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Blood of Heroes (Luck)
You have a sense of destiny about you and always seem to succeed, even when the odds are against you.
Prerequisite: Hero’s Fortune.
Benefit: Whenever you gain a level, you gain 2 hero points instead of 1.
Normal: Whenever you gain a level, you gain 1 hero point.
Note: This feat enhances your ability to store and gain hero points. It originally appeared in the Advanced Player’s Guide. See Hero Points for full details.

Eschew Materials (Revised)
You can cast spells using fewer esoteric material components.
Benefit(s): When you cast a spell that uses esoteric material components, you can spend components as though your caster level were 2 lower (with a minimum of the spell’s minimum caster level). This does not affect the cost of expensive material components.
Note: Because the standard Eschew Materials feat would function poorly with the esoteric components system, the Eschew Materials feat should be replaced in a game that uses esoteric material components. Use the alternate version below.

Esoteric Abjuration (Esoteric)
A carefully selected set of geodes causes the defenses you create with your spells to offer even better protection.
Benefit(s): When you cast an abjuration spell using geodes as an esoteric material component, you can grant a single target of that spell a +1 competence bonus on its Fortitude, Reflex, or Will saving throws for the duration of the spell. The spell must have a duration measured in rounds or minutes, and a creature can benefit from no more than one bonus from this feat at a time.
When you gain geodes’ greater component effect with an abjuration spell, treat your caster level as an additional 1 higher for determining the duration.

Esoteric Conjuration (Esoteric)
Prismatic sand refracts the spatial energies of your conjuration magic, creating a magical distortion.
Benefit(s): When you cast a conjuration spell using prismatic sand as an esoteric material component, select one creature summoned, called, or moved from another plane by your spell.
For 1 round, that creature hasn’t fully phased onto the current plane, causing all attacks against it to suffer a 20% miss chance (attacks without attack rolls deal 20% less damage).
When you gain prismatic sand’s greater component effect with a conjuration spell, treat your caster level as an additional 2 higher for determining the range. This happens regardless of whether you chose to increase range or area with the greater component effect. This feat does not allow you to further increase the size of an area.

Esoteric Divination (Esoteric)
Scrying and other difficult divinations become more likely to get to the truth when you use verdant salts.
Benefit(s): When you cast a divination spell using verdant salts as an esoteric material component, you’re more likely to get good information. You gain one of the following benefits, as appropriate to the spell: you increase the likelihood of a percentage-based divination to work correctly by 5% (giving a –5 penalty on the d% roll for contact other plane, for example), you gain a +2 competence bonus on Perception checks while perceiving through a divination (scrying) spell such as scrying, or you can ask one additional question (with contact other plane or speak with dead).
When you gain verdant salts’ greater component effect with a divination spell, increase the DC by an additional 1.

Esoteric Enchantment (Esoteric)
Verdant salts addle your target’s mind when properly combined with an enchantment spell.
Benefit(s): When you cast an enchantment spell using verdant salts as an esoteric material component, one target affected by your spell takes a –2 penalty on your choice of ability checks, attack rolls, damage rolls, saving throws, or skill checks for 1 round. If your spell allows a saving throw and the target succeeds at its save, it doesn’t take this penalty.
A creature can be affected by only one penalty from this feat at a time. This is a mind-affecting effect.
When you gain verdant salts’ greater component effect with an enchantment spell, increase the DC by an additional 1.

Esoteric Evocation (Esoteric)
Entropic resin flares from your hand when you use it for an evocation spell, striking a nearby foe.
Benefit(s): When you cast an evocation spell using entropic resin as an esoteric material component, you can damage one creature adjacent to you. The resin deals 1 point of damage per 2 caster levels of the spell (minimum 1), and matches the damage type of your spell.
When you gain entropic resin’s greater component effect with an evocation spell, treat your caster level as an additional 1 higher for determining both the damage dice of the spell and the extra damage from Esoteric Evocation. This also increases the spell’s maximum damage dice if applicable.

Esoteric Illusion (Esoteric)
Prismatic sand perfects and stabilizes the forms of your illusions.
Benefit(s): When you cast an illusion spell using prismatic sand as an esoteric material component, the DC to disbelieve the illusion increases by 2, as does the spell’s AC, if applicable. This benefit lasts for the duration of the spell, but doesn’t affect spells with a duration of instantaneous or permanent.
When you gain prismatic sand’s greater component effect with an illusion spell, treat your caster level as an additional 2 higher for determining the range. This happens regardless of whether you chose to increase range or area with the greater component effect. This feat does not allow you to further increase the size of an area.

Esoteric Necromancy (Esoteric)
Your expertise with entropic resin causes your necromancy spells to strike fear in those they affect.
Benefit(s): When you cast a necromancy spell using entropic resin as an esoteric material component, one target of that spell becomes shaken. If your spell allows a saving throw and the target succeeds at its save, it is unaffected by this effect. If the spell causes the target to become shaken or frightened, this effect doesn’t increase the severity of that condition (so a spell that frightens a creature wouldn’t instead cause it to become panicked due to this feat). This is a mind-affecting fear effect.
When you gain entropic resin’s greater component effect with a necromancy spell, treat your caster level as an additional 1 higher for determining the damage dice. (This also increases the spell’s maximum damage dice if applicable.)

Esoteric Transmutation (Esoteric)
Geodes strengthen your physical prowess when you use them to cast transmutation spells.
Benefit(s): When you cast a transmutation spell using geodes as an esoteric material component, you gain a +2 bonus on attack rolls, ability checks, and skill checks based on your choice of Strength, Dexterity, or Constitution (you make this choice each time). This bonus lasts until the end of your next turn.
When you gain geodes’ greater component effect with a transmutation spell, treat your caster level as an additional 1 higher for determining the duration.

Hero's Fortune (Luck)
Even at the start of your career, it was clear that you had a chance at greatness, and your legend continues to grow with every adventure.
Benefit: You gain a hero point. The maximum number of hero points you can have at any one time is increased to 5.
Normal: You can have no more than 3 hero points at one time.
Special: NPCs who take this Feat receive 1 hero point and can have up to 3 (not 5).
Note: This feat enhances your ability to store and gain hero points. It originally appeared in the Advanced Player’s Guide. See Hero Points for full details.

Improved Called Shot
You are skilled at landing blows right where you want to.
Prerequisites: Int 13, Combat Expertise.
Benefit: You receive a +2 bonus on attack rolls when making a called shot. When taking a full-round or standard action that gives you multiple attacks, you can replace a single attack with a called shot. You may only attempt one called shot per round.
Normal: You can make one called shot per round as a full-round action.

Greater Called Shot
You can make multiple called shots where others could land but one.
Prerequisites: Int 13, Combat Expertise, Improved Called Shot (see above), base attack bonus +6.
Benefit: Whenever you make an attack, you can choose to replace that attack with a called shot. You can make multiple called shots in a single round. Each additional called shot after the first made in the same round takes a -5 penalty. In addition, a called shot that deals half the creature’s hit points of damage (minimum 40) is a debilitating blow.
Normal: You can make only one called shot in a round as a full-round action. A called shot that deals 50 points of damage is a debilitating blow.

Luck of Heroes (Luck)
To others, it seems that you always have a bit of luck around you.
Prerequisite: Hero’s Fortune.
Benefit: Whenever you spend a hero point to reroll a die roll or to grant yourself a bonus before a die roll is made, there is a chance that the hero point is not spent. Whenever you spend a hero point, roll a d20. If the result is greater than 15, the hero point is not spent. You cannot use this Feat when you use the cheat death Hero Point option.
Note: This feat enhances your ability to store and gain hero points. It originally appeared in the Advanced Player’s Guide. See Hero Points for full details.

Unstoppable Esotery (Esoteric)
When you cast a spell using esoteric materials, you reinforce your spell’s magical structure, making the spell difficult to stop or remove.
Benefit(s): When you use esoteric material components as part of casting a spell, you gain a +2 bonus on concentration checks to cast that spell, and the spell is treated as though its caster level were 2 higher against attempts to dispel it. This increase is in addition to any increases due to greater component or limited magic benefits.