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Dru_3

Feats

Feb 22nd, 2014
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  1. Perks to Consider for the SLSS idea from Pathfinder listed below and tweaked for the mlp universe.
  2. [NAme]
  3. -Preresquite what is needed before having the perk
  4. *Effect
  5. [Stackable]
  6. [Notes]
  7.  
  8. Animal Affinity
  9. *Gain +2 when dealing with animals be it in calming it down, inciting it to attack an oppenent or even becoming friends with
  10.  
  11. it for a time.
  12. No
  13. Can be increased by hving a skill of 10 in handle animal or Ride animal could add in skills but thats for later
  14.  
  15. Arcane Armor Training[Combat]
  16. Learned to cast spells while wearing armor.
  17. -Light armor Profeincy wih the ablity to cast 3rd level spells
  18. *Reduce arcane spell failure by 10%
  19. [No]
  20. [I bleieve that we can have it be listed that for every 3 spells you know equals your caster level, Spells that cannont be
  21.  
  22. counted as spells would be TK abilities due to them being something that all unicorns know or learn.]
  23.  
  24. Arcane Armor Mastery [combat]
  25. -Arcane Armor Training, Medium Armor Profciency, Caster level 7
  26. *Reduce spell failure chance by 20%; this does not stack with Arcane Armor Training and instead replaces it.
  27.  
  28. Armor Proficiency, Light [combat]
  29. Skilled at wearing light armor
  30. *When wearing this type of armor only apply the armor check penalty for dexterirty and Strength based skill checks
  31. If you don't have this then you suffere the penalty for all skills that involvemovement AND to your attack bonus.
  32. [Keeping it simple would be best i think here for what constituts as a armor class and their respective checks more to this
  33.  
  34. later]
  35.  
  36. Armor Proficiency, Medium [Combat]
  37. Skilled at utilizing Medium class armor.
  38. -Light Armor Proficiency
  39. *Same as effect Light
  40. Same As effect light
  41.  
  42. Armor Proficiency, Heavy [combat]
  43. Skilled at utilizing Heavy class armor
  44. *Same as effect Light
  45. Same as effct light
  46.  
  47. Athletic
  48. Trained during the month to increase your physical poweress
  49. *+2 to climb and swim skill checks
  50. [IF you have 10 or more ranks in these two skills then you get +4]
  51.  
  52. Augment Summoning
  53. -Spell Focus[Conjuration]
  54. *Each creature that is usmmoned with a summon spell gains a +4 to Strength and Vitality
  55.  
  56. Bleeding Critical [combat, critical]
  57. -Critical Focus, Base Attack Bonus +11
  58. *When critting with a peircing or slashing type weapon in addition to the standard double damage the target bleeds out for
  59.  
  60. 2d6 on his turn until the bleed out is stemmed with a DC of 15. Can Stack.
  61. [You can only choose one type of critical to inflict upon the target when earning a crit]
  62.  
  63. Blind Fight
  64. Skilled at fighting enemies that cannot be seen clearly
  65. *Allows you to reroll an attack roll if a target is in concealment OR hidden from view. Invisible attacker gains no
  66.  
  67. advantages when attacking you in melee however they still gain that advantage when at range.
  68. No +2 for the invisible attacker when this feat is active.
  69.  
  70. Blinding Critical [combat, critical[
  71. -Critical Focus, Base Attack Bonus +15
  72. *When scoring a crit the oppenent is permantly blinded. The subject of the attack can make a vitality check to be dazzled
  73.  
  74. for d4 round. The DC is determined by 10+ your base attack bonus so 10 + 4 = 14 dc to overcome and only be dazzled instead
  75.  
  76. of blinded. Can be cured by regeneration, heal, or remove blindness or simliar abilities.
  77.  
  78. Catch Off-Guard [Combat]
  79. *No penatlies for improvised weapons, unarmed enemies are flat footed against any attacks made with an improvised weapon.
  80.  
  81. Meaning that the user of this feat gains +2 on aim.
  82. Normally you take a -4 to attack rolls made with improvised weapons.
  83.  
  84. Cleave[combat]
  85. -Strenght 13, Power Attack, Base attacj bonuse +3
  86. *Can make a normal attack and if successful on hit can attempt to hit an enemy that is within reach. Only one additional foe
  87.  
  88. can be hit. Suffer -4 AC till next turn.
  89. [I think we should tweak the stat requirement since above 12 is rather hard to reach isent it?]
  90.  
  91. Combat Casting [combat]
  92. Adept at casting spells while in combatt
  93. *+4 on concentration checks when casting on the defensive or when grappled.
  94. [Think this can be worked by having the defensive as when you are in melee reach of an oppenent.]
  95.  
  96. Combat Expertise [Combat]
  97. -Intelligence 13
  98. *Can take a -1 to attack rolls to gain a +1 to AC. When your base attack bonus hits 4 and every 4 after that you can
  99.  
  100. increase the effect of the penalty and bonus.
  101. Effects last till your next turn and require you to announce you are using this feat before making your roll.
  102. Example;BAB 8 = -2 to aim +2 to AC.
  103.  
  104. Combat Reflexes [combat]
  105. *Make additional attacks per round equal to Dexterity bonus, may also make an attack when caught flat footed.
  106. Without this ability a character can only make one attack per round and cannot attack while flat footed.
  107.  
  108. Command Undead
  109. Using either the power of decay or powers most foul you can command undead creatures.
  110. -Channel Negative energy Class Feature
  111. *Use your Int score to determine your bonus before rolling to enslave a enemy undead within 30 feet. Undead have a will save
  112.  
  113. equal to 10 + d6. If the save is failed the undead falls under your control and act in your best interests. However you can
  114.  
  115. only control the amount of undead that your current HP is at so if at 5 can only control 5 undead. If Faced against another
  116.  
  117. creature that controls the undead you must roll against their will bonus and make the roll. If enslaving a Intelligent
  118.  
  119. undead must do a roll each day to continue control.
  120.  
  121. [honestly not entirely sure baout using this perk as pathfinder mechanics use a few different bits in its description that
  122.  
