Feats E-I
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Feats | |||
name | type | description | prerequisites |
Earth Child Binder | Combat | Even the greatest giants fear your technique. | Wis 13, dwarf or gnome, Earth Child Style, Earth Child Topple, Greater Trip, Improved Trip, Improved Unarmed Strike, Stunning Fist, Acrobatics 9 ranks. |
Earth Child Style | Combat | Your martial training makes you a dangerous and elusive target for giants. | Wis 13, dwarf or gnome, Improved Unarmed Strike, Acrobatics 3 ranks. |
Earth Child Topple | Combat | Your mastery of balance and momentum allows you to bring down giants with your bare hands. | Wis 13, dwarf or gnome, Earth Child Style, Improved Trip, Improved Unarmed Strike, Acrobatics 6 ranks. |
Eccentric Tinker | General | Your obsessive, eccentric nature bleeds over into your tools. | Gnome |
Echoing Spell | Metamagic | You have learned how to release most, but not all, of a spell's potential when you cast it. | -- |
Ectoplasmic Spell | Metamagic | Your spells breach the gulf between dimensions, sending ghostly emanations into the ether. | -- |
Effortless Trickery | General | Illusions are a breeze. | Gnome |
Efreeti Stance | Combat | Calling upon the burning spirits of incarnate flame, you can manipulate fire to protect yourself and immolate your foes. | Con 15, Wis 15, Efreeti Style, Elemental Fist**, Improved Unarmed Strike, base attack bonus +11 or monk level 9th. |
Efreeti Style | Combat | Your mastery of the unpredictable power of flames allows you to unleash scorching strikes that burn your enemies even when you fail to make contact. | Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th. |
Efreeti Touch | Combat | Your knowledge of the secrets of the burning wind and blazing sun allows you to collect flames into your hands and unleash them in a gout of elemental fire. | Con 15, Wis 17, Efreeti Style, Efreeti Stance, Elemental Fist**, Improved Unarmed Strike, base attack bonus +13 or monk level 11th. |
Eldritch Claws | Combat | Who needs magic weapons? Eldritch tricks are no match for your bestial ferocity. | Str 15, natural weapons, base attack bonus +6. |
Elemental Channel | General | Choose one elemental subtype, such as air, earth, fire, or water. You can channel your divine energy to harm or heal outsiders that possess your chosen elemental subtype. | Channel energy class feature. |
Elemental Fist | Combat | You empower your strike with elemental energy | Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +6. |
Elemental Focus | General | Your spells of a certain element are more difficult to resist. | -- |
Elemental Spell | Metamagic | You can manipulate the elemental nature of your spells. | -- |
Elven Accuracy | Combat | Your sharp eyesight makes difficult shots easier. | llyranesi, mul'niessa, sylvanori |
Elven Battle Training | Combat | You have been specially trained to wield a variety of traditional elven weapons. | Base attack bonus +1, Llyranesi, Sylvanori |
Empower Spell | Metamagic | You can increase the power of your spells, causing them to deal more damage. | -- |
Endurance | General | Harsh conditions or long exertions do not easily tire you. | -- |
Enfilading Fire | Combat, Teamwork | Your ranged attacks take advantage of the flanking maneuvers of allies. | Point-Blank Shot, Precise Shot, one other teamwork feat. |
Enforcer | Combat | You are skilled at causing fear in those you brutalize. | Intimidate 1 rank. |
Enlarge Spell | Metamagic | You can increase the range of your spells. | -- |
Ensemble | General, Teamwork | You can create an ensemble of skilled and amateur performers to aid you in your performance. | Perform 5 ranks |
Escape Route | General, Teamwork | You have trained to watch your allies' backs, covering them as they make tactical withdraws. | -- |
Eschew Materials | General | You can cast many spells without needing to utilize minor material components. | -- |
Exceptional Pull | Combat | You have mastered techniques to get the most out of composite bows. | Dex 13, Deadly Aim, base attack bonus +3. |
Exhausting Critical | Combat | Your critical hits cause opponents to become exhausted. | Critical Focus, Tiring Critical, base attack bonus +15. |
Exotic Weapon Proficiency | Combat | Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow. | Base attack bonus +1. |
Expanded Resistance | General | You have expanded your natural resistance to magic to encompass different kinds of magic. | Gnome, illusion resistance racial trait. |
Exploit Lore | General | You can use your knowledge of a creature's weaknesses to deliver a driving and relentless assault against it. | Monster lore class feature, base attack bonus +11. |
Explosive Escape | Combat | When you escape a grapple, you send your opponents sailing away from you. | Dex 13+, Str 13+, Improved Grapple, Improved Unarmed Strike |
Extend Spell | Metamagic | You can make your spells last twice as long. | -- |
Extended Bane | General | Your dedication knows no limit. Your wrath dies hard. | Bane class feature. |
Extra Bane | General | You can use your bane ability more often than normal. | Bane class feature. |
Extra Cantrips or Orisons | General | You are a master of minor spells. | Ability to cast cantrips or orisons. |
Extra Channel | General | You can channel divine energy more often. | Channel energy class feature. |
Extra Discovery | General | You have made a new alchemical discovery. | Discovery class feature. |
Extra Hex | General | You have learned the secrets of a new hex. | Hex class feature. |
Extra Ki | General | You can use your ki pool more times per day than most. | Ki pool class feature. |
Extra Lay On Hands | General | You can use your lay on hands ability more often. | Lay on hands class feature. |
Extra Mercy | General | Your lay on hands ability adds an additional mercy. | Lay on hands class feature, mercy class feature. |
Extra Panache | General | You have more panache than the ordinary swashbuckler. | Panache class feature |
Extra Performance | General | You can use your bardic performance ability more often than normal. | Bardic performance class feature. |
Extra Rage | General | You can use your rage ability more than normal. | Rage class feature. |
Extra Rage Power | General | You have unlocked a new ability to use while raging. | Rage power class feature. |
Extra Rogue Talent | General | Through constant practice, you have learned how to perform a special trick. | Rogue talent class feature. |
Eyes of Judgment | General | The true motives of creatures cannot escape your discerning gaze. | Detect alignment class feature, caster level 6th. |
False Opening | Combat | When you make a ranged attack while threatened, you can fool your opponent into thinking he has an opening. | Dex 13, Dodge, Close Quarters Thrower or Point-Blank Master, Weapon Focus with selected ranged weapon. |
Far Shot | Combat | You are more accurate at longer ranges. | Point-Blank Shot. |
Far Traveler | General | You've taken the time to learn the languages of natives during your travels. | Lucht, Linguistics 1 |
Fast Empathy | General | Your empathic attunement to nature connects you swiftly with bestial minds. | Handle Animal 5 ranks, wild empathy class feature. |
Fast Healer | General | You benefit greatly from your healing, be it from spells or natural healing. | Con 13, Diehard, Endurance. |
Favored Defense | General | Your cunning is your shield against your quarry's attacks. | Favored enemy class feature. |
Favored Judgment | General | Your judgment against a particular type of creature is particularly harsh. | Wis 13, judgment class feature. |
Fearless Aura | General | Your aura of courage becomes more potent, as your steadfast resolve is also manifested by your allies. | Aura of courage class feature, caster level 8th. |
Fearless Curiosity | General | Your desire to see and experience the world overrides healthy caution. | Cha 13, human. |
Feint Partner | Combat, Teamwork | A little diversion is all you need to slip through your foe's defenses. | Bluff 1 rank. |
Felling Escape | Combat | Through the use of fluid contortions and manipulations of leverage, you can throw your opponent to the ground after escaping a grapple. | Int 13, Combat Expertise, Improved Trip. |
Felling Smash | Combat | You commit all your focus to a devastating blow, trying to crush your opponent to the ground. | Int 13, Str 13, Combat Expertise, Improved Trip, Power Attack, base attack bonus +6. |
Fencing Grace | Combat | Your extreme style and fluid rapier forms allow you to use agility rather than brute force to fell your foes. | Dex 13, Weapon Finesse, Weapon Focus (rapier) |
Ferocious Action | General | You ferocity is quick but shorter lived. | Ferocity racial trait, orc. |
Ferocious Resolve | General | Your orc heritage allows you to fight on. | Con 13, half-orc, orc ferocity racial trait. |
Combat | |||
Fervent 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 |
Fervent Pride | General | Your pride in your cause inspires others, and disheartens your enemies. | Human, Knowledge (Religion) 1 OR Knowledge (local) 1 |
Fervent Soul | General | Your faith in your nation/deity/etc. provides you strength in dire circumstances. | Human, Any other Fervent feat |
Fervent Spirit | General | You are a pillar when it comes to your belief. | Prerequisite: Human, Knowledge (Religion) 1 OR Knowledge (local) 1 |
Fiendish Darkness | General | You can use your darkness spell-like ability more often. | Mul'niessa |
Fight On | General | You can keep fighting even after you should be dead. (House Ruled) | Con 13; giantborn, half-orc, oruch, khazad-mornir, khazad-aul |
Final Embrace | Combat | Your coils are particularly deadly, allowing you to constrict opponents of your size or smaller. | Str 13, Int 3; Druid 4 or Skinwalker; base attack bonus +3. |
Final Embrace Horror | Combat | Your constricting attack has become stronger and more lethal. | Str 15, Int 3; Druid 4 or Skinwalker; Final Embrace; base attack bonus +6. |
Final Embrace Master | Combat | Few creatures can survive the crushing horror of your Final Embrace. | Str 17, Int 3; Druid 4 or Skinwalker; Ability Focus (constrict); Final Embrace; Final Embrace Horror; base attack bonus +9. |
Fire Hand | Combat | Born with a torch in your hand, you have a gift with anything that burns. | Gobber |
Fire Music | General | Your ability to command fire and bardic music has created a strange blend of both magics. | Spellcraft 5 ranks, ability to cast bard spells, ability to cast an arcane fire spell from some other spellcasting class. |
Fire Tamer | General | You know your way around even magical fire. | Gobber |
Firearm Mastery | Combat | You reload firearms quickly. | Dex 15, Exotic Weapon Proficiency (Firearms), Point Blank Shot, Rapid Reload (Firearms) |
Flanking Foil | Combat | Fighting multiple foes is easy for you. | -- |
Flaring Spell | Metamagic | You dazzle creatures when you affect them with a spell that has the fire, light, or electricity descriptor. | -- |
Fleet | General | You are faster than most. | -- |
Flight of Serenity | General | Call upon the serenity of the sky to calm others' rage | Egalrin, HD 8+, Wis 15 |
Flyby Attack | Monster | This creature can make an attack before and after it moves while flying. | Egalrin HD 5+ |
Focused Shot | Combat | Your anatomical insight adds deadliness to your shots. | Int 13, Point Blank Shot, Precise Shot. |
Focused Spell | Metamagic | When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist. | -- |
Focusing Blow | General, Teamwork | You and your allies work together to shake off mental effects. | Hobgoblin Discipline, arvek nar |
Following Step | Combat | You can repeatedly close the distance when foes try to move away, without impeding your normal movement. | Dex 13, Step Up. |
Forge Ring | Item Creation | You can create magic rings. | Caster level 7th. |
Fortified Armor Training | Combat | You have learned to let your armor bear the brunt of the worst attacks. | Proficient with armor or shield. |
Fortitude of Giants | General | Your great mass and vigor allows you to shrug off the effects of poison and fatigue. | Con 14, Great Fortitude, Giantborn |
Friendly Fire Maneuvers | Combat, Teamwork | You and your teammates can anticipate one another's ranged attacks and stay out of each others' way. | Point-Blank Shot, Precise Shot |
Furious Focus | Combat | Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home. | Str 13, Power Attack, base attack bonus +1. |
Gang Up | Combat | You are adept at using greater numbers against foes. | Int 13, Combat Expertise. |
Giant Killer | Combat | Your cleaving strokes menace giants and larger foes. | Str 13, Cleave, Goblin Cleaver, Orc Hewer, Power Attack, Strike Back, base attack bonus +11, khazad |
Giant's Crush | Combat | When you strike hard, you knock smaller foes off their feet. | Str 13, Power Attack, Vital Strike, base attack bonus +6, Giantborn |
Giant's Fists | General | You bear the heritage of giants. | Giantborn, Smashing Fists, Awaken the Giant, Con 13+, BAB 7+ |
Giant's Wallop | Combat | When you strike, you knock the sense out of smaller foes. | Prerequisites: Str 13, Power Attack, Vital Strike, base attack bonus +6, Giantborn |
Gliding Steps | General | You skate across the surface of the earth as if gliding on ice. | Dodge, Mobility, Nimble Moves, ki pool. |
Gnome Trickster | General | Your arcane talents go beyond the illusory. | Cha 13, gnome, gnome magic racial trait. |
Go Unnoticed | General | Your small size lets you quickly duck out of sight. | Dex 13, gnome, gobber, lucht |
Goblin Accuracy | Combat | Illusions are easier for you than others | Gobber |
Goblin Cleaver | Combat | You are ferocious at hewing smaller opponents. | Str 13, Cleave, Power Attack, Khazad |
Goblin Gunslinger | Combat | You have learned how to fire the big guns. | Gobber |
Gorgon's Fist | Combat | With one well-placed blow, you leave your target reeling. | Improved Unarmed Strike, Scorpion Style, base attack bonus +6. |
Gory Finish | Combat | By drawing upon wells of savagery, you can slay your foe in creative and horrifyingly gruesome manners, intimidating nearby foes. | Dazzling Display, Weapon Focus. |
Got Your Back | Combat | You protect an ally from attacks he doesn't see coming. | Int 13+, Combat Expertise |
Grant Initiative | General | Not only are you a master at taking the initiative, but you can also grant it to someone else. | Cunning initiative class feature. |
Grappled Caster | General | You've trained yourself to cast spells while wrestling an opponent. | Combat Casting |
