Difference between revisions of "Template:FeatsSummaryJZ"

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| [[Feats_J-Z#Nimble Moves|Nimble Moves]]||General||You can move across a single obstacle with ease.||Dex 13.
 
| [[Feats_J-Z#Nimble Moves|Nimble Moves]]||General||You can move across a single obstacle with ease.||Dex 13.
 
|-
  +
| [[Feats_J-Z#nit tactics|nit tactics]]||General||You are skilled at working with animals and mounts.||--
 
|-
 
|-
 
| [[Feats_J-Z#Obscuring Wings|Obscuring Wings]]||General||You can use your wings to create a cloud of concealment.||Egalrin
 
| [[Feats_J-Z#Obscuring Wings|Obscuring Wings]]||General||You can use your wings to create a cloud of concealment.||Egalrin
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| [[Feats_J-Z#Repositioning Strike|Repositioning Strike]]||Combat||Your critical hits can move your foes where you wish.||Int 13, Combat Expertise, Improved Reposition, base attack bonus +9.
 
| [[Feats_J-Z#Repositioning Strike|Repositioning Strike]]||Combat||Your critical hits can move your foes where you wish.||Int 13, Combat Expertise, Improved Reposition, base attack bonus +9.
|-
 
| [[Feats_J-Z#Resonant Tubing|Resonant Tubing]]||General||Your body is fitted with a set of horns and an artificial lung capable of blowing air through them, together capable of being used as a strangely harmonious instrument.||Perform (wind instruments) 1 ranks, War Golem
 
 
|-
 
|-
 
| [[Feats_J-Z#Resilient Brute|Resilient Brute]]||General||You absorb punishment others find deadly.||Half-orc or orc.
 
| [[Feats_J-Z#Resilient Brute|Resilient Brute]]||General||You absorb punishment others find deadly.||Half-orc or orc.
  +
|-
 
| [[Feats_J-Z#Resonant Tubing|Resonant Tubing]]||General||Your body is fitted with a set of horns and an artificial lung capable of blowing air through them, together capable of being used as a strangely harmonious instrument.||Perform (wind instruments) 1 ranks, War Golem
 
|-
 
|-
 
| [[Feats_J-Z#Reward of Grace|Reward of Grace]]||General||When you lay on hands, divine energy ripples through you, granting you grace.||Lay on hands class feature.
 
| [[Feats_J-Z#Reward of Grace|Reward of Grace]]||General||When you lay on hands, divine energy ripples through you, granting you grace.||Lay on hands class feature.
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| [[Feats_J-Z#Skill Focus|Skill Focus]]||General||Choose a skill. You are particularly adept at that skill.||--
 
| [[Feats_J-Z#Skill Focus|Skill Focus]]||General||Choose a skill. You are particularly adept at that skill.||--
 
|-
 
|-
| [[Feats_J-Z#Slayer's Knack|Slayer's Knack]]||General||You know how to battle your favored enemies with such efficacy that any weapon you wield against them becomes more deadly.||Favored enemy class feature, base attack bonus +6.
+
| [[Feats_J-Z#Word of Healing|Slashing Grace]]||General||You know how to battle your favored enemies with such efficacy that any weapon you wield against them becomes more deadly.||Favored enemy class feature, base attack bonus +6.
  +
|-
  +
| [[Feats_J-Z#Slashing Grace|Slayer's Knack]]||Combat||You can use your loaded sling to effectively strike at nearby foes.||Weapon Focus (sling), base attack bonus +1.
 
|-
 
|-
| [[Feats_J-Z#Sling Flail|Sling Flail]]||Combat||You can use your loaded sling to effectively strike at nearby foes.||Weapon Focus (sling), base attack bonus +1.
+
| [[Feats_J-Z#Slayer's Knack|Sling Flail]]||Combat||You overcome obstacles by breaking them.||Power Attack, giantborn
 
|-
 
|-
| [[Feats_J-Z#Smash|Smash]]||Combat||You overcome obstacles by breaking them.||Power Attack, giantborn
+
| [[Feats_J-Z#Sling Flail|Smash]]||General||The size of your fists and forearms reflects your giant heritage.||Giantborn, BAB 4+
 
|-
 
|-
| [[Feats_J-Z#Smashing Fists|Smashing Fists]]||General||The size of your fists and forearms reflects your giant heritage.||Giantborn, BAB 4+
+
| [[Feats_J-Z#Smash|Smashing Fists]]||General||You can catch the sour scent of fear on the wind.||Keen Scent, Sith-makar
 
|-
 
|-
| [[Feats_J-Z#Smell Fear|Smell Fear]]||General||You can catch the sour scent of fear on the wind.||Keen Scent, Sith-makar
+
| [[Feats_J-Z#Smashing Fists|Smell Fear]]||General||You throw rocks with such force that they vanish in cloud of dust. Treat as an Obscuring Mist effect. ||Giantborn, HD 6+
 
|-
 
|-
| [[Feats_J-Z#Smoking Boulders|Smoking Boulders]]||General||You throw rocks with such force that they vanish in cloud of dust. Treat as an Obscuring Mist effect. ||Giantborn, HD 6+
+
| [[Feats_J-Z#Smell Fear|Smoking Boulders]]||Combat||You can unleash attacks against an opponent that has dropped its guard.||Combat Reflexes, Improved Unarmed Strike, Snake Sidewind, Snake Style, Acrobatics 6 ranks, Sense Motive 9 ranks.
 
|-
 
|-
| [[Feats_J-Z#Snake Fang|Snake Fang]]||Combat||You can unleash attacks against an opponent that has dropped its guard.||Combat Reflexes, Improved Unarmed Strike, Snake Sidewind, Snake Style, Acrobatics 6 ranks, Sense Motive 9 ranks.
+
| [[Feats_J-Z#Smoking Boulders|Snake Fang]]||Combat||Your sensitive twisting movements make you difficult to anticipate combat.||Improved Unarmed Strike, Snake Style, Acrobatics 3 ranks, Sense Motive 6 ranks
 
|-
 
|-
| [[Feats_J-Z#Snake Sidewind|Snake Sidewind]]||Combat||Your sensitive twisting movements make you difficult to anticipate combat.||Improved Unarmed Strike, Snake Style, Acrobatics 3 ranks, Sense Motive 6 ranks
+
| [[Feats_J-Z#Snake Fang|Snake Sidewind]]||Combat||You watch your foe's every movement and then punch through its defense.||Improved Unarmed Strike, Acrobatics 1 rank, Sense Motive 3 ranks.
 
|-
 
|-
| [[Feats_J-Z#Snake Style|Snake Style]]||Combat||You watch your foe's every movement and then punch through its defense.||Improved Unarmed Strike, Acrobatics 1 rank, Sense Motive 3 ranks.
+
| [[Feats_J-Z#Snake Sidewind|Snake Style]]||Combat||With a ranged weapon, you can take advantage of any opening in your opponent's defenses.||Dex 13, Point-Blank Shot, Rapid Shot, Weapon Focus, base attack bonus +6.
 
|-
 
|-
| [[Feats_J-Z#Snap Shot|Snap Shot]]||Combat||With a ranged weapon, you can take advantage of any opening in your opponent's defenses.||Dex 13, Point-Blank Shot, Rapid Shot, Weapon Focus, base attack bonus +6.
+
| [[Feats_J-Z#Snake Style|Snap Shot]]||Combat||Your unarmed style allows you to turn your opponent's attack into an opportunity.||Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.
 
|-
 
|-
| [[Feats_J-Z#Snapping Turtle Clutch|Snapping Turtle Clutch]]||Combat||Your unarmed style allows you to turn your opponent's attack into an opportunity.||Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.
+
| [[Feats_J-Z#Snap Shot|Snapping Turtle Clutch]]||Combat||Your guarding hand is almost magical in its skill at def lecting incoming blows.||Snapping Turtle Clutch, Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.
 
|-
 
|-
| [[Feats_J-Z#Snapping Turtle Shell|Snapping Turtle Shell]]||Combat||Your guarding hand is almost magical in its skill at def lecting incoming blows.||Snapping Turtle Clutch, Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.
+
| [[Feats_J-Z#Snapping Turtle Clutch|Snapping Turtle Shell]]||Combat||Your deft unarmed style allows you to shield your body from harm.||Improved Unarmed Strike, base attack bonus +1 or monk level 1st.
 
|-
 
|-
| [[Feats_J-Z#Snapping Turtle Style|Snapping Turtle Style]]||Combat||Your deft unarmed style allows you to shield your body from harm.||Improved Unarmed Strike, base attack bonus +1 or monk level 1st.
+
| [[Feats_J-Z#Snapping Turtle Shell|Snapping Turtle Style]]||Combat||Instead of knocking an arrow or ranged attack aside, you can catch it in mid-flight.||Dex 15, Deflect Arrows, Improved Unarmed Strike.
 
|-
 
|-
| [[Feats_J-Z#Snatch Arrows|Snatch Arrows]]||Combat||Instead of knocking an arrow or ranged attack aside, you can catch it in mid-flight.||Dex 15, Deflect Arrows, Improved Unarmed Strike.
+
| [[Feats_J-Z#Snapping Turtle Style|Snatch Arrows]]||General||Your knowledge of your enemies' vulnerable spots is especially punishing.||Sneak attack class feature, Critical Focus, any critical feat, base attack bonus +9.
 
|-
 
|-
| [[Feats_J-Z#Sneaking Precision|Sneaking Precision]]||General||Your knowledge of your enemies' vulnerable spots is especially punishing.||Sneak attack class feature, Critical Focus, any critical feat, base attack bonus +9.
+
| [[Feats_J-Z#Snatch Arrows|Sneaking Precision]]||General||You have a way of helping others to get along.||Cha 13, half-elf.
 
|-
 
|-
| [[Feats_J-Z#Sociable|Sociable]]||General||You have a way of helping others to get along.||Cha 13, half-elf.
+
| [[Feats_J-Z#Sneaking Precision|Sociable]]||General||You can regain power when you kill a creature.||Cha 13, sorcerer bloodline class feature.
 
|-
 
|-
| [[Feats_J-Z#Sorcerous Bloodstrike|Sorcerous Bloodstrike]]||General||You can regain power when you kill a creature.||Cha 13, sorcerer bloodline class feature.
+
| [[Feats_J-Z#Sociable|Sorcerous Bloodstrike]]||Combat||The power flowing through your veins also flows through your unarmed strike.||Sorcerer bloodline class feature, Improved Unarmed Strike.
 
|-
 
|-
| [[Feats_J-Z#Sorcerous Strike|Sorcerous Strike]]||Combat||The power flowing through your veins also flows through your unarmed strike.||Sorcerer bloodline class feature, Improved Unarmed Strike.
+
| [[Feats_J-Z#Sorcerous Bloodstrike|Sorcerous Strike]]||General||While your bane weapon is active, creatures that your bane affects find it more difficult to resist your spells.||Bane class feature.
 
|-
 
|-
| [[Feats_J-Z#Spell Bane|Spell Bane]]||General||While your bane weapon is active, creatures that your bane affects find it more difficult to resist your spells.||Bane class feature.
+
| [[Feats_J-Z#Sorcerous Strike|Spell Bane]]||General||You know the principles of arcane dueling, and when fighting other spellcasters, you have learned to hide the true nature of your spells until the last possible moment.||Bluff 5 ranks, Spellcraft 5 ranks.
 
|-
 
|-
| [[Feats_J-Z#Spell Bluff|Spell Bluff]]||General||You know the principles of arcane dueling, and when fighting other spellcasters, you have learned to hide the true nature of your spells until the last possible moment.||Bluff 5 ranks, Spellcraft 5 ranks.
+
| [[Feats_J-Z#Spell Bane|Spell Bluff]]||General||Choose a school of magic. Any spells you cast of that school are more difficult to resist.||--
 
|-
 
|-
| [[Feats_J-Z#Spell Focus|Spell Focus]]||General||Choose a school of magic. Any spells you cast of that school are more difficult to resist.||--
+
| [[Feats_J-Z#Spell Bluff|Spell Focus]]||General||You have mastered a small handful of spells, and can prepare these spells without referencing your spellbooks at all.||1st-level wizard.
 