  123. doent work with our system and ther is the fact that no one has any IC knowledge of how to do this unless they manage to
  124.  
  125. explain in a story how they discovered this]
  126.  
  127. Critical Focus [Combat]
  128. YOu are Trained in the ART of PAIN!
  129. -Base Attack bonus of 9
  130. *Incrase Crit Range from 19-20
  131. [Any weapons that grant this bonus is replaced with this unless they overwrite the range used in this feat]
  132.  
  133. Critical Mastery [Combat]
  134. -Critical Focus, any two critical feats
  135. *Can apply two critical feats if you score a critical hit.
  136.  
  137. Dazzling Display
  138. Supposedly to make an intimadiation check on enemies to break morale requires more thought on it.
  139. New thought; Attempt to break morale or draw the attention of the enemy in combat, roll d20 if above 10 and every two after
  140.  
  141. it treat as +1 round the enemy is drawn on you. If attempting to break Morale enemy morale if animal Above 1/2:14 below
  142.  
  143. 1/2:7 Sentient If above 1/2 HP 15 if below: 5. Must calrify which effect you are attempting
  144.  
  145. Deadly Aim
  146. -Dex 13, Base attack bonus +1
  147. *When making a ranged attack you can take a -1 to aim and gain +2 to your damage. When your Base Attack Bonus reaches 4 and
  148.  
  149. every 4 after that increases the amount of aim penalty and damage increase. Example BAB 8 = -2 to aim with +4 to damage
  150.  
  151. roll.
  152.  
  153. Deadly Stroke
  154. -Greater Weapon Focus, Shatter Defenses, Weapon Focus, Proficiency with the slected weapon, base attack bonus +11
  155. *Make a single attack with the weapon that has a Greater weapon focus on a flat footed or Stunned opponent. If you hit, you
  156.  
  157. deal double the normal damage and teh target takes an additional vitality point of bleed damage. Damage and bleed are not
  158.  
  159. doubled on a crit.
  160. [Holy balls bat man its an execution!]
  161.  
  162. Deafening Critical (Combat, Critical)
  163. Your critical hits cause enemies to lose their hearing.
  164. Prerequisites: Critical Focus, base attack bonus +13.
  165. Benefit: Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude
  166.  
  167. save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has
  168.  
  169. no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.
  170. Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
  171.  
  172. Deceitful
  173. You are skilled at deceiving others, both with the spoken word and with physical disguises.
  174. Benefit: You get a +2 bonus on all Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus
  175.  
  176. increases to +4 for that skill.
  177.  
  178. Defensive Combat Training (Combat)
  179. You excel at defending yourself from all manner of combat maneuvers.
  180. Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Combat).
  181.  
  182. Deflect Arrows (Combat)
  183. You can knock arrows and other projectiles off course, preventing them from hitting you.
  184. Prerequisites: Dex 13, Improved Unarmed Strike.
  185. Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be
  186.  
  187. hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the
  188.  
  189. attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged
  190.  
  191. weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be
  192.  
  193. deflected.
  194.  
  195. Deft Hands
  196. You have exceptional manual dexterity.
  197. Benefit: You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these
  198.  
  199. skills, the bonus increases to +4 for that skill.
  200.  
  201. Diehard
  202. You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain
  203.  
  204. conscious and continue to act even at death's door.
  205. Prerequisite: Endurance.
  206. Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a
  207.  
  208. Vitality check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than
  209.  
  210. dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do
  211.  
  212. not choose to act as if you were disabled, you immediately fall unconscious.
  213. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform
  214.  
  215. any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened
  216.  
  217. spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your
  218.  
  219. Vitality score, you immediately die.
  220. Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.
  221. *NOTE* This means taht you can still act even when at 0HP However if you exceed your vitality score you WILL die. Also any
  222.  
  223. action that is considered normal will cuase 1 pt damage to yourself. Essentially you are fighitng in a last stand mode and
  224.  
  225. are bleeding out.
  226.  
  227. Disruptive (Combat)
  228. Your training makes it difficult for enemy spellcasters to safely cast spells near you.
  229. Prerequisites: Dazzling Display
  230. Benefit: The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This
  231.  
  232. increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an
  233.  
  234. attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this
  235.  
  236. increase does not apply.
  237.  
  238. Dodge (Combat)
  239. Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
  240. Prerequisite: Dex 13.
  241. Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the
  242.  
  243. benefits of this feat.
  244.  
  245. Double Slice (Combat)
  246. Your off-hand weapon while dual-wielding strikes with greater power.
  247. Prerequisite: Dex 15, Two-Weapon Fighting.
  248. Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
  249. Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand.
  250.  
  251. Elemental Channel
  252. Choose one elemental subtype, such as air, earth, fire, or water. You can channel your divine energy to harm or heal
  253.  
  254. outsiders that possess your chosen elemental subtype.
  255. Prerequisites: Channel energy class feature.
  256. Benefit: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your
  257.  
  258. chosen elemental subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of
  259.  
  260. your elemental subtype, your channel energy has no affect on other creatures. The amount of damage healed or dealt and the
  261.  
  262. DC to halve the damage is otherwise unchanged.
  263. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new
  264.  
  265. elemental subtype.
  266. [Unsure if we would have this as it falls under the alignment system, Note that instead of alignment it instead affects
  267.  
  268. specified elemental substype, Classic 4 or what ever the PC can decide upon]
  269.  
  270. Empower Spell (Metamagic)
  271. You can increase the power of your spells, causing them to deal more damage.
  272. Benefit: All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.
  273. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a
  274.  
  275. spell slot two levels higher than the spell’s actual level.[EDIT: Spell effect is Increase by half as normal Spell Cost is
  276.  
  277. instead Doubled so a Telekenitic Blast which costs 1 would now cost 2 fatigue, Fireball would go from 2 to 4 etc etc.]
  278.  
  279. Endurance
  280. Harsh conditions or long exertions do not easily tire you.
  281. Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion;
  282.  
  283. Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march;
  284.  
  285. Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst;
  286.  
  287. Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from
  288.  
  289. suffocation.
