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Esoteric Feats

Description Source Pathfinder Unchained pg. 154
In a campaign that uses the esoteric material component system, characters have access to the following feats. Any time a character would gain a bonus metamagic feat, he can choose to take an esoteric feat instead.

*combat feat
⊤armor mastery feat
⊤⊤shield mastery feat
⊤⊤⊤weapon mastery feat

NamePrerequisiteDescription
Esoteric Abjuration—Your abjuration spells give the target a +1 competence bonus to a single saving throw for the duration of the spell
Esoteric Conjuration—Your conjuration spells that summon creatures grant them partial concealment for 1 round
Esoteric Divination—Your divination spells are more likely to give you information
Esoteric Enchantment—Your enchantment spells inflict a penalty to ability checks, attack rolls, damage rolls, saving throws, or skill checks
Esoteric Evocation—Your evocation spells deal extra damage
Esoteric Illusion—Your illusion spells are harder to disbelieve
Esoteric Necromancy—Your necromancy spells cause their targets to be shaken
Esoteric Transmutation—Your transmutation spells grant a bonus to physical abilities
Unstoppable Esotery—Your spells that use esoteric material components are harder to stop or remove