|-
 
|-
| [[Feats_J-Z#Spell Mastery|Spell Mastery]]||General||You have mastered a small handful of spells, and can prepare these spells without referencing your spellbooks at all.||1st-level wizard.
+
| [[Feats_J-Z#Spell Focus|Spell Mastery]]||General||Your spells break through spell resistance more easily than most.||--
 
|-
 
|-
| [[Feats_J-Z#Spell Penetration|Spell Penetration]]||General||Your spells break through spell resistance more easily than most.||--
+
| [[Feats_J-Z#Spell Mastery|Spell Penetration]]||Combat||You can strike at enemy spellcasters who fail to cast defensively when you threaten them.||Disruptive, 10th-level fighter.
 
|-
 
|-
| [[Feats_J-Z#Spellbreaker|Spellbreaker]]||Combat||You can strike at enemy spellcasters who fail to cast defensively when you threaten them.||Disruptive, 10th-level fighter.
+
| [[Feats_J-Z#Spell Penetration|Spellbreaker]]||General||You can blend the power of your performance and spellcasting.||Cha 13, bardic performance class ability, able to cast 1st-level spells.
 
|-
 
|-
| [[Feats_J-Z#Spellsong|Spellsong]]||General||You can blend the power of your performance and spellcasting.||Cha 13, bardic performance class ability, able to cast 1st-level spells.
+
| [[Feats_J-Z#Spellbreaker|Spellsong]]||General||You tread where only arachnids dare.||Character level 3rd, drow.
 
|-
 
|-
| [[Feats_J-Z#Spider Step|Spider Step]]||General||You tread where only arachnids dare.||Character level 3rd, drow.
+
| [[Feats_J-Z#Spellsong|Spider Step]]||Combat||You whirl your foe around and then let go.||Combat Expertise, Improved Bull Rush, Improved Trip, Improved Unarmed Strike, Ki Throw.
 
|-
 
|-
| [[Feats_J-Z#Spinning Throw|Spinning Throw]]||Combat||You whirl your foe around and then let go.||Combat Expertise, Improved Bull Rush, Improved Trip, Improved Unarmed Strike, Ki Throw.
+
| [[Feats_J-Z#Spider Step|Spinning Throw]]||General||The sky brings you a strength of self and an inner peace. You are probably somewhat claustrophobic.||Egalrin, Guardian of the Skies, Child of the Skies
 
|-
 
|-
| [[Feats_J-Z#Spirit of the Skies|Spirit of the Skies]]||General||The sky brings you a strength of self and an inner peace. You are probably somewhat claustrophobic.||Egalrin, Guardian of the Skies, Child of the Skies
+
| [[Feats_J-Z#Spinning Throw|Spirit of the Skies]]||General||Your mystic connection with one type of wilderness has grown even stronger.||Attuned to the Wild, Guardian of the Wild, Llyranesi, Sylvanori
 
|-
 
|-
| [[Feats_J-Z#Spirit of the Wild|Spirit of the Wild]]||General||Your mystic connection with one type of wilderness has grown even stronger.||Attuned to the Wild, Guardian of the Wild, Llyranesi, Sylvanori
+
| [[Feats_J-Z#Spirit of the Skies|Spirit of the Wild]]||Combat||Your mounted charge attacks deal a tremendous amount of damage.||Ride 1 rank, Mounted Combat, Ride-By Attack.
 
|-
 
|-
| [[Feats_J-Z#Spirited Charge|Spirited Charge]]||Combat||Your mounted charge attacks deal a tremendous amount of damage.||Ride 1 rank, Mounted Combat, Ride-By Attack.
+
| [[Feats_J-Z#Spirit of the Wild|Spirited Charge]]||General||You can focus to combine one of your known spells and metamagic feats.||Cha 13, one metamagic feat, able to spontaneously cast spells.
 
|-
 
|-
| [[Feats_J-Z#Spontaneous Metafocus|Spontaneous Metafocus]]||General||You can focus to combine one of your known spells and metamagic feats.||Cha 13, one metamagic feat, able to spontaneously cast spells.
+
| [[Feats_J-Z#Spirited Charge|Spontaneous Metafocus]]||Combat||You can deftly move up to a foe, strike, and withdraw before he can react.||Dex 13, Dodge, Mobility, BAB 4+
 
|-
 
|-
| [[Feats_J-Z#Spring Attack|Spring Attack]]||Combat||You can deftly move up to a foe, strike, and withdraw before he can react.||Dex 13, Dodge, Mobility, BAB 4+
+
| [[Feats_J-Z#Spontaneous Metafocus|Spring Attack]]||Combat||You can clear the way to continue using your bow.||Rapid Shot
 
|-
 
|-
| [[Feats_J-Z#Stabbing Shot|Stabbing Shot]]||Combat||You can clear the way to continue using your bow.||Rapid Shot
+
| [[Feats_J-Z#Spring Attack|Stabbing Shot]]||Combat||You are a master of stage and nonlethal combats.||Weapon Focus, base attack bonus +5
 
|-
 
|-
| [[Feats_J-Z#Stage Combatant|Stage Combatant]]||Combat||You are a master of stage and nonlethal combats.||Weapon Focus, base attack bonus +5
+
| [[Feats_J-Z#Stabbing Shot|Stage Combatant]]||Combat||Your critical hits cause opponents to slow down.||Critical Focus, BAB 13+
 
|-
 
|-
| [[Feats_J-Z#Staggering Critical|Staggering Critical]]||Combat||Your critical hits cause opponents to slow down.||Critical Focus, BAB 13+
+
| [[Feats_J-Z#Stage Combatant|Staggering Critical]]||General||You adopt a defensive stance that allows you to absorb and redirect hits.||Diehard, Endurance, base attack bonus +4.
 
|-
 
|-
| [[Feats_J-Z#Stalwart|Stalwart]]||General||You adopt a defensive stance that allows you to absorb and redirect hits.||Diehard, Endurance, base attack bonus +4.
+
| [[Feats_J-Z#Staggering Critical|Stalwart]]||Combat||You can stop foes that try to move past you.||Combat Reflexes.
 
|-
 
|-
| [[Feats_J-Z#Stand Still|Stand Still]]||Combat||You can stop foes that try to move past you.||Combat Reflexes.
+
| [[Feats_J-Z#Stalwart|Stand Still]]||General||You are a sniper of uncanny precision.||BAB +1, Weapon focus in the chosen weapon
 
|-
 
|-
| [[Feats_J-Z#Steady Shot|Steady Shot]]||General||You are a sniper of uncanny precision.||BAB +1, Weapon focus in the chosen weapon
+
| [[Feats_J-Z#Stand Still|Steady Shot]]||General, Teamwork||Working closely with an ally, you are able to move like twin shadows.||--
 
|-
 
|-
| [[Feats_J-Z#Stealth Synergy|Stealth Synergy]]||General, Teamwork||Working closely with an ally, you are able to move like twin shadows.||--
+
| [[Feats_J-Z#Steady Shot|Stealth Synergy]]||General||You are good at avoiding unwanted attention and slipping out of bonds.||--
 
|-
 
|-
| [[Feats_J-Z#Stealthy|Stealthy]]||General||You are good at avoiding unwanted attention and slipping out of bonds.||--
+
| [[Feats_J-Z#Stealth Synergy|Stealthy]]||General||Description: You pick off targets with great precision.||Improved Strength 13 Bull Rush, War Golem Slam, War Golem
 
|-
 
|-
| [[Feats_J-Z#Steamroller|Steamroller]]||General||Description: You pick off targets with great precision.||Improved Strength 13 Bull Rush, War Golem Slam, War Golem
+
| [[Feats_J-Z#Stealthy|Steamroller]]||General||You are especially resistant to magic.||khazad-mornir, khazad-aul
 
|-
 
|-
| [[Feats_J-Z#Steel Soul|Steel Soul]]||General||You are especially resistant to magic.||khazad-mornir, khazad-aul
+
| [[Feats_J-Z#Steamroller|Steel Soul]]||Combat||You can close the distance when a foe tries to move away.||Base attack bonus +1.
 
|-
 
|-
| [[Feats_J-Z#Step Up|Step Up]]||Combat||You can close the distance when a foe tries to move away.||Base attack bonus +1.
+
| [[Feats_J-Z#Steel Soul|Step Up]]||Combat||When a foe tries to move away, you can follow and make an attack.||Dex 13, Following Step, Step Up, base attack bonus +6.
 
|-
 
|-
| [[Feats_J-Z#Step Up and Strike|Step Up and Strike]]||Combat||When a foe tries to move away, you can follow and make an attack.||Dex 13, Following Step, Step Up, base attack bonus +6.
+
| [[Feats_J-Z#Step Up|Step Up and Strike]]||Metamagic||You can cast spells without moving.||--
 
|-
 
|-
| [[Feats_J-Z#Still Spell|Still Spell]]||Metamagic||You can cast spells without moving.||--
+
| [[Feats_J-Z#Step Up and Strike|Still Spell]]||General||You can feel movement in the very earth and stones around you.||Improved Stonecunning, Perception 10 ranks.
 
|-
 
|-
| [[Feats_J-Z#Stone Sense|Stone Sense]]||General||You can feel movement in the very earth and stones around you.||Improved Stonecunning, Perception 10 ranks.
+
| [[Feats_J-Z#Still Spell|Stone Sense]]||General||Your songs are in accordance with the ways and lands of your people.||Cha 13, bardic performance, khazad-aul
 
|-
 
|-
| [[Feats_J-Z#Stone Singer|Stone Singer]]||General||Your songs are in accordance with the ways and lands of your people.||Cha 13, bardic performance, khazad-aul
+
| [[Feats_J-Z#Stone Sense|Stone Singer]]||General||Rocks show more expression than you.||Khazad
 
|-
 
|-
| [[Feats_J-Z#Stone-Faced|Stone-Faced]]||General||Rocks show more expression than you.||Khazad
+
| [[Feats_J-Z#Stone Singer|Stone-Faced]]||General||Storms do not faze you.||Khazid-mornir
 
|-
 
|-
| [[Feats_J-Z#Storm Lashed|Storm Lashed]]||General||Storms do not faze you.||Khazid-mornir
+
| [[Feats_J-Z#Stone-Faced|Storm Lashed]]||Combat||Throttling the life out of enemies is second nature to you.||Dex 13, sneak attack +1d6, Improved Grapple, Improved Unarmed Strike.
 
|-
 
|-
| [[Feats_J-Z#Strangler|Strangler]]||Combat||Throttling the life out of enemies is second nature to you.||Dex 13, sneak attack +1d6, Improved Grapple, Improved Unarmed Strike.
+
| [[Feats_J-Z#Storm Lashed|Strangler]]||General||Fly in medium and heavier armor||Egalrin, HD 5+, Str 13
 
|-
 
|-
| [[Feats_J-Z#Strengthened Wings|Strengthened Wings]]||General||Fly in medium and heavier armor||Egalrin, HD 5+, Str 13
+
| [[Feats_J-Z#Strangler|Strengthened Wings]]||Combat||You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.||BAB 11+
 
|-
 
|-
| [[Feats_J-Z#Strike Back|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.||BAB 11+
+
| [[Feats_J-Z#Strengthened Wings|Strike Back]]||General||You learn quickly from past mistakes.||--
 
|-
 
|-
| [[Feats_J-Z#Strong Comeback|Strong Comeback]]||General||You learn quickly from past mistakes.||--
+
| [[Feats_J-Z#Strike Back|Strong Comeback]]||Combat||You powerful but imprecise attacks can stun your enemies.||Str 13, Power Attack, base attack bonus +16.
 
|-
 
|-
| [[Feats_J-Z#Stunning Assault|Stunning Assault]]||Combat||You powerful but imprecise attacks can stun your enemies.||Str 13, Power Attack, base attack bonus +16.
+
| [[Feats_J-Z#Strong Comeback|Stunning Assault]]||Combat||Your critical hits cause opponents to become stunned.||Critical Focus, Staggering Critical, BAB 17+
 
|-
 
|-
| [[Feats_J-Z#Stunning Critical|Stunning Critical]]||Combat||Your critical hits cause opponents to become stunned.||Critical Focus, Staggering Critical, BAB 17+
+
| [[Feats_J-Z#Stunning Assault|Stunning Critical]]||Combat||You know just where to strike to temporarily stun a foe.||Dex 13, Wis 13, Improved Unarmed Strike, BAB 8+
 
|-
 
|-
| [[Feats_J-Z#Stunning Fist|Stunning Fist]]||Combat||You know just where to strike to temporarily stun a foe.||Dex 13, Wis 13, Improved Unarmed Strike, BAB 8+
+
| [[Feats_J-Z#Stunning Critical|Stunning Fist]]||Combat||You can render a pinned foe temporarily incapacitated.||Improved Grapple, Improved Unarmed Strike, Stunning Fist.
 
