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- Perks to Consider for the SLSS idea from Pathfinder listed below and tweaked for the mlp universe.
- [NAme]
- -Preresquite what is needed before having the perk
- *Effect
- [Stackable]
- [Notes]
- Animal Affinity
- *Gain +2 when dealing with animals be it in calming it down, inciting it to attack an oppenent or even becoming friends with
- it for a time.
- No
- Can be increased by hving a skill of 10 in handle animal or Ride animal could add in skills but thats for later
- Arcane Armor Training[Combat]
- Learned to cast spells while wearing armor.
- -Light armor Profeincy wih the ablity to cast 3rd level spells
- *Reduce arcane spell failure by 10%
- [No]
- [I bleieve that we can have it be listed that for every 3 spells you know equals your caster level, Spells that cannont be
- counted as spells would be TK abilities due to them being something that all unicorns know or learn.]
- Arcane Armor Mastery [combat]
- -Arcane Armor Training, Medium Armor Profciency, Caster level 7
- *Reduce spell failure chance by 20%; this does not stack with Arcane Armor Training and instead replaces it.
- Armor Proficiency, Light [combat]
- Skilled at wearing light armor
- *When wearing this type of armor only apply the armor check penalty for dexterirty and Strength based skill checks
- If you don't have this then you suffere the penalty for all skills that involvemovement AND to your attack bonus.
- [Keeping it simple would be best i think here for what constituts as a armor class and their respective checks more to this
- later]
- Armor Proficiency, Medium [Combat]
- Skilled at utilizing Medium class armor.
- -Light Armor Proficiency
- *Same as effect Light
- Same As effect light
- Armor Proficiency, Heavy [combat]
- Skilled at utilizing Heavy class armor
- *Same as effect Light
- Same as effct light
- Athletic
- Trained during the month to increase your physical poweress
- *+2 to climb and swim skill checks
- [IF you have 10 or more ranks in these two skills then you get +4]
- Augment Summoning
- -Spell Focus[Conjuration]
- *Each creature that is usmmoned with a summon spell gains a +4 to Strength and Vitality
- Bleeding Critical [combat, critical]
- -Critical Focus, Base Attack Bonus +11
- *When critting with a peircing or slashing type weapon in addition to the standard double damage the target bleeds out for
- 2d6 on his turn until the bleed out is stemmed with a DC of 15. Can Stack.
- [You can only choose one type of critical to inflict upon the target when earning a crit]
- Blind Fight
- Skilled at fighting enemies that cannot be seen clearly
- *Allows you to reroll an attack roll if a target is in concealment OR hidden from view. Invisible attacker gains no
- advantages when attacking you in melee however they still gain that advantage when at range.
- No +2 for the invisible attacker when this feat is active.
- Blinding Critical [combat, critical[
- -Critical Focus, Base Attack Bonus +15
- *When scoring a crit the oppenent is permantly blinded. The subject of the attack can make a vitality check to be dazzled
- 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
- of blinded. Can be cured by regeneration, heal, or remove blindness or simliar abilities.
- Catch Off-Guard [Combat]
- *No penatlies for improvised weapons, unarmed enemies are flat footed against any attacks made with an improvised weapon.
- Meaning that the user of this feat gains +2 on aim.
- Normally you take a -4 to attack rolls made with improvised weapons.
- Cleave[combat]
- -Strenght 13, Power Attack, Base attacj bonuse +3
- *Can make a normal attack and if successful on hit can attempt to hit an enemy that is within reach. Only one additional foe
- can be hit. Suffer -4 AC till next turn.
- [I think we should tweak the stat requirement since above 12 is rather hard to reach isent it?]
- Combat Casting [combat]
- Adept at casting spells while in combatt
- *+4 on concentration checks when casting on the defensive or when grappled.
- [Think this can be worked by having the defensive as when you are in melee reach of an oppenent.]
- Combat Expertise [Combat]
- -Intelligence 13
- *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
- increase the effect of the penalty and bonus.
- Effects last till your next turn and require you to announce you are using this feat before making your roll.
- Example;BAB 8 = -2 to aim +2 to AC.
- Combat Reflexes [combat]
- *Make additional attacks per round equal to Dexterity bonus, may also make an attack when caught flat footed.
- Without this ability a character can only make one attack per round and cannot attack while flat footed.
- Command Undead
- Using either the power of decay or powers most foul you can command undead creatures.
- -Channel Negative energy Class Feature
- *Use your Int score to determine your bonus before rolling to enslave a enemy undead within 30 feet. Undead have a will save
- equal to 10 + d6. If the save is failed the undead falls under your control and act in your best interests. However you can
- 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
- creature that controls the undead you must roll against their will bonus and make the roll. If enslaving a Intelligent
- undead must do a roll each day to continue control.
