to maintaining his focus and 
  concentration while in pain.
  Prerequisite: Combat Casting.
  Benefits: The character gains a +4 Insight bonus to his concen-
  tration checks for suffering damage while casting or taking 
  continuous damage. You do not have to declare that you are using 
  this feat ahead of time.
  
  TACTICAL MOVE - COMBAT
  You make careful, calculated movements in combat to minimize 
  your exposure to enemy missile fire.
  Prerequisite: Base attack bonus +3.
  Benefit: If you take a move, double move, or withdrawal action 
  and move at least 20 ft. from your starting position, you get a +1 
  dodge bonus to Armor Class against ranged attacks until the start 
  of your next turn. If you are proficiently wielding a shield larger 
  than a buckler, this dodge bonus increases to +2. You cannot gain 
  the benefits of this feat if you run or charge.
  
  TEAM LEADER - COMBAT
  You are adept at leading your allies in a fight.
  Benefit: As a move action, you can direct allies within 30 feet of 
  you. The Allies must be able to see and hear you. Allies gain a +1 
  morale bonus to attack rolls for one round.
  Special: If you have the Phalanx Leader feat, you may activate 
  both at the same time.
  
  TENTACLE JAB
  You are adept at striking with the end of your tentacles.
  Prerequisites: Tentacles racial ability, Prymidian.
  Benefits: A Prymidian is able to use his tentacles to inflict piercing 
  damage instead of bludgeoning damage. The type of damage may 
  be changed as a free action.
  
  TENTACLE LASH
  You learn to whip your tentacles, making them as sharp as a sword.
  Prerequisites: Tentacles racial ability, Prymidian.
  Benefits: A Prymidian is able to use his tentacles to inflict slashing 
  damage instead of bludgeoning damage. The type of damage may 
  be changed as a free action.
  
  TERRAN SORCERY
  Your body is the vessel of your magical powers; by enhancing the 
  one, you enhance the other.
  Prerequisite: Arcane Crystal.
  Benefits: You can substitute your Constitution for your spell 
  casting attribute.
  
  TERRAN SORCERY, IMPROVED
  You have learned to combine your physical and spiritual powers in 
  a cohesive, irresistible whole.
  Prerequisites: Arcane caster level 13, Terran Sorcery.
  Benefits: Add your Constitution modifier to your spellcasting 
  ability score to determine spell DCs.
  For example, a Cynean sorcerer with a Charisma of 16 and a 
  Constitution or 14 would cast spells as if he had a Charisma of 18. 
  
  TOUGH BARK
  Your outer bark is more resistant to damage than that of other 
  Dalreans
  Prerequisite: Dalrean.
  Benefits: The Dalrean gains a +1 Natural Armor Class bonus.
  Special: A Dalrean can take this feat up to three times. 
  Special: A Dalrean counts this feat as a combat feat.
  
  THORNS
  The Dalrean grows hundreds of tiny fine thorns over its entire 
  body.
  Prerequisites: Dalrean.
  Benefits: Anyone striking the Dalrean with a one handed weapon, 
  a natural attack or an unarmed strike takes 1 point of piercing 
  damage per hit. Anyone grappling or grappled by the Dalrean 
  suffers 1d4 points of piercing damage per round. 
  
  VEGETATIVE MIND
  Your mind becomes increasingly plant-like.
  Prerequisites: Base Will save +5, Dalrean.
  Benefits: The Dalrean becomes immune to all mind-affecting 
  effects. This includes any positive effects. It can never be 
  “switched off”. 
  
  VENOMOUS COATING
  You produce poison from glands all over your body.
  Prerequisites: Sasori, Virulent Poison.
  Benefits: Whenever someone bites you, it must make a DC 10 + 
  half your character level + Sasori’s Dex or be poisoned.
  Creatures who swallow you automatically suffer from your poison.
  
  VENOMOUS SPITTLE
  You may project your poison through spittle.
  Prerequisites: Sasori, Virulent Poison.
  Benefits: You may project your poison onto a target up to 30ft 
  from you by making a ranged touch attack. On a successful hit, the 
  target must begin to save against your poison.
  
  VERMIN CALL
  You are attuned to the vermin that live all around you. They recog-
  nize you as one of their own.
  Prerequisite: Sasori, vermin affinity racial ability.
  Benefits: The Sasori treats all animals and vermin without an intel-
  ligence score as having one. A Sasori may use any of his special 
  abilities that affect animals or vermin.
  
  VIRULENT POISON
  Your blood is particularly toxic.
  Prerequisites: Sasori, venom racial trait.
  Benefits: You may create either greater or lesser sasori venom.
  
  WELL-INFORMED
  You have learned much about many people, things and places. 
  Prerequisites: Sasori.
  Benefits: You may use your Wisdom modifier instead of your 
  Charisma for any attempt at Gather Information. Also, you can 
  make an immediate Gather Information check to replace a Knowl-
  edge check, but the DC is increased by 10.
  
  WYRD BLOOD - WYRD
  Your family includes a number of powerful wyrd casters. This 
  ability has transferred to you at birth.
  Prerequisites: Dominion Affinity
  Benefit: Once per day, you may call upon your wyrd blood to gain 
  a +2 insight bonus to one saving throw. 
  Many people have Wyrd Blood from birth, this ability can manifest 
  later in life.
  
  WYRD BLOOD, IMPROVED - 
  WYRD
  Your family includes a number of powerful wyrd casters. This 
  ability has transferred to you at birth.
  Prerequisites: Wyrd Blood
  Benefit: You may call upon your Wyrd Blood after you make the 
  saving throw instead of before.
  Many people have Wyrd Blood from birth, this ability can manifest 
  later in life.
  
  WYRD CASTING - METAMAGIC, 
  WYRD
  You can call upon fate to manipulate the present.
  Prerequisites: arcane caster level 3, Dominion affinity.
  Benefit: You may increase the DC of a spell you are casting by up 
  to half your spell casting attribute. A Wyrd spell take up a spell slot 
  two levels higher than the original spell.
  
  WYRD COMMUNICATION - WYRD
  You can contact yourself in the future and gain some insight.
  Prerequisites: Wyrd Visions
  Benefit: When using Wyrd Visions, you may ask for insight from 
  your future self. This guidance comes in the form or an insight 
  bonus equal to your half character level (min. 1) on any one skill 
  check. The skill to gain the bonus must be chosen at the time the 
  visions are used. It must be a skill you currently have ranks in. If 
  the bonus is not used, it is lost at the next sunrise.
  
  WYRD TIME - METAMAGIC, 
  WYRD
  You can extend the duration of a spell.
  Prerequisites: arcane caster level 1, Dominion affinity.
  Benefit: You may increase the duration of any non-instantaneous 
  spell by a number of rounds equal to your spell casting attribute. 
  However, for the next minute, all your spells have their duration 
  halved. This feat has no effect on spells with a duration of instan-
  taneous or permanent. A Wyrd Timed spell does not take up a spell 
  slot higher than the original.
  
  WYRD VISIONS - WYRD
  You can induce visions that delve into your future.
  Prerequisites: Spell casting attribute 13, able to cast 1st level 
  arcane spells, Dominion affinity.
  Benefit: Once per day, you may enter an hour-long meditative 
  trance which causes you to have visions of your future. Once 
  during the next 24 hours you may call upon these visions to give 
  you a clue whether an action taken in the near future will produce 
  positive results. This takes a full-round action (to contemplate the 
  vision), and acts as an augury spell cast at your arcane caster level.
  
  WYRD VISIONS, IMPROVED - 
  WYRD
  Your wyrd visions are much more powerful.
  Prerequisites: arcane caster level 7th, Wyrd Visions
  Benefit: When activating your wyrd visions, you may instead gain 
  the benefits of a commune spell. The question must be something 
  about the future.
  
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  System Reference Document. Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson.
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  Ultimate Spell Decks: NeoExodus: A House Divided Spell Cards, 
  Copyright 2011, Louis Porter Jr. Design, Inc.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9474 - Ultimate  Feat Decks - NeoExodus.pdf