|-
 
|-
| [[Feats_J-Z#Stunning Pin|Stunning Pin]]||Combat||You can render a pinned foe temporarily incapacitated.||Improved Grapple, Improved Unarmed Strike, Stunning Fist.
+
| [[Feats_J-Z#Stunning Fist|Stunning Pin]]||Combat||Your critical hits can sunder your foes' weapons.||Str 13, Improved Sunder, Power Attack, BAB 9+
 
|-
 
|-
| [[Feats_J-Z#Sundering Strike|Sundering Strike]]||Combat||Your critical hits can sunder your foes' weapons.||Str 13, Improved Sunder, Power Attack, BAB 9+
+
| [[Feats_J-Z#Stunning Pin|Sundering Strike]]||General||Your quick ref lexes and skill at climbing keep you from falling to your doom.||Climb 1 rank.
 
|-
 
|-
| [[Feats_J-Z#Sure Grasp|Sure Grasp]]||General||Your quick ref lexes and skill at climbing keep you from falling to your doom.||Climb 1 rank.
+
| [[Feats_J-Z#Sundering Strike|Sure Grasp]]||General||Your success drives your further actions.||Human.
 
|-
 
|-
| [[Feats_J-Z#Surge of Success|Surge of Success]]||General||Your success drives your further actions.||Human.
+
| [[Feats_J-Z#Sure Grasp|Surge of Success]]||Combat, Teamwork||You are skilled at changing places with your ally during a chaotic melee.||--
 
|-
 
|-
| [[Feats_J-Z#Swap Places|Swap Places]]||Combat, Teamwork||You are skilled at changing places with your ally during a chaotic melee.||--
+
| [[Feats_J-Z#Surge of Success|Swap Places]]||Combat||With a quick but harmless swipe, you can aid an ally's assault.||Int 13, Combat Expertise, BAB 6+
 
|-
 
|-
| [[Feats_J-Z#Swift Aid|Swift Aid]]||Combat||With a quick but harmless swipe, you can aid an ally's assault.||Int 13, Combat Expertise, BAB 6+
+
| [[Feats_J-Z#Swap Places|Swift Aid]]||Combat||You effortlessly pair melee and ranged weaponry.||Dex 13, Point-Blank Shot, Rapid Shot, Snap Shot, Two-Weapon Fighting, base attack bonus +6.
 
|-
 
|-
| [[Feats_J-Z#Sword and Pistol|Sword and Pistol]]||Combat||You effortlessly pair melee and ranged weaponry.||Dex 13, Point-Blank Shot, Rapid Shot, Snap Shot, Two-Weapon Fighting, base attack bonus +6.
+
| [[Feats_J-Z#Swift Aid|Sword and Pistol]]||General||Taara has a tight grip on your soul. You likely bear some mark from it, something monstrous.||Mul'niessa
 
|-
 
|-
| [[Feats_J-Z#Taara's Own|Taara's Own]]||General||Taara has a tight grip on your soul. You likely bear some mark from it, something monstrous.||Mul'niessa
+
| [[Feats_J-Z#Sword and Pistol|Taara's Own]]||General||You always seem to know a story or two whenever you travel, likely from a relative or fireside tale.||Lucht, Knowledge (Local) 1
 
|-
 
|-
| [[Feats_J-Z#Taleteller's Kin|Taleteller's Kin]]||General||You always seem to know a story or two whenever you travel, likely from a relative or fireside tale.||Lucht, Knowledge (Local) 1
+
| [[Feats_J-Z#Taara's Own|Taleteller's Kin]]||Combat, Teamwork||You know how to work together to trip your foes.||--
 
|-
 
|-
| [[Feats_J-Z#Tandem Trip|Tandem Trip]]||Combat, Teamwork||You know how to work together to trip your foes.||--
+
| [[Feats_J-Z#Taleteller's Kin|Tandem Trip]]||Combat||Your crying, sputtering, and even frothing at the mouth makes you so laughably incoherent that opponents are apt to dismiss you as a threat.||Bluff 1 rank, rage class feature, gnome.
 
|-
 
|-
| [[Feats_J-Z#Tantrum|Tantrum]]||Combat||Your crying, sputtering, and even frothing at the mouth makes you so laughably incoherent that opponents are apt to dismiss you as a threat.||Bluff 1 rank, rage class feature, gnome.
+
| [[Feats_J-Z#Tandem Trip|Tantrum]]||General||You may be small, but your remarks cut others down to size.||Cha 13, Gnome, Gobber, or Lucht
 
|-
 
|-
| [[Feats_J-Z#Taunt|Taunt]]||General||You may be small, but your remarks cut others down to size.||Cha 13, Gnome, Gobber, or Lucht
+
| [[Feats_J-Z#Tantrum|Taunt]]||General||You distract a mark with friendly conversation while your partner robs the victim blind.||Bluff 1 rank, Sleight of Hand 1 rank.
 
|-
 
|-
| [[Feats_J-Z#Team Pickpocketing|Team Pickpocketing]]||General||You distract a mark with friendly conversation while your partner robs the victim blind.||Bluff 1 rank, Sleight of Hand 1 rank.
+
| [[Feats_J-Z#Taunt|Team Pickpocketing]]||Combat||When you are ganging up against an enemy, you can aid an ally with a quick feint.||Int 13, Combat Expertise, Gang Up, base attack bonus +6.
 
|-
 
|-
| [[Feats_J-Z#Team Up|Team Up]]||Combat||When you are ganging up against an enemy, you can aid an ally with a quick feint.||Int 13, Combat Expertise, Gang Up, base attack bonus +6.
+
| [[Feats_J-Z#Team Pickpocketing|Team Up]]||Combat||You are highly alert for enemies using teleportation to approach you or flee from you.||Combat Reflexes, Disruptive, Spellbreaker.
 
|-
 
|-
| [[Feats_J-Z#Teleport Tactician|Teleport Tactician]]||Combat||You are highly alert for enemies using teleportation to approach you or flee from you.||Combat Reflexes, Disruptive, Spellbreaker.
+
| [[Feats_J-Z#Team Up|Teleport Tactician]]||General||Your spirit lingers long after any other's would have passed on.||Con 13, Diehard, Endurance, half-oruch or oruch
 
|-
 
|-
| [[Feats_J-Z#Tenacious Survivor|Tenacious Survivor]]||General||Your spirit lingers long after any other's would have passed on.||Con 13, Diehard, Endurance, half-oruch or oruch
+
| [[Feats_J-Z#Teleport Tactician|Tenacious Survivor]]||General||You know how to defend your territory.||Combat reflexes, sith-makar, BAB 5+
 
|-
 
|-
| [[Feats_J-Z#Territorial Defender|Territorial Defender]]||General||You know how to defend your territory.||Combat reflexes, sith-makar, BAB 5+
+
| [[Feats_J-Z#Tenacious Survivor|Territorial Defender]]||General||Creatures of the wild see you as a threat.||Sith-makar
 
|-
 
|-
  +
| [[Feats_J-Z#Territorial Defender|Terror of the Wild]]||Combat||Your battle prowess frightens friend and foe alike.||Dazzling Display, Demoralizing Lash, Taskmaster, Weapon Focus, Intimidate 10 ranks, hobgoblin, proficiency with selected weapon.
| [[Feats_J-Z#Terror of the Wild|Terror of the Wild]]||General||Creatures of the wild see you as a threat.||Sith-makar
 
 
|-
 
|-
| [[Feats_J-Z#Terrorizing Display|Terrorizing Display]]||Combat||Your battle prowess frightens friend and foe alike.||Dazzling Display, Demoralizing Lash, Taskmaster, Weapon Focus, Intimidate 10 ranks, hobgoblin, proficiency with selected weapon.
+
| [[Feats_J-Z#Terror of the Wild|Terrorizing Display]]||Metamagic||Your spells can pierce wards against negative energy and even affect undead targets.||Knowledge (religion) 6 ranks, Spell Focus (necromancy).
 
|-
 
|-
| [[Feats_J-Z#Thanatopic Spell|Thanatopic Spell]]||Metamagic||Your spells can pierce wards against negative energy and even affect undead targets.||Knowledge (religion) 6 ranks, Spell Focus (necromancy).
+
| [[Feats_J-Z#Terrorizing Display|Thanatopic Spell]]||General||You can blend the power of arcane and divine magic.||Wis 13, Int or Cha 13, able to cast 1st-level arcane spells, able to cast 1st-level divine spells.
 
|-
 
|-
| [[Feats_J-Z#Theurgy|Theurgy]]||General||You can blend the power of arcane and divine magic.||Wis 13, Int or Cha 13, able to cast 1st-level arcane spells, able to cast 1st-level divine spells.
+
| [[Feats_J-Z#Thanatopic Spell|Theurgy]]||General||Thinking back, you discover a lie in what you once thought to be words of truth.||Discern lies class feature.
 
|-
 
|-
| [[Feats_J-Z#Thoughtful Discernment|Thoughtful Discernment]]||General||Thinking back, you discover a lie in what you once thought to be words of truth.||Discern lies class feature.
+
| [[Feats_J-Z#Theurgy|Thoughtful Discernment]]||Metamagic||You can convert mind-affecting magic to necromantic power capable of controlling undead.||Knowledge (religion) 6 ranks, Spell Focus (necromancy).
 
|-
 
|-
| [[Feats_J-Z#Threnodic Spell|Threnodic Spell]]||Metamagic||You can convert mind-affecting magic to necromantic power capable of controlling undead.||Knowledge (religion) 6 ranks, Spell Focus (necromancy).
+
| [[Feats_J-Z#Thoughtful Discernment|Threnodic Spell]]||Combat||You are used to throwing things you have on hand.||--
 
|-
 
|-
| [[Feats_J-Z#Throw Anything|Throw Anything]]||Combat||You are used to throwing things you have on hand.||--
+
| [[Feats_J-Z#Threnodic Spell|Throw Anything]]||Metamagic||You can conjure your spells into existence with blaring thunder or fearful shrieks, deafening creatures damaged by their effects.||--
 
|-
 
|-
| [[Feats_J-Z#Thundering Spell|Thundering Spell]]||Metamagic||You can conjure your spells into existence with blaring thunder or fearful shrieks, deafening creatures damaged by their effects.||--
+
| [[Feats_J-Z#Throw Anything|Thundering Spell]]||Combat||You can sacrifice multiple attacks to make a single devastating strike.||Improved Unarmed Strike, Tiger Style, base attack bonus +6 or monk level 5th.
 
|-
 
|-
| [[Feats_J-Z#Tiger Claws|Tiger Claws]]||Combat||You can sacrifice multiple attacks to make a single devastating strike.||Improved Unarmed Strike, Tiger Style, base attack bonus +6 or monk level 5th.
+
| [[Feats_J-Z#Thundering Spell|Tiger Claws]]||Combat||Your unarmed strikes are as precise as they are powerful, but they leave you open and you can pursue foes with blinding speed.||Improved Unarmed Strike, Power Attack, Tiger Claws, Tiger Style, base attack bonus +9 or monk level 8th.
 
|-
 
|-
| [[Feats_J-Z#Tiger Pounce|Tiger Pounce]]||Combat||Your unarmed strikes are as precise as they are powerful, but they leave you open and you can pursue foes with blinding speed.||Improved Unarmed Strike, Power Attack, Tiger Claws, Tiger Style, base attack bonus +9 or monk level 8th.
+
| [[Feats_J-Z#Tiger Claws|Tiger Pounce]]||Combat||Your unarmed fighting style emulates the strength and ferocity of a tiger.||Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.
 
|-
 
|-
| [[Feats_J-Z#Tiger Style|Tiger Style]]||Combat||Your unarmed fighting style emulates the strength and ferocity of a tiger.||Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.
+
| [[Feats_J-Z#Tiger Pounce|Tiger Style]]||General||You move like a tiny, obnoxious monkey.||Improved Trip, Lucht, BAB 1+
 
|-
 
|-
| [[Feats_J-Z#Tiny Pest|Tiny Pest]]||General||You move like a tiny, obnoxious monkey.||Improved Trip, Lucht, BAB 1+
+
| [[Feats_J-Z#Tiger Style|Tiny Pest]]||Combat||Your critical hits cause opponents to become fatigued.||Critical Focus, base attack bonus +13.
 