- [honestly not entirely sure baout using this perk as pathfinder mechanics use a few different bits in its description that
- 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
- explain in a story how they discovered this]
- Critical Focus [Combat]
- YOu are Trained in the ART of PAIN!
- -Base Attack bonus of 9
- *Incrase Crit Range from 19-20
- [Any weapons that grant this bonus is replaced with this unless they overwrite the range used in this feat]
- Critical Mastery [Combat]
- -Critical Focus, any two critical feats
- *Can apply two critical feats if you score a critical hit.
- Dazzling Display
- Supposedly to make an intimadiation check on enemies to break morale requires more thought on it.
- New thought; Attempt to break morale or draw the attention of the enemy in combat, roll d20 if above 10 and every two after
- 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
- 1/2:7 Sentient If above 1/2 HP 15 if below: 5. Must calrify which effect you are attempting
- Deadly Aim
- -Dex 13, Base attack bonus +1
- *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
- every 4 after that increases the amount of aim penalty and damage increase. Example BAB 8 = -2 to aim with +4 to damage
- roll.
- Deadly Stroke
- -Greater Weapon Focus, Shatter Defenses, Weapon Focus, Proficiency with the slected weapon, base attack bonus +11
- *Make a single attack with the weapon that has a Greater weapon focus on a flat footed or Stunned opponent. If you hit, you
- deal double the normal damage and teh target takes an additional vitality point of bleed damage. Damage and bleed are not
- doubled on a crit.
- [Holy balls bat man its an execution!]
- Deafening Critical (Combat, Critical)
- Your critical hits cause enemies to lose their hearing.
- Prerequisites: Critical Focus, base attack bonus +13.
- Benefit: Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude
- save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has
- no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.
- Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
- Deceitful
- You are skilled at deceiving others, both with the spoken word and with physical disguises.
- 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
- increases to +4 for that skill.
- Defensive Combat Training (Combat)
- You excel at defending yourself from all manner of combat maneuvers.
- Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Combat).
- Deflect Arrows (Combat)
- You can knock arrows and other projectiles off course, preventing them from hitting you.
- Prerequisites: Dex 13, Improved Unarmed Strike.
- Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be
- 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
- attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged
- weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be
- deflected.
- Deft Hands
- You have exceptional manual dexterity.
- 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
- skills, the bonus increases to +4 for that skill.
- Diehard
- You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain
- conscious and continue to act even at death's door.
- Prerequisite: Endurance.
- Benefit: When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a
- Vitality check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than
- 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
- not choose to act as if you were disabled, you immediately fall unconscious.
- When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform
- any standard action (or any other action deemed as strenuous, including some swift actions, such as casting a quickened
- spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your
- Vitality score, you immediately die.
- Normal: A character without this feat who is reduced to negative hit points is unconscious and dying.
- *NOTE* This means taht you can still act even when at 0HP However if you exceed your vitality score you WILL die. Also any
- action that is considered normal will cuase 1 pt damage to yourself. Essentially you are fighitng in a last stand mode and
- are bleeding out.
- Disruptive (Combat)
- Your training makes it difficult for enemy spellcasters to safely cast spells near you.
- Prerequisites: Dazzling Display
- Benefit: The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This
- increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an
- attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this
- increase does not apply.
- Dodge (Combat)
- Your training and reflexes allow you to react swiftly to avoid an opponents' attacks.
- Prerequisite: Dex 13.
- 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
- benefits of this feat.
- Double Slice (Combat)
- Your off-hand weapon while dual-wielding strikes with greater power.
- Prerequisite: Dex 15, Two-Weapon Fighting.
- Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
- Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand.
- Elemental Channel
- Choose one elemental subtype, such as air, earth, fire, or water. You can channel your divine energy to harm or heal
- outsiders that possess your chosen elemental subtype.
- Prerequisites: Channel energy class feature.
- Benefit: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your
- chosen elemental subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of
- your elemental subtype, your channel energy has no affect on other creatures. The amount of damage healed or dealt and the
- DC to halve the damage is otherwise unchanged.
- Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new
- elemental subtype.
- [Unsure if we would have this as it falls under the alignment system, Note that instead of alignment it instead affects
- specified elemental substype, Classic 4 or what ever the PC can decide upon]
- Empower Spell (Metamagic)
- You can increase the power of your spells, causing them to deal more damage.
- Benefit: All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.
- Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a
- spell slot two levels higher than the spell’s actual level.[EDIT: Spell effect is Increase by half as normal Spell Cost is
- instead Doubled so a Telekenitic Blast which costs 1 would now cost 2 fatigue, Fireball would go from 2 to 4 etc etc.]