  290. You may sleep in light or medium armor without becoming fatigued.
  291. Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
  292. [Note Fatigued is half of aviable energy to preform special effects.]
  293.  
  294. Enlarge Spell (Metamagic)
  295. You can increase the range of your spells.
  296. Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with
  297.  
  298. a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level
  299.  
  300. and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than
  301.  
  302. the spell's actual level.[Note: Spell cost should be increased by 1 if used.]
  303. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not
  304.  
  305. benefit from this feat.
  306.  
  307. Eschew Materials
  308. You can cast many spells without needing to utilize minor material components.
  309. Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting
  310.  
  311. of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more
  312.  
  313. than 1 gp, you must have the material component on hand to cast the spell, as normal.
  314. *To simplify can cast spells with out haveint to activate item for spell materials*
  315.  
  316. Exhausting Critical (Combat, Critical)
  317. Your critical hits cause opponents to become exhausted.
  318. Prerequisites: Critical Focus, Tiring Critical, base attack bonus +15.
  319. Benefit: When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on
  320.  
  321. exhausted creatures.
  322. Special: You can only apply the effects of one critical feat to a given critical hit unless you possess the Critical Mastery
  323.  
  324. feat.
  325. {Note: Exhausted in this case most likely would mean the enemy cannot use any of their specials until they have a turn to
  326.  
  327. rest AI a turn or two where they are locked out from use of specials; spells, special physical attacks etc.]
  328.  
  329. Exotic Weapon Proficiency (Combat)
  330. Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in
  331.  
  332. combat, and can utilize any special tricks or qualities that exotic weapon might allow.
  333. Prerequisite: Base attack bonus +1.
  334. Benefit: You make attack rolls with the weapon normally.
  335. Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
  336. Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of
  337.  
  338. exotic weapon.
  339. *NOTE* Exotice Weaponary can be lsited as Eastern class weaponary, or considering the setting of different races that would
  340.  
  341. not be Ponyclass weaponary, AKA Minotaur weaponary, Diamond Dog, Saddle Arabian...
  342.  
  343. Extend Spell (Metamagic)
  344. You can make your spells last twice as long.
  345. Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or
  346.  
  347. permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual
  348.  
  349. level.
  350. [Note that this should mean that the spell cost is twice what it costs to last longer.]
  351.  
  352. Extra Channel
  353. You can channel divine energy more often.
  354. Prerequisite: Channel energy class feature.
  355. Benefit: You can channel energy two additional times per day.
  356. Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional
  357.  
  358. times a day, but only to channel positive energy.
  359.  
  360. Extra Ki
  361. You can use your ki pool more times per day than most.
  362. Prerequisite: Ki pool class feature.
  363. Benefit: Your ki pool increases by 2.
  364. Special: You can gain Extra Ki multiple times. Its effects stack.
  365.  
  366.  
  367. Far Shot (Combat)
  368. You are more accurate at longer ranges.
  369. Prerequisites: Point-Blank Shot.
  370. Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
  371. Normal: You suffer a –2 penalty per full range increment between you and your target.
  372.  
  373. Fleet
  374. You are faster than most.
  375. Benefit: While you are wearing light or no armor, your base speed increases by 10 (since pony )feet. You lose the benefits
  376.  
  377. of this feat if you carry a medium or heavy load.
  378. Special: You can take this feat multiple times. The effects stack.
  379. (To a point, 10 stack is considered the upper limit.)
  380.  
  381. Gorgon's Fist (Combat)
  382. With one well-placed blow, you leave your target reeling.
  383. Prerequisites: Improved Unarmed Strike, Scorpion Style, base attack bonus +6.
  384. Benefit: As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from
  385.  
  386. Scorpion Style). If the attack hits, you deal damage normally and the target is staggered until the end of your next turn
  387.  
  388. unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). This feat has no effect on
  389.  
  390. targets that are staggered.
  391.  
  392. Great Cleave (Combat)
  393. You can strike many adjacent foes with a single blow.
  394. Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
  395. Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If
  396.  
  397. you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that
  398.  
  399. is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to
  400.  
  401. the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this
  402.  
  403. attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
  404.  
  405. Great Fortitude
  406. You are resistant to poisons, diseases, and other maladies.
  407. Benefit: You get a +2 bonus on all Fortitude saving throws.
  408.  
  409. Greater Bull Rush (Combat)
  410. Your bull rush attacks throw enemies off balance.
  411. Prerequisites: Improved Bull Rush, Power Attack, base attack bonus +6, Str 13.
  412. Benefit: You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull
  413.  
  414. Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not
  415.  
  416. you).
  417. Normal: Creatures moved by bull rush do not provoke attacks of opportunity.
  418.  
  419. Greater Disarm (Combat)
  420. You can knock weapons far from an enemy's grasp.
  421. Prerequisites: Combat Expertise, Improved Disarm, base attack bonus +6, Int 13.
  422. Benefit: You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm.
  423.  
  424. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random
  425.  
  426. direction.
  427. Normal: Disarmed weapons and gear land at the feet of the disarmed creature.
  428.  
  429. Greater Feint (Combat)
  430. You are skilled at making foes overreact to your attacks.
  431. Prerequisites: Combat Expertise, Improved Feint, base attack bonus +6, Int 13.
  432. Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of
  433.  
  434. your next turn, in addition to losing his Dexterity bonus against your next attack.
  435. Normal: A creature you feint loses its Dexterity bonus against your next attack.
  436.  
  437. Greater Grapple (Combat)
  438. Maintaining a grapple is second nature to you.
  439. Prerequisites: Improved Grapple, Improved Unarmed Strike, base attack bonus +6, Dex 13.
  440. Benefit: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved
  441.  
  442. Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two
  443.  
  444. grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need
  445.  
  446. to succeed at one of these checks to maintain the grapple.
  447. Normal: Maintaining a grapple is a standard action.
  448.  
  449. Greater Overrun (Combat)
  450. Enemies must dive to avoid your dangerous move.
  451. Prerequisites: Improved Overrun, Power Attack, base attack bonus +6, Str 13.
  452. Benefit: You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved
  453.  