|-
 
|-
| [[Feats_J-Z#Tiring Critical|Tiring Critical]]||Combat||Your critical hits cause opponents to become fatigued.||Critical Focus, base attack bonus +13.
+
| [[Feats_J-Z#Tiny Pest|Tiring Critical]]||Combat||With a single touch you can reduce the threat of even the most savage of foes.||Wis 18, Improved Unarmed Strike, BAB 8+
 
|-
 
|-
| [[Feats_J-Z#Touch of Serenity|Touch of Serenity]]||Combat||With a single touch you can reduce the threat of even the most savage of foes.||Wis 18, Improved Unarmed Strike, BAB 8+
+
| [[Feats_J-Z#Tiring Critical|Touch of Serenity]]||General||You have enhanced physical stamina.||--
 
|-
 
|-
| [[Feats_J-Z#Toughness|Toughness]]||General||You have enhanced physical stamina.||--
+
| [[Feats_J-Z#Touch of Serenity|Toughness]]||Combat||You are trained in how to properly use a tower shield.||Shield Proficiency.
 
|-
 
|-
| [[Feats_J-Z#Tower Shield Proficiency|Tower Shield Proficiency]]||Combat||You are trained in how to properly use a tower shield.||Shield Proficiency.
+
| [[Feats_J-Z#Toughness|Tower Shield Proficiency]]||General||Your system recuperates from the effects of poisons with astonishing speed.||Khazad
 
|-
 
|-
| [[Feats_J-Z#Toxic Recovery|Toxic Recovery]]||General||Your system recuperates from the effects of poisons with astonishing speed.||Khazad
+
| [[Feats_J-Z#Tower Shield Proficiency|Toxic Recovery]]||Combat||While mounted, you can ride down opponents and trample them under your mount.||Ride 1 rank, Mounted Combat.
 
|-
 
|-
| [[Feats_J-Z#Trample|Trample]]||Combat||While mounted, you can ride down opponents and trample them under your mount.||Ride 1 rank, Mounted Combat.
+
| [[Feats_J-Z#Toxic Recovery|Trample]]||General||You can smash traps instead of disarming them.||Power Attack, Disable Device 1 rank, oruch or half-oruch
 
|-
 
|-
| [[Feats_J-Z#Trap Wrecker|Trap Wrecker]]||General||You can smash traps instead of disarming them.||Power Attack, Disable Device 1 rank, oruch or half-oruch
+
| [[Feats_J-Z#Trample|Trap Wrecker]]||General||You have an instinct for waiting until just the right moment to spring a hazard or trap.||Craft (traps) 5 ranks.
 
|-
 
|-
| [[Feats_J-Z#Trapper's Setup|Trapper's Setup]]||General||You have an instinct for waiting until just the right moment to spring a hazard or trap.||Craft (traps) 5 ranks.
+
| [[Feats_J-Z#Trap Wrecker|Trapper's Setup]]||General||Your backpack is probably bigger than you are.||Lucht
 
|-
 
|-
| [[Feats_J-Z#Traveler's Burden|Traveler's Burden]]||General||Your backpack is probably bigger than you are.||Lucht
+
| [[Feats_J-Z#Trapper's Setup|Traveler's Burden]]||General||Your feet are light despite the number of miles you travel.||Lucht, HD 3+
 
|-
 
|-
| [[Feats_J-Z#Traveler's Step|Traveler's Step]]||General||Your feet are light despite the number of miles you travel.||Lucht, HD 3+
+
| [[Feats_J-Z#Traveler's Burden|Traveler's Step]]||Combat||You are not only skilled at controlling a horse in combat; you can make it look like art.||Ride 9 ranks, Mounted Combat.
 
|-
 
|-
| [[Feats_J-Z#Trick Riding|Trick Riding]]||Combat||You are not only skilled at controlling a horse in combat; you can make it look like art.||Ride 9 ranks, Mounted Combat.
+
| [[Feats_J-Z#Traveler's Step|Trick Riding]]||Combat||You can make a trip attack with your quarterstaff.||Int 13, Combat Expertise, Improved Trip, Weapon Focus (quarterstaff), base attack bonus +6.
 
|-
 
|-
| [[Feats_J-Z#Tripping Staff|Tripping Staff]]||Combat||You can make a trip attack with your quarterstaff.||Int 13, Combat Expertise, Improved Trip, Weapon Focus (quarterstaff), base attack bonus +6.
+
| [[Feats_J-Z#Trick Riding|Tripping Staff]]||Combat||The force intrinsic to your critical hits can knock your foes down.||Int 13, Combat Expertise, Improved Trip, BAB 9+
 
|-
 
|-
| [[Feats_J-Z#Tripping Strike|Tripping Strike]]||Combat||The force intrinsic to your critical hits can knock your foes down.||Int 13, Combat Expertise, Improved Trip, BAB 9+
+
| [[Feats_J-Z#Tripping Staff|Tripping Strike]]||Combat||You can make a trip attack with a quarterstaff on all adjacent enemies.||Int 13, Combat Expertise, Improved Trip, Tripping Staff, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff), base attack bonus +12.
 
|-
 
|-
| [[Feats_J-Z#Tripping Twirl|Tripping Twirl]]||Combat||You can make a trip attack with a quarterstaff on all adjacent enemies.||Int 13, Combat Expertise, Improved Trip, Tripping Staff, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff), base attack bonus +12.
+
| [[Feats_J-Z#Tripping Strike|Tripping Twirl]]||General||Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.||Channel positive energy class feature.
 
|-
 
|-
| [[Feats_J-Z#Turn Undead|Turn Undead]]||General||Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.||Channel positive energy class feature.
+
| [[Feats_J-Z#Tripping Twirl|Turn Undead]]||Combat||When you fight giants, your powerful blows combine with skills learned from generations of your people to quickly even the odds.||Dwarf or gnome, defensive training racial trait, Two-Weapon Fighting or flurry of blows class feature, Weapon Focus with both wielded weapons.
 
|-
 
|-
| [[Feats_J-Z#Twin Thunders|Twin Thunders]]||Combat||When you fight giants, your powerful blows combine with skills learned from generations of your people to quickly even the odds.||Dwarf or gnome, defensive training racial trait, Two-Weapon Fighting or flurry of blows class feature, Weapon Focus with both wielded weapons.
+
| [[Feats_J-Z#Turn Undead|Twin Thunders]]||Combat||Your dual bludgeoning strikes are especially deadly when you are fighting giants.||Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Weapon Focus with both wielded weapons; base attack bonus +6.
 
|-
 
|-
| [[Feats_J-Z#Twin Thunders Flurry|Twin Thunders Flurry]]||Combat||Your dual bludgeoning strikes are especially deadly when you are fighting giants.||Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Weapon Focus with both wielded weapons; base attack bonus +6.
+
| [[Feats_J-Z#Twin Thunders|Twin Thunders Flurry]]||Combat||With thunderous simultaneous strikes, you can batter a mighty giant into submission.||Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Twin Thunders Flurry; Weapon Focus with both wielded weapons; base attack bonus +9.
 
|-
 
|-
| [[Feats_J-Z#Twin Thunders Master|Twin Thunders Master]]||Combat||With thunderous simultaneous strikes, you can batter a mighty giant into submission.||Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Twin Thunders Flurry; Weapon Focus with both wielded weapons; base attack bonus +9.
+
| [[Feats_J-Z#Twin Thunders Flurry|Twin Thunders Master]]||Combat||You hurl weapons with both hands and with great force, sometimes using a whirling technique to send your weapon flying through the air at tremendous speeds.||Str 15.
 
|-
 
|-
| [[Feats_J-Z#Two-handed Thrower|Two-handed Thrower]]||Combat||You hurl weapons with both hands and with great force, sometimes using a whirling technique to send your weapon flying through the air at tremendous speeds.||Str 15.
+
| [[Feats_J-Z#Twin Thunders Master|Two-handed Thrower]]||Combat||You are skilled at defending yourself while dual-wielding.||Dex 15, Two-Weapon Fighting.
 
|-
 
|-
| [[Feats_J-Z#Two-Weapon Defense|Two-Weapon Defense]]||Combat||You are skilled at defending yourself while dual-wielding.||Dex 15, Two-Weapon Fighting.
+
| [[Feats_J-Z#Two-handed Thrower|Two-Weapon Defense]]||Combat||You use one weapon to distract your enemy while slipping another past his defenses.||Dex 15, Int 13, Combat Expertise, Two-Weapon Fighting.
 
|-
 
|-
| [[Feats_J-Z#Two-weapon Feint|Two-weapon Feint]]||Combat||You use one weapon to distract your enemy while slipping another past his defenses.||Dex 15, Int 13, Combat Expertise, Two-Weapon Fighting.
+
| [[Feats_J-Z#Two-Weapon Defense|Two-weapon Feint]]||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.||Dex 15.
 
|-
 
|-
| [[Feats_J-Z#Two-Weapon Fighting|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.||Dex 15.
+
| [[Feats_J-Z#Two-weapon Feint|Two-Weapon Fighting]]||Combat||Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.||Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
 
|-
 
|-
| [[Feats_J-Z#Two-Weapon Rend|Two-Weapon Rend]]||Combat||Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.||Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
+
| [[Feats_J-Z#Two-Weapon Fighting|Two-Weapon Rend]]||General||By using lay on hands, you can bring the dead back to life.||Cha 19, Greater Mercy, lay on hands, mercy class feature.
 
|-
 
|-
| [[Feats_J-Z#Ultimate Mercy|Ultimate Mercy]]||General||By using lay on hands, you can bring the dead back to life.||Cha 19, Greater Mercy, lay on hands, mercy class feature.
+
| [[Feats_J-Z#Two-Weapon Rend|Ultimate Mercy]]||General||Your aura of resolve does not fall with you.||Aura of resolve class feature.
 
|-
 
|-
| [[Feats_J-Z#Ultimate Resolve|Ultimate Resolve]]||General||Your aura of resolve does not fall with you.||Aura of resolve class feature.
+
| [[Feats_J-Z#Ultimate Mercy|Ultimate Resolve]]||General||Your research into arcana and the nature of reality has given you heightened senses.||Alertness.
 
|-
 
|-
| [[Feats_J-Z#Uncanny Alertness|Uncanny Alertness]]||General||Your research into arcana and the nature of reality has given you heightened senses.||Alertness.
+
| [[Feats_J-Z#Ultimate Resolve|Uncanny Alertness]]||General||You have learned to enter a deeper state when casting spells, allowing you to shrug off distractions, damage, weather effects, and even the effects of other spells.||Combat Casting.
 
|-
 
|-
| [[Feats_J-Z#Uncanny Concentration|Uncanny Concentration]]||General||You have learned to enter a deeper state when casting spells, allowing you to shrug off distractions, damage, weather effects, and even the effects of other spells.||Combat Casting.
+
| [[Feats_J-Z#Uncanny Alertness|Uncanny Concentration]]||Combat||You can slip under a foe trying to grab you, knocking him off balance.||Agile Maneuvers, Small size or smaller.
 
|-
 
|-
| [[Feats_J-Z#Under and Over|Under and Over]]||Combat||You can slip under a foe trying to grab you, knocking him off balance.||Agile Maneuvers, Small size or smaller.
+
| [[Feats_J-Z#Uncanny Concentration|Under and Over]]||Combat||You slip under and around your larger foes.||Dodge, Mobility, Small size or smaller.
 
|-
 
|-
| [[Feats_J-Z#Underfoot|Underfoot]]||Combat||You slip under and around your larger foes.||Dodge, Mobility, Small size or smaller.
+
| [[Feats_J-Z#Under and Over|Underfoot]]||General||You're scary. Even for a gobber.||Rage class feature, Charisma 13+, Gobber
 
|-
 
|-
| [[Feats_J-Z#Unhinged Rage|Unhinged Rage]]||General||You're scary. Even for a gobber.||Rage class feature, Charisma 13+, Gobber
+
| [[Feats_J-Z#Underfoot|Unhinged Rage]]||General||With you as part of the battle, your allies react more quickly.||Arvek Nar, Knowledge (military) theory 5+
 
|-
 
|-
| [[Feats_J-Z#Unit Tactics|Unit Tactics]]||General||With you as part of the battle, your allies react more quickly.||Arvek Nar, Knowledge (military) theory 5+
+
| [[Feats_J-Z#Unhinged Rage|Unit Tactics]]||General||You can focus your ability to detect evil for more practical or mundane purposes||Detect evil class feature.
 