- Endurance
- Harsh conditions or long exertions do not easily tire you.
- Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion;
- Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march;
- Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst;
- Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from
- suffocation.
- You may sleep in light or medium armor without becoming fatigued.
- Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
- [Note Fatigued is half of aviable energy to preform special effects.]
- Enlarge Spell (Metamagic)
- You can increase the range of your spells.
- Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with
- 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
- 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
- the spell's actual level.[Note: Spell cost should be increased by 1 if used.]
- Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not
- benefit from this feat.
- Eschew Materials
- You can cast many spells without needing to utilize minor material components.
- Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting
- of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more
- than 1 gp, you must have the material component on hand to cast the spell, as normal.
- *To simplify can cast spells with out haveint to activate item for spell materials*
- Exhausting Critical (Combat, Critical)
- Your critical hits cause opponents to become exhausted.
- Prerequisites: Critical Focus, Tiring Critical, base attack bonus +15.
- Benefit: When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on
- exhausted creatures.
- Special: You can only apply the effects of one critical feat to a given critical hit unless you possess the Critical Mastery
- feat.
- {Note: Exhausted in this case most likely would mean the enemy cannot use any of their specials until they have a turn to
- rest AI a turn or two where they are locked out from use of specials; spells, special physical attacks etc.]
- Exotic Weapon Proficiency (Combat)
- Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in
- combat, and can utilize any special tricks or qualities that exotic weapon might allow.
- Prerequisite: Base attack bonus +1.
- Benefit: You make attack rolls with the weapon normally.
- Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.
- Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of
- exotic weapon.
- *NOTE* Exotice Weaponary can be lsited as Eastern class weaponary, or considering the setting of different races that would
- not be Ponyclass weaponary, AKA Minotaur weaponary, Diamond Dog, Saddle Arabian...
- Extend Spell (Metamagic)
- You can make your spells last twice as long.
- Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or
- permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual
- level.
- [Note that this should mean that the spell cost is twice what it costs to last longer.]
- Extra Channel
- You can channel divine energy more often.
- Prerequisite: Channel energy class feature.
- Benefit: You can channel energy two additional times per day.
- Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional
- times a day, but only to channel positive energy.
- Extra Ki
- You can use your ki pool more times per day than most.
- Prerequisite: Ki pool class feature.
- Benefit: Your ki pool increases by 2.
- Special: You can gain Extra Ki multiple times. Its effects stack.
- Far Shot (Combat)
- You are more accurate at longer ranges.
- Prerequisites: Point-Blank Shot.
- Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
- Normal: You suffer a –2 penalty per full range increment between you and your target.
- Fleet
- You are faster than most.
- Benefit: While you are wearing light or no armor, your base speed increases by 10 (since pony )feet. You lose the benefits
- of this feat if you carry a medium or heavy load.
- Special: You can take this feat multiple times. The effects stack.
- (To a point, 10 stack is considered the upper limit.)
- Gorgon's Fist (Combat)
- With one well-placed blow, you leave your target reeling.
- Prerequisites: Improved Unarmed Strike, Scorpion Style, base attack bonus +6.
- Benefit: As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from
- Scorpion Style). If the attack hits, you deal damage normally and the target is staggered until the end of your next turn
- unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). This feat has no effect on
- targets that are staggered.
- Great Cleave (Combat)
- You can strike many adjacent foes with a single blow.
- Prerequisites: Str 13, Cleave, Power Attack, base attack bonus +4.
- Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If
- you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that
- is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to
- the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this
- attack action. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.
- Great Fortitude
- You are resistant to poisons, diseases, and other maladies.
- Benefit: You get a +2 bonus on all Fortitude saving throws.
- Greater Bull Rush (Combat)
- Your bull rush attacks throw enemies off balance.
- Prerequisites: Improved Bull Rush, Power Attack, base attack bonus +6, Str 13.
- Benefit: You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull
- Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not
- you).
- Normal: Creatures moved by bull rush do not provoke attacks of opportunity.
- Greater Disarm (Combat)
- You can knock weapons far from an enemy's grasp.
- Prerequisites: Combat Expertise, Improved Disarm, base attack bonus +6, Int 13.
- Benefit: You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm.
- Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random
- direction.
- Normal: Disarmed weapons and gear land at the feet of the disarmed creature.
- Greater Feint (Combat)
- You are skilled at making foes overreact to your attacks.
- Prerequisites: Combat Expertise, Improved Feint, base attack bonus +6, Int 13.
- Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of
- your next turn, in addition to losing his Dexterity bonus against your next attack.
- Normal: A creature you feint loses its Dexterity bonus against your next attack.
- Greater Grapple (Combat)
- Maintaining a grapple is second nature to you.
- Prerequisites: Improved Grapple, Improved Unarmed Strike, base attack bonus +6, Dex 13.