Great Cleave | Combat | You can strike many adjacent foes with a single blow. | Str 13, Cleave, Power Attack, base attack bonus +4. |
Great Fortitude | General | You are resistant to poisons, diseases, and other maladies. | -- |
Greater Blighted Critical | General | Your critical hit from a spell or spell-like ability aff licts the target with a major spellblight. | Blighted Critical, caster level 12th. |
Greater Blind-Fight | Combat | Your enemies cannot hide from you. | Perception 15 ranks, Improved Blind-Fight. |
Greater Bull Rush | Combat | Your bull rush attacks throw enemies off balance. | Improved Bull Rush, Power Attack, base attack bonus +6, Str 13. |
Greater Channel Smite | General | You empower your weapon with the might of your deity, which you discharge as you strike your foes. | Channel energy class feature, Channel Smite, base attack bonus +8. |
Greater Dirty Trick | Combat | When you pull a dirty trick, your foe is truly hindered. | Int 13, Combat Expertise, Improved Dirty Trick, base attack bonus +6. |
Greater Disarm | Combat | You can knock weapons far from an enemy's grasp. | Combat Expertise, Improved Disarm, base attack bonus +6, Int 13. |
Greater Drag | Combat | Foes that you drag are thrown out of balance. | Str 13, Improved Drag, Power Attack, base attack bonus +6. |
Greater Elemental Focus | General | Choose an energy type to which you have already applied the Elemental Focus feat. Any spells you cast of this energy type are very hard to resist. | Elemental Focus. |
Greater Feint | Combat | You are skilled at making foes overreact to your attacks. | Combat Expertise, Improved Feint, base attack bonus +6, Int 13. |
Greater Grapple | Combat | Maintaining a grapple is second nature to you. | Improved Grapple, Improved Unarmed Strike, base attack bonus +6, Dex 13. |
Greater Mercy | General | Your mercy has incredible recuperative properties. | Cha 13, lay on hands class feature, mercy class feature. |
Greater Overrun | Combat | Enemies must dive to avoid your dangerous move. | Improved Overrun, Power Attack, base attack bonus +6, Str 13. |
Greater Penetrating Strike | Combat | Your attacks penetrate the defenses of most foes. | Penetrating Strike, Weapon Focus, 16th-level fighter. |
Greater Rending Fury | Combat | When your claws latch on to an opponent, the effect is bloody and horrific. | Improved Rending Fury, Rending Fury, base attack bonus +12, Druid 5+ or rend ability |
Greater Reposition | Combat | When you reposition foes, they are left vulnerable to the attacks of your allies. | Int 13, Combat Expertise, Improved Reposition, base attack bonus +6. |
Greater Shield Focus | Combat | You are skilled at def lecting blows with your shield. | Shield Focus, Shield Proficiency, 8th-level fighter. |
Greater Shield Specialization | Combat | Your masterful shieldwork provides even greater protection to your vital areas. | Proficiency with selected shield, Greater Shield Focus, Shield Focus, Shield Specialization with selected shield, fighter level 12th. |
Greater Spell Focus | General | Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist. | Spell Focus. |
Greater Spell Penetration | General | Your spells break through spell resistance much more easily than most. | Spell Penetration. |
Greater Sunder | Combat | Your devastating strikes cleave through weapons and armor and into their wielders, damaging both item and wielder alike in a single terrific strike. | Improved Sunder, Power Attack, base attack bonus +6, Str 13. |
Greater Trip | Combat | You can make free attacks on foes that you knock down. | Combat Expertise, Improved Trip, base attack bonus +6, Int 13. |
Greater Two-Weapon Fighting | Combat | You are incredibly skilled at fighting with two weapons at the same time. | Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11. |
Greater Vital Strike | Combat | You can make a single attack that deals incredible damage. | Improved Vital Strike, Vital Strike, base attack bonus +16. |
Greater Weapon Focus | Combat | Choose one type of weapon (including unarmed strike or grapple) for which you have already selected Weapon Focus. You are a master at your chosen weapon. | Proficiency with selected weapon, Weapon Focus with selected weapon, 8th-level fighter. |
Greater Weapon Specialization | Combat | Choose one type of weapon (including unarmed strike or grapple) for which you possess the Weapon Specialization feat. Your attacks with the chosen weapon are more devastating than normal. | Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, 12th-level fighter. |
Greater Whip Mastery | Combat | You can use a whip to make combat maneuvers with ease. | Improved Whip Mastery, Weapon Focus (whip), Whip Mastery, base attack bonus +8. |
Greater Wild Empathy | General | Your natural empathy stretches across the world of nature. | Knowledge (nature) 5 ranks, wild empathy class feature. |
Groundling | General | You can speak with burrowing animals. | Cha 13, gnome, gnome magic racial trait. |
Guardian of the Skies | General | You've trained yourself for combat in the sky. | Egalrin |
Guardian of the Wild | General | Your mystic connection with the wilderness enhances your ability to react to threats. | Llyranesi, Sylvanori |
Guided Hand | General | Your deity blesses any strike you make with that deity's favored weapon. | Channel energy class feature, Channel Smite, proficiency with your deity's favored weapon. |
Gunpowder Rune | General | Engrave gunpowder. Into your skin. | Gobber, Int 13, BAB 6+ |
Hammer the Gap | Combat | You repeatedly strike the same location, causing increasing amounts of damage. | Base attack bonus +6. |
Hardened Gears | General | The hardened nature of your internal gears makes them resistant to attack. | Character level 6, War Golem |
Harrying Partners | Combat, Teamwork | Your movements syncronize with your teammate's. | Any other teamwork feat, BAB 6+ |
Haunted Gnome | Combat | You use your gnome magic to take on an eerie illusory appearance. | Cha 13, gnome magic racial trait, Knowledge (arcana) 1 rank. |
Haunted Gnome Assault | Combat | Discharging your disturbing glamer as you strike a telling blow, you haunt a foe with lingering fear. | Cha 13, gnome magic racial trait, Haunted Gnome, Knowledge (arcana) 3 ranks. |
Haunted Gnome SHroud | Combat | Your disturbing glamer expands to make your exact location hard to pinpoint. | Cha 13, gnome magic racial trait, Haunted Gnome, Haunted Gnome Assault, Knowledge (arcana) 6 ranks. |
Heavy Armor Proficiency | Combat | You are skilled at wearing heavy armor. | Light Armor Proficiency, Medium Armor Proficiency. |
Heighten Spell | Metamagic | You can cast spells as if they were a higher level. | -- |
Hero's Display | Combat | With a dramatic flourish you display your weapons to the crowd. Onlookers are elated, and your enemies are demoralized. | Dazzling Display, Weapon Focus, and proficiency with the selected weapon. |
Heroic Defiance | General | You struggle on when others would fall. | Diehard, Endurance, base Fortitude save +8. |
Heroic Leader | Combat | Whether part of a partnership or an army, you stand head and shoulders above your companions. | Cha 13+; any combat feat; ability to gain an animal companion, familiar, or mount |
Heroic Recovery | General | You can throw off the effects of crippling conditions. | Diehard, Endurance, base Fortitude save +4. |
Heroic Will | General | Your indomitable will breaks free from mental shackles. | Iron Will, base Will save +4, human. |
Hex Strike | Combat | Chanting and cursing, you put a hex on your enemy as part of your unarmed strike. | Hex class feature, Improved Unarmed Strike. |
Hobgoblin Discipline | General | The presence of other hobgoblins bolsters your resolve. | Base attack bonus +1, arvek nar |
Horde Charge | General, Teamwork | When you charge with an ally, you are more deadly. | Base attack bonus +1, half-oruch, oruch |
Horse Lord | General | You share a special bond with the traditional mounts of the arvek cavalry. | Arvek Nar, Handle Animal 1 |
Human Improvisation | General | You're good at making things up. | Int 13, human |
Impact Critical Shot | Combat | With a series of ranged attacks, you bring your foes to their knees or force them to move. | Dex 13, Point-Blank Shot, base attack bonus +9. |
Impaling Critical | Combat | Your critical hits can skewer your foes. | Critical Focus, Weapon Specialization with selected piercing melee weapon, base attack bonus +11. |
Improved Back to Back | General, Teamwork | After much practice, you and an ally have become adept at fighting in close proximity to one another. | Back to Back, Perception 5 ranks. |
Improved Blind-Fight | Combat | Your keen senses guide your hand against hidden foes. | Perception 10 ranks, Blind-Fight. |
Improved Bull Rush | Combat | You are skilled at pushing your foes around. | Str 13, Power Attack, BAB 1+ |
Improved Channel | General | Your channeled energy is harder to resist. | Channel energy class feature. |
Improved Charging Hurler | Combat | Every muscle in your body adds its force to your thrown weapons. | Charging Hurler, Point-Blank Shot. |
Improved Cleaving Finish | Combat | You can cut down many opponents in a single strike. | Str 13, Cleave, Cleaving Finish, Great Cleave, Power Attack, base attack bonus +6. |
Improved Counterspell | General | You are skilled at countering the spells of others using similar spells. | -- |
Improved Critical | Combat | Attacks made with your chosen weapon are quite deadly. | Proficient with weapon, BAB 8+ |
Improved Devastating Strike | Combat | The fury and power channeled through your attack is enough to kill a lesser being outright. | Devastating Strike, Vital Strike, base attack bonus +13. |
Improved Dirty Trick | Combat | You are skilled at pulling dirty tricks on your foes. | Int 13, Combat Expertise. |
Improved Disarm | Combat | You are skilled at knocking weapons from a foe's grasp. | Int 13, Combat Expertise. |
Improved Drag | Combat | You are skilled at dragging foes around the battlefield. | Str 13, Power Attack, BAB 1+ |
Improved Feint | Combat | You are skilled at fooling your opponents in combat. | Int 13, Combat Expertise. |
Improved Feint Partner | Combat, Teamwork | Knowledge of your companions' tricks and techniques allow you to take even greater advantage of your allies' feints. | Bluff 1 rank, Combat Reflexes, Feint Partner, base attack bonus +6. |
Improved Feint Partner | Combat | Knowledge of your companions' tricks and techniques allow you to take even greater advantage of your allies' feints. | Bluff 1 rank, Combat Reflexes, Feint Partner, BAB 6+ |
Improved Grapple | Combat | You are skilled at grappling opponents. | Dex 13, Improved Unarmed Strike. |
Improved Great Fortitude | General | You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm. | Great Fortitude. |
Improved Horse Lord | General | You share a special bond with the traditional mounts of the arvek cavalry. | Arvek Nar, Horse Lord, Cha 13, Handle Animal 5, Ride 5 |
Improved Impaling Critical | Combat | When you impale a target, you hinder its movement and can cause severe bleeding. | Impaling Critical, Critical Focus, Weapon Specialization with selected piercing melee weapon, base attack bonus +13. |
Improved Initiative | Combat | Your quick ref lexes allow you to react rapidly to danger. | -- |
Improved Iron Will | General | Your clarity of thought allows you to resist mental attacks. | Iron Will. |
Improved Ki Throw | Combat | Your enemies are living weapons in your hands. | Improved Bull Rush, Ki Throw. |
Improved Lightning Reflexes | General | You have a knack for avoiding danger all around you. | Lightning Reflexes. |
Improved Monster Lore | General | You are obsessed with the abilities and weaknesses of monsters. | Monster lore class feature. |
Improved Natural Attack | Monster | Attacks made by one of this creature's natural attacks leave vicious wounds. | Natural weapon, BAB 4+ |
Improved Overrun | Combat | You are skilled at running down your foes. | Str 13, Power Attack, BAB 1+ |
Improved Precise Shot | Combat | Your ranged attacks ignore anything but total concealment and cover. | Dex 19, Point-Blank Shot, Precise Shot, BAB 11+ |
Improved Rending Fury | Combat | Honing the deadliness of your claws, you are a living hurricane of rending fury. | Rending Fury, base attack bonus +9, rend special attack or druid 5+ |
Improved Reposition | Combat | You have learned how to force your enemies to move around the battlefield. | Int 13, Combat Expertise. |
Improved Second Chance | Combat | You can turn a missed strike into a second chance without sacrificing later attacks. | Int 13, Combat Expertise, Second Chance, BAB 11+ |
Improved Shield Bash | Combat | You can protect yourself with your shield, even if you use it to attack. | Shield Proficiency. |
Improved Sidestep | Combat | You are adept at sidestepping your opponent's melee attacks without compromising your mobility. | Dex 15, Dodge, Mobility, Sidestep. |
Improved Stalwart | General | You can roll with the punches while simultaneously striking back at your attackers. | Diehard, Endurance, Stalwart, base attack bonus +11. |
Improved Stonecunning | General | Your sense for stonework is uncanny. | Wis 13, khazad-aul, stonecunning racial trait. |
Improved Sunder | Combat | You are skilled at damaging your foes' weapons and armor. | Str 13, Power Attack, BAB 1+ |
Improved Trip | Combat | You are skilled at sending your opponents to the ground. | Int 13, Combat Expertise. |
Improved Two-Weapon Feint | Combat | Your primary weapon keeps a foe off balance, allowing you to slip your off-hand weapon past his defenses. | Dex 17, Int 13, Combat Expertise, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +6. |
Improved Two-Weapon Fighting | Combat | You are skilled at fighting with two weapons. | Dex 17, Two-Weapon Fighting, base attack bonus +6. |
Improved Unarmed Strike | Combat | You are skilled at fighting while unarmed. | -- |
Improved Vital Strike | Combat | You can make a single attack that deals a large amount of damage. | Vital Strike, BAB 11+ |
Improved Whip Mastery | Combat | You are able to entangle opponents with the coils of your whip. | Weapon Focus (whip), Whip Mastery, base attack bonus +5. |
Improvised Weapon Mastery | Combat | You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour. | Catch Off-Guard or Throw Anything, BAB 8+ |
In Harm's Way | Combat | You put yourself in danger's path to save your allies. | Bodyguard. |