|-
 
|-
| [[Feats_J-Z#Unsanctioned Detection|Unsanctioned Detection]]||General||You can focus your ability to detect evil for more practical or mundane purposes||Detect evil class feature.
+
| [[Feats_J-Z#Unit Tactics|Unsanctioned Detection]]||Combat||You are skilled at unseating your mounted opponents.||Str 13, Ride 1 rank, Mounted Combat, Power Attack, Improved Bull Rush, BAB 1+
 
|-
 
|-
| [[Feats_J-Z#Unseat|Unseat]]||Combat||You are skilled at unseating your mounted opponents.||Str 13, Ride 1 rank, Mounted Combat, Power Attack, Improved Bull Rush, BAB 1+
+
| [[Feats_J-Z#Unsanctioned Detection|Unseat]]||General||Okay, now you're just obsessed.||Gnome, Eccentric Tinker, BAB 4+
 
|-
 
|-
| [[Feats_J-Z#Unsettled Tinker|Unsettled Tinker]]||General||Okay, now you're just obsessed.||Gnome, Eccentric Tinker, BAB 4+
+
| [[Feats_J-Z#Unseat|Unsettled Tinker]]||General||You've trained to work as part of a military shield unit.||Arvek Nar, proficiency with heavy or tower shield, BAB 1+
 
|-
 
|-
| [[Feats_J-Z#Up Shields|Up Shields]]||General||You've trained to work as part of a military shield unit.||Arvek Nar, proficiency with heavy or tower shield, BAB 1+
+
| [[Feats_J-Z#Unsettled Tinker|Up Shields]]||General||You are skilled at keeping yourself and others safe in the alleys, sewers, and underbellies of cities||Knowledge (local) 1 rank, Survival 1 rank
 
|-
 
|-
| [[Feats_J-Z#Urban Forager|Urban Forager]]||General||You are skilled at keeping yourself and others safe in the alleys, sewers, and underbellies of cities||Knowledge (local) 1 rank, Survival 1 rank
+
| [[Feats_J-Z#Up Shields|Urban Forager]]||General||You have a special bond with things that creep, crawl, skitter, and sting.||Wild empathy class feature.
 
|-
 
|-
| [[Feats_J-Z#Vermin Heart|Vermin Heart]]||General||You have a special bond with things that creep, crawl, skitter, and sting.||Wild empathy class feature.
+
| [[Feats_J-Z#Urban Forager|Vermin Heart]]||General||You can choose to channel positive and negative energy.||Channel energy class feature, necromancer or neutrally aligned cleric (see below).
 
|-
 
|-
| [[Feats_J-Z#Versatile Channeler|Versatile Channeler]]||General||You can choose to channel positive and negative energy.||Channel energy class feature, necromancer or neutrally aligned cleric (see below).
+
| [[Feats_J-Z#Vermin Heart|Versatile Channeler]]||Combat||You take advantage of the moment to brutally kick an enemy when he is down.||Combat Reflexes, Improved Unarmed Strike.
 
|-
 
|-
| [[Feats_J-Z#Vicious Stomp|Vicious Stomp]]||Combat||You take advantage of the moment to brutally kick an enemy when he is down.||Combat Reflexes, Improved Unarmed Strike.
+
| [[Feats_J-Z#Versatile Channeler|Vicious Stomp]]||Combat||You make a single attack that deals significantly more damage than normal.||BAB 6+
 
|-
 
|-
| [[Feats_J-Z#Vital Strike|Vital Strike]]||Combat||You make a single attack that deals significantly more damage than normal.||BAB 6+
+
| [[Feats_J-Z#Vicious Stomp|Vital Strike]]||General||Your voice is strangely compelling.||Cha 15.
 
|-
 
|-
| [[Feats_J-Z#Voice of the Sibyl|Voice of the Sibyl]]||General||Your voice is strangely compelling.||Cha 15.
+
| [[Feats_J-Z#Vital Strike|Voice of the Sibyl]]||General||You gain a slam attack.||War Golem
 
|-
 
|-
  +
| [[Feats_J-Z#Voice of the Sibyl|War Golem Slam]]||General||Your songs draw upon the savage chants and brutal ways of your people, inspiring those around you to new heights of violence and savagery.||Cha 13, bardic performance class feature, oruch, half-oruch
| [[Feats_J-Z#War Golem Slam|War Golem Slam]]||General||You gain a slam attack.||War Golem
 
 
|-
 
|-
| [[Feats_J-Z#War Singer|War Singer]]||General||Your songs draw upon the savage chants and brutal ways of your people, inspiring those around you to new heights of violence and savagery.||Cha 13, bardic performance class feature, oruch, half-oruch
+
| [[Feats_J-Z#War Golem Slam|War Singer]]||General||You protect the wild against what is unnatural.||Llyranesi, sylvanori, spellcaster level 1+
 
|-
 
|-
| [[Feats_J-Z#Warden of the Woods|Warden of the Woods]]||General||You protect the wild against what is unnatural.||Llyranesi, sylvanori, spellcaster level 1+
+
| [[Feats_J-Z#War Singer|Warden of the Woods]]||General||Your religion is both a shield and a weapon in battle.||Ability to cast divine spells, domain or mystery class feature.
 
|-
 
|-
| [[Feats_J-Z#Warrior Priest|Warrior Priest]]||General||Your religion is both a shield and a weapon in battle.||Ability to cast divine spells, domain or mystery class feature.
+
| [[Feats_J-Z#Warden of the Woods|Warrior Priest]]||Combat||You present a serene facade until you unsheathe your weapon and strike in one fluid motion.||Weapon expertise class feature or Quick Draw, Bluff 1 rank.
 
|-
 
|-
| [[Feats_J-Z#Wave Strike|Wave Strike]]||Combat||You present a serene facade until you unsheathe your weapon and strike in one fluid motion.||Weapon expertise class feature or Quick Draw, Bluff 1 rank.
+
| [[Feats_J-Z#Warrior Priest|Wave Strike]]||Combat||You are trained in using your agility in melee combat, as opposed to brute strength.||--
 
|-
 
|-
| [[Feats_J-Z#Weapon Finesse|Weapon Finesse]]||Combat||You are trained in using your agility in melee combat, as opposed to brute strength.||--
+
| [[Feats_J-Z#Wave Strike|Weapon Finesse]]||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.||Proficiency with selected weapon, BAB 1+
 
|-
 
|-
| [[Feats_J-Z#Weapon Focus|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.||Proficiency with selected weapon, BAB 1+
+
| [[Feats_J-Z#Weapon Finesse|Weapon Focus]]||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.||Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
 
|-
 
|-
  +
| [[Feats_J-Z#Weapon Focus|Weapon Specialization]]||General||Somehow, you always seem to have the right tools or supplies close at hand.||Lucht, Gobber
| [[Feats_J-Z#Weapon Specialization|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.||Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
 
 
|-
 
|-
| [[Feats_J-Z#Well-Prepared|Well-Prepared]]||General||Somehow, you always seem to have the right tools or supplies close at hand.||Lucht, Gobber
+
| [[Feats_J-Z#Weapon Specialization|Well-Prepared]]||Combat||Your superior expertise with this weapon does not provoke attacks of opportunity from your enemies.||Weapon Focus (whip), base attack bonus +2.
 
|-
 
|-
| [[Feats_J-Z#Whip Mastery|Whip Mastery]]||Combat||Your superior expertise with this weapon does not provoke attacks of opportunity from your enemies.||Weapon Focus (whip), base attack bonus +2.
+
| [[Feats_J-Z#Well-Prepared|Whip Mastery]]||Combat||You can strike out at every foe within reach.||Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
 
|-
 
|-
| [[Feats_J-Z#Whirlwind Attack|Whirlwind Attack]]||Combat||You can strike out at every foe within reach.||Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
+
| [[Feats_J-Z#Whip Mastery|Whirlwind Attack]]||Metamagic||You can cast your spells so that they occupy a larger space.||--
 
|-
 
|-
| [[Feats_J-Z#Widen Spell|Widen Spell]]||Metamagic||You can cast your spells so that they occupy a larger space.||--
+
| [[Feats_J-Z#Whirlwind Attack|Widen Spell]]||General||You speak with the tongue of men and beasts.||Druid level 6th, wild shape class feature.
 
|-
 
|-
| [[Feats_J-Z#Wild Speech|Wild Speech]]||General||You speak with the tongue of men and beasts.||Druid level 6th, wild shape class feature.
+
| [[Feats_J-Z#Widen Spell|Wild Speech]]||Combat||Your erratic movements make it difficult for enemies to pinpoint your location.||Dex 15, Dodge, BAB 6+
 
|-
 
|-
| [[Feats_J-Z#Wind Stance|Wind Stance]]||Combat||Your erratic movements make it difficult for enemies to pinpoint your location.||Dex 15, Dodge, BAB 6+
+
| [[Feats_J-Z#Wild Speech|Wind Stance]]||Monster||This creature can make turns with ease while flying.||Egalrin HD 5+
 
|-
 
|-
| [[Feats_J-Z#Wingover|Wingover]]||Monster||This creature can make turns with ease while flying.||Egalrin HD 5+
+
| [[Feats_J-Z#Wind Stance|Wingover]]||General||You empower your witch spells by incorporating the use of a special ceremonial knife during your castings.||Witch class.
 
|-
 
|-
| [[Feats_J-Z#Witch Knife|Witch Knife]]||General||You empower your witch spells by incorporating the use of a special ceremonial knife during your castings.||Witch class.
+
| [[Feats_J-Z#Wingover|Witch Knife]]||General||Using the same divine energy as your lay on hands ability, you can heal others at a distance.||Lay on hands class feature.
 
|-
 
|-
| [[Feats_J-Z#Word of Healing|Word of Healing]]||General||Using the same divine energy as your lay on hands ability, you can heal others at a distance.||Lay on hands class feature.
+
| [[Feats_J-Z#Witch Knife|Word of Healing]]||Combat||You can stab your enemies with your sword or another slashing weapon.||Dex 13, Weapon Finesse, Weapon Focus with chosen weapon
 