  454. Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.
  455. Normal: Creatures knocked prone by your overrun do not provoke an attack of opportunity.
  456.  
  457. Greater Penetrating Strike (Combat)
  458. Your attacks penetrate the defenses of most foes.
  459. Prerequisites: Penetrating Strike, Weapon Focus,
  460. Benefit: Your attacks with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. This amount is
  461.  
  462. reduced to 5 points for damage reduction without a type (such as DR 10/—).
  463.  
  464. Greater Shield Focus (Combat)
  465. You are skilled at deflecting blows with your shield.
  466. Prerequisites: Shield Focus, Shield Proficiency, base attack bonus +1,
  467. Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield
  468.  
  469. Focus.
  470.  
  471. Greater Spell Focus
  472. Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very
  473.  
  474. hard to resist.
  475. Prerequisite: Spell Focus.
  476. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus
  477.  
  478. stacks with the bonus from Spell Focus.
  479. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new
  480.  
  481. school to which you already have applied the Spell Focus feat.
  482.  
  483. Greater Spell Penetration
  484. Your spells break through spell resistance much more easily than most.
  485. Prerequisite: Spell Penetration.
  486. Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
  487.  
  488. This bonus stacks with the one from Spell Penetration.
  489.  
  490. Greater Sunder (Combat)
  491. Your devastating strikes cleave through weapons and armor and into their wielders, damaging both item and wielder alike in a
  492.  
  493. single terrific strike.
  494. Prerequisites: Improved Sunder, Power Attack, base attack bonus +6, Str 13.
  495. Benefit: You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved
  496.  
  497. Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's
  498.  
  499. wielder. No damage is transferred if you decide to leave the item with 1 hit point.
  500.  
  501. Greater Trip (Combat)
  502. You can make free attacks on foes that you knock down.
  503. Prerequisites: Combat Expertise, Improved Trip, base attack bonus +6, Int 13.
  504. Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip.
  505.  
  506. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
  507. Normal: Creatures do not provoke attacks of opportunity from being tripped.
  508.  
  509. Greater Two-Weapon Fighting (Combat)
  510. You are incredibly skilled at fighting with two weapons at the same time.
  511. Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
  512. Benefit: You get a third attack with your off-hand weapon, albeit at a –10 penalty.
  513.  
  514. Greater Vital Strike (Combat)
  515. You can make a single attack that deals incredible damage.
  516. Prerequisites: Improved Vital Strike, Vital Strike, base attack bonus +16.
  517. Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional
  518.  
  519. damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from
  520.  
  521. Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage
  522.  
  523. dice are not multiplied on a critical hit, but are added to the total.
  524.  
  525. Greater Weapon Focus (Combat)
  526. Choose one type of weapon (including unarmed strike or grapple) for which you have already selected Weapon Focus. You are a
  527.  
  528. master at your chosen weapon.
  529. Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, base attack bonus +1,
  530. Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on
  531.  
  532. attack rolls, including those from Weapon Focus.
  533. Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies
  534.  
  535. to a new type of weapon.
  536.  
  537. Greater Weapon Specialization (Combat)
  538. Choose one type of weapon (including unarmed strike or grapple) for which you possess the Weapon Specialization feat. Your
  539.  
  540. attacks with the chosen weapon are more devastating than normal.
  541. Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected
  542.  
  543. weapon, Weapon Specialization with selected weapon,
  544. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other
  545.  
  546. damage roll bonuses, including any you gain from Weapon Specialization.
  547. Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat,
  548.  
  549. it applies to a new type of weapon.
  550.  
  551. Heighten Spell (Metamagic)
  552. You can cast spells as if they were a higher level.
  553. Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic
  554.  
  555. feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell
  556.  
  557. level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the
  558.  
  559. heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
  560. {Note Not entirely sure how this would work into our own spell system so far.]
  561.  
  562. Improved Bull Rush (Combat)
  563. You are skilled at pushing your foes around.
  564. Prerequisite: Str 13, Power Attack, base attack bonus +1.
  565. Benefit: You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a
  566.  
  567. +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent
  568.  
  569. tries to bull rush you.
  570. Normal: You provoke an attack of opportunity when performing a bull rush combat maneuver.
  571.  
  572. Improved Channel
  573. Your channeled energy is harder to resist.
  574. Prerequisite: Channel energy class feature.
  575. Benefit: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.
  576.  
  577. Improved Counterspell
  578. You are skilled at countering the spells of others using similar spells.
  579. Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the
  580.  
  581. target spell.
  582. Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as
  583.  
  584. countering the target spell.
  585.  
  586. Improved Critical (Combat)
  587. Attacks made with your chosen weapon are quite deadly.
  588. Prerequisite: Proficient with weapon, base attack bonus +8.
  589. Benefit: When using the weapon you selected, your threat range is doubled.
  590. Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to
  591.  
  592. a new type of weapon.
  593. This effect doesn't stack with any other effect that expands the threat range of a weapon.
  594.  
  595. Improved Disarm (Combat)
  596. You are skilled at knocking weapons from a foe's grasp.
  597. Prerequisite: Int 13, Combat Expertise.
  598. Benefit: You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2
  599.  
  600. bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries
  601.  
  602. to disarm you.
  603. Normal: You provoke an attack of opportunity when performing a disarm combat maneuver.
  604.  
  605. Improved Familiar
  606. This feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar.
  607. Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).
  608. Benefit: When choosing a familiar, the creatures listed below are also available to you. You may choose a familiar with an
  609.  
  610. alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).
  611.  
  612. Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something
  613.  
  614. other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of
  615.  
  616. their kind (although many of them already have the ability to communicate).
  617.  
  618. Improved Feint (Combat)
  619. You are skilled at fooling your opponents in combat.
  620. Prerequisites: Int 13, Combat Expertise.
  621. Benefit: You can make a Bluff check to feint in combat as a move action.
  622. Normal: Feinting in combat is a standard action.
  623.  
  624. Improved Grapple (Combat)
  625. You are skilled at grappling opponents.
  626. Prerequisite: Dex 13, Improved Unarmed Strike.
  627. Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a
  628.  