Insightful Gaze | General | In your personal interactions, you notice what others don't. It's hard to get anything past you. | Stern gaze class feature, Sense Motive 5 ranks. |
Instant Judgment | General | Your hastiest condemnations can have power. | Second judgment class feature. |
Intimidating Bane | General | Your bane weapon strikes fear into your enemies. | Bane class feature, Dazzling Display, Weapon Focus, character level 8th. |
Intimidating Confidence | General | You have boundless faith in your success. | Cha 13, Fearless Curiosity, Intimidate 5 ranks, human. |
Intimidating Gaze | General | There is something in your eyes that scares people. | Cha 13+, stern gaze class feature, Intimidate 5 ranks. |
Intimidating Prowess | Combat | Your physical might is intimidating to others. | -- |
Intimidating Size | General | You are a mountain. | Giantborn, Intimidate 5, 7' or higher in height |
Iron Will | General | You are more resistant to mental effects. | -- |
Ironguts | General | You have an especially strong stomach. | Con 13; giantborn, half-orc, khazad-mornir, khazad-aul, oruch |
Ironhide | General | Your skin is thicker and more resilient than that of most of your people. | Con 13; half-orc, oruch, sith-makar, khazad-mornir |
Feats | |||
name | type | description | prerequisites |
Earth Child Binder | Combat | Even the greatest giants fear your technique. | Wis 13, dwarf or gnome, Earth Child Style, Earth Child Topple, Greater Trip, Improved Trip, Improved Unarmed Strike, Stunning Fist, Acrobatics 9 ranks. |
Earth Child Style | Combat | Your martial training makes you a dangerous and elusive target for giants. | Wis 13, dwarf or gnome, Improved Unarmed Strike, Acrobatics 3 ranks. |
Earth Child Topple | Combat | Your mastery of balance and momentum allows you to bring down giants with your bare hands. | Wis 13, dwarf or gnome, Earth Child Style, Improved Trip, Improved Unarmed Strike, Acrobatics 6 ranks. |
Eccentric Tinker | General | Your obsessive, eccentric nature bleeds over into your tools. | Gnome |
Echoing Spell | Metamagic | You have learned how to release most, but not all, of a spell's potential when you cast it. | -- |
Ectoplasmic Spell | Metamagic | Your spells breach the gulf between dimensions, sending ghostly emanations into the ether. | -- |
Effortless Trickery | General | Illusions are a breeze. | Gnome |
Efreeti Stance | Combat | Calling upon the burning spirits of incarnate flame, you can manipulate fire to protect yourself and immolate your foes. | Con 15, Wis 15, Efreeti Style, Elemental Fist**, Improved Unarmed Strike, base attack bonus +11 or monk level 9th. |
Efreeti Style | Combat | Your mastery of the unpredictable power of flames allows you to unleash scorching strikes that burn your enemies even when you fail to make contact. | Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th. |
Efreeti Touch | Combat | Your knowledge of the secrets of the burning wind and blazing sun allows you to collect flames into your hands and unleash them in a gout of elemental fire. | Con 15, Wis 17, Efreeti Style, Efreeti Stance, Elemental Fist**, Improved Unarmed Strike, base attack bonus +13 or monk level 11th. |
Eldritch Claws | Combat | Who needs magic weapons? Eldritch tricks are no match for your bestial ferocity. | Str 15, natural weapons, base attack bonus +6. |
Elemental Channel | General | Choose one elemental subtype, such as air, earth, fire, or water. You can channel your divine energy to harm or heal outsiders that possess your chosen elemental subtype. | Channel energy class feature. |
Elemental Fist | Combat | You empower your strike with elemental energy | Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8. |
Elemental Focus | General | Your spells of a certain element are more difficult to resist. | -- |
Elemental Spell | Metamagic | You can manipulate the elemental nature of your spells. | -- |
Elven Accuracy | Combat | Your sharp eyesight makes difficult shots easier. | llyranesi, mul'niessa, sylvanori |
Elven Battle Training | Combat | You have been specially trained to wield a variety of traditional elven weapons. | Base attack bonus +1, Llyranesi, Sylvanori |
Empower Spell | Metamagic | You can increase the power of your spells, causing them to deal more damage. | -- |
Endurance | General | Harsh conditions or long exertions do not easily tire you. | -- |
Enfilading Fire | Combat, Teamwork | Your ranged attacks take advantage of the flanking maneuvers of allies. | Point-Blank Shot, Precise Shot, one other teamwork feat. |
Enforcer | Combat | You are skilled at causing fear in those you brutalize. | Intimidate 1 rank. |
Enlarge Spell | Metamagic | You can increase the range of your spells. | -- |
Ensemble | General, Teamwork | You can create an ensemble of skilled and amateur performers to aid you in your performance. | Perform 5 ranks |
Escape Route | General, Teamwork | You have trained to watch your allies' backs, covering them as they make tactical withdraws. | -- |
Eschew Materials | General | You can cast many spells without needing to utilize minor material components. | -- |
Exhausting Critical | Combat | Your critical hits cause opponents to become exhausted. | Critical Focus, Tiring Critical, base attack bonus +15. |
Exotic Weapon Proficiency | Combat | Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow. | Base attack bonus +1. |
Expanded Resistance | General | You have expanded your natural resistance to magic to encompass different kinds of magic. | Gnome, illusion resistance racial trait. |
Exploit Lore | General | You can use your knowledge of a creature's weaknesses to deliver a driving and relentless assault against it. | Monster lore class feature, base attack bonus +11. |
Extend Spell | Metamagic | You can make your spells last twice as long. | -- |
Extended Bane | General | Your dedication knows no limit. Your wrath dies hard. | Bane class feature. |
Extra Bane | General | You can use your bane ability more often than normal. | Bane class feature. |
Extra Cantrips or Orisons | General | You are a master of minor spells. | Ability to cast cantrips or orisons. |
Extra Channel | General | You can channel divine energy more often. | Channel energy class feature. |
Extra Discovery | General | You have made a new alchemical discovery. | Discovery class feature. |
Extra Hex | General | You have learned the secrets of a new hex. | Hex class feature. |
Extra Ki | General | You can use your ki pool more times per day than most. | Ki pool class feature. |
Extra Lay On Hands | General | You can use your lay on hands ability more often. | Lay on hands class feature. |
Extra Mercy | General | Your lay on hands ability adds an additional mercy. | Lay on hands class feature, mercy class feature. |
Extra Performance | General | You can use your bardic performance ability more often than normal. | Bardic performance class feature. |
Extra Rage | General | You can use your rage ability more than normal. | Rage class feature. |
Extra Rage Power | General | You have unlocked a new ability to use while raging. | Rage power class feature. |
Extra Rogue Talent | General | Through constant practice, you have learned how to perform a special trick. | Rogue talent class feature. |
Eyes of Judgment | General | The true motives of creatures cannot escape your discerning gaze. | Detect alignment class feature, caster level 6th. |
False Opening | Combat | When you make a ranged attack while threatened, you can fool your opponent into thinking he has an opening. | Dex 13, Dodge, Close Quarters Thrower or Point-Blank Master, Weapon Focus with selected ranged weapon. |
Far Shot | Combat | You are more accurate at longer ranges. | Point-Blank Shot. |
Far Traveler | General | You've taken the time to learn the languages of natives during your travels. | Lucht, Linguistics 1 |
Fast Empathy | General | Your empathic attunement to nature connects you swiftly with bestial minds. | Handle Animal 5 ranks, wild empathy class feature. |
Fast Healer | General | You benefit greatly from your healing, be it from spells or natural healing. | Con 13, Diehard, Endurance. |
Favored Defense | General | Your cunning is your shield against your quarry's attacks. | Favored enemy class feature. |
Favored Judgment | General | Your judgment against a particular type of creature is particularly harsh. | Wis 13, judgment class feature. |
Fearless Aura | General | Your aura of courage becomes more potent, as your steadfast resolve is also manifested by your allies. | Aura of courage class feature, caster level 8th. |
Fearless Curiosity | General | Your desire to see and experience the world overrides healthy caution. | Cha 13, human. |
Feint Partner | Combat, Teamwork | A little diversion is all you need to slip through your foe's defenses. | Bluff 1 rank. |
Felling Escape | Combat | Through the use of fluid contortions and manipulations of leverage, you can throw your opponent to the ground after escaping a grapple. | Int 13, Combat Expertise, Improved Trip. |
Felling Smash | Combat | You commit all your focus to a devastating blow, trying to crush your opponent to the ground. | Int 13, Str 13, Combat Expertise, Improved Trip, Power Attack, base attack bonus +6. |
Ferocious Action | General | You ferocity is quick but shorter lived. | Ferocity racial trait, orc. |
Ferocious Resolve | General | Your orc heritage allows you to fight on. | Con 13, half-orc, orc ferocity racial trait. |
Ferocious Tenacity | Combat | You spit in the face of death. | Oruch or half-oruch, rage class feature |
Fiendish Darkness | General | You can use your darkness spell-like ability more often. | Mul'niessa |
Fight On | General | You can keep fighting even after you should be dead. | Con 13; giantborn, half-orc, oruch, khazad-mornir, khazad-aul |
Final Embrace | Combat | Your coils are particularly deadly, allowing you to constrict opponents of your size or smaller. | Str 13, Int 3; Druid 4 or Skinwalker; base attack bonus +3. |
Final Embrace Horror | Combat | Your constricting attack has become stronger and more lethal. | Str 15, Int 3; Druid 4 or Skinwalker; Final Embrace; base attack bonus +6. |
Final Embrace Master | Combat | Few creatures can survive the crushing horror of your Final Embrace. | Str 17, Int 3; Druid 4 or Skinwalker; Ability Focus (constrict); Final Embrace; Final Embrace Horror; base attack bonus +9. |
Fire Hand | Combat | Born with a torch in your hand, you have a gift with anything that burns. | Gobber |
Fire Music | General | Your ability to command fire and bardic music has created a strange blend of both magics. | Spellcraft 5 ranks, ability to cast bard spells, ability to cast an arcane fire spell from some other spellcasting class. |
Fire Tamer | General | You know your way around even magical fire. | Gobber |
Firearm Mastery | Combat | You reload firearms quickly. | Dex 15, Exotic Weapon Proficiency (Firearms), Point Blank Shot, Rapid Reload (Firearms) |
Flanking Foil | Combat | Fighting multiple foes is easy for you. | -- |
Flaring Spell | Metamagic | You dazzle creatures when you affect them with a spell that has the fire, light, or electricity descriptor. | -- |
Fleet | General | You are faster than most. | -- |
Flight of Serenity | General | Call upon the serenity of the sky to calm others' rage | Egalrin, HD 8+, Wis 15 |
Flyby Attack | Monster | This creature can make an attack before and after it moves while flying. | Egalrin HD 5+ |
Focused Shot | Combat | Your anatomical insight adds deadliness to your shots. | Int 13, Point Blank Shot, Precise Shot. |
Focused Spell | Metamagic | When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist. | -- |
Focusing Blow | General, Teamwork | You and your allies work together to shake off mental effects. | Hobgoblin Discipline, arvek nar |
Following Step | Combat | You can repeatedly close the distance when foes try to move away, without impeding your normal movement. | Dex 13, Step Up. |
Forge Ring | Item Creation | You can create magic rings. | Caster level 7th. |
Fortified Armor Training | Combat | You have learned to let your armor bear the brunt of the worst attacks. | Proficient with armor or shield. |
Furious Focus | Combat | Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home. | Str 13, Power Attack, base attack bonus +1. |
Gang Up | Combat | You are adept at using greater numbers against foes. | Int 13, Combat Expertise. |
Giant Killer | Combat | Your cleaving strokes menace giants and larger foes. | Str 13, Cleave, Goblin Cleaver, Orc Hewer, Power Attack, Strike Back, base attack bonus +11, khazad |
Giant's Fists | General | You bear the heritage of giants. | Giantborn, Smashing Fists, Awaken the Giant, Con 13+, BAB 7+ |
Gliding Steps | General | You skate across the surface of the earth as if gliding on ice. | Dodge, Mobility, Nimble Moves, ki pool. |
Gnome Trickster | General | Your arcane talents go beyond the illusory. | Cha 13, gnome, gnome magic racial trait. |
Go Unnoticed | General | Your small size lets you quickly duck out of sight. | Dex 13, gnome, gobber, lucht |
Goblin Accuracy | Combat | Illusions are easier for you than others | Gobber |
Goblin Cleaver | Combat | You are ferocious at hewing smaller opponents. | Str 13, Cleave, Power Attack, Khazad |
Goblin Gunslinger | Combat | You have learned how to fire the big guns. | Gobber |
Gorgon's Fist | Combat | With one well-placed blow, you leave your target reeling. | Improved Unarmed Strike, Scorpion Style, base attack bonus +6. |
Gory Finish | Combat | By drawing upon wells of savagery, you can slay your foe in creative and horrifyingly gruesome manners, intimidating nearby foes. | Dazzling Display, Weapon Focus. |
Grant Initiative | General | Not only are you a master at taking the initiative, but you can also grant it to someone else. | Cunning initiative class feature. |
Great Cleave | Combat | You can strike many adjacent foes with a single blow. | Str 13, Cleave, Power Attack, base attack bonus +4. |
Great Fortitude | General | You are resistant to poisons, diseases, and other maladies. | -- |
Greater Blighted Critical | General | Your critical hit from a spell or spell-like ability aff licts the target with a major spellblight. | Blighted Critical, caster level 12th. |
Greater Blind-Fight | Combat | Your enemies cannot hide from you. | Perception 15 ranks, Improved Blind-Fight. |
Greater Bull Rush | Combat | Your bull rush attacks throw enemies off balance. | Improved Bull Rush, Power Attack, base attack bonus +6, Str 13. |
Greater Channel Smite | General | You empower your weapon with the might of your deity, which you discharge as you strike your foes. | Channel energy class feature, Channel Smite, base attack bonus +8. |