|}
 
|}

Revision as of 21:30, 25 April 2015

Feats
name type description prerequisites
Janni Rush Combat When you leap to the attack, your blows are like bolts from on high. Improved Unarmed Strike, Janni Style, Janni Tempest, Acrobatics 8 ranks, Perform (dance) 8 ranks.
Janni Style Combat Your whirling fighting technique makes you difficult to hit. Improved Unarmed Strike, Acrobatics 3 ranks, Perform (dance) 3 ranks.
Janni Tempest Combat Your gale of attacks easily throws your opponents off balance. Improved Unarmed Strike, Janni Style, Acrobatics 5 ranks, Perform (dance) 5 ranks.
Jawbreaker Combat You deliver a powerful strike to the mouth, breaking teeth and bone. Improved Unarmed Strike, Stunning Fist, Heal 6 ranks.
Keen Scent General Your nose is as sensitive as that of a wild predator. Wis 13, Sith-makar
Ki Stand General If an opponent knocks you down, you swiftly rebound with an attack. Ki pool.
Ki Throw Combat Your physical control and mastery of momentum allows you to throw enemies. Improved Trip, Improved Unarmed Strike.
Kirin Path Combat You turn knowledge of your enemy into a flawless defense. Int 13, Kirin Strike, Kirin Style, Improved Unarmed Strike, Knowledge (arcana) 12 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 5 ranks.
Kirin Strike Combat You have read the texts of the perfect way, and know how identify to your enemies' weak spot. Int 13, Kirin Style, Improved Unarmed Strike, Knowledge (arcana) 9 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 3 ranks.
Kirin Style Combat Your study and your grace allows you to exploit your enemies' weaknesses. Improved Unarmed Strike, Knowledge (arcana) 6 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 1 rank.
Landing Roll Combat You have learned the technique of rolling safely away when an enemy trips you. Dex 13, Dodge, Mobility.
Leaf Singer General Your songs recount the ways and mysteries of your people. Cha 13, bardic performance class feature, elf or half-elf.
Ledge Walker General You negotiate tiny ledges like a mountain goat. Dex 13, khazad
Life Lure General Your channeled positive energy is irresistibly sweet to nearby undead. Channel positive energy class feature.
Light Armor Proficiency Combat You are skilled at wearing light armor. --
Lightning Reflexes General You have faster ref lexes than normal. --
Lightning Stance Combat The speed at which you move makes it nearly impossible for opponents to strike you. Dex 17, Dodge, Wind Stance, BAB 11+
Lingering Spell Metamagic You spell clings to existence, slowly fading from the world. --
Low Profile General Your short stature grants you a bonus versus ranged attacks. Lucht or Gobber, Dex 13
Lucky Halfling General You bring luck to those with whom you travel. Lucht
Lunge Combat You can strike foes that would normally be out of reach. BAB 6+
Maddened Tinker General You've learned to infuse your tools with some of your race's innate magic...to devastating effect. It's true. You're probably getting a little crazy, but no one should tell you that. Ever. Gnome, Eccentric Tinker, BAB 4+
Mage of the Wild General Your mystic connection with the wilderness enhances your spellcasting. Attuned to the Wild, Llyranesi, Sylvanori
Magical Aptitude General You are skilled at spellcasting and using magic items. --
Mantis Style Combat You have learned to target vital areas with crippling accuracy. Improved Unarmed Strike, Stunning Fist, Heal 3 ranks.
Mantis Torment Combat Your knowledge of the mysteries of anatomy allows you to cause debilitating pain with a simple touch. Heal 9 ranks, Improved Unarmed Strike, Mantis Style, Mantis Wisdom, Stunning Fist.
Mantis Wisdom Combat Your knowledge of vital areas allows you to land debilitating strikes with precision. Improved Unarmed Strike, Mantis Style, Stunning Fist, Heal 6 ranks.
Manyshot Combat You can fire multiple arrows at a single target. Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.
Marid Coldsnap Combat You can summon a torrent of water to blast your enemies, chilling them to the bone. Con 15, Wis 17, Elemental Fist**, Marid Spirit, Marid Style, Improved Unarmed Strike, base attack bonus +13 or monk level 11th.
Marid Spirit Combat You can manipulate cold energy to protect yourself and freeze your foes. Con 15, Wis 15, Elemental Fist**, Marid Style, Improved Unarmed Strike, base attack bonus +11 or monk level 9th.
Marid Style Combat You conjure tendrils of icy water to strike your enemies from a distance. Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.
Martial Weapon Proficiency Combat Choose a type of martial weapon. You understand how to use that type of martial weapon in combat. --
Master Craftsman General Your superior crafting skills allow you to create simple magic items. 5 ranks in any Craft or Profession skill.
Maximize Spell Metamagic Your spells have the maximum possible effect. --
Medium Armor Proficiency Combat You are skilled at wearing medium armor. Light Armor Proficiency.
Medusa's Wrath Combat You can take advantage of your opponent's confusion, delivering multiple blows. Improved Unarmed Strike, Gorgon's Fist, Scorpion Style, BAB 11+
Missile Shield Combat You are skilled at def lecting ranged attacks with your shield. Dex 13, Shield Focus.
Mobility Combat You can easily move through a dangerous melee. Dex 13, Dodge.
Monkey Moves Combat You scramble around your foes, moving and striking in an erratic fashion. Wis 13, Improved Unarmed Strike, Monkey Style, Acrobatics 8 ranks, Climb 8 ranks.
Monkey Shine Combat You combine acrobatics and opportunity to devastating effect against your opponent. Wis 13, Improved Unarmed Strike, Monkey Moves, Monkey Style, Stunning Fist, Acrobatics 11 ranks, Climb 11 ranks.
Monkey Style Combat Your unarmed fighting style is nimble and unpredictable, full of ground rolls and short leaps. Wis 13, Improved Unarmed Strike, Acrobatics 5 ranks, Climb 5 ranks.
Moonlight Stalker Combat You are adept at using shadows to conceal your attacks. Int 13, Blind-Fight, Combat Expertise, Bluff 3 ranks, darkvision or low-light vision racial trait.
Moonlight Stalker Feint Combat You strike through the shadows so quickly that your opponent can barely react to your attacks. Int 13, Blind-Fight, Combat Expertise, Moonlight Stalker, Bluff 6 ranks, darkvision or lowlight vision racial trait.
Moonlight Stalker Master Combat You leave your opponents swinging at shadows while you slide elusively through the darkness. Int 13, Blind-Fight, Combat Expertise, Improved Feint, Moonlight Stalker, Moonlight Stalker Feint, Bluff 9 ranks, darkvision or low-light vision racial trait.
Mounted Archery Combat You are skilled at making ranged attacks while mounted. Ride 1 rank, Mounted Combat.
Mounted Combat Combat You are adept at guiding your mount through combat. Ride 1 rank.
Mounted Skirmisher Combat You are adept at attacking from upon a swift moving steed. Ride rank 14, Mounted Combat, Trick Riding.
Mystic Stride General Enchanted vegetation does not bar your path. Dex 15, Nimble Moves, woodland stride class feature.
National Fervor General Your faith in your nation/deity/etc. provides you strength in dire circumstances. Human, Any other National feat
National Knowledge General Not only do you have pride in your cause, you're also well-educated in its nuance. Human, Knowledge (Local) 1 OR Knowledge (Religion) 1
National Pride General Your pride in your cause inspires others, and disheartens your enemies. Human, Knowledge (Religion) 1 OR Knowledge (local) 1
National Spirit General You are a pillar when it comes to your belief. Prerequisite: Human, Knowledge (Religion) 1 OR Knowledge (local) 1
Natural Spell General You can cast spells even while in a form that cannot normally cast spells. Wis 13, wild shape class feature.
Neckbreaker Combat With a quick jerk, you snap an enemy's neck. Bonebreaker, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Jawbreaker, Stunning Fist, Heal 12 ranks.
Net Adept Combat You have trained to use the net as a melee weapon. Exotic Weapon Proficiency (net), base attack bonus +1.
Net and Trident Combat Your skill with lighter weapons allows you to wield one alongside your net. Dex 15, Exotic Weapon Proficiency (net), Net Adept, Two-Weapon Fighting.
Net Maneuvering Combat With sweeping movements and brute force, you can use your net to put foes at a disadvantage. Exotic Weapon Proficiency (net), Net Adept, base attack bonus +3.
Net Trickery Combat You have become very proficient at using your net to hinder your enemies. Exotic Weapon Proficiency (net), Net Adept, Net Maneuvering, base attack bonus +6.
Never Stand Down General Never one to back down, the strength of your ancient blood and rage bolsters you against the effects of fear. Oruch
Nightmare Fist Combat You are even more deadly in magical darkness. Improved Unarmed Strike, Intimidate 1 rank, ability to create magical darkness.
Nightmare Striker Combat Your faerie fire not only illuminates your foes, but it also shows you their weaknesses. Improved Unarmed Strike, Nightmare Fist, Nightmare Weaver, Stunning Fist, Heal 5 ranks, ability to cast faerie fire.
Nightmare Weaver Combat You can use your ability to create magical darkness to terrorize enemies. Improved Unarmed Strike, Nightmare Fist, Intimidate 2 ranks, ability to cast darkness.
Nimble Moves General You can move across a single obstacle with ease. Dex 13.
nit tactics General You are skilled at working with animals and mounts. --
Obscuring Wings General You can use your wings to create a cloud of concealment. Egalrin
Opening Volley Combat Your ranged assault leaves your foe disoriented and vulnerable to your melee attack. --
Orc Hewer Combat You are ferocious at hewing your enemies, especially orcs. Str 13, Cleave, Goblin Cleaver, Power Attack, khazad
Outflank Combat, Teamwork You look for every edge when flanking an enemy. BAB 4
Pack Attack Combat, Teamwork You are skilled at surrounding your enemies. Base attack bonus +1.
Painful Anchor General Paladin 8+ Evil outsiders take damage when they attempt to connect to other planes.
Paired Opportunists Combat, Teamwork You know how to make an enemy pay for lax defenses. --
Panther Claw Combat You unleash a rapid series of blows on foes that attempt to attack you when you move. Wis 15, Combat Reflexes, Improved Unarmed Strike, Panther Style.
Panther Parry Combat Your vicious strikes impair your foe's ability to attack you when you move. Wis 15, Combat Reflexes, Improved Unarmed Strike, Panther Claw, Panther Style.
Panther Style Combat You can strike back at enemies who attack you when you move. Wis 13, Combat Reflexes, Improved Unarmed Strike.
Parting Shot Combat You are an expert skirmisher, able to rain missiles upon your enemies whether advancing or retreating. Dex 13, Dodge, Mobility, Point Blank Shot, Shot on the Run, base attack bonus +6.
Pass For Human General You're easily mistaken for a human rather than a member of your own race. Half-sil
Passing Trick Combat Slipping past a foe gives you the chance to feint. Int 13, Combat Expertise, Dodge, Improved Feint, Mobility, size Small or smaller.
Penetrating Strike Combat Your attacks are capable of penetrating the defenses of some creatures. Weapon Focus, 12th-level fighter, proficiency with weapon.
Perfect Strike Combat When wielding a monk weapon, your attacks can be extremely precise. Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Persistent Spell Metamagic You can modify a spell to become more tenacious when its targets resist its effect. --
Persuasive General You are skilled at swaying attitudes and intimidating others into your way of thinking. --
Piercing Spell Metamagic Your studies have helped you develop methods to overcome spell resistance. --
Pin Down Combat You easily block enemy escapes. Combat Reflexes, fighter level 11th.
Pinning Knockout Combat An opponent you have pinned is easy for you to knock out. Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th.
Pinning Rend Combat You tear flesh when you damage an opponent that you have pinned. Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th.
Pinpoint Targeting Combat You can target the weak points in your opponent's armor. Dex 19, Improved Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus +16.
Pistol Whip Combat See National feats description. Exotic Weapon Proficiency (Firearms), Int 13, BAB: 3+
Point-Blank Master Combat You are adept at firing ranged weapons in close quarters. Weapon Specialization with a ranged weapon
Point-Blank Shot Combat You are especially accurate when making ranged attacks against close targets. --
Power Attack Combat You can make exceptionally deadly melee attacks by sacrificing accuracy for strength. Str 13, BAB 1+
Powerful Shape General Your wild shapes are mighty and muscular. Wild shape class feature, druid level 8th.
Practiced Tactician General With only a few quick gestures and commands, you can direct others in combat. Tactician class feature.
Precise Shot Combat You are adept at firing ranged attacks into melee. Point-Blank Shot.
Preferred Spell General You find it very easy to cast one particular spell. Spellcraft 5 ranks, Heighten Spell.
Prodigy General You are naturally skilled at arts, professions, and the acquisition of knowledge. --
Punishing Kick Combat Your kicks are so powerful you use them to push or knock back your foes. Con 13, Wis 13, Improved Unarmed Strike, BAB 8+
Pure Faith General Not only are you immune to disease, like most paladins, but you also are highly resilient to poisons. Divine health class feature.
Pushing Assault Combat A strike made with a two-handed weapon can push a similar sized opponent backward. Str 15, Power Attack, BAB 1+
Quarterstaff Master Combat You can wield a quarterstaff as either a two-handed or one-handed weapon. Weapon Focus (quarterstaff), base attack bonus +5.
Quick Bull Rush Combat You can barrel into your opponent and follow this with an attack. Str 13, Improved Bull Rush, Power Attack, base attack bonus +6.
Quick Channel General Your divine energies flash with dazzling speed. Knowledge (religion) 5 ranks, channel energy class feature.