  629. +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent
  630.  
  631. tries to grapple you.
  632. Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.
  633.  
  634. Improved Great Fortitude
  635. You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.
  636. Prerequisites: Great Fortitude.
  637. Benefit: Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed.
  638.  
  639. You must take the second roll, even if it is worse.
  640. Improved Initiative (Combat)
  641. Your quick reflexes allow you to react rapidly to danger.
  642. Benefit: You get a +4 bonus on initiative checks.
  643.  
  644. Improved Iron Will
  645. Your clarity of thought allows you to resist mental attacks.
  646. Prerequisites: Iron Will.
  647. Benefit: Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You
  648.  
  649. must take the second roll, even if it is worse.
  650.  
  651. Improved Lightning Reflexes
  652. You have a knack for avoiding danger all around you.
  653. Prerequisites: Lightning Reflexes.
  654. Benefit: Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed.
  655.  
  656. You must take the second roll, even if it is worse.
  657.  
  658. Improved Overrun (Combat)
  659. You are skilled at running down your foes.
  660. Prerequisite: Str 13, Power Attack, base attack bonus +1.
  661. Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a
  662.  
  663. +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent
  664.  
  665. tries to overrun you. Targets of your overrun attempt may not chose to avoid you.
  666. Normal: You provoke an attack of opportunity when performing an overrun combat maneuver.
  667.  
  668. Improved Precise Shot (Combat)
  669. Your ranged attacks ignore anything but total concealment and cover.
  670. Prerequisites: Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +11.
  671. Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance
  672.  
  673. granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits
  674.  
  675. against your ranged attacks.
  676. Normal: See the normal rules on the effects of cover and concealment in Combat.
  677.  
  678. Improved Shield Bash (Combat)
  679. You can protect yourself with your shield, even if you use it to attack.
  680. Prerequisite: Shield Proficiency.
  681. Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
  682. Normal: Without this feat, a character that performs a shield bash loses the shield's shield bonus to AC until his next turn
  683.  
  684. (see Equipment).
  685.  
  686. Improved Sunder (Combat)
  687. You are skilled at damaging your foes' weapons and armor.
  688. Prerequisite: Str 13, Power Attack, base attack bonus +1.
  689. Benefit: You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2
  690.  
  691. bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent
  692.  
  693. tries to sunder your gear.
  694. Normal: You provoke an attack of opportunity when performing a sunder combat maneuver.
  695.  
  696. Improved Trip (Combat)
  697. You are skilled at sending your opponents to the ground.
  698. Prerequisite: Int 13, Combat Expertise.
  699. Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2
  700.  
  701. bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries
  702.  
  703. to trip you.
  704. Normal: You provoke an attack of opportunity when performing a trip combat maneuver.
  705.  
  706. Improved Two-Weapon Fighting (Combat)
  707. You are skilled at fighting with two weapons.
  708. Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
  709. Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it,
  710.  
  711. albeit at a –5 penalty.
  712. Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
  713.  
  714. Improved Unarmed Strike (Combat)
  715. You are skilled at fighting while unarmed.
  716. Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes
  717.  
  718. while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
  719. Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal
  720.  
  721. damage with such an attack.
  722.  
  723. Improved Vital Strike (Combat)
  724. You can make a single attack that deals a large amount of damage.
  725. Prerequisites: Vital Strike, base attack bonus +11.
  726. Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional
  727.  
  728. damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from
  729.  
  730. Strength, weapon special abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon
  731.  
  732. damage dice are not multiplied on a critical hit, but are added to the total.
  733.  
  734. Improvised Weapon Mastery (Combat)
  735. You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour.
  736. Prerequisites: Catch Off-Guard or Throw Anything, base attack bonus +8.
  737. Benefit: You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the
  738.  
  739. improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-
  740.  
  741. handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.
  742.  
  743. Intimidating Prowess (Combat)
  744. Your physical might is intimidating to others.
  745. Benefit: Add your Strength modifier to Dazzling Display or Intimidation checks on breaking enemy morale.
  746. Iron Will
  747. You are more resistant to mental effects.
  748. Benefit: You get a +2 bonus on all Will saving throws.
  749.  
  750. Lightning Reflexes
  751. You have faster reflexes than normal.
  752. Benefit: You get a +2 bonus on all Reflex saving throws.
  753.  
  754. Lightning Stance (Combat)
  755. The speed at which you move makes it nearly impossible for opponents to strike you.
  756. Prerequisites: Dex 17, Dodge, Wind Stance, base attack bonus +11.
  757. Benefit: If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
  758.  
  759. Lunge (Combat)
  760. You can strike foes that would normally be out of reach.
  761. Prerequisites: Base attack bonus +6.
  762. Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to
  763.  
  764. your AC until your next turn. You must decide to use this ability before any attacks are made.
  765.  
  766. Magical Aptitude
  767. You are skilled at spellcasting and using magic items.
  768. Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of
  769.  
  770. these skills, the bonus increases to +4 for that skill.
  771.  
  772. Manyshot (Combat)
  773. You can fire multiple arrows at a single target.
  774. Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.
  775. Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows
  776.  
  777. hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses
  778.  
  779. from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's
  780.  
  781. favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
  782.  
  783. Martial Weapon Proficiency (Combat)
  784. Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
  785. Benefit: You make attack rolls with the selected weapon normally (without the non-proficient penalty).
  786. Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
  787. Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this
  788.  
  789. feat.
  790. You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.
  791.  
  792. Maximize Spell (Metamagic)
  793. Your spells have the maximum possible effect.
  794. Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are
  795.  
  796. not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the
  797.  
  798. spell's actual level.
  799. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled
  800.  
  801. result.[Note this requires twice as much Energy to preform and an addtional point of fatigue]
  802.  
  803. Medusa's Wrath (Combat)
  804. You can take advantage of your opponent's confusion, delivering multiple blows.
  805. Prerequisites: Improved Unarmed Strike, Gorgon's Fist, Scorpion Style, base attack bonus +11.
  806. Benefit: Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed
  807.  
  808. strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed,
  809.  