Greater Dirty Trick | Combat | When you pull a dirty trick, your foe is truly hindered. | Int 13, Combat Expertise, Improved Dirty Trick, base attack bonus +6. |
Greater Disarm | Combat | You can knock weapons far from an enemy's grasp. | Combat Expertise, Improved Disarm, base attack bonus +6, Int 13. |
Greater Drag | Combat | Foes that you drag are thrown out of balance. | Str 13, Improved Drag, Power Attack, base attack bonus +6. |
Greater Elemental Focus | General | Choose an energy type to which you have already applied the Elemental Focus feat. Any spells you cast of this energy type are very hard to resist. | Elemental Focus. |
Greater Feint | Combat | You are skilled at making foes overreact to your attacks. | Combat Expertise, Improved Feint, base attack bonus +6, Int 13. |
Greater Grapple | Combat | Maintaining a grapple is second nature to you. | Improved Grapple, Improved Unarmed Strike, base attack bonus +6, Dex 13. |
Greater Mercy | General | Your mercy has incredible recuperative properties. | Cha 13, lay on hands class feature, mercy class feature. |
Greater Overrun | Combat | Enemies must dive to avoid your dangerous move. | Improved Overrun, Power Attack, base attack bonus +6, Str 13. |
Greater Penetrating Strike | Combat | Your attacks penetrate the defenses of most foes. | Penetrating Strike, Weapon Focus, 16th-level fighter. |
Greater Rending Fury | Combat | When your claws latch on to an opponent, the effect is bloody and horrific. | Improved Rending Fury, Rending Fury, base attack bonus +12, Druid 5+ or rend ability |
Greater Reposition | Combat | When you reposition foes, they are left vulnerable to the attacks of your allies. | Int 13, Combat Expertise, Improved Reposition, base attack bonus +6. |
Greater Shield Focus | Combat | You are skilled at def lecting blows with your shield. | Shield Focus, Shield Proficiency, 8th-level fighter. |
Greater Shield Specialization | Combat | Your masterful shieldwork provides even greater protection to your vital areas. | Proficiency with selected shield, Greater Shield Focus, Shield Focus, Shield Specialization with selected shield, fighter level 12th. |
Greater Spell Focus | General | Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist. | Spell Focus. |
Greater Spell Penetration | General | Your spells break through spell resistance much more easily than most. | Spell Penetration. |
Greater Sunder | Combat | Your devastating strikes cleave through weapons and armor and into their wielders, damaging both item and wielder alike in a single terrific strike. | Improved Sunder, Power Attack, base attack bonus +6, Str 13. |
Greater Trip | Combat | You can make free attacks on foes that you knock down. | Combat Expertise, Improved Trip, base attack bonus +6, Int 13. |
Greater Two-Weapon Fighting | Combat | You are incredibly skilled at fighting with two weapons at the same time. | Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11. |
Greater Vital Strike | Combat | You can make a single attack that deals incredible damage. | Improved Vital Strike, Vital Strike, base attack bonus +16. |
Greater Weapon Focus | Combat | Choose one type of weapon (including unarmed strike or grapple) for which you have already selected Weapon Focus. You are a master at your chosen weapon. | Proficiency with selected weapon, Weapon Focus with selected weapon, 8th-level fighter. |
Greater Weapon Specialization | Combat | Choose one type of weapon (including unarmed strike or grapple) for which you possess the Weapon Specialization feat. Your attacks with the chosen weapon are more devastating than normal. | Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, 12th-level fighter. |
Greater Whip Mastery | Combat | You can use a whip to make combat maneuvers with ease. | Improved Whip Mastery, Weapon Focus (whip), Whip Mastery, base attack bonus +8. |
Greater Wild Empathy | General | Your natural empathy stretches across the world of nature. | Knowledge (nature) 5 ranks, wild empathy class feature. |
Groundling | General | You can speak with burrowing animals. | Cha 13, gnome, gnome magic racial trait. |
Guardian of the Skies | General | You've trained yourself for combat in the sky. | Egalrin |
Guardian of the Wild | General | Your mystic connection with the wilderness enhances your ability to react to threats. | Llyranesi, Sylvanori |
Guided Hand | General | Your deity blesses any strike you make with that deity's favored weapon. | Channel energy class feature, Channel Smite, proficiency with your deity's favored weapon. |
Gunpowder Rune | General | Engrave gunpowder. Into your skin. | Gobber, Int 13, BAB 6+ |
Hammer the Gap | Combat | You repeatedly strike the same location, causing increasing amounts of damage. | Base attack bonus +6. |
Haunted Gnome | Combat | You use your gnome magic to take on an eerie illusory appearance. | Cha 13, gnome magic racial trait, Knowledge (arcana) 1 rank. |
Haunted Gnome Assault | Combat | Discharging your disturbing glamer as you strike a telling blow, you haunt a foe with lingering fear. | Cha 13, gnome magic racial trait, Haunted Gnome, Knowledge (arcana) 3 ranks. |
Haunted Gnome SHroud | Combat | Your disturbing glamer expands to make your exact location hard to pinpoint. | Cha 13, gnome magic racial trait, Haunted Gnome, Haunted Gnome Assault, Knowledge (arcana) 6 ranks. |
Heavy Armor Proficiency | Combat | You are skilled at wearing heavy armor. | Light Armor Proficiency, Medium Armor Proficiency. |
Heighten Spell | Metamagic | You can cast spells as if they were a higher level. | -- |
Heroic Defiance | General | You struggle on when others would fall. | Diehard, Endurance, base Fortitude save +8. |
Heroic Recovery | General | You can throw off the effects of crippling conditions. | Diehard, Endurance, base Fortitude save +4. |
Heroic Will | General | Your indomitable will breaks free from mental shackles. | Iron Will, base Will save +4, human. |
Hero's Display | Combat | With a dramatic flourish you display your weapons to the crowd. Onlookers are elated, and your enemies are demoralized. | Dazzling Display, Weapon Focus, and proficiency with the selected weapon. |
Hex Strike | Combat | Chanting and cursing, you put a hex on your enemy as part of your unarmed strike. | Hex class feature, Improved Unarmed Strike. |
Hobgoblin Discipline | General | The presence of other hobgoblins bolsters your resolve. | Base attack bonus +1, arvek nar |
Horde Charge | General, Teamwork | When you charge with an ally, you are more deadly. | Base attack bonus +1, half-oruch, oruch |
Horse Lord | General | You share a special bond with the traditional mounts of the arvek cavalry. | Arvek Nar, Handle Animal 1 |
Human Improvisation | General | You're good at making things up. | Int 13, human |
Impact Critical Shot | Combat | With a series of ranged attacks, you bring your foes to their knees or force them to move. | Dex 13, Point-Blank Shot, base attack bonus +9. |
Impaling Critical | Combat | Your critical hits can skewer your foes. | Critical Focus, Weapon Specialization with selected piercing melee weapon, base attack bonus +11. |
Improved Back to Back | General, Teamwork | After much practice, you and an ally have become adept at fighting in close proximity to one another. | Back to Back, Perception 5 ranks. |
Improved Blind-Fight | Combat | Your keen senses guide your hand against hidden foes. | Perception 10 ranks, Blind-Fight. |
Improved Bull Rush | Combat | You are skilled at pushing your foes around. | Str 13, Power Attack, BAB 1+ |
Improved Channel | General | Your channeled energy is harder to resist. | Channel energy class feature. |
Improved Charging Hurler | Combat | Every muscle in your body adds its force to your thrown weapons. | Charging Hurler, Point-Blank Shot. |
Improved Cleaving Finish | Combat | You can cut down many opponents in a single strike. | Str 13, Cleave, Cleaving Finish, Great Cleave, Power Attack, base attack bonus +6. |
Improved Counterspell | General | You are skilled at countering the spells of others using similar spells. | -- |
Improved Critical | Combat | Attacks made with your chosen weapon are quite deadly. | Proficient with weapon, BAB 8+ |
Improved Devastating Strike | Combat | The fury and power channeled through your attack is enough to kill a lesser being outright. | Devastating Strike, Vital Strike, base attack bonus +13. |
Improved Dirty Trick | Combat | You are skilled at pulling dirty tricks on your foes. | Int 13, Combat Expertise. |
Improved Disarm | Combat | You are skilled at knocking weapons from a foe's grasp. | Int 13, Combat Expertise. |
Improved Drag | Combat | You are skilled at dragging foes around the battlefield. | Str 13, Power Attack, BAB 1+ |
Improved Feint | Combat | You are skilled at fooling your opponents in combat. | Int 13, Combat Expertise. |
Improved Feint Partner | Combat, Teamwork | Knowledge of your companions' tricks and techniques allow you to take even greater advantage of your allies' feints. | Bluff 1 rank, Combat Reflexes, Feint Partner, base attack bonus +6. |
Improved Feint Partner | Combat | Knowledge of your companions' tricks and techniques allow you to take even greater advantage of your allies' feints. | Bluff 1 rank, Combat Reflexes, Feint Partner, BAB 6+ |
Improved Grapple | Combat | You are skilled at grappling opponents. | Dex 13, Improved Unarmed Strike. |
Improved Great Fortitude | General | You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm. | Great Fortitude. |
Improved Horse Lord | General | You share a special bond with the traditional mounts of the arvek cavalry. | Arvek Nar, Horse Lord, Cha 13, Handle Animal 5, Ride 5 |
Improved Impaling Critical | Combat | When you impale a target, you hinder its movement and can cause severe bleeding. | Impaling Critical, Critical Focus, Weapon Specialization with selected piercing melee weapon, base attack bonus +13. |
Improved Initiative | Combat | Your quick ref lexes allow you to react rapidly to danger. | -- |
Improved Iron Will | General | Your clarity of thought allows you to resist mental attacks. | Iron Will. |
Improved Ki Throw | Combat | Your enemies are living weapons in your hands. | Improved Bull Rush, Ki Throw. |
Improved Lightning Reflexes | General | You have a knack for avoiding danger all around you. | Lightning Reflexes. |
Improved Monster Lore | General | You are obsessed with the abilities and weaknesses of monsters. | Monster lore class feature. |
Improved Natural Attack | Monster | Attacks made by one of this creature's natural attacks leave vicious wounds. | Natural weapon, BAB 4+ |
Improved Overrun | Combat | You are skilled at running down your foes. | Str 13, Power Attack, BAB 1+ |
Improved Precise Shot | Combat | Your ranged attacks ignore anything but total concealment and cover. | Dex 19, Point-Blank Shot, Precise Shot, BAB 11+ |
Improved Rending Fury | Combat | Honing the deadliness of your claws, you are a living hurricane of rending fury. | Rending Fury, base attack bonus +9, rend special attack or druid 5+ |
Improved Reposition | Combat | You have learned how to force your enemies to move around the battlefield. | Int 13, Combat Expertise. |
Improved Second Chance | Combat | You can turn a missed strike into a second chance without sacrificing later attacks. | Int 13, Combat Expertise, Second Chance, BAB 11+ |
Improved Shield Bash | Combat | You can protect yourself with your shield, even if you use it to attack. | Shield Proficiency. |
Improved Sidestep | Combat | You are adept at sidestepping your opponent's melee attacks without compromising your mobility. | Dex 15, Dodge, Mobility, Sidestep. |
Improved Stalwart | General | You can roll with the punches while simultaneously striking back at your attackers. | Diehard, Endurance, Stalwart, base attack bonus +11. |
Improved Stonecunning | General | Your sense for stonework is uncanny. | Wis 13, khazad-aul, stonecunning racial trait. |
Improved Sunder | Combat | You are skilled at damaging your foes' weapons and armor. | Str 13, Power Attack, BAB 1+ |
Improved Trip | Combat | You are skilled at sending your opponents to the ground. | Int 13, Combat Expertise. |
Improved Two-Weapon Feint | Combat | Your primary weapon keeps a foe off balance, allowing you to slip your off-hand weapon past his defenses. | Dex 17, Int 13, Combat Expertise, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +6. |
Improved Two-Weapon Fighting | Combat | You are skilled at fighting with two weapons. | Dex 17, Two-Weapon Fighting, base attack bonus +6. |
Improved Unarmed Strike | Combat | You are skilled at fighting while unarmed. | -- |
Improved Vital Strike | Combat | You can make a single attack that deals a large amount of damage. | Vital Strike, BAB 11+ |
Improved Whip Mastery | Combat | You are able to entangle opponents with the coils of your whip. | Weapon Focus (whip), Whip Mastery, base attack bonus +5. |
Improvised Weapon Mastery | Combat | You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour. | Catch Off-Guard or Throw Anything, BAB 8+ |
In Harm's Way | Combat | You put yourself in danger's path to save your allies. | Bodyguard. |
Insightful Gaze | General | In your personal interactions, you notice what others don't. It's hard to get anything past you. | Stern gaze class feature, Sense Motive 5 ranks. |
Instant Judgment | General | Your hastiest condemnations can have power. | Second judgment class feature. |
Intimidating Bane | General | Your bane weapon strikes fear into your enemies. | Bane class feature, Dazzling Display, Weapon Focus, character level 8th. |
Intimidating Confidence | General | You have boundless faith in your success. | Cha 13, Fearless Curiosity, Intimidate 5 ranks, human. |
Intimidating Gaze | General | There is something in your eyes that scares people. | Cha 13+, stern gaze class feature, Intimidate 5 ranks. |
Intimidating Prowess | Combat | Your physical might is intimidating to others. | -- |
Intimidating Size | General | You are a mountain. | Giantborn, Intimidate 5, 7' or higher in height |
Iron Will | General | You are more resistant to mental effects. | -- |
Ironguts | General | You have an especially strong stomach. | Con 13; giantborn, half-orc, khazad-mornir, khazad-aul, oruch |
Ironhide | General | Your skin is thicker and more resilient than that of most of your people. | Con 13; half-orc, oruch, sith-makar, khazad-mornir |
Descriptions
Earth Child Binder (Combat)
Even the greatest giants fear your technique.