Quick Dirty Trick Combat You can perpetrate a dirty trick and deliver an attack before your opponent is the wiser. Int 13, Combat Expertise, Improved Dirty Trick, base attack bonus +6.
Quick Drag Combat You drag your enemy and deliver a punishing blow. Str 13, Improved Drag, Power Attack, base attack bonus +6.
Quick Draw Combat You can draw weapons faster than most. BAB 1+
Quick Reposition Combat Your opponent becomes an unwitting dance partner, following your lead while you fight. Int 13, Combat Expertise, Improved Reposition, base attack bonus +6.
Quick Wild Shape General You sacrifice power for speed in changing form. Wild shape class feature, caster level 8th.
Quicken Spell Metamagic You can cast spells in a fraction of the normal time. --
Radiant Charge General When you charge, you do so with the power of faith. Lay on hands class feature.
Raging Brutality General You expend some of your rage to strike your opponents with a more powerful weapon blow. Str 13, rage class feature, Power Attack, base attack bonus +12.
Raging Deathblow General Every killing blow gives you a surge of vitality, further fueling your rage. Greater rage class feature.
Raging Hurler General An opponent can do little to evade your wrathful pitching of weapons and objects. Rage class feature, Throw Anything.
Raging Throw General You expend some of your rage to throw one opponent at another. Str 13, Con 13, rage class feature, Improved Bull Rush, Power Attack, base attack bonus +6.
Raging Vitality General While raging, you are full of vigor and health. Con 15, rage class feature.
Rapid Grappler Combat You are a quick hand at grappling. Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th.
Rapid Reload Combat Choose a type of crossbow (hand, light, heavy) or a single type of one-handed or two-handed firearm that you are proficient with. You can reload such a weapon quickly. Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).
Rapid Shot Combat You can make an additional ranged attack. Dex 13, Point-Blank Shot.
Ray Shield Combat You can even deflect rays with your shield. Dex 15, Missile Shield, Spellbreaker.
Razortusk General Your powerful jaws and steely teeth are deadly enough to give you a bite attack. Sith-makar
Reach Spell Metamagic Your spells go farther than normal. --
Rebuffing Reduction Combat Your damage reduction can turn the force of blows back on your enemies. Str 13, damage reduction, Improved Bull Rush, Power Attack, base attack bonus +1.
Rebuke the Horde General A far-off ancestor was a leader among some oruch clan. You possess some of this ability. Oruch, 13 Cha
Rending Claws Combat Your claw attacks do greater harm to your enemy. Str 13, two claw natural weapon attacks, base attack bonus +6.
Rending Fury Combat You easily tear your enemies limb from limb with your natural attacks. Base attack bonus +6, rend special attack or druid 5+
Repositioning Strike Combat Your critical hits can move your foes where you wish. Int 13, Combat Expertise, Improved Reposition, base attack bonus +9.
Resilient Brute General You absorb punishment others find deadly. Half-orc or orc.
Resonant Tubing General Your body is fitted with a set of horns and an artificial lung capable of blowing air through them, together capable of being used as a strangely harmonious instrument. Perform (wind instruments) 1 ranks, War Golem
Reward of Grace General When you lay on hands, divine energy ripples through you, granting you grace. Lay on hands class feature.
Reward of Life General When you lay on hands, you are also healed. Lay on hands class feature.
Rhetorical Flourish General You rapidly change topics and employ confusing rhetoric to distract people from your true intent. Cha 13, Persuasive.
Ricochet Splash Weapon General Even when your thrown splash weapons miss, they are especially dangerous. Dex 13, Throw Anything.
Ride-By Attack Combat While mounted and charging, you can move, strike at a foe, and then continue moving. Ride 1 rank, Mounted Combat.
Righteous Healing General Your healing spells are more potent when you have a judgment active. Judgment class feature.
Run General You are swift of foot. --
Saving Shield Combat You deflect attacks that could mean your ally's death. Shield Proficiency.
School Strike Combat You focus the secrets of your school of wizardry into your unarmed strike. Wizard school class feature, Improved Unarmed Strike.
Scorpion Style Combat You can perform an unarmed strike that greatly hampers your target's movement. Improved Unarmed Strike.
Scribe Scroll Item Creation You can create magic scrolls. Caster level 1st.
Sea Legs General You have a sailor's instincts for moving about while aboard seagoing vessels. Profession (sailor) 5 ranks.
Second Chance Combat Quick ref lexes turn missed strikes into second chances. Int 13, Combat Expertise, BAB 6+
Seen and Unseen General Your anonymity makes you difficult to find through magical or mundane means, and you have learned how to combat both of your progenitor races. Half-sil
Seize the Moment Combat, Teamwork You and your allies are poised to pounce whenever one of you scores a telling blow. Combat Reflexes, Improved Critical.
Selective Channeling General You can choose whom to affect when you channel energy. Cha 13, channel energy class feature.
Self-Sufficient General You know how to get along in the wild and how to effectively treat wounds. --
Serenity of the Sky General You gain benefits when beneath open sky. Egalrin, Child of the Skies
Shadow Strike Combat You accurately strike even those you cannot clearly see. Base attack bonus +1.
Shadowy Dash General In dim light, you resemble little more than a shadow. Mul'niessa
Shaitan Earthblast Combat With a forceful stomp you release a blast of acid from the earth to burn your enemies. Con 15, Wis 17, Elemental Fist**, Improved Unarmed Strike, Shaitan Skin, Shaitan Style, base attack bonus +13 or monk level 11th.
Shaitan Skin Combat You can manipulate acid to shield yourself and disable your enemies. Con 15, Wis 15, Elemental Fist**, Improved Unarmed Strike, Shaitan Style, base attack bonus +11 or monk level 9th.
Shaitan Style Combat You strike with the caustic forces from within the earth. Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.
Shake It Off General, Teamwork You support your allies and help them recover from crippling effects. --
Shapeshifter Foil General Your command of shapeshifting magic can disrupt similar effects in others. Knowledge (arcana) 5 ranks or Knowledge (nature) 5 ranks, ability to use any polymorph effect.
Shapeshifting Hunter General You blend your knowledge of foes and your shapeshifting abilities together. Favored enemy class feature, wild shape class feature.
Shaping Focus General Your powers of shapeshifting outstrip your dabbling in the druidic faith. Wild shape class feature, Knowledge (nature) 5 ranks.
Shared Insight General You deftly direct others' attentions where you wish. Wis 13, half-elf.
Shared Judgment General You extend the benefits of your judgment to an ally. Second judgment class feature.
Shared Manipulation General You can subtly bolster allies' ability to misdirect and infuriate their enemies. Cha 13, half-elf.
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. Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon.
Shatterspell Combat Your mighty blows shatter your enemy's magic. Disruptive, Spellbreaker, dwarf, 10th-level fighter.
Shield Focus Combat You are skilled at def lecting blows with your shield. Shield Proficiency, BAB 1+
Shield Master Combat Your mastery of the shield allows you to fight with it without hindrance. Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.
Shield of Swings Combat A wild frenzy of attacks serves to bolster your defenses. Str 13, Power Attack, BAB 1+
Shield Proficiency Combat You are trained in how to properly use a shield. --
Shield Slam Combat In the right position, your shield can be used to send opponents flying. Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6.
Shield Specialization Combat You have mastered the use of one type of shield. Proficiency with selected shield, Shield Focus, fighter level 4th.
Shield Wall Combat, Teamwork You form a unified defense with those around you. Shield Proficiency.
Shielded Caster General, Teamwork Your allies cover you while you cast complicated spells. --
Short Circuit General Manipulate your circuits to create a burst of static. War Golem, War Golem Slam, BAB 7+, Con 13+
Shot on the Run Combat You can move, fire a ranged weapon, and move again before your foes can react. Dex 13, Dodge, Mobility, Point-Blank Shot, BAB 4+
Sickening Critical Combat Your critical hits cause opponents to become sickened. Critical Focus, BAB 11+
Sickening Spell Metamagic You can sicken creatures with your spells. --
Sidestep Combat You can reposition yourself after a foe's missed swing. Dex 13, Dodge, Mobility.
Silent Spell Metamagic You can cast your spells without making any sound. --
Simple Weapon Proficiency Combat You are trained in the use of basic weapons. --
Sin Seer General Unlike others who have taken the oath against undeath (see page 60), your preoccupation with the undead does not cloud your view of good and evil. Detect undead paladin class feature.
Skill Focus General Choose a skill. You are particularly adept at that skill. --
Slashing Grace General You know how to battle your favored enemies with such efficacy that any weapon you wield against them becomes more deadly. Favored enemy class feature, base attack bonus +6.
Slayer's Knack Combat You can use your loaded sling to effectively strike at nearby foes. Weapon Focus (sling), base attack bonus +1.
Sling Flail Combat You overcome obstacles by breaking them. Power Attack, giantborn
Smash General The size of your fists and forearms reflects your giant heritage. Giantborn, BAB 4+
Smashing Fists General You can catch the sour scent of fear on the wind. Keen Scent, Sith-makar
Smell Fear General You throw rocks with such force that they vanish in cloud of dust. Treat as an Obscuring Mist effect. Giantborn, HD 6+
Smoking Boulders Combat You can unleash attacks against an opponent that has dropped its guard. Combat Reflexes, Improved Unarmed Strike, Snake Sidewind, Snake Style, Acrobatics 6 ranks, Sense Motive 9 ranks.
Snake Fang Combat Your sensitive twisting movements make you difficult to anticipate combat. Improved Unarmed Strike, Snake Style, Acrobatics 3 ranks, Sense Motive 6 ranks
Snake Sidewind Combat You watch your foe's every movement and then punch through its defense. Improved Unarmed Strike, Acrobatics 1 rank, Sense Motive 3 ranks.
Snake Style Combat With a ranged weapon, you can take advantage of any opening in your opponent's defenses. Dex 13, Point-Blank Shot, Rapid Shot, Weapon Focus, base attack bonus +6.
Snap Shot Combat Your unarmed style allows you to turn your opponent's attack into an opportunity. Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.
Snapping Turtle Clutch Combat Your guarding hand is almost magical in its skill at def lecting incoming blows. Snapping Turtle Clutch, Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.
Snapping Turtle Shell Combat Your deft unarmed style allows you to shield your body from harm. Improved Unarmed Strike, base attack bonus +1 or monk level 1st.
Snapping Turtle Style Combat Instead of knocking an arrow or ranged attack aside, you can catch it in mid-flight. Dex 15, Deflect Arrows, Improved Unarmed Strike.
Snatch Arrows General Your knowledge of your enemies' vulnerable spots is especially punishing. Sneak attack class feature, Critical Focus, any critical feat, base attack bonus +9.
Sneaking Precision General You have a way of helping others to get along. Cha 13, half-elf.
Sociable General You can regain power when you kill a creature. Cha 13, sorcerer bloodline class feature.
Sorcerous Bloodstrike Combat The power flowing through your veins also flows through your unarmed strike. Sorcerer bloodline class feature, Improved Unarmed Strike.
Sorcerous Strike General While your bane weapon is active, creatures that your bane affects find it more difficult to resist your spells. Bane class feature.
Spell Bane General You know the principles of arcane dueling, and when fighting other spellcasters, you have learned to hide the true nature of your spells until the last possible moment. Bluff 5 ranks, Spellcraft 5 ranks.
Spell Bluff General Choose a school of magic. Any spells you cast of that school are more difficult to resist. --
Spell Focus General You have mastered a small handful of spells, and can prepare these spells without referencing your spellbooks at all. 1st-level wizard.
Spell Mastery General Your spells break through spell resistance more easily than most. --
Spell Penetration Combat You can strike at enemy spellcasters who fail to cast defensively when you threaten them. Disruptive, 10th-level fighter.
Spellbreaker General You can blend the power of your performance and spellcasting. Cha 13, bardic performance class ability, able to cast 1st-level spells.
Spellsong General You tread where only arachnids dare. Character level 3rd, drow.
Spider Step Combat You whirl your foe around and then let go. Combat Expertise, Improved Bull Rush, Improved Trip, Improved Unarmed Strike, Ki Throw.
Spinning Throw General The sky brings you a strength of self and an inner peace. You are probably somewhat claustrophobic. Egalrin, Guardian of the Skies, Child of the Skies
Spirit of the Skies General Your mystic connection with one type of wilderness has grown even stronger. Attuned to the Wild, Guardian of the Wild, Llyranesi, Sylvanori
Spirit of the Wild Combat Your mounted charge attacks deal a tremendous amount of damage. Ride 1 rank, Mounted Combat, Ride-By Attack.
Spirited Charge General You can focus to combine one of your known spells and metamagic feats. Cha 13, one metamagic feat, able to spontaneously cast spells.
Spontaneous Metafocus Combat You can deftly move up to a foe, strike, and withdraw before he can react. Dex 13, Dodge, Mobility, BAB 4+
Spring Attack Combat You can clear the way to continue using your bow. Rapid Shot
Stabbing Shot Combat You are a master of stage and nonlethal combats. Weapon Focus, base attack bonus +5