- Benefit: You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved
- Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two
- grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need
- to succeed at one of these checks to maintain the grapple.
- Normal: Maintaining a grapple is a standard action.
- Greater Overrun (Combat)
- Enemies must dive to avoid your dangerous move.
- Prerequisites: Improved Overrun, Power Attack, base attack bonus +6, Str 13.
- Benefit: You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved
- Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.
- Normal: Creatures knocked prone by your overrun do not provoke an attack of opportunity.
- Greater Penetrating Strike (Combat)
- Your attacks penetrate the defenses of most foes.
- Prerequisites: Penetrating Strike, Weapon Focus,
- Benefit: Your attacks with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. This amount is
- reduced to 5 points for damage reduction without a type (such as DR 10/—).
- Greater Shield Focus (Combat)
- You are skilled at deflecting blows with your shield.
- Prerequisites: Shield Focus, Shield Proficiency, base attack bonus +1,
- Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield
- Focus.
- Greater Spell Focus
- Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very
- hard to resist.
- Prerequisite: Spell Focus.
- Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus
- stacks with the bonus from Spell Focus.
- Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new
- school to which you already have applied the Spell Focus feat.
- Greater Spell Penetration
- Your spells break through spell resistance much more easily than most.
- Prerequisite: Spell Penetration.
- Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
- This bonus stacks with the one from Spell Penetration.
- Greater Sunder (Combat)
- Your devastating strikes cleave through weapons and armor and into their wielders, damaging both item and wielder alike in a
- single terrific strike.
- Prerequisites: Improved Sunder, Power Attack, base attack bonus +6, Str 13.
- Benefit: You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved
- Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's
- wielder. No damage is transferred if you decide to leave the item with 1 hit point.
- Greater Trip (Combat)
- You can make free attacks on foes that you knock down.
- Prerequisites: Combat Expertise, Improved Trip, base attack bonus +6, Int 13.
- Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip.
- Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
- Normal: Creatures do not provoke attacks of opportunity from being tripped.
- Greater Two-Weapon Fighting (Combat)
- You are incredibly skilled at fighting with two weapons at the same time.
- Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
- Benefit: You get a third attack with your off-hand weapon, albeit at a –10 penalty.
- Greater Vital Strike (Combat)
- You can make a single attack that deals incredible damage.
- Prerequisites: Improved Vital Strike, Vital Strike, base attack bonus +16.
- Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional
- damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from
- Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage
- dice are not multiplied on a critical hit, but are added to the total.
- Greater Weapon Focus (Combat)
- Choose one type of weapon (including unarmed strike or grapple) for which you have already selected Weapon Focus. You are a
- master at your chosen weapon.
- Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, base attack bonus +1,
- Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on
- attack rolls, including those from Weapon Focus.
- Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies
- to a new type of weapon.
- Greater Weapon Specialization (Combat)
- Choose one type of weapon (including unarmed strike or grapple) for which you possess the Weapon Specialization feat. Your
- attacks with the chosen weapon are more devastating than normal.
- Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected
- weapon, Weapon Specialization with selected weapon,
- Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other
- damage roll bonuses, including any you gain from Weapon Specialization.
- Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat,
- it applies to a new type of weapon.
- Heighten Spell (Metamagic)
- You can cast spells as if they were a higher level.
- Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic
- feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell
- level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the
- heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
- {Note Not entirely sure how this would work into our own spell system so far.]
- Improved Bull Rush (Combat)
- You are skilled at pushing your foes around.
- Prerequisite: Str 13, Power Attack, base attack bonus +1.
- Benefit: You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a
- +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent
- tries to bull rush you.
- Normal: You provoke an attack of opportunity when performing a bull rush combat maneuver.
- Improved Channel
- Your channeled energy is harder to resist.
- Prerequisite: Channel energy class feature.
- Benefit: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.
- Improved Counterspell
- You are skilled at countering the spells of others using similar spells.
- Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the
- target spell.
- Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as
- countering the target spell.
- Improved Critical (Combat)
- Attacks made with your chosen weapon are quite deadly.
- Prerequisite: Proficient with weapon, base attack bonus +8.
- Benefit: When using the weapon you selected, your threat range is doubled.
- Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to
- a new type of weapon.
- This effect doesn't stack with any other effect that expands the threat range of a weapon.
- Improved Disarm (Combat)
- You are skilled at knocking weapons from a foe's grasp.
- Prerequisite: Int 13, Combat Expertise.
- Benefit: You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2
- bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries
- to disarm you.
- Normal: You provoke an attack of opportunity when performing a disarm combat maneuver.
- Improved Familiar
- This feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar.
- Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).