Prereq: Wis 13, dwarf or gnome, Earth Child Style, Earth Child Topple, Greater Trip, Improved Trip, Improved Unarmed Strike, Stunning Fist, Acrobatics 9 ranks.
Benefit: You can trip a creature of the giant subtype no matter its size. While you are using Earth Child Style, when a prone creature of the giant subtype stands up and provokes an attack of opportunity from you, if you make an unarmed strike, you can declare you are making a Stunning Fist attempt after the attack hits. You gain a +4 bonus to the DC of any Stunning Fist effect you deliver in this way.
Normal: You can only trip opponents who are one size category larger than you.
Special:
Even the greatest giants fear your technique.
Prereq: Wis 13, dwarf or gnome, Earth Child Style, Earth Child Topple, Greater Trip, Improved Trip, Improved Unarmed Strike, Stunning Fist, Acrobatics 9 ranks.
Benefit: You can trip a creature of the giant subtype no matter its size. While you are using Earth Child Style, when a prone creature of the giant subtype stands up and provokes an attack of opportunity from you, if you make an unarmed strike, you can declare you are making a Stunning Fist attempt after the attack hits. You gain a +4 bonus to the DC of any Stunning Fist effect you deliver in this way.
Normal: You can only trip opponents who are one size category larger than you.
Special:
Earth Child Style (Combat)
Your martial training makes you a dangerous and elusive target for giants.
Prereq: Wis 13, dwarf or gnome, Improved Unarmed Strike, Acrobatics 3 ranks.
Benefit: While using this style, your defensive training dodge bonus to AC increases to +6. Further, against creatures of the giant subtype, you can add your Wisdom bonus on your unarmed strike damage rolls.
Normal:
Special:
Your martial training makes you a dangerous and elusive target for giants.
Prereq: Wis 13, dwarf or gnome, Improved Unarmed Strike, Acrobatics 3 ranks.
Benefit: While using this style, your defensive training dodge bonus to AC increases to +6. Further, against creatures of the giant subtype, you can add your Wisdom bonus on your unarmed strike damage rolls.
Normal:
Special:
Earth Child Topple (Combat)
Your mastery of balance and momentum allows you to bring down giants with your bare hands.
Prereq: Wis 13, dwarf or gnome, Earth Child Style, Improved Trip, Improved Unarmed Strike, Acrobatics 6 ranks.
Benefit: You can trip a creature of the giant subtype of up to Huge size. While using Earth Child Style, you add your Wisdom bonus on combat maneuver checks made to trip a creature of the giant subtype, as well as on attack rolls to confirm a critical hit against such a creature.
Normal: You can trip only those opponents that are one size category larger than you.
Special:
Your mastery of balance and momentum allows you to bring down giants with your bare hands.
Prereq: Wis 13, dwarf or gnome, Earth Child Style, Improved Trip, Improved Unarmed Strike, Acrobatics 6 ranks.
Benefit: You can trip a creature of the giant subtype of up to Huge size. While using Earth Child Style, you add your Wisdom bonus on combat maneuver checks made to trip a creature of the giant subtype, as well as on attack rolls to confirm a critical hit against such a creature.
Normal: You can trip only those opponents that are one size category larger than you.
Special:
Eccentric Tinker (General)
Your obsessive, eccentric nature bleeds over into your tools.
Prereq: Gnome
Benefit: When wielding an item associated with the tools of the trade for your Obsession, you do not take the normal improvised weapon penalty. You also receive a +1 to attack with any of these items. This feat may be used with sturdy items such as shovels, picks, blacksmith hammers, and other sturdy tools -- lutes and brooms make terribly fragile weapons.
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Special:
Your obsessive, eccentric nature bleeds over into your tools.
Prereq: Gnome
Benefit: When wielding an item associated with the tools of the trade for your Obsession, you do not take the normal improvised weapon penalty. You also receive a +1 to attack with any of these items. This feat may be used with sturdy items such as shovels, picks, blacksmith hammers, and other sturdy tools -- lutes and brooms make terribly fragile weapons.
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Special:
Echoing Spell (Metamagic)
You have learned how to release most, but not all, of a spell's potential when you cast it.
Prereq: --
Benefit: When you cast an echoing spell, it does not disappear entirely from memory, and you can cast it one additional time during that day. No effect that allows you to reprepare or recast a spell can affect the echoed spell. If you prepare spells, this second casting does not require you to prepare it in another spell slot. If you spontaneously cast spells, this second casting does not expend another available spell slot. An echoing spell uses up a spell slot three levels higher than the spell's actual level.
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Special:
You have learned how to release most, but not all, of a spell's potential when you cast it.
Prereq: --
Benefit: When you cast an echoing spell, it does not disappear entirely from memory, and you can cast it one additional time during that day. No effect that allows you to reprepare or recast a spell can affect the echoed spell. If you prepare spells, this second casting does not require you to prepare it in another spell slot. If you spontaneously cast spells, this second casting does not expend another available spell slot. An echoing spell uses up a spell slot three levels higher than the spell's actual level.
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Special:
Ectoplasmic Spell (Metamagic)
Your spells breach the gulf between dimensions, sending ghostly emanations into the ether.
Prereq: --
Benefit: An ectoplasmic spell has full effect against incorporeal or ethereal creatures. An ectoplasmic spell uses up a spell slot one level higher than the spell's actual level.
Normal:
Special:
Your spells breach the gulf between dimensions, sending ghostly emanations into the ether.
Prereq: --
Benefit: An ectoplasmic spell has full effect against incorporeal or ethereal creatures. An ectoplasmic spell uses up a spell slot one level higher than the spell's actual level.
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Special:
Effortless Trickery (General)
Illusions are a breeze.
Prereq: Gnome
Benefit: You can maintain concentration on one spell of the illusion school as a swift action. This has no effect on spells of other schools or on illusion spells with durations that don’t depend on your active concentration. While you may only maintain one spell as a swift action, you may take your move and standard actions to maintain other spells normally, if you wish.
Normal: Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity.
Special:
Illusions are a breeze.
Prereq: Gnome
Benefit: You can maintain concentration on one spell of the illusion school as a swift action. This has no effect on spells of other schools or on illusion spells with durations that don’t depend on your active concentration. While you may only maintain one spell as a swift action, you may take your move and standard actions to maintain other spells normally, if you wish.
Normal: Concentrating to maintain a spell is a standard action that does not provoke attacks of opportunity.
Special:
Efreeti Stance (Combat)
Calling upon the burning spirits of incarnate flame, you can manipulate fire to protect yourself and immolate your foes.
Prereq: Con 15, Wis 15, Efreeti Style, Elemental Fist**, Improved Unarmed Strike, base attack bonus +11 or monk level 9th.
Benefit: You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Efreeti Style, you gain fire resistance equal to your base attack bonus or your monk level plus any base attack bonus gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take fire damage from your Elemental Fist attack must succeed at a Ref lex save (DC 10 + 1/2 your character level + your Wis modifier) or catch on fire.
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Special:
Calling upon the burning spirits of incarnate flame, you can manipulate fire to protect yourself and immolate your foes.
Prereq: Con 15, Wis 15, Efreeti Style, Elemental Fist**, Improved Unarmed Strike, base attack bonus +11 or monk level 9th.
Benefit: You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Efreeti Style, you gain fire resistance equal to your base attack bonus or your monk level plus any base attack bonus gained from levels in classes other than monk, whichever is higher. While denied your Dexterity bonus to AC you are also denied this resistance. Creatures that take fire damage from your Elemental Fist attack must succeed at a Ref lex save (DC 10 + 1/2 your character level + your Wis modifier) or catch on fire.
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Special:
Efreeti Style (Combat)
Your mastery of the unpredictable power of flames allows you to unleash scorching strikes that burn your enemies even when you fail to make contact.
Prereq: Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.
Benefit: You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using this style and Elemental Fist to deal fire damage, you gain a bonus on fire damage rolls equal to your Wisdom bonus. Further, if your Elemental Fist melee attack misses while you are using it to deal fire damage, you still deal 1d6 points of fire damage to your target.
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Special:
Your mastery of the unpredictable power of flames allows you to unleash scorching strikes that burn your enemies even when you fail to make contact.
Prereq: Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.
Benefit: You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using this style and Elemental Fist to deal fire damage, you gain a bonus on fire damage rolls equal to your Wisdom bonus. Further, if your Elemental Fist melee attack misses while you are using it to deal fire damage, you still deal 1d6 points of fire damage to your target.
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Special:
Efreeti Touch (Combat)
Your knowledge of the secrets of the burning wind and blazing sun allows you to collect flames into your hands and unleash them in a gout of elemental fire.
Prereq: Con 15, Wis 17, Efreeti Style, Efreeti Stance, Elemental Fist**, Improved Unarmed Strike, base attack bonus +13 or monk level 11th.
Benefit: While using Efreeti Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 15-foot coneshaped burst of flame. Creatures caught in the cone take your unarmed strike damage plus the fire damage from your Elemental Fist and catch on fire. A successful Ref lex save (DC 10 + 1/2 your character level + your Wis modif ier) reduces the damage by half and prevents a target from catching on fire.
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Special:
Your knowledge of the secrets of the burning wind and blazing sun allows you to collect flames into your hands and unleash them in a gout of elemental fire.