Stage Combatant Combat Your critical hits cause opponents to slow down. Critical Focus, BAB 13+
Staggering Critical General You adopt a defensive stance that allows you to absorb and redirect hits. Diehard, Endurance, base attack bonus +4.
Stalwart Combat You can stop foes that try to move past you. Combat Reflexes.
Stand Still General You are a sniper of uncanny precision. BAB +1, Weapon focus in the chosen weapon
Steady Shot General, Teamwork Working closely with an ally, you are able to move like twin shadows. --
Stealth Synergy General You are good at avoiding unwanted attention and slipping out of bonds. --
Stealthy General Description: You pick off targets with great precision. Improved Strength 13 Bull Rush, War Golem Slam, War Golem
Steamroller General You are especially resistant to magic. khazad-mornir, khazad-aul
Steel Soul Combat You can close the distance when a foe tries to move away. Base attack bonus +1.
Step Up Combat When a foe tries to move away, you can follow and make an attack. Dex 13, Following Step, Step Up, base attack bonus +6.
Step Up and Strike Metamagic You can cast spells without moving. --
Still Spell General You can feel movement in the very earth and stones around you. Improved Stonecunning, Perception 10 ranks.
Stone Sense General Your songs are in accordance with the ways and lands of your people. Cha 13, bardic performance, khazad-aul
Stone Singer General Rocks show more expression than you. Khazad
Stone-Faced General Storms do not faze you. Khazid-mornir
Storm Lashed Combat Throttling the life out of enemies is second nature to you. Dex 13, sneak attack +1d6, Improved Grapple, Improved Unarmed Strike.
Strangler General Fly in medium and heavier armor Egalrin, HD 5+, Str 13
Strengthened Wings Combat You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you. BAB 11+
Strike Back General You learn quickly from past mistakes. --
Strong Comeback Combat You powerful but imprecise attacks can stun your enemies. Str 13, Power Attack, base attack bonus +16.
Stunning Assault Combat Your critical hits cause opponents to become stunned. Critical Focus, Staggering Critical, BAB 17+
Stunning Critical Combat You know just where to strike to temporarily stun a foe. Dex 13, Wis 13, Improved Unarmed Strike, BAB 8+
Stunning Fist Combat You can render a pinned foe temporarily incapacitated. Improved Grapple, Improved Unarmed Strike, Stunning Fist.
Stunning Pin Combat Your critical hits can sunder your foes' weapons. Str 13, Improved Sunder, Power Attack, BAB 9+
Sundering Strike General Your quick ref lexes and skill at climbing keep you from falling to your doom. Climb 1 rank.
Sure Grasp General Your success drives your further actions. Human.
Surge of Success Combat, Teamwork You are skilled at changing places with your ally during a chaotic melee. --
Swap Places Combat With a quick but harmless swipe, you can aid an ally's assault. Int 13, Combat Expertise, BAB 6+
Swift Aid Combat You effortlessly pair melee and ranged weaponry. Dex 13, Point-Blank Shot, Rapid Shot, Snap Shot, Two-Weapon Fighting, base attack bonus +6.
Sword and Pistol General Taara has a tight grip on your soul. You likely bear some mark from it, something monstrous. Mul'niessa
Taara's Own General You always seem to know a story or two whenever you travel, likely from a relative or fireside tale. Lucht, Knowledge (Local) 1
Taleteller's Kin Combat, Teamwork You know how to work together to trip your foes. --
Tandem Trip Combat Your crying, sputtering, and even frothing at the mouth makes you so laughably incoherent that opponents are apt to dismiss you as a threat. Bluff 1 rank, rage class feature, gnome.
Tantrum General You may be small, but your remarks cut others down to size. Cha 13, Gnome, Gobber, or Lucht
Taunt General You distract a mark with friendly conversation while your partner robs the victim blind. Bluff 1 rank, Sleight of Hand 1 rank.
Team Pickpocketing Combat When you are ganging up against an enemy, you can aid an ally with a quick feint. Int 13, Combat Expertise, Gang Up, base attack bonus +6.
Team Up Combat You are highly alert for enemies using teleportation to approach you or flee from you. Combat Reflexes, Disruptive, Spellbreaker.
Teleport Tactician General Your spirit lingers long after any other's would have passed on. Con 13, Diehard, Endurance, half-oruch or oruch
Tenacious Survivor General You know how to defend your territory. Combat reflexes, sith-makar, BAB 5+
Territorial Defender General Creatures of the wild see you as a threat. Sith-makar
Terror of the Wild Combat Your battle prowess frightens friend and foe alike. Dazzling Display, Demoralizing Lash, Taskmaster, Weapon Focus, Intimidate 10 ranks, hobgoblin, proficiency with selected weapon.
Terrorizing Display Metamagic Your spells can pierce wards against negative energy and even affect undead targets. Knowledge (religion) 6 ranks, Spell Focus (necromancy).
Thanatopic Spell General You can blend the power of arcane and divine magic. Wis 13, Int or Cha 13, able to cast 1st-level arcane spells, able to cast 1st-level divine spells.
Theurgy General Thinking back, you discover a lie in what you once thought to be words of truth. Discern lies class feature.
Thoughtful Discernment Metamagic You can convert mind-affecting magic to necromantic power capable of controlling undead. Knowledge (religion) 6 ranks, Spell Focus (necromancy).
Threnodic Spell Combat You are used to throwing things you have on hand. --
Throw Anything Metamagic You can conjure your spells into existence with blaring thunder or fearful shrieks, deafening creatures damaged by their effects. --
Thundering Spell Combat You can sacrifice multiple attacks to make a single devastating strike. Improved Unarmed Strike, Tiger Style, base attack bonus +6 or monk level 5th.
Tiger Claws Combat Your unarmed strikes are as precise as they are powerful, but they leave you open and you can pursue foes with blinding speed. Improved Unarmed Strike, Power Attack, Tiger Claws, Tiger Style, base attack bonus +9 or monk level 8th.
Tiger Pounce Combat Your unarmed fighting style emulates the strength and ferocity of a tiger. Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.
Tiger Style General You move like a tiny, obnoxious monkey. Improved Trip, Lucht, BAB 1+
Tiny Pest Combat Your critical hits cause opponents to become fatigued. Critical Focus, base attack bonus +13.
Tiring Critical Combat With a single touch you can reduce the threat of even the most savage of foes. Wis 18, Improved Unarmed Strike, BAB 8+
Touch of Serenity General You have enhanced physical stamina. --
Toughness Combat You are trained in how to properly use a tower shield. Shield Proficiency.
Tower Shield Proficiency General Your system recuperates from the effects of poisons with astonishing speed. Khazad
Toxic Recovery Combat While mounted, you can ride down opponents and trample them under your mount. Ride 1 rank, Mounted Combat.
Trample General You can smash traps instead of disarming them. Power Attack, Disable Device 1 rank, oruch or half-oruch
Trap Wrecker General You have an instinct for waiting until just the right moment to spring a hazard or trap. Craft (traps) 5 ranks.
Trapper's Setup General Your backpack is probably bigger than you are. Lucht
Traveler's Burden General Your feet are light despite the number of miles you travel. Lucht, HD 3+
Traveler's Step Combat You are not only skilled at controlling a horse in combat; you can make it look like art. Ride 9 ranks, Mounted Combat.
Trick Riding Combat You can make a trip attack with your quarterstaff. Int 13, Combat Expertise, Improved Trip, Weapon Focus (quarterstaff), base attack bonus +6.
Tripping Staff Combat The force intrinsic to your critical hits can knock your foes down. Int 13, Combat Expertise, Improved Trip, BAB 9+
Tripping Strike Combat You can make a trip attack with a quarterstaff on all adjacent enemies. Int 13, Combat Expertise, Improved Trip, Tripping Staff, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff), base attack bonus +12.
Tripping Twirl General Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy. Channel positive energy class feature.
Turn Undead Combat When you fight giants, your powerful blows combine with skills learned from generations of your people to quickly even the odds. Dwarf or gnome, defensive training racial trait, Two-Weapon Fighting or flurry of blows class feature, Weapon Focus with both wielded weapons.
Twin Thunders Combat Your dual bludgeoning strikes are especially deadly when you are fighting giants. Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Weapon Focus with both wielded weapons; base attack bonus +6.
Twin Thunders Flurry Combat With thunderous simultaneous strikes, you can batter a mighty giant into submission. Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Twin Thunders Flurry; Weapon Focus with both wielded weapons; base attack bonus +9.
Twin Thunders Master Combat You hurl weapons with both hands and with great force, sometimes using a whirling technique to send your weapon flying through the air at tremendous speeds. Str 15.
Two-handed Thrower Combat You are skilled at defending yourself while dual-wielding. Dex 15, Two-Weapon Fighting.
Two-Weapon Defense Combat You use one weapon to distract your enemy while slipping another past his defenses. Dex 15, Int 13, Combat Expertise, Two-Weapon Fighting.
Two-weapon Feint 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. Dex 15.
Two-Weapon Fighting Combat Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds. Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Two-Weapon Rend General By using lay on hands, you can bring the dead back to life. Cha 19, Greater Mercy, lay on hands, mercy class feature.
Ultimate Mercy General Your aura of resolve does not fall with you. Aura of resolve class feature.
Ultimate Resolve General Your research into arcana and the nature of reality has given you heightened senses. Alertness.
Uncanny Alertness General You have learned to enter a deeper state when casting spells, allowing you to shrug off distractions, damage, weather effects, and even the effects of other spells. Combat Casting.
Uncanny Concentration Combat You can slip under a foe trying to grab you, knocking him off balance. Agile Maneuvers, Small size or smaller.
Under and Over Combat You slip under and around your larger foes. Dodge, Mobility, Small size or smaller.
Underfoot General You're scary. Even for a gobber. Rage class feature, Charisma 13+, Gobber
Unhinged Rage General With you as part of the battle, your allies react more quickly. Arvek Nar, Knowledge (military) theory 5+
Unit Tactics General You can focus your ability to detect evil for more practical or mundane purposes Detect evil class feature.
Unsanctioned Detection Combat You are skilled at unseating your mounted opponents. Str 13, Ride 1 rank, Mounted Combat, Power Attack, Improved Bull Rush, BAB 1+
Unseat General Okay, now you're just obsessed. Gnome, Eccentric Tinker, BAB 4+
Unsettled Tinker General You've trained to work as part of a military shield unit. Arvek Nar, proficiency with heavy or tower shield, BAB 1+
Up Shields General You are skilled at keeping yourself and others safe in the alleys, sewers, and underbellies of cities Knowledge (local) 1 rank, Survival 1 rank
Urban Forager General You have a special bond with things that creep, crawl, skitter, and sting. Wild empathy class feature.
Vermin Heart General You can choose to channel positive and negative energy. Channel energy class feature, necromancer or neutrally aligned cleric (see below).
Versatile Channeler Combat You take advantage of the moment to brutally kick an enemy when he is down. Combat Reflexes, Improved Unarmed Strike.
Vicious Stomp Combat You make a single attack that deals significantly more damage than normal. BAB 6+
Vital Strike General Your voice is strangely compelling. Cha 15.
Voice of the Sibyl General You gain a slam attack. War Golem
War Golem Slam General Your songs draw upon the savage chants and brutal ways of your people, inspiring those around you to new heights of violence and savagery. Cha 13, bardic performance class feature, oruch, half-oruch
War Singer General You protect the wild against what is unnatural. Llyranesi, sylvanori, spellcaster level 1+
Warden of the Woods General Your religion is both a shield and a weapon in battle. Ability to cast divine spells, domain or mystery class feature.
Warrior Priest Combat You present a serene facade until you unsheathe your weapon and strike in one fluid motion. Weapon expertise class feature or Quick Draw, Bluff 1 rank.
Wave Strike Combat You are trained in using your agility in melee combat, as opposed to brute strength. --
Weapon Finesse 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. Proficiency with selected weapon, BAB 1+
Weapon Focus 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. Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.
Weapon Specialization General Somehow, you always seem to have the right tools or supplies close at hand. Lucht, Gobber
Well-Prepared Combat Your superior expertise with this weapon does not provoke attacks of opportunity from your enemies. Weapon Focus (whip), base attack bonus +2.
Whip Mastery Combat You can strike out at every foe within reach. Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.
Whirlwind Attack Metamagic You can cast your spells so that they occupy a larger space. --
Widen Spell General You speak with the tongue of men and beasts. Druid level 6th, wild shape class feature.
Wild Speech Combat Your erratic movements make it difficult for enemies to pinpoint your location. Dex 15, Dodge, BAB 6+
Wind Stance Monster This creature can make turns with ease while flying. Egalrin HD 5+
Wingover General You empower your witch spells by incorporating the use of a special ceremonial knife during your castings. Witch class.
Witch Knife General Using the same divine energy as your lay on hands ability, you can heal others at a distance. Lay on hands class feature.
Word of Healing Combat You can stab your enemies with your sword or another slashing weapon. Dex 13, Weapon Finesse, Weapon Focus with chosen weapon