- Benefit: When choosing a familiar, the creatures listed below are also available to you. You may choose a familiar with an
- alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).
- Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature's type is something
- other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of
- their kind (although many of them already have the ability to communicate).
- Improved Feint (Combat)
- You are skilled at fooling your opponents in combat.
- Prerequisites: Int 13, Combat Expertise.
- Benefit: You can make a Bluff check to feint in combat as a move action.
- Normal: Feinting in combat is a standard action.
- Improved Grapple (Combat)
- You are skilled at grappling opponents.
- Prerequisite: Dex 13, Improved Unarmed Strike.
- Benefit: You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a
- +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent
- tries to grapple you.
- Normal: You provoke an attack of opportunity when performing a grapple combat maneuver.
- Improved Great Fortitude
- You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.
- Prerequisites: Great Fortitude.
- Benefit: Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed.
- You must take the second roll, even if it is worse.
- Improved Initiative (Combat)
- Your quick reflexes allow you to react rapidly to danger.
- Benefit: You get a +4 bonus on initiative checks.
- Improved Iron Will
- Your clarity of thought allows you to resist mental attacks.
- Prerequisites: Iron Will.
- Benefit: Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You
- must take the second roll, even if it is worse.
- Improved Lightning Reflexes
- You have a knack for avoiding danger all around you.
- Prerequisites: Lightning Reflexes.
- Benefit: Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed.
- You must take the second roll, even if it is worse.
- Improved Overrun (Combat)
- You are skilled at running down your foes.
- Prerequisite: Str 13, Power Attack, base attack bonus +1.
- Benefit: You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a
- +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent
- tries to overrun you. Targets of your overrun attempt may not chose to avoid you.
- Normal: You provoke an attack of opportunity when performing an overrun combat maneuver.
- Improved Precise Shot (Combat)
- Your ranged attacks ignore anything but total concealment and cover.
- Prerequisites: Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +11.
- Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance
- granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits
- against your ranged attacks.
- Normal: See the normal rules on the effects of cover and concealment in Combat.
- Improved Shield Bash (Combat)
- You can protect yourself with your shield, even if you use it to attack.
- Prerequisite: Shield Proficiency.
- Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
- Normal: Without this feat, a character that performs a shield bash loses the shield's shield bonus to AC until his next turn
- (see Equipment).
- Improved Sunder (Combat)
- You are skilled at damaging your foes' weapons and armor.
- Prerequisite: Str 13, Power Attack, base attack bonus +1.
- Benefit: You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2
- bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent
- tries to sunder your gear.
- Normal: You provoke an attack of opportunity when performing a sunder combat maneuver.
- Improved Trip (Combat)
- You are skilled at sending your opponents to the ground.
- Prerequisite: Int 13, Combat Expertise.
- Benefit: You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2
- bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries
- to trip you.
- Normal: You provoke an attack of opportunity when performing a trip combat maneuver.
- Improved Two-Weapon Fighting (Combat)
- You are skilled at fighting with two weapons.
- Prerequisites: Dex 17, Two-Weapon Fighting, base attack bonus +6.
- Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it,
- albeit at a –5 penalty.
- Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
- Improved Unarmed Strike (Combat)
- You are skilled at fighting while unarmed.
- Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes
- while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
- Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal
- damage with such an attack.
- Improved Vital Strike (Combat)
- You can make a single attack that deals a large amount of damage.
- Prerequisites: Vital Strike, base attack bonus +11.
- Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional
- damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from
- Strength, weapon special abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon
- damage dice are not multiplied on a critical hit, but are added to the total.
- Improvised Weapon Mastery (Combat)
- You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour.
- Prerequisites: Catch Off-Guard or Throw Anything, base attack bonus +8.
- Benefit: You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the
- improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-
- handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.
- Intimidating Prowess (Combat)
- Your physical might is intimidating to others.
- Benefit: Add your Strength modifier to Dazzling Display or Intimidation checks on breaking enemy morale.
- Iron Will
- You are more resistant to mental effects.
- Benefit: You get a +2 bonus on all Will saving throws.
- Lightning Reflexes
- You have faster reflexes than normal.
- Benefit: You get a +2 bonus on all Reflex saving throws.
- Lightning Stance (Combat)
- The speed at which you move makes it nearly impossible for opponents to strike you.
- Prerequisites: Dex 17, Dodge, Wind Stance, base attack bonus +11.
- Benefit: If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
- Lunge (Combat)
- You can strike foes that would normally be out of reach.
- Prerequisites: Base attack bonus +6.
- 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
- your AC until your next turn. You must decide to use this ability before any attacks are made.
- Magical Aptitude
- You are skilled at spellcasting and using magic items.
- 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
- these skills, the bonus increases to +4 for that skill.
- Manyshot (Combat)
- You can fire multiple arrows at a single target.
- Prerequisites: Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.
- Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows
- hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses
- from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's
- favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
- Martial Weapon Proficiency (Combat)
- Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.
- Benefit: You make attack rolls with the selected weapon normally (without the non-proficient penalty).
- Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
- Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this
- feat.
- You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.
- Maximize Spell (Metamagic)
- Your spells have the maximum possible effect.
- Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are
- not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the
- spell's actual level.
- An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled
- result.[Note this requires twice as much Energy to preform and an addtional point of fatigue]
- Medusa's Wrath (Combat)
- You can take advantage of your opponent's confusion, delivering multiple blows.
- Prerequisites: Improved Unarmed Strike, Gorgon's Fist, Scorpion Style, base attack bonus +11.
- Benefit: Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed
- strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed,
- staggered, stunned, or unconscious foe.
- Mobility (Combat)
- You can easily move through a dangerous melee.
- Prerequisites: Dex 13, Dodge.
- Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a
- threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge
- bonuses.
- Dodge bonuses stack with each other, unlike most types of bonuses.
- Mounted Archery (Combat)
- You are skilled at making ranged attacks while mounted.
- Prerequisites: Ride 1 rank, Mounted Combat.
- Benefit: The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a
- double move, and –4 instead of –8 if your mount is running.
- Mounted Combat (Combat)
- You are adept at guiding your mount through combat.
- Prerequisite: Ride 1 rank.
- Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate
- the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
- Natural Spell
- You can cast spells even while in a form that cannot normally cast spells.
- Prerequisites: Wis 13, wild shape class feature.
- Benefit: You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises
- and gestures for the normal verbal and somatic components of a spell.
- You can also use any material components or focuses you possess, even if such items are melded within your current form.
- 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
- gain the ability to speak while using wild shape.
- Nimble Moves
- You can move across a single obstacle with ease.
- Prerequisites: Dex 13.
- Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This
- feat allows you to take a 5-foot step into difficult terrain.
- Penetrating Strike (Combat)
- Your attacks are capable of penetrating the defenses of some creatures.
- Prerequisites: Weapon Focus, base attack bonus +1, 12th-level fighter, proficiency with weapon.
- Benefit: Your attacks with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not
- apply to damage reduction without a type (such as DR 10/—).
- Persuasive
- You are skilled at swaying attitudes and intimidating others into your way of thinking.
- Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills,
- the bonus increases to +4 for that skill.
- [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
- him about what really happened as he claims to know nothin, not to be used on players.]
- Pinpoint Targeting (Combat)
- You can target the weak points in your opponent's armor.
- Prerequisites: Dex 19, Improved Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus +16.
- Benefit: As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield
- bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.
- Point-Blank Shot (Combat)
- You are especially accurate when making ranged attacks against close targets.
- Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
- Power Attack (Combat)
- You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
- Prerequisites: Str 13, base attack bonus +1.
- 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
- melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a
- one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls.
- This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When
- your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage
- increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn.
- The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
- Precise Shot (Combat)
- You are adept at firing ranged attacks into melee.
- Prerequisite: Point-Blank Shot.
- Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on
- your attack roll.
- Quick Draw (Combat)
- You can draw weapons faster than most.
- Prerequisite: Base attack bonus +1.
- 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
- of Hand skill) as a move action.
- A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a
- bow).
- Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
- 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
- action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
- Quicken Spell (Metamagic)
- You can cast spells in a fraction of the normal time.
- Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the
- 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
- quickened.
- A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't
- provoke an attack of opportunity.
- 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
- more than 1 full-round action, without increasing the spell's casting time.
- Rapid Reload (Combat)
- Choose a type of crossbow (hand, light, or heavy). You can reload such weapons quickly.
- Prerequisite: Weapon Proficiency (crossbow type chosen).
- Benefit: The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light
- crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.
- If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack
- action as you could attack if you were using a bow.
- Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to
- reload a heavy crossbow.
- Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.
- Rapid Shot (Combat)
- You can make an additional ranged attack.
- Prerequisites: Dex 13, Point-Blank Shot.
- Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your
- attack rolls take a –2 penalty when using Rapid Shot.
- Ride-By Attack (Combat)
- While mounted and charging, you can move, strike at a foe, and then continue moving.
- Prerequisites: Ride 1 rank, Mounted Combat.
- Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move
- again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted
- speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
- Run
- You are swift of foot.
- Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more
- 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
- running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you
- retain your Dexterity bonus to your Armor Class.
- Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a
- medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus
- to AC.
- Scorpion Style (Combat)
- You can perform an unarmed strike that greatly hampers your target's movement.
- Prerequisite: Improved Unarmed Strike.
- Benefit: To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal
- damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier
- unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).
- Selective Channeling
- You can choose whom to affect when you channel energy.
- Prerequisite: Cha 13, channel energy class feature.
- Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets
- are not affected by your channeled energy.
- Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are
- affected.
- Self-Sufficient
- You know how to get along in the wild and how to effectively treat wounds.
- 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
- bonus increases to +4 for that skill.
- Shatter Defenses (Combat)
- Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are
- already compromised.
- Prerequisites: Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon.
- Benefit: Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of
- your next turn. This includes any additional attacks you make this round.
- Shield Focus (Combat)
- You are skilled at deflecting blows with your shield.
- Prerequisites: Shield Proficiency, base attack bonus +1.
- Benefit: Increase the AC bonus granted by any shield you are using by 1.
- Shield Master (Combat)
- Your mastery of the shield allows you to fight with it without hindrance.
- Prerequisites: Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.
- Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your
- shield's enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus.
- Shield Proficiency (Combat)
- You are trained in how to properly use a shield.
- Benefit: When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and
- Dexterity-based skills.
- Normal: When you are using a shield with which you are not proficient, you take the shield's armor check penalty on attack
- rolls and on all skill checks that involve moving.
- Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers all automatically have Shield Proficiency as a
- bonus feat. They need not select it.
- Shield Slam (Combat)
- In the right position, your shield can be used to send opponents flying.
- Prerequisites: Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6.
- Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for
- the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move
- back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move
- with your target if you are able to take a 5-foot step or to spend an action to move this turn.
- Shot on the Run (Combat)
- You can move, fire a ranged weapon, and move again before your foes can react.
- Prerequisites: Dex 13, Dodge, Mobility, Point-Blank Shot, base attack bonus +4.
- Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your
- movement.
- Normal: You cannot move before and after an attack with a ranged weapon.
- Sickening Critical (Combat, Critical)
- Your critical hits cause opponents to become sickened.
- Prerequisites: Critical Focus, base attack bonus +11.
- Benefit: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not
- stack. Additional hits instead add to the effect's duration.
- Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
- [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
- if it connects.]
- Silent Spell (Metamagic)
- You can cast your spells without making any sound.
- Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent
- spell uses up a spell slot one level higher than the spell's actual level.
- Special: Bard spells cannot be enhanced by this feat.
- Simple Weapon Proficiency (Combat)
- You are trained in the use of basic weapons.
- Benefit: You make attack rolls with simple weapons without penalty.
- Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
- Special: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They
- need not select this feat.
- Skill Focus
- Choose a skill. You are particularly adept at that skill.
- 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
- increases to +6.
- Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new
- skill.
- Snatch Arrows (Combat)
- Instead of knocking an arrow or ranged attack aside, you can catch it in mid-flight.
- Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.
- Benefit: When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons
- can immediately be thrown back as an attack against the original attacker (even though it isn't your turn) or kept for later
- use.
- You must have at least one hand free (holding nothing) to use this feat.
- Spell Focus
- Choose a school of magic. Any spells you cast of that school are more difficult to resist.
- Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
- Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new
- school of magic.
- Spell Mastery
- You have mastered a small handful of spells, and can prepare these spells without referencing your spellbooks at all.
- Prerequisite: 1st-level wizard
- Benefit: Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier.
- From that point on, you can prepare these spells without referring to a spellbook.
- Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.
- Spell Penetration
- Your spells break through spell resistance more easily than most.
- Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
- Spellbreaker (Combat)
- You can strike at enemy spellcasters who fail to cast defensively when you threaten them.
- Prerequisites: Disruptive
- Benefit: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity
- from you.
- Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity.
- Spirited Charge (Combat)
- Your mounted charge attacks deal a tremendous amount of damage.
- Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.
- Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a
- lance).
- Spring Attack (Combat)
- You can deftly move up to a foe, strike, and withdraw before he can react.
- Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.
- Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks
- of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10
- feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability
- to attack a foe that is adjacent to you at the start of your turn.
- Normal: You cannot move before and after an attack.
- Staggering Critical (Combat, Critical)
- Your critical hits cause opponents to slow down.
- Prerequisites: Critical Focus, base attack bonus +13.
- Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save
- reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this
- feat do not stack. Additional hits instead add to the duration.
- Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
- Stand Still (Combat)
- You can stop foes that try to move past you.
- Prerequisites: Combat Reflexes.
- Benefit: When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat
- maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can
- still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a
- square that is adjacent to you if such movement provokes an attack of opportunity.
- Stealthy
- You are good at avoiding unwanted attention and slipping out of bonds.
- 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
- skills, the bonus increases to +4 for that skill.
- Step Up (Combat)
- You can close the distance when a foe tries to move away.
- Prerequisite: Base attack bonus +1.
- 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
- immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot
- 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
- total movement.
- Still Spell (Metamagic)
- You can cast spells without moving.
- Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A
- stilled spell uses up a spell slot one level higher than the spell's actual level.
- Strike Back (Combat)
- You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.
- Prerequisite: Base attack bonus +11.
- Benefit: You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is
- outside of your reach.
- Stunning Critical (Combat, Critical)
- Your critical hits cause opponents to become stunned.
- Prerequisites: Critical Focus, Staggering Critical, base attack bonus +17.
- Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save
- reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects
- of this feat do not stack. Additional hits instead add to the duration.
- Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
- Stunning Fist (Combat)
- You know just where to strike to temporarily stun a foe.
- Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
- Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins
- the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your
- character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is
- stunned for 1 round (until just before your next turn). A stunned character drops everything held, can't take actions, loses
- any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four
- levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal
- creatures, and creatures immune to critical hits cannot be stunned.
- Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may
- attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four
- levels he has in classes other than monk.
- Throw Anything (Combat)
- You are used to throwing things you have on hand.
- Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on
- attack rolls made with thrown splash weapons.
- Normal: You take a –4 penalty on attack rolls made with an improvised weapon.
- Tiring Critical (Combat, Critical)
- Your critical hits cause opponents to become fatigued.
- Prerequisites: Critical Focus, base attack bonus +13.
- Benefit: Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued
- or exhausted creature.
- Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
- Toughness
- You have enhanced physical stamina.
- Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have
- more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
- Tower Shield Proficiency (Combat)
- You are trained in how to properly use a tower shield.
- Prerequisite: Shield Proficiency.
- Benefit: When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills.
- Normal: A character using a shield with which he is not proficient takes the shield's armor check penalty on attack rolls
- and on all skill checks that involve moving, including Ride.
- Special: Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.
- Trample (Combat)
- While mounted, you can ride down opponents and trample them under your mount.
- Prerequisites: Ride 1 rank, Mounted Combat.
- Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make
- one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
- Turn Undead
- Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.
- Prerequisites: Channel positive energy class feature.
- Benefit: You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet
- 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 +
- 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a
- 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
- heal or harm nearby creatures).
- Two-Weapon Defense (Combat)
- You are skilled at defending yourself while dual-wielding.
- Prerequisites: Dex 15, Two-Weapon Fighting.
- Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1
- shield bonus to your AC.
- When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
- Two-Weapon Fighting (Combat)
- You can fight with a weapon wielded in each of your hands. You can make one extra attack each round with the secondary
- weapon.
- Prerequisite: Dex 15.
- Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens
- by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Combat.
- Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When
- fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to
- the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is
- always considered light.
- Two-Weapon Rend (Combat)
- Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.
- Prerequisites: Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
- Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of
- damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.
- Unseat (Combat)
- You are skilled at unseating your mounted opponents.
- Prerequisites: Str 13, Ride 1 rank, Mounted Combat, Power Attack, Improved Bull Rush, base attack bonus +1.
- Benefits: When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may
- immediately make a free bull rush attempt in addition to the normal damage. If successful, the target is knocked off his
- horse and lands prone in a space adjacent to his mount that is directly away from you.
- Vital Strike (Combat)
- You make a single attack that deals significantly more damage than normal.
- Prerequisites: Base attack bonus +6.
- Benefit: When you use the attack action, you can make one attack at your highest base attack bonus that deals additional
- damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength,
- weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not
- multiplied on a critical hit, but are added to the total.
- Weapon Finesse (Combat)
- You are trained in using your agility in melee combat, as opposed to brute strength.
- Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your
- Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies
- to your attack rolls.
- Special: Natural weapons are considered light weapons.
- Weapon Focus (Combat)
- Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon
- for the purposes of this feat.
- Prerequisites: Proficiency with selected weapon, base attack bonus +1.
- Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon.
- Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new
- type of weapon.
- Weapon Specialization (Combat)
- You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike or grapple) for which
- you have already selected the Weapon Focus feat. You deal extra damage when using this weapon.
- Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
- Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon.
- Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new
- type of weapon.
- Whirlwind Attack (Combat)
- You can strike out at every foe within reach.
- Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
- Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your
- highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent.
- When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or
- abilities.
- Widen Spell (Metamagic)
- You can cast your spells so that they occupy a larger space.
- Benefit: You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the
- spell's area increase by 100%. A widened spell uses up a spell slot three levels higher than the spell's actual level.
- Spells that do not have an area of one of these four sorts are not affected by this feat.
- Wind Stance (Combat)
- Your erratic movements make it difficult for enemies to pinpoint your location.
- Prerequisites: Dex 15, Dodge, base attack bonus +6.
- Benefit: If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
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