Prereq: Con 15, Wis 17, Efreeti Style, Efreeti Stance, Elemental Fist**, Improved Unarmed Strike, base attack bonus +13 or monk level 11th.
Benefit: While using Efreeti Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 15-foot coneshaped burst of flame. Creatures caught in the cone take your unarmed strike damage plus the fire damage from your Elemental Fist and catch on fire. A successful Ref lex save (DC 10 + 1/2 your character level + your Wis modif ier) reduces the damage by half and prevents a target from catching on fire.
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Eldritch Claws (Combat)
Who needs magic weapons? Eldritch tricks are no match for your bestial ferocity.
Prereq: Str 15, natural weapons, base attack bonus +6.
Benefit: You natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
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Special:
Who needs magic weapons? Eldritch tricks are no match for your bestial ferocity.
Prereq: Str 15, natural weapons, base attack bonus +6.
Benefit: You natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
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Special:
Elemental Channel (General)
Choose one elemental subtype, such as air, earth, fire, or water. You can channel your divine energy to harm or heal outsiders that possess your chosen elemental subtype.
Prereq: Channel energy class feature.
Benefit: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of your elemental subtype, your channel energy has no affect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
Normal:
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new elemental subtype.
Choose one elemental subtype, such as air, earth, fire, or water. You can channel your divine energy to harm or heal outsiders that possess your chosen elemental subtype.
Prereq: Channel energy class feature.
Benefit: Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of your elemental subtype, your channel energy has no affect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
Normal:
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new elemental subtype.
Elemental Fist (Combat)
You empower your strike with elemental energy
Prereq: Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an elemental fist attack once per day for every four levels you have attained (see Special), and no more than once per round.
Normal:
Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
You empower your strike with elemental energy
Prereq: Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an elemental fist attack once per day for every four levels you have attained (see Special), and no more than once per round.
Normal:
Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Elemental Focus (General)
Your spells of a certain element are more difficult to resist.
Prereq: --
Benefit: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.
Normal:
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new energy type.
Your spells of a certain element are more difficult to resist.
Prereq: --
Benefit: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.
Normal:
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new energy type.
Elemental Spell (Metamagic)
You can manipulate the elemental nature of your spells.
Prereq: --
Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage, so that half is of that energy type and half is of its normal type. An elemental spell uses up a spell slot one level higher than the spell's actual level.
Normal:
Special: You can gain this feat multiple times. Each time you must choose a different energy type.
You can manipulate the elemental nature of your spells.
Prereq: --
Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage, so that half is of that energy type and half is of its normal type. An elemental spell uses up a spell slot one level higher than the spell's actual level.
Normal:
Special: You can gain this feat multiple times. Each time you must choose a different energy type.
Elven Accuracy (Combat)
Your sharp eyesight makes difficult shots easier.
Prereq: llyranesi, mul'niessa, sylvanori
Benefit: If you miss due to concealment when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll your miss chance roll one time to see if you actually hit.
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Special:
Your sharp eyesight makes difficult shots easier.
Prereq: llyranesi, mul'niessa, sylvanori
Benefit: If you miss due to concealment when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll your miss chance roll one time to see if you actually hit.
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Special:
Elven Battle Training (Combat)
You have been specially trained to wield a variety of traditional elven weapons.
Prereq: Base attack bonus +1, Llyranesi, Sylvanori
Benefit: You have received special training with traditional elven weapons (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word "elven" in its name). You receive a +2 bonus to your CMD against disarm and sunder maneuvers directed at one of these weapons you are wielding. In addition, if you are wielding one of these melee weapons, you may make an additional attack of opportunity each round (this bonus stacks with Combat Reflexes).
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Special:
You have been specially trained to wield a variety of traditional elven weapons.
Prereq: Base attack bonus +1, Llyranesi, Sylvanori
Benefit: You have received special training with traditional elven weapons (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word "elven" in its name). You receive a +2 bonus to your CMD against disarm and sunder maneuvers directed at one of these weapons you are wielding. In addition, if you are wielding one of these melee weapons, you may make an additional attack of opportunity each round (this bonus stacks with Combat Reflexes).
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Special:
Empower Spell (Metamagic)
You can increase the power of your spells, causing them to deal more damage.
Prereq: --
Benefit: All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.
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Special:
You can increase the power of your spells, causing them to deal more damage.
Prereq: --
Benefit: All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.
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Endurance (General)
Harsh conditions or long exertions do not easily tire you.
Prereq: --
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
Special:
Harsh conditions or long exertions do not easily tire you.
Prereq: --
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued the next day.
Special:
Enfilading Fire (Combat, Teamwork)
Your ranged attacks take advantage of the flanking maneuvers of allies.
Prereq: Point-Blank Shot, Precise Shot, one other teamwork feat.
Benefit: You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.
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Special:
Your ranged attacks take advantage of the flanking maneuvers of allies.
Prereq: Point-Blank Shot, Precise Shot, one other teamwork feat.
Benefit: You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.
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Special:
Enforcer (Combat)
You are skilled at causing fear in those you brutalize.
Prereq: Intimidate 1 rank.
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
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Special:
You are skilled at causing fear in those you brutalize.
Prereq: Intimidate 1 rank.
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
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Special:
Enlarge Spell (Metamagic)
You can increase the range of your spells.
Prereq: --
Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./ level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell's actual level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this feat.
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Special:
You can increase the range of your spells.
Prereq: --
Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./ level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell's actual level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this feat.
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Ensemble (General, Teamwork)
You can create an ensemble of skilled and amateur performers to aid you in your performance.
Prereq: Perform 5 ranks
Benefit: When you are performing, allies within 20 feet who also have this feat can aid you with your Perform checks (including those made as part of bardic performance) as if they were aiding another as an immediate action. The allies make their aid another rolls before you make your check. No more than four allies can grant you a bonus with aid another. Allies aiding you do not need to use the same category of the Perform skill that you are using in order to aid you.
Normal:
Special: If you possess one or more levels of the bard class, you can choose any one ally within 2 feet to be part of the ensemble. The ally is considered to have the ensemble teamwork feat for the purposes of aiding your performance.
You can create an ensemble of skilled and amateur performers to aid you in your performance.
Prereq: Perform 5 ranks
Benefit: When you are performing, allies within 20 feet who also have this feat can aid you with your Perform checks (including those made as part of bardic performance) as if they were aiding another as an immediate action. The allies make their aid another rolls before you make your check. No more than four allies can grant you a bonus with aid another. Allies aiding you do not need to use the same category of the Perform skill that you are using in order to aid you.
Normal:
Special: If you possess one or more levels of the bard class, you can choose any one ally within 2 feet to be part of the ensemble. The ally is considered to have the ensemble teamwork feat for the purposes of aiding your performance.
Escape Route (General, Teamwork)
You have trained to watch your allies' backs, covering them as they make tactical withdraws.
Prereq: --
Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.
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Special:
You have trained to watch your allies' backs, covering them as they make tactical withdraws.
Prereq: --
Benefit: An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.
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Special:
Eschew Materials (General)
You can cast many spells without needing to utilize minor material components.
Prereq: --
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
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Special:
You can cast many spells without needing to utilize minor material components.
Prereq: --
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
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Special:
Exhausting Critical (Combat)
Your critical hits cause opponents to become exhausted.
Prereq: Critical Focus, Tiring Critical, base attack bonus +15.
Benefit: When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures.
Normal:
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess the Critical Mastery feat.
Your critical hits cause opponents to become exhausted.
Prereq: Critical Focus, Tiring Critical, base attack bonus +15.
Benefit: When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures.
Normal:
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess the Critical Mastery feat.
Exotic Weapon Proficiency (Combat)
Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prereq: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a -4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.
Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.
Prereq: Base attack bonus +1.
Benefit: You make attack rolls with the weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a -4 penalty on attack rolls.
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon.
Expanded Resistance (General)
You have expanded your natural resistance to magic to encompass different kinds of magic.
Prereq: Gnome, illusion resistance racial trait.
Benefit: Select one school of magic other than illusion. You gain a +2 racial bonus on saving throws against spells or effects from the selected school.
Normal:
Special: You may select this feat more than once. Its effects do not stack. Each time you select it, it applies to a different school of magic.
You have expanded your natural resistance to magic to encompass different kinds of magic.
Prereq: Gnome, illusion resistance racial trait.
Benefit: Select one school of magic other than illusion. You gain a +2 racial bonus on saving throws against spells or effects from the selected school.
Normal:
Special: You may select this feat more than once. Its effects do not stack. Each time you select it, it applies to a different school of magic.
Exploit Lore (General)
You can use your knowledge of a creature's weaknesses to deliver a driving and relentless assault against it.
Prereq: Monster lore class feature, base attack bonus +11.
Benefit: Once per day, when you successfully identify all abilities and weaknesses of a creature using the appropriate Knowledge check, you gain a +2 bonus on attack and damage rolls against that creature for 1 minute. If you identify the abilities and weaknesses of numerous creatures, you must pick one creature to be the target of this effect.
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Special:
You can use your knowledge of a creature's weaknesses to deliver a driving and relentless assault against it.
Prereq: Monster lore class feature, base attack bonus +11.
Benefit: Once per day, when you successfully identify all abilities and weaknesses of a creature using the appropriate Knowledge check, you gain a +2 bonus on attack and damage rolls against that creature for 1 minute. If you identify the abilities and weaknesses of numerous creatures, you must pick one creature to be the target of this effect.
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Special:
Extend Spell (Metamagic)
You can make your spells last twice as long.
Prereq: --
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.
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Special:
You can make your spells last twice as long.
Prereq: --
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.
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Special:
Extended Bane (General)
Your dedication knows no limit. Your wrath dies hard.
Prereq: Bane class feature.
Benefit: Add your Wisdom bonus to the number of rounds per day that you can use your bane ability.
Normal:
Special:
Your dedication knows no limit. Your wrath dies hard.
Prereq: Bane class feature.
Benefit: Add your Wisdom bonus to the number of rounds per day that you can use your bane ability.
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Special:
Extra Bane (General)
You can use your bane ability more often than normal.
Prereq: Bane class feature.
Benefit: You can use your bane ability for 3 additional rounds per day.
Normal:
Special:
You can use your bane ability more often than normal.
Prereq: Bane class feature.
Benefit: You can use your bane ability for 3 additional rounds per day.
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Special:
Extra Cantrips or Orisons (General)
You are a master of minor spells.
Prereq: Ability to cast cantrips or orisons.
Benefit: Add two cantrips to your cantrips known or two orisons to your orisons known.
Normal:
Special: You can take this feat multiple times. Each time you do, add two cantrips or orisons to your spells known.
You are a master of minor spells.
Prereq: Ability to cast cantrips or orisons.
Benefit: Add two cantrips to your cantrips known or two orisons to your orisons known.
Normal:
Special: You can take this feat multiple times. Each time you do, add two cantrips or orisons to your spells known.
Extra Channel (General)
You can channel divine energy more often.
Prereq: Channel energy class feature.
Benefit: You can channel energy two additional times per day.
Normal:
Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy.
You can channel divine energy more often.
Prereq: Channel energy class feature.
Benefit: You can channel energy two additional times per day.
Normal:
Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy.
Extra Discovery (General)
You have made a new alchemical discovery.
Prereq: Discovery class feature.
Benefit: You gain one additional discovery. You must meet all of the prerequisites for this discovery.
Normal:
Special: You can gain Extra Discovery multiple times.
You have made a new alchemical discovery.
Prereq: Discovery class feature.
Benefit: You gain one additional discovery. You must meet all of the prerequisites for this discovery.
Normal:
Special: You can gain Extra Discovery multiple times.
Extra Hex (General)
You have learned the secrets of a new hex.
Prereq: Hex class feature.
Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.
Normal:
Special: You can gain Extra Hex multiple times.
You have learned the secrets of a new hex.
Prereq: Hex class feature.
Benefit: You gain one additional hex. You must meet all of the prerequisites for this hex.
Normal:
Special: You can gain Extra Hex multiple times.
Extra Ki (General)
You can use your ki pool more times per day than most.
Prereq: Ki pool class feature.
Benefit: Your ki pool increases by 2.
Normal:
Special: You can gain Extra Ki multiple times. Its effects stack.
You can use your ki pool more times per day than most.
Prereq: Ki pool class feature.
Benefit: Your ki pool increases by 2.
Normal:
Special: You can gain Extra Ki multiple times. Its effects stack.
Extra Lay On Hands (General)
You can use your lay on hands ability more often.
Prereq: Lay on hands class feature.
Benefit: You can use your lay on hands ability two additional times per day.
Normal:
Special: You can gain Extra Lay On Hands multiple times. Its effects stack.
You can use your lay on hands ability more often.
Prereq: Lay on hands class feature.
Benefit: You can use your lay on hands ability two additional times per day.
Normal:
Special: You can gain Extra Lay On Hands multiple times. Its effects stack.
Extra Mercy (General)
Your lay on hands ability adds an additional mercy.
Prereq: Lay on hands class feature, mercy class feature.
Benefit: Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also receives the additional effects of this mercy.
Normal:
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, select a new mercy.
Your lay on hands ability adds an additional mercy.
Prereq: Lay on hands class feature, mercy class feature.
Benefit: Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also receives the additional effects of this mercy.
Normal:
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, select a new mercy.
Extra Performance (General)
You can use your bardic performance ability more often than normal.
Prereq: Bardic performance class feature.
Benefit: You can use bardic performance for 6 additional rounds per day.
Normal:
Special: You can gain Extra Performance multiple times. Its effects stack.
You can use your bardic performance ability more often than normal.
Prereq: Bardic performance class feature.
Benefit: You can use bardic performance for 6 additional rounds per day.
Normal:
Special: You can gain Extra Performance multiple times. Its effects stack.
Extra Rage (General)
You can use your rage ability more than normal.
Prereq: Rage class feature.
Benefit: You can rage for 6 additional rounds per day.
Normal:
Special: You can gain Extra Rage multiple times. Its effects stack.
You can use your rage ability more than normal.
Prereq: Rage class feature.
Benefit: You can rage for 6 additional rounds per day.
Normal:
Special: You can gain Extra Rage multiple times. Its effects stack.
Extra Rage Power (General)
You have unlocked a new ability to use while raging.
Prereq: Rage power class feature.
Benefit: You gain one additional rage power. You must meet all of the prerequisites for this rage power.
Normal:
Special: You can gain Extra Rage Power multiple times.
You have unlocked a new ability to use while raging.
Prereq: Rage power class feature.
Benefit: You gain one additional rage power. You must meet all of the prerequisites for this rage power.
Normal:
Special: You can gain Extra Rage Power multiple times.
Extra Rogue Talent (General)
Through constant practice, you have learned how to perform a special trick.
Prereq: Rogue talent class feature.
Benefit: You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.
Normal:
Special: You can gain Extra Rogue Talent multiple times.
Through constant practice, you have learned how to perform a special trick.
Prereq: Rogue talent class feature.
Benefit: You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.
Normal:
Special: You can gain Extra Rogue Talent multiple times.
Eyes of Judgment (General)
The true motives of creatures cannot escape your discerning gaze.
Prereq: Detect alignment class feature, caster level 6th.
Benefit: When using your detect alignment class feature, you may spend 3 rounds studying a creature within 60 feet. You cannot take any other actions while doing this. After that time has passed, you learn the alignment of the creature.
Normal:
Special:
The true motives of creatures cannot escape your discerning gaze.
Prereq: Detect alignment class feature, caster level 6th.
Benefit: When using your detect alignment class feature, you may spend 3 rounds studying a creature within 60 feet. You cannot take any other actions while doing this. After that time has passed, you learn the alignment of the creature.
Normal:
Special:
False Opening (Combat)
When you make a ranged attack while threatened, you can fool your opponent into thinking he has an opening.
Prereq: Dex 13, Dodge, Close Quarters Thrower or Point-Blank Master, Weapon Focus with selected ranged weapon.
Benefit: Choose a ranged weapon or a thrown weapon. When you make a ranged attack using that weapon, you can choose to provoke an attack of opportunity from one or more opponents who threaten you. You gain a +4 dodge bonus against such attacks. An opponent that makes such an attack and misses you loses his Dexterity bonus to AC against you until the end of your turn.
Normal:
Special:
When you make a ranged attack while threatened, you can fool your opponent into thinking he has an opening.
Prereq: Dex 13, Dodge, Close Quarters Thrower or Point-Blank Master, Weapon Focus with selected ranged weapon.
Benefit: Choose a ranged weapon or a thrown weapon. When you make a ranged attack using that weapon, you can choose to provoke an attack of opportunity from one or more opponents who threaten you. You gain a +4 dodge bonus against such attacks. An opponent that makes such an attack and misses you loses his Dexterity bonus to AC against you until the end of your turn.
Normal:
Special:
Far Shot (Combat)
You are more accurate at longer ranges.
Prereq: Point-Blank Shot.
Benefit: You only suffer a -1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a -2 penalty per full range increment between you and your target.
Special:
You are more accurate at longer ranges.
Prereq: Point-Blank Shot.
Benefit: You only suffer a -1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a -2 penalty per full range increment between you and your target.
Special:
Far Traveler (General)
You've taken the time to learn the languages of natives during your travels.
Prereq: Lucht, Linguistics 1
Benefit: Upon taking this feat, you immediately gain a bonus language. You then gain an additional bonus language for every 4 hit dice you possess.
Normal:
Special:
You've taken the time to learn the languages of natives during your travels.
Prereq: Lucht, Linguistics 1
Benefit: Upon taking this feat, you immediately gain a bonus language. You then gain an additional bonus language for every 4 hit dice you possess.
Normal:
Special:
Fast Empathy (General)
Your empathic attunement to nature connects you swiftly with bestial minds.
Prereq: Handle Animal 5 ranks, wild empathy class feature.
Benefit: Using wild empathy is a standard action for you.
Normal: Using wild empathy requires 1 minute.
Special:
Your empathic attunement to nature connects you swiftly with bestial minds.
Prereq: Handle Animal 5 ranks, wild empathy class feature.
Benefit: Using wild empathy is a standard action for you.
Normal: Using wild empathy requires 1 minute.
Special:
Fast Healer (General)
You benefit greatly from your healing, be it from spells or natural healing.
Prereq: Con 13, Diehard, Endurance.
Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).
Normal:
Special:
You benefit greatly from your healing, be it from spells or natural healing.
Prereq: Con 13, Diehard, Endurance.
Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).
Normal:
Special:
Favored Defense (General)
Your cunning is your shield against your quarry's attacks.
Prereq: Favored enemy class feature.
Benefit: Choose one of your favored enemy types. You add half your favored enemy bonus to your CMD and as a dodge bonus to AC when attacked by a favored enemy.
Normal:
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new favored enemy type.
Your cunning is your shield against your quarry's attacks.
Prereq: Favored enemy class feature.
Benefit: Choose one of your favored enemy types. You add half your favored enemy bonus to your CMD and as a dodge bonus to AC when attacked by a favored enemy.
Normal:
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new favored enemy type.
Favored Judgment (General)
Your judgment against a particular type of creature is particularly harsh.
Prereq: Wis 13, judgment class feature.
Benefit: Select a favored race from the ranger's favored enemies chart. Any sacred or profane bonus you gain from a judgment is 1 higher for attacks you make against or take from creatures that match the selected favored enemy.
Normal:
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different favored enemy.
Your judgment against a particular type of creature is particularly harsh.
Prereq: Wis 13, judgment class feature.
Benefit: Select a favored race from the ranger's favored enemies chart. Any sacred or profane bonus you gain from a judgment is 1 higher for attacks you make against or take from creatures that match the selected favored enemy.
Normal:
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different favored enemy.
Fearless Aura (General)
Your aura of courage becomes more potent, as your steadfast resolve is also manifested by your allies.
Prereq: Aura of courage class feature, caster level 8th.
Benefit: Your aura of courage expands to a 20-foot-radius emanation. Allies within the aura are immune to fear effects.
Normal: The aura of courage affects each ally within 10 feet, and grants a +4 morale bonus on saving throws against fear effects.
Special:
Your aura of courage becomes more potent, as your steadfast resolve is also manifested by your allies.
Prereq: Aura of courage class feature, caster level 8th.
Benefit: Your aura of courage expands to a 20-foot-radius emanation. Allies within the aura are immune to fear effects.
Normal: The aura of courage affects each ally within 10 feet, and grants a +4 morale bonus on saving throws against fear effects.
Special:
Fearless Curiosity (General)
Your desire to see and experience the world overrides healthy caution.
Prereq: Cha 13, human.
Benefit: You gain a +1 bonus on saving throws against effects with the emotion descriptor. In addition, for any round in which you begin your turn affected by a fear effect, you gain a new save at the beginning of your turn to reduce the severity of the fear effect, from panicked to frightened, frightened to shaken, and shaken to unaffected.
Normal:
Special:
Your desire to see and experience the world overrides healthy caution.
Prereq: Cha 13, human.
Benefit: You gain a +1 bonus on saving throws against effects with the emotion descriptor. In addition, for any round in which you begin your turn affected by a fear effect, you gain a new save at the beginning of your turn to reduce the severity of the fear effect, from panicked to frightened, frightened to shaken, and shaken to unaffected.
Normal:
Special:
Feint Partner (Combat, Teamwork)
A little diversion is all you need to slip through your foe's defenses.
Prereq: Bluff 1 rank.
Benefit: Whenever an ally who also has this feat successfully feints an opponent, that opponent also loses his Dexterity bonus to AC against the next attack you make against him before the end of the feinting ally's next turn.
Normal:
Special:
A little diversion is all you need to slip through your foe's defenses.
Prereq: Bluff 1 rank.
Benefit: Whenever an ally who also has this feat successfully feints an opponent, that opponent also loses his Dexterity bonus to AC against the next attack you make against him before the end of the feinting ally's next turn.
Normal:
Special:
Felling Escape (Combat)
Through the use of fluid contortions and manipulations of leverage, you can throw your opponent to the ground after escaping a grapple.
Prereq: Int 13, Combat Expertise, Improved Trip.
Benefit: When you break an opponent's grapple with a combat maneuver check or Escape Artist check, you can spend a swift action to make a trip attempt against that opponent.
Normal:
Special:
Through the use of fluid contortions and manipulations of leverage, you can throw your opponent to the ground after escaping a grapple.
Prereq: Int 13, Combat Expertise, Improved Trip.
Benefit: When you break an opponent's grapple with a combat maneuver check or Escape Artist check, you can spend a swift action to make a trip attempt against that opponent.
Normal:
Special:
Felling Smash (Combat)
You commit all your focus to a devastating blow, trying to crush your opponent to the ground.
Prereq: Int 13, Str 13, Combat Expertise, Improved Trip, Power Attack, base attack bonus +6.
Benefit: If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you hit an opponent, you can spend a swift action to attempt a trip combat maneuver against that opponent.
Normal:
Special:
You commit all your focus to a devastating blow, trying to crush your opponent to the ground.
Prereq: Int 13, Str 13, Combat Expertise, Improved Trip, Power Attack, base attack bonus +6.
Benefit: If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you hit an opponent, you can spend a swift action to attempt a trip combat maneuver against that opponent.
Normal:
Special:
Ferocious Action (General)
You ferocity is quick but shorter lived.
Prereq: Ferocity racial trait, orc.
Benefit: When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that caused by the barbarian rage class feature), you instead only lose 1 hit point per round.
Normal:
Special:
You ferocity is quick but shorter lived.
Prereq: Ferocity racial trait, orc.
Benefit: When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that caused by the barbarian rage class feature), you instead only lose 1 hit point per round.
Normal:
Special:
Ferocious Resolve (General)
Your orc heritage allows you to fight on.
Prereq: Con 13, half-orc, orc ferocity racial trait.
Benefit: You gain the ferocity universal monster ability, allowing you to continue fighting at negative hit points. When using this ability, you gain a +2 bonus on Intimidate checks.
Normal: A half-orc with the orc ferocity racial trait can fight for 1 more round after he is brought below hit points.
Special:
Your orc heritage allows you to fight on.
Prereq: Con 13, half-orc, orc ferocity racial trait.
Benefit: You gain the ferocity universal monster ability, allowing you to continue fighting at negative hit points. When using this ability, you gain a +2 bonus on Intimidate checks.
Normal: A half-orc with the orc ferocity racial trait can fight for 1 more round after he is brought below hit points.
Special:
Ferocious Tenacity (Combat)
You spit in the face of death.
Prereq: Oruch or half-oruch, rage class feature
Benefit: When raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this damage and keep yourself alive. Each round of rage you spend reduces the attack's damage by your raging Constitution bonus, but cannot reduce the damage taken below 1 hit point. For example, if you are raging, have a raging Constitution score of 18, are currently at 2 hit points, and are hit for 20 hit points of damage (which is enough to bring you to -18 hit points, killing you), you may spend 1 round of rage to reduce the damage by 4 (leaving you perilously close to death at -14 hit points); if you spend 5 rounds of rage, you reduce the damage to 1 (the minimum), leaving you with 1 hit point.
Normal:
Special:
You spit in the face of death.
Prereq: Oruch or half-oruch, rage class feature
Benefit: When raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution score), as an immediate action you may expend 1 or more rounds of rage to negate some of this damage and keep yourself alive. Each round of rage you spend reduces the attack's damage by your raging Constitution bonus, but cannot reduce the damage taken below 1 hit point. For example, if you are raging, have a raging Constitution score of 18, are currently at 2 hit points, and are hit for 20 hit points of damage (which is enough to bring you to -18 hit points, killing you), you may spend 1 round of rage to reduce the damage by 4 (leaving you perilously close to death at -14 hit points); if you spend 5 rounds of rage, you reduce the damage to 1 (the minimum), leaving you with 1 hit point.
Normal:
Special:
Fiendish Darkness (General)
You can use your darkness spell-like ability more often.
Prereq: Mul'niessa
Benefit: You can use darkness three times per day as a spell-like ability.
Normal: Mul'niessa can use darkness once per day as a spell-like ability.
Special:
You can use your darkness spell-like ability more often.
Prereq: Mul'niessa
Benefit: You can use darkness three times per day as a spell-like ability.
Normal: Mul'niessa can use darkness once per day as a spell-like ability.
Special:
Fight On (General)
You can keep fighting even after you should be dead.
Prereq: Con 13; giantborn, half-orc, oruch, khazad-mornir, khazad-aul
Benefit: Once per day, you can gain a number of temporary hit points equal to your Constitution modifier. You can activate this feat as an immediate action when reduced to 0 or fewer hit points. You can use this feat to prevent yourself from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal. If you also have the ferocity racial trait, you can use that once you have lost the temporary hit points from this feat.
Normal:
Special:
You can keep fighting even after you should be dead.
Prereq: Con 13; giantborn, half-orc, oruch, khazad-mornir, khazad-aul
Benefit: Once per day, you can gain a number of temporary hit points equal to your Constitution modifier. You can activate this feat as an immediate action when reduced to 0 or fewer hit points. You can use this feat to prevent yourself from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal. If you also have the ferocity racial trait, you can use that once you have lost the temporary hit points from this feat.
Normal:
Special:
Final Embrace (Combat)
Your coils are particularly deadly, allowing you to constrict opponents of your size or smaller.
Prereq: Str 13, Int 3; Druid 4 or Skinwalker; base attack bonus +3.
Benefit: You gain the constrict and grab special attacks. Your constrict attack deals damage equal to your unarmed strike or primary natural weapon melee attack. Further, you can grab and constrict opponents up to your size. Only usable in a form that normally possesses the constrict special attack.
Normal: You can grab and constrict creatures one size smaller than you.
Special:
Your coils are particularly deadly, allowing you to constrict opponents of your size or smaller.
Prereq: Str 13, Int 3; Druid 4 or Skinwalker; base attack bonus +3.
Benefit: You gain the constrict and grab special attacks. Your constrict attack deals damage equal to your unarmed strike or primary natural weapon melee attack. Further, you can grab and constrict opponents up to your size. Only usable in a form that normally possesses the constrict special attack.
Normal: You can grab and constrict creatures one size smaller than you.
Special:
Final Embrace Horror (Combat)
Your constricting attack has become stronger and more lethal.
Prereq: Str 15, Int 3; Druid 4 or Skinwalker; Final Embrace; base attack bonus +6.
Benefit: A creature that takes damage from your constrict attack is also shaken until the start of your next turn. Only usable in a form that normally possesses the constrict special attack.
Normal:
Special:
Your constricting attack has become stronger and more lethal.
Prereq: Str 15, Int 3; Druid 4 or Skinwalker; Final Embrace; base attack bonus +6.
Benefit: A creature that takes damage from your constrict attack is also shaken until the start of your next turn. Only usable in a form that normally possesses the constrict special attack.
Normal:
Special:
Final Embrace Master (Combat)
Few creatures can survive the crushing horror of your Final Embrace.
Prereq: Str 17, Int 3; Druid 4 or Skinwalker; Ability Focus (constrict); Final Embrace; Final Embrace Horror; base attack bonus +9.
Benefit: Double the number of damage dice for your constrict special attack. Only usable in a form that normally possesses the constrict special attack.
Normal:
Special:
Few creatures can survive the crushing horror of your Final Embrace.
Prereq: Str 17, Int 3; Druid 4 or Skinwalker; Ability Focus (constrict); Final Embrace; Final Embrace Horror; base attack bonus +9.
Benefit: Double the number of damage dice for your constrict special attack. Only usable in a form that normally possesses the constrict special attack.
Normal:
Special:
Fire Hand (Combat)
Born with a torch in your hand, you have a gift with anything that burns.
Prereq: Gobber
Benefit: You can wield a torch as a weapon without taking the nonproficient penalty and gain a +1 bonus on attack rolls with melee weapons that deal fire damage.
Normal:
Special:
Born with a torch in your hand, you have a gift with anything that burns.
Prereq: Gobber
Benefit: You can wield a torch as a weapon without taking the nonproficient penalty and gain a +1 bonus on attack rolls with melee weapons that deal fire damage.
Normal:
Special:
Fire Music (General)
Your ability to command fire and bardic music has created a strange blend of both magics.
Prereq: Spellcraft 5 ranks, ability to cast bard spells, ability to cast an arcane fire spell from some other spellcasting class.
Benefit: When you cast a bard spell that deals damage, you may replace the spell's normal damage with fire damage or split the spell's damage so that half of it is the normal damage type and half is fire damage. If you cast a summon monster spell as a bard spell, you may choose to give the summoned creature a fiery appearance, which gives it fire resistance 5 and adds +1 fire damage to all of its natural attacks. The creature sheds dim light in a 5-foot radius. This aspect of the feat has no effect if the creature already has the fire subtype. When you use this feat, the affected spell gains the fire descriptor.
Normal:
Special:
Your ability to command fire and bardic music has created a strange blend of both magics.
Prereq: Spellcraft 5 ranks, ability to cast bard spells, ability to cast an arcane fire spell from some other spellcasting class.
Benefit: When you cast a bard spell that deals damage, you may replace the spell's normal damage with fire damage or split the spell's damage so that half of it is the normal damage type and half is fire damage. If you cast a summon monster spell as a bard spell, you may choose to give the summoned creature a fiery appearance, which gives it fire resistance 5 and adds +1 fire damage to all of its natural attacks. The creature sheds dim light in a 5-foot radius. This aspect of the feat has no effect if the creature already has the fire subtype. When you use this feat, the affected spell gains the fire descriptor.
Normal:
Special:
Fire Tamer (General)
You know your way around even magical fire.
Prereq: Gobber
Benefit: You gain a +2 bonus on saves against spells with the fire descriptor. Additionally, your scars mark you as a talented fire tamer, granting you a +2 circumstance bonus on Diplomacy and Intimidate checks when dealing with other goblins.
Normal:
Special:
You know your way around even magical fire.
Prereq: Gobber
Benefit: You gain a +2 bonus on saves against spells with the fire descriptor. Additionally, your scars mark you as a talented fire tamer, granting you a +2 circumstance bonus on Diplomacy and Intimidate checks when dealing with other goblins.
Normal:
Special:
Firearm Mastery (Combat)
You reload firearms quickly.
Prereq: Dex 15, Exotic Weapon Proficiency (Firearms), Point Blank Shot, Rapid Reload (Firearms)
Benefit: You may reload one or two-handed firearms as a free action. In addition, you do not provoke attacks of opportunity when firing or reloading with your firearm.
Normal:
Special:
You reload firearms quickly.
Prereq: Dex 15, Exotic Weapon Proficiency (Firearms), Point Blank Shot, Rapid Reload (Firearms)
Benefit: You may reload one or two-handed firearms as a free action. In addition, you do not provoke attacks of opportunity when firing or reloading with your firearm.
Normal:
Special:
Flanking Foil (Combat)
Fighting multiple foes is easy for you.
Prereq: --
Benefit: Whenever you hit an adjacent opponent with a melee attack, until the start of your next turn, that opponent does not gain any flanking bonus on attack rolls while it is f lanking you and cannot deal sneak attack damage to you. It can still provide a flank for its allies.
Normal:
Special:
Fighting multiple foes is easy for you.
Prereq: --
Benefit: Whenever you hit an adjacent opponent with a melee attack, until the start of your next turn, that opponent does not gain any flanking bonus on attack rolls while it is f lanking you and cannot deal sneak attack damage to you. It can still provide a flank for its allies.
Normal:
Special:
Flaring Spell (Metamagic)
You dazzle creatures when you affect them with a spell that has the fire, light, or electricity descriptor.
Prereq: --
Benefit: The electricity, fire, or light effects of the affected spell create a flaring that dazzles creatures that take damage from the spell. A flare spell causes a creature that takes fire or electricity damage from the affected spell to become dazzled for a number of rounds equal to the actual level of the spell. A flaring spell only affects spells with a fire, light, or electricity descriptor. A flaring spell uses up a spell slot one level higher than the spell's actual level.
Normal:
Special:
You dazzle creatures when you affect them with a spell that has the fire, light, or electricity descriptor.
Prereq: --
Benefit: The electricity, fire, or light effects of the affected spell create a flaring that dazzles creatures that take damage from the spell. A flare spell causes a creature that takes fire or electricity damage from the affected spell to become dazzled for a number of rounds equal to the actual level of the spell. A flaring spell only affects spells with a fire, light, or electricity descriptor. A flaring spell uses up a spell slot one level higher than the spell's actual level.
Normal:
Special:
Fleet (General)
You are faster than most.
Prereq: --
Benefit: While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Normal:
Special: You can take this feat multiple times. The effects stack.
You are faster than most.
Prereq: --
Benefit: While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Normal:
Special: You can take this feat multiple times. The effects stack.
Flight of Serenity (General)
Call upon the serenity of the sky to calm others' rage
Prereq: Egalrin, HD 8+, Wis 15
Benefit: Long has your race strived for inner peace. By focusing upon the teachings of the shamans and the serenity of the skies, you may distract others from their rage. As a full-round action, you seek to distract your opponent from their anger, be it via a peaceful display of aerial acrobatics, inspiring words, or some other means. Despite the name of this feat, you do not need to be aloft to use its benefits. Use of this feat counts as a mind-effecting effect directed against a singular opponent within 30 feet. The opponent must make a will save versus 10 + 1/2 your hit dice + your Cha modifier. Failure suppresses their anger for one round, until just before your next action. This temporarily suppresses effects such as rage, and the opponent may neither attack nor cast offensive spells for the duration. You may attempt this maneuver once per day per four hit dice you have attained. Creatures immune to mind-effecting spells or conditions are immune to this ability.
Normal:
Special:
Call upon the serenity of the sky to calm others' rage
Prereq: Egalrin, HD 8+, Wis 15
Benefit: Long has your race strived for inner peace. By focusing upon the teachings of the shamans and the serenity of the skies, you may distract others from their rage. As a full-round action, you seek to distract your opponent from their anger, be it via a peaceful display of aerial acrobatics, inspiring words, or some other means. Despite the name of this feat, you do not need to be aloft to use its benefits. Use of this feat counts as a mind-effecting effect directed against a singular opponent within 30 feet. The opponent must make a will save versus 10 + 1/2 your hit dice + your Cha modifier. Failure suppresses their anger for one round, until just before your next action. This temporarily suppresses effects such as rage, and the opponent may neither attack nor cast offensive spells for the duration. You may attempt this maneuver once per day per four hit dice you have attained. Creatures immune to mind-effecting spells or conditions are immune to this ability.
Normal:
Special:
Flyby Attack (Monster)
This creature can make an attack before and after it moves while flying.
Prereq: Egalrin HD 5+
Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Special:
This creature can make an attack before and after it moves while flying.
Prereq: Egalrin HD 5+
Benefit: When flying, the creature can take a move action and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
Normal: Without this feat, the creature takes a standard action either before or after its move.
Special:
Focused Shot (Combat)
Your anatomical insight adds deadliness to your shots.
Prereq: Int 13, Point Blank Shot, Precise Shot.
Benefit: As a standard action, you may make an attack with a bow, crossbow, or firearm, and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Normal:
Special: Starting at 2nd level, a ranger with the archery combat style may select Focused Shot as a combat style feat.
Your anatomical insight adds deadliness to your shots.
Prereq: Int 13, Point Blank Shot, Precise Shot.
Benefit: As a standard action, you may make an attack with a bow, crossbow, or firearm, and add your Intelligence modifier on the damage roll. You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Normal:
Special: Starting at 2nd level, a ranger with the archery combat style may select Focused Shot as a combat style feat.
Focused Spell (Metamagic)
When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist.
Prereq: --
Benefit: When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That creature's saving throw DC to resist the spell is increased by +2. You must choose which target to focus the spell on before casting the spell. A focused spell uses up a spell slot one level higher than the spell's actual level. Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat.
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When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist.
Prereq: --
Benefit: When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That creature's saving throw DC to resist the spell is increased by +2. You must choose which target to focus the spell on before casting the spell. A focused spell uses up a spell slot one level higher than the spell's actual level. Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat.
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Focusing Blow (General, Teamwork)
You and your allies work together to shake off mental effects.
Prereq: Hobgoblin Discipline, arvek nar
Benefit: An ally who also has this feat can deal damage to you in order to break an ongoing mind-affecting effect that allows a saving throw. The ally must cause at least 5 points of damage to you with an attack, spell, or other ability. You then reroll your saving throw, with a +1 bonus for every 5 additional points of damage the attack caused. If your save is successful, the mind-affecting effect ends. Only damage actually dealt counts for purposes of this feat; nonlethal damage and damage reduced or eliminated by damage reduction, resistances, and so on does not qualