You have studied a wide variety of beasts and monsters. Even when you encounter a creature you have never seen before, your knowledge helps you guess at its strengths and weaknesses.
Base Mastery: 1
Benefit: In combat, you can use a move action to make an Intelligence check to study a single non-humanoid monster. Divide your check by 5, rounding down. You gain lore tokens equal to the result.
You can spend 1 lore token to grant you and all allies who can see and hear you a +1 bonus to attacks and damage against the creature for 1 round. This benefit reflects your insights into the creature’s tactics, biology, and movement. Using your tokens in this manner is a free action.
If the result of your Intelligence check is less than 5, you lose 1 token. If you have no tokens, you and all your allies suffer a –1 penalty to attacks and damage against the creature for 1 round as you offer them faulty or incorrect advice. Allies must be within 60 feet and able to see and hear you.
The benefits you grant with this feat apply to the targeted creature and all other monsters of the same species. For example, if you target a Huge spider, the bonuses you grant with your lore tokens apply to any or all Huge spiders.
You can build up tokens against one type of opponent at a time. If you switch targets, you lose the tokens that you have already built up for this ability, unless the new target is the same species as the original one. You can build up a lore token pool equal to your level + 10. Tokens beyond this maximum go to waste. The tokens last only until the end of the encounter.
Expanded Mastery: 2 You watch the monster’s tactics and attack forms, using the information you gather to grant you or an ally advice for defending against it. You can spend 1 lore token to grant a single ally a +1 active bonus to defense against the creature for 1 round. Using your tokens this way is a free action. You can spend a number of tokens equal to your Intelligence bonus in this manner each round.
Expanded Mastery: 3 You watch the monster’s special attacks, gaining an insight into how they work that could save your life. You can spend 1 lore token to grant you or a single ally a +1 bonus to all saves against the creature’s special attacks for 1 round. Using tokens this way is a free action. You can spend a number of tokens equal to your Intelligence bonus in this manner each round.
Expanded Mastery: 4 You study the monster’s anatomy, seeking a weakness you can exploit. If you spend 4 lore tokens, you can Dice; if you bond with an animal from the list in this feat, it does not get any bonus Hit Dice for this feat.
Expanded Mastery: 6 When you and your bonded animal both attack the same creature in the same round, you each gain a +2 bonus to your attack rolls. In addition, your bonded animal gains one bonus Hit Die.
Expanded Mastery: 7 Your bonded animal gains an active bonus to Defense equal to one- half of its Hit Dice (rounded down). In addition, your bonded animal gains one bonus Hit Die.
Expanded Mastery: 8 Your bonded animal gains a +2 bonus to Strength and Dexterity. In addition, it gains one bonus Hit Die.
Expanded Mastery: 9 You may forge a bond with a non-domesticated animal from the following list: bear (brown), lion, tiger. You must first seek out such a creature. When you encounter it, you can attempt a DC 30 Handle Animal check. If you do not have the Handle Animal skill, make a Charisma check instead. If your check succeeds, the animal will allow you to remain in its presence. After you have spent one full day with the animal, it becomes bonded with you. Once bonded with you, this creature performs in all particulars like any other bonded animal. If you take this feat but bond with an animal from the list in the base mastery or expanded mastery 5, your bonded animal gains 2 bonus Hit Dice. If you bond with an animal from the list in this feat, it does not get any bonus Hit Dice for this feat.
Expanded Mastery: 10 You can forge a bond with two animals at one time. The two bonded animals must be different species of animals. For instance, you could bond with a warhorse and a black bear, but not with two warhorses (even if one was a heavy warhorse and the other was a light warhorse). Your second bonded animal gains all the benefits due to it for the feats you have and the type of animal it is, except that it gains 2 fewer bonus Hit Dice than your combined feats would normally give it (to a minimum of 0 bonus Hit Dice). Neither bonded animal gains a bonus Hit Die from this expanded mastery.
You are a trained healer, capable of setting broken bones, binding injuries, and preparing herbal remedies that help your allies recover their strength after a difficult battle.
Base Mastery: 1
Benefit: You can treat injuries with greater than normal efficiency and speed. You enjoy a +4 bonus on Heal checks. In addition, when you restore a character’s vitality points, you grant a +3 bonus to the total points restored.
Expanded Mastery: 2 You can use the Heal skill to restore temporary ability score damage. You administer herbs and other drugs to help your patient, set an injured limb, or bind a wound in such a way that the injury no longer inhibits motion.
Make a Heal check (DC 20) that takes one hour to complete. On a success, you heal 1 point of ability score damage, regardless of how the damage was inflicted. A patient can receive only one Heal check per day to treat ability score damage. This healing is in addition to the patient’s natural healing.
Expanded Mastery: 3 When you restore a patient’s vitality points with your Heal skill, you restore an additional +3 points. This stacks with any other bonuses to the total amount healed, including bonuses from this feat.
Expanded Mastery: 4 You can try to purge the venom from a creature’s system to immediately heal any damage the creature has suffered. You must attempt to treat the victim within 3 rounds after he suffered damage from the poison. Make a Heal check as full-round action (DC 5 + poison’s save DC). Your patient suffers 1d4 points of damage as you open up a vein to draw out the poison. If your check succeeds, you eliminate the damage she has suffered from one successful poisoning attempt. In addition, the victim avoids the poison’s secondary effects; she need not attempt a save against them.
Expanded Mastery: 5 When you restore a patient’s vitality points with your Heal skill, you restore an additional +3 points. This stacks with any other bonuses to the total healed, including bonuses from this feat.
Expanded Mastery: 6 You can use the Heal skill to repair ability score damage as described for the expanded mastery 2 ability. In addition, you can increase the Difficulty Class of the skill check by 5 to heal 1 additional point of ability score damage. You can also now cure ability drain or permanent loss using your Heal skill. There is no limit to the maximum DC you can set for yourself, but a patient still can only receive one attempt per day. If you heal multiple points of damage, you can distribute them among the six ability scores as you wish.
Expanded Mastery: 7 When you restore a patient’s vitality points with your Heal skill, you restore an additional +3 points. This stacks with any other bonuses to the total healed, including bonuses from this feat.
Expanded Mastery: 8 You can try to resuscitate a dead ally if you make a Heal check within 2 rounds of her death. You may attempt this procedure only if your patient died after entering the dying state and subsequently failing a Fortitude save to survive the loss of 1 hit point per round (see “Damage, Injuries, and Death” in Chapter Eight: Combat). Allies slain in any other manner are beyond your help.
You must make a Heal check (DC 20 + character’s negative hit point total [treat the negative value as positive when adding]) to bring your patient back from the brink. A success means you increase her hit points to –9 and stabilize her. Using Heal in this manner is a full- round action.
Expanded Mastery: 9 When you restore a patient’s vitality points with your Heal skill, you restore an additional +3 points. This stacks with any other bonuses to the total healed, including bonuses from this feat.
Expanded Mastery: 10 When you use your Heal skill to restore a patient’s vitality points, you can instead choose to heal wound points of damage. You restore the same number of wound points as you would vitality points. Your mastery of the healing arts allows you to bind wounds and soothe your patient’s ills in a much shorter time than normal.
You are an expert in the most intricate workings of traps. Not only can you disarm the most fiendish of mechanisms, you can also make them, given time and the right raw materials.
Base Mastery: 1
Prerequisite: This feat relies on the Craft (metal/tools and trinkets) and Disable Device skills. You do not need ranks in these skills to use Trap Lore, but it is far more effective with them.
Benefit: You gain access to a trap token pool. This pool represents your ability to manufacture traps. If you spend 4 hours in a day seeking out materials for traps and working to put them together, you may make a Craft (metal/tools and trinkets) check. If your check result is 20 or more, you gain a trap token. In addition, if you disable a device and beat the required DC by 5 or more, you can choose to cannibalize some parts from it. This also grants you 1 trap token. You can gain only 1 token per trap in this manner.
Once you have accumulated trap tokens, you can spend 1 hour and 2 tokens to build a trap. A completed trap weighs 1 pound. Once built, a trap requires 1 full-round action to install. Thus, you can create your traps ahead of time, then carry them with you and place them where you need them. You can install a trap in a square or on an object (such as a door or chest).
You can create two different kinds of traps:
Targeted Trap: This category includes needles that jab the victim, darts that are fired at them, and other mechanisms that require a successful attack roll to harm their target. Your targeted traps have an attack bonus equal to your Intelligence modifier and inflict 2d10 points of damage if they hit. Damage reduction (including that from armor) applies against this damage. In most cases the damage is piercing, but you can choose to build a trap that deals bludgeoning or slashing damage instead if you prefer.
Burst Trap: This category includes sprays of acid, bursting alchemist’s fire, and other mechanisms that force the target to make a Reflex saving throw to avoid the effects. Your burst attack traps have a Reflex save DC of 10 + your Intelligence modifier and inflict 2d6 points
of acid or fire damage (you choose which) if the save fails, and no damage if the save is successful.
Whichever form of trap you choose to construct, the trap affects only one square, which must be either the square in which the trap is placed, or an adjacent square. You choose which square is affected when you install the trap. You must also select one of the following two triggers. When this trigger occurs, it causes the trap to activate:
Object Opened: This trigger can be used for any trap placed on a door, chest, or other object that can be opened. You can safely open this object, as can any creature with whom you spend at least 1 minute coaching in how to avoid the trap, but no other creature can do so.
Square Entered: This trigger can be used for any trap placed on a square, rather than an object. You can safely enter this square, as can any creature with whom you spend at least 1 minute coaching in how to avoid the trap, but no other creature can do so.
Additionally, your trap triggers if someone attempts to disarm it and fails his or her Disable Device check by 5 or more.
Just like any other trap, your traps require a Search check (DC 20 + your Intelligence modifier) to find, and a Disable Device check (DC 20 + your Intelligence modifier) to disarm.
Creating traps requires no monetary cost; the tokens reflect the time you’ve spent gathering raw materials for your mechanisms.
A newly created trap remains operational for a number of days equal to 1 + half your level. After that, wear and tear damages the mechanism and it loses all effectiveness. You can have a total number of trap tokens equal to 10 + your level. Once you reach this limit, you cannot gain additional trap tokens until you expend some to create traps. As you gain levels, you can spend feat selections on the expanded mastery abilities below to create a wider variety of more deadly mechanisms.
Expanded Mastery: 2 When you create a trap, you can spend additional tokens to make it more accurate. Each token you spend adds +2 to a targeted trap’s attack bonus or +1 to the save DC of a burst trap. You can spend a maximum number of tokens equal to your level on these improvements.
Expanded Mastery: 3 When you create a trap, you can spend additional tokens to make it more deadly. Each token you spend adds +1d10 to a targeted trap’s damage or +1d6 to the damage of a burst trap. You can spend a maximum number of tokens equal to your level on these damage increases.
Expanded Mastery: 4 You can make traps that are harder to find or disable. For each additional token you spend, you can increase by +2 either the Search DC to find the trap or the Disable Device DC to disarm it. You can spend a maximum number of tokens equal to your half your level (round down) on increasing the DC for each skill.
Expanded Mastery: 5 Your skill with mechanisms improves. When you create a targeted trap, its attack bonus automatically gains an additional +4 bonus. When you create a burst trap, a successful Reflex save halves the damage, rather than negating it. These improvements do not require the expenditure of additional tokens.
Expanded Mastery: 6 You do not risk poisoning yourself when handling poison. You can apply poison to a weapon or trap and can wield a poisoned weapon or carry and install poisoned traps without danger to yourself.
If you have a supply of poison (either by purchasing some or by use of the Venom Mastery feat), you can create poisoned traps. Poison applied to a trap remains potent for one week.
Poisoned traps work as follows:
Targeted Trap: A poisoned targeted trap makes an attack roll as normal. If the attack roll succeeds, no hit point damage is inflicted, but the target is exposed to the contact poison smeared on the trap. The victim must make the appropriate Fortitude saving throws for the poison you have used.
Burst Trap: A poisoned burst trap replaces the usual burst of energy damage with a jet of gas. Victims must make a Reflex save to avoid this gas exactly as if it were a normal burst attack, but if they fail the saving throw they do not take hit point damage: Instead, they must make the appropriate Fortitude saving throws for the poison you have used. If you have Trap Lore expanded mastery 5, then they must make these Fortitude saving throws even if their Reflex save succeeds, but they suffer only a small dose of poison and gain a +4 bonus on both rolls.
If you have Trap Lore expanded mastery 3, you can spend tokens as normal to add hit point damage to your poisoned traps. Treat the base damage in this case as 0. Thus, if you spend 3 tokens on damage for a targeted trap, it would inflict 3d10 points of damage, as well as poisoning the victim. Use the same attack roll (for targeted traps) or Reflex saving throw (for burst traps) for both the hit point damage and the poison effects. Note that if the attack roll for a targeted trap succeeds, the victim must make the Fortitude saving throws for the poison even if their armor (or other DR) reduces the hit point damage of the trap to 0.
Expanded Mastery: 7 You can create traps that affect more than one target. For every 3 trap tokens you spend, the effects of your trap apply to an additional square. You may choose which additional squares to affect, but each new square you choose must be adjacent to at least one square that is already affected. It does not, however, need to be adjacent to the trap itself. For example, you could create a targeted trap that affected a straight line of 4 squares, only the first of which was adjacent to the trap itself.
Expanded Mastery: 8 You may create traps which inflict new forms of damage. If you spend 2 trap tokens, you can choose from the following additional damage types for your traps:
Targeted Traps: Acid or fire damage. The trap’s attack becomes a touch attack, and damage reduction no longer applies to the damage inflicted, but energy resistance does.
Burst Traps: Cold or electricity damage. Only the type of damage inflicted is changed. All other aspects of the trap are unchanged.
Expanded Mastery: 9 You learn how to create traps that can be triggered multiple times.For each additional trap token you spend, your trap can activate one additional time when its triggering conditions are met. For example, if you spent 4 additional tokens to booby-trap a door that will trigger when the door is opened, this trap would trigger every time the door is opened, as well as every time someone attempted to disable it and failed their check by 5 or more, up to a maximum of 5 activations in total.
You are a trained expert in poison use. Given enough time and the proper ingredients, you can brew poisons and apply them to weapons without risk of exposing yourself to toxins.
Base Mastery: 1
Benefit: You do not risk poisoning yourself when applying a poison to a weapon or using a poisoned weapon.
You also gain access to a venom token pool. This pool represents your ability to make poisons in your free time during or between adventures. If you spend four hours during a day seeking out ingredients for a poison and working to create a toxin, you gain 1 venom token. In addition, when you slay a creature that has a poison special attack, you gain 1 venom token after you make a successful Heal check (DC 15) to extract the poison from it. You can gain only 1 token from a creature in this manner, and you must collect it within one hour of its death.
You can spend one hour and 2 venom tokens to create a poison that inflicts 1d2 points of temporary Strength, Dexterity, Intelligence, Wisdom, or Charisma damage (pick one) as its initial and secondary damage. The Fortitude DC for this poison is 10 + your Intelligence modifier. You can apply the toxin to a weapon or place it in a victim’s food.
Creating poisons carries no gold-piece cost; the tokens reflect the time you’ve spent gathering raw materials for your brews.
You must use a standard action to apply poison to a weapon or piece of ammunition. It remains fresh and usable for one hour. After that time, it dries out and loses all effectiveness.
You need to have vials or other containers for your poisons. A newly created venom remains fresh for a number of days equal to 1 + half your level. After that, it spoils and loses all effectiveness.
You can have a total number of venom tokens equal to your level + 10. Once you reach this limit, you cannot gain additional venom tokens for one day. As you gain levels, you can spend feat selections on the expanded mastery abilities below to create a wider variety of stronger poisons.
Normal: You have a 5 percent chance of exposing yourself to a poison whenever you apply it to a weapon or otherwise ready it for use. Additionally, if you roll a natural 1 on an attack roll with a poisoned weapon, you must succeed at a Reflex save (DC 15) or accidentally poison yourself with the weapon.
Expanded Mastery: 2 When you create a poison, you can spend additional venom tokens to make it more potent than normal. For each token you spend in this manner, you increase the poison’s save DC by 1.
Expanded Mastery: 3 Your poisons not only wear down a creature’s physical and mental abilities but some cause severe injuries and agonizing pain. In place of causing temporary ability score damage, your poison can inflict hit point damage. For every venom token spent, to a maximum equal to your level, the poison inflicts 1d6 points of damage. On a successful save, the victim of your poison suffers half damage. This form of poison has no secondary effect.
Expanded Mastery: 4 If you spend 1 additional venom token when creating a poison, you increase its temporary ability score damage to 1d4.
Expanded Mastery: 5 When you spend an additional 2 venom tokens in its creation, your poison causes paralysis for 1d10 rounds instead of causing ability score damage. This poison has no secondary effect.
Expanded Mastery: 6 You can now create poisons that damage a target’s Constitution.
Expanded Mastery: 7 Spending 2 additional venom tokens when creating a poison increases its temporary ability score damage to 1d6 points.
Expanded Mastery: 8 You become more efficient at increasing your poison’s strength. For every venom token you spend, you now increase its save DC by 2 rather than 1. You must have the expanded mastery 2 ability already to take this one, and their benefits do not stack.
Expanded Mastery: 9 For every 2 additional venom tokens you spend in a poison’s creation, you grant it a +1 bonus to its ability score damage. You can spend up to 4 tokens to gain a +2 bonus.
Expanded Mastery: 10. Spending 4 additional venom tokens when creating a poison increases its ability score damage to 2d6.