  810. staggered, stunned, or unconscious foe.
  811.  
  812. Mobility (Combat)
  813. You can easily move through a dangerous melee.
  814. Prerequisites: Dex 13, Dodge.
  815. Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a
  816.  
  817. threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge
  818.  
  819. bonuses.
  820. Dodge bonuses stack with each other, unlike most types of bonuses.
  821.  
  822. Mounted Archery (Combat)
  823. You are skilled at making ranged attacks while mounted.
  824. Prerequisites: Ride 1 rank, Mounted Combat.
  825. Benefit: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a
  826.  
  827. double move, and –4 instead of –8 if your mount is running.
  828.  
  829. Mounted Combat (Combat)
  830. You are adept at guiding your mount through combat.
  831. Prerequisite: Ride 1 rank.
  832. Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate
  833.  
  834. the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
  835.  
  836. Natural Spell
  837. You can cast spells even while in a form that cannot normally cast spells.
  838. Prerequisites: Wis 13, wild shape class feature.
  839. Benefit: You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises
  840.  
  841. and gestures for the normal verbal and somatic components of a spell.
  842. You can also use any material components or focuses you possess, even if such items are melded within your current form.
  843.  
  844. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not
  845.  
  846. gain the ability to speak while using wild shape.
  847.  
  848. Nimble Moves
  849. You can move across a single obstacle with ease.
  850. Prerequisites: Dex 13.
  851. Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This
  852.  
  853. feat allows you to take a 5-foot step into difficult terrain.
  854.  
  855. Penetrating Strike (Combat)
  856. Your attacks are capable of penetrating the defenses of some creatures.
  857. Prerequisites: Weapon Focus, base attack bonus +1, 12th-level fighter, proficiency with weapon.
  858. Benefit: Your attacks with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not
  859.  
  860. apply to damage reduction without a type (such as DR 10/—).
  861.  
  862. Persuasive
  863. You are skilled at swaying attitudes and intimidating others into your way of thinking.
  864. Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills,
  865.  
  866. the bonus increases to +4 for that skill.
  867. [NOTE: When in use on NPCS it allows GM to give a hint to the Players in question such as the patron looks shifty as you ask
  868.  
  869. him about what really happened as he claims to know nothin, not to be used on players.]
  870.  
  871. Pinpoint Targeting (Combat)
  872. You can target the weak points in your opponent's armor.
  873. Prerequisites: Dex 19, Improved Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus +16.
  874. Benefit: As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield
  875.  
  876. bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.
  877.  
  878. Point-Blank Shot (Combat)
  879. You are especially accurate when making ranged attacks against close targets.
  880. Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
  881.  
  882. Power Attack (Combat)
  883. You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
  884. Prerequisites: Str 13, base attack bonus +1.
  885. Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all
  886.  
  887. melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a
  888.  
  889. one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.
  890.  
  891. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
  892.  
  893. your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage
  894.  
  895. increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn.
  896.  
  897. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
  898.  
  899. Precise Shot (Combat)
  900. You are adept at firing ranged attacks into melee.
  901. Prerequisite: Point-Blank Shot.
  902. Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on
  903.  
  904. your attack roll.
  905.  
  906. Quick Draw (Combat)
  907. You can draw weapons faster than most.
  908. Prerequisite: Base attack bonus +1.
  909. Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight
  910.  
  911. of Hand skill) as a move action.
  912. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a
  913.  
  914. bow).
  915. Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
  916. Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free
  917.  
  918. action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
  919.  
  920. Quicken Spell (Metamagic)
  921. You can cast spells in a fraction of the normal time.
  922. Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the
  923.  
  924. same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be
  925.  
  926. quickened.
  927. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't
  928.  
  929. provoke an attack of opportunity.
  930. Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not
  931.  
  932. more than 1 full-round action, without increasing the spell's casting time.
  933.  
  934. Rapid Reload (Combat)
  935. Choose a type of crossbow (hand, light, or heavy). You can reload such weapons quickly.
  936. Prerequisite: Weapon Proficiency (crossbow type chosen).
  937. Benefit: The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light
  938.  
  939. crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.
  940. If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack
  941.  
  942. action as you could attack if you were using a bow.
  943. Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to
  944.  
  945. reload a heavy crossbow.
  946. Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.
  947.  
  948. Rapid Shot (Combat)
  949. You can make an additional ranged attack.
  950. Prerequisites: Dex 13, Point-Blank Shot.
  951. Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your
  952.  
  953. attack rolls take a –2 penalty when using Rapid Shot.
  954.  
  955. Ride-By Attack (Combat)
  956. While mounted and charging, you can move, strike at a foe, and then continue moving.
  957. Prerequisites: Ride 1 rank, Mounted Combat.
  958. Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move
  959.  
  960. again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted
  961.  
  962. speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
  963.  
  964. Run
  965. You are swift of foot.
  966. Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more
  967.  
  968. than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a
  969.  
  970. running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you
  971.  
  972. retain your Dexterity bonus to your Armor Class.
  973. Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a
  974.  
  975. medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus
  976.  
  977. to AC.
  978.  
  979. Scorpion Style (Combat)
  980. You can perform an unarmed strike that greatly hampers your target's movement.
  981. Prerequisite: Improved Unarmed Strike.
  982. Benefit: To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal
  983.  
  984. damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier
  985.  
  986. unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).
  987.  
  988. Selective Channeling
  989. You can choose whom to affect when you channel energy.
  990. Prerequisite: Cha 13, channel energy class feature.
  991. Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets
  992.  
  993. are not affected by your channeled energy.
  994. Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are
  995.  
  996. affected.
  997.  
  998. Self-Sufficient
  999. You know how to get along in the wild and how to effectively treat wounds.
  1000. Benefit: You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the
  1001.  
  1002. bonus increases to +4 for that skill.
  1003.  
  1004. Shatter Defenses (Combat)
  1005. Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are
  1006.  
  1007. already compromised.
  1008. Prerequisites: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon.
  1009. Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of
  1010.  
  1011. your next turn. This includes any additional attacks you make this round.
  1012.  
  1013. Shield Focus (Combat)
  1014. You are skilled at deflecting blows with your shield.
  1015. Prerequisites: Shield Proficiency, base attack bonus +1.
  1016. Benefit: Increase the AC bonus granted by any shield you are using by 1.
  1017.  
  1018. Shield Master (Combat)
  1019. Your mastery of the shield allows you to fight with it without hindrance.
  1020. Prerequisites: Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.
  1021. Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your
  1022.  
  1023. shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus.
  1024.  
  1025. Shield Proficiency (Combat)
  1026. You are trained in how to properly use a shield.
  1027. Benefit: When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and
  1028.  
  1029. Dexterity-based skills.
  1030. Normal: When you are using a shield with which you are not proficient, you take the shield's armor check penalty on attack
  1031.  
  1032. rolls and on all skill checks that involve moving.
  1033. Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers all automatically have Shield Proficiency as a
  1034.  
  1035. bonus feat. They need not select it.
  1036.  
  1037. Shield Slam (Combat)
  1038. In the right position, your shield can be used to send opponents flying.
  1039. Prerequisites: Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6.
  1040. Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for
  1041.  
  1042. the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move
  1043.  
  1044. back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move
  1045.  
  1046. with your target if you are able to take a 5-foot step or to spend an action to move this turn.
  1047.  
  1048. Shot on the Run (Combat)
  1049. You can move, fire a ranged weapon, and move again before your foes can react.
  1050. Prerequisites: Dex 13, Dodge, Mobility, Point-Blank Shot, base attack bonus +4.
  1051. Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your
  1052.  
  1053. movement.
  1054. Normal: You cannot move before and after an attack with a ranged weapon.
  1055.  
  1056. Sickening Critical (Combat, Critical)
  1057. Your critical hits cause opponents to become sickened.
  1058. Prerequisites: Critical Focus, base attack bonus +11.
  1059. Benefit: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not
  1060.  
  1061. stack. Additional hits instead add to the effect's duration.
  1062. Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
  1063. [Sickened in this can mean something along the lines of causing the target to be stunned due to a gut shot and loses a turn
  1064.  
  1065. if it connects.]
  1066.  
  1067. Silent Spell (Metamagic)
  1068. You can cast your spells without making any sound.
  1069. Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent
  1070.  
  1071. spell uses up a spell slot one level higher than the spell's actual level.
  1072. Special: Bard spells cannot be enhanced by this feat.
  1073.  
  1074. Simple Weapon Proficiency (Combat)
  1075. You are trained in the use of basic weapons.
  1076. Benefit: You make attack rolls with simple weapons without penalty.
  1077. Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
  1078. Special: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They
  1079.  
  1080. need not select this feat.
  1081.  
  1082. Skill Focus
  1083. Choose a skill. You are particularly adept at that skill.
  1084. Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus
  1085.  
  1086. increases to +6.
  1087. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new
  1088.  
  1089. skill.
  1090.  
  1091. Snatch Arrows (Combat)
  1092. Instead of knocking an arrow or ranged attack aside, you can catch it in mid-flight.
  1093. Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.
  1094. Benefit: When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons
  1095.  
  1096. can immediately be thrown back as an attack against the original attacker (even though it isn't your turn) or kept for later
  1097.  
  1098. use.
  1099. You must have at least one hand free (holding nothing) to use this feat.
  1100.  
  1101. Spell Focus
  1102. Choose a school of magic. Any spells you cast of that school are more difficult to resist.
  1103. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
  1104. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new
  1105.  
  1106. school of magic.
  1107.  
  1108. Spell Mastery
  1109. You have mastered a small handful of spells, and can prepare these spells without referencing your spellbooks at all.
  1110. Prerequisite: 1st-level wizard
  1111. Benefit: Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier.
  1112.  
  1113. From that point on, you can prepare these spells without referring to a spellbook.
  1114. Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.
  1115.  
  1116. Spell Penetration
  1117. Your spells break through spell resistance more easily than most.
  1118. Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
  1119.  
  1120. Spellbreaker (Combat)
  1121. You can strike at enemy spellcasters who fail to cast defensively when you threaten them.
  1122. Prerequisites: Disruptive
  1123. Benefit: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity
  1124.  
  1125. from you.
  1126. Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity.
  1127.  
  1128. Spirited Charge (Combat)
  1129. Your mounted charge attacks deal a tremendous amount of damage.
  1130. Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.
  1131. Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a
  1132.  
  1133. lance).
  1134.  
  1135. Spring Attack (Combat)
  1136. You can deftly move up to a foe, strike, and withdraw before he can react.
  1137. Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
  1138. Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks
  1139.  
  1140. of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10
  1141.  
  1142. feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability
  1143.  
  1144. to attack a foe that is adjacent to you at the start of your turn.
  1145. Normal: You cannot move before and after an attack.
  1146.  
  1147. Staggering Critical (Combat, Critical)
  1148. Your critical hits cause opponents to slow down.
  1149. Prerequisites: Critical Focus, base attack bonus +13.
  1150. Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save
  1151.  
  1152. reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this
  1153.  
  1154. feat do not stack. Additional hits instead add to the duration.
  1155. Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
  1156.  
  1157. Stand Still (Combat)
  1158. You can stop foes that try to move past you.
  1159. Prerequisites: Combat Reflexes.
  1160. Benefit: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat
  1161.  
  1162. maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can
  1163.  
  1164. still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a
  1165.  
  1166. square that is adjacent to you if such movement provokes an attack of opportunity.
  1167.  
  1168. Stealthy
  1169. You are good at avoiding unwanted attention and slipping out of bonds.
  1170. Benefit: You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these
  1171.  
  1172. skills, the bonus increases to +4 for that skill.
  1173.  
  1174. Step Up (Combat)
  1175. You can close the distance when a foe tries to move away.
  1176. Prerequisite: Base attack bonus +1.
  1177. Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an
  1178.  
  1179. immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot
  1180.  
  1181. take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your
  1182.  
  1183. total movement.
  1184.  
  1185. Still Spell (Metamagic)
  1186. You can cast spells without moving.
  1187. Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A
  1188.  
  1189. stilled spell uses up a spell slot one level higher than the spell's actual level.
  1190.  
  1191. Strike Back (Combat)
  1192. You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.
  1193. Prerequisite: Base attack bonus +11.
  1194. Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is
  1195.  
  1196. outside of your reach.
  1197.  
  1198. Stunning Critical (Combat, Critical)
  1199. Your critical hits cause opponents to become stunned.
  1200. Prerequisites: Critical Focus, Staggering Critical, base attack bonus +17.
  1201. Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save
  1202.  
  1203. reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects
  1204.  
  1205. of this feat do not stack. Additional hits instead add to the duration.
  1206. Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
  1207.  
  1208. Stunning Fist (Combat)
  1209. You know just where to strike to temporarily stun a foe.
  1210. Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
  1211. Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins
  1212.  
  1213. the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your
  1214.  
  1215. character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is
  1216.  
  1217. stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses
  1218.  
  1219. any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four
  1220.  
  1221. levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal
  1222.  
  1223. creatures, and creatures immune to critical hits cannot be stunned.
  1224. Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may
  1225.  
  1226. attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four
  1227.  
  1228. levels he has in classes other than monk.
  1229.  
  1230. Throw Anything (Combat)
  1231. You are used to throwing things you have on hand.
  1232. Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on
  1233.  
  1234. attack rolls made with thrown splash weapons.
  1235. Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
  1236. Tiring Critical (Combat, Critical)
  1237. Your critical hits cause opponents to become fatigued.
  1238. Prerequisites: Critical Focus, base attack bonus +13.
  1239. Benefit: Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued
  1240.  
  1241. or exhausted creature.
  1242. Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
  1243.  
  1244. Toughness
  1245. You have enhanced physical stamina.
  1246. Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have
  1247.  
  1248. more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
  1249.  
  1250. Tower Shield Proficiency (Combat)
  1251. You are trained in how to properly use a tower shield.
  1252. Prerequisite: Shield Proficiency.
  1253. Benefit: When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills.
  1254. Normal: A character using a shield with which he is not proficient takes the shield's armor check penalty on attack rolls
  1255.  
  1256. and on all skill checks that involve moving, including Ride.
  1257. Special: Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.
  1258.  
  1259. Trample (Combat)
  1260. While mounted, you can ride down opponents and trample them under your mount.
  1261. Prerequisites: Ride 1 rank, Mounted Combat.
  1262. Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make
  1263.  
  1264. one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
  1265.  
  1266. Turn Undead
  1267. Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.
  1268. Prerequisites: Channel positive energy class feature.
  1269. Benefit: You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet
  1270.  
  1271. of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 +
  1272.  
  1273. 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a
  1274.  
  1275. new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not
  1276.  
  1277. heal or harm nearby creatures).
  1278.  
  1279. Two-Weapon Defense (Combat)
  1280. You are skilled at defending yourself while dual-wielding.
  1281. Prerequisites: Dex 15, Two-Weapon Fighting.
  1282. Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1
  1283.  
  1284. shield bonus to your AC.
  1285. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
  1286.  
  1287. Two-Weapon Fighting (Combat)
  1288. You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary
  1289.  
  1290. weapon.
  1291. Prerequisite: Dex 15.
  1292. Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens
  1293.  
  1294. by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.
  1295. Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When
  1296.  
  1297. fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to
  1298.  
  1299. the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is
  1300.  
  1301. always considered light.
  1302.  
  1303. Two-Weapon Rend (Combat)
  1304. Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.
  1305. Prerequisites: Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
  1306. Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of
  1307.  
  1308. damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.
  1309.  
  1310. Unseat (Combat)
  1311. You are skilled at unseating your mounted opponents.
  1312. Prerequisites: Str 13, Ride 1 rank, Mounted Combat, Power Attack, Improved Bull Rush, base attack bonus +1.
  1313. Benefits: When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may
  1314.  
  1315. immediately make a free bull rush attempt in addition to the normal damage. If successful, the target is knocked off his
  1316.  
  1317. horse and lands prone in a space adjacent to his mount that is directly away from you.
  1318.  
  1319. Vital Strike (Combat)
  1320. You make a single attack that deals significantly more damage than normal.
  1321. Prerequisites: Base attack bonus +6.
  1322. Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional
  1323.  
  1324. damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength,
  1325.  
  1326. weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not
  1327.  
  1328. multiplied on a critical hit, but are added to the total.
  1329.  
  1330. Weapon Finesse (Combat)
  1331. You are trained in using your agility in melee combat, as opposed to brute strength.
  1332. Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your
  1333.  
  1334. Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies
  1335.  
  1336. to your attack rolls.
  1337. Special: Natural weapons are considered light weapons.
  1338.  
  1339. Weapon Focus (Combat)
  1340. Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon
  1341.  
  1342. for the purposes of this feat.
  1343. Prerequisites: Proficiency with selected weapon, base attack bonus +1.
  1344. Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
  1345. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new
  1346.  
  1347. type of weapon.
  1348.  
  1349. Weapon Specialization (Combat)
  1350. You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which
  1351.  
  1352. you have already selected the Weapon Focus feat. You deal extra damage when using this weapon.
  1353. Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
  1354. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
  1355. Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new
  1356.  
  1357. type of weapon.
  1358.  
  1359. Whirlwind Attack (Combat)
  1360. You can strike out at every foe within reach.
  1361. Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
  1362. Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your
  1363.  
  1364. highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.
  1365. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or
  1366.  
  1367. abilities.
  1368.  
  1369. Widen Spell (Metamagic)
  1370. You can cast your spells so that they occupy a larger space.
  1371. Benefit: You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the
  1372.  
  1373. spell's area increase by 100%. A widened spell uses up a spell slot three levels higher than the spell's actual level.
  1374. Spells that do not have an area of one of these four sorts are not affected by this feat.
  1375.  
  1376. Wind Stance (Combat)
  1377. Your erratic movements make it difficult for enemies to pinpoint your location.
  1378. Prerequisites: Dex 15, Dodge, base attack bonus +6.
  1379. Benefit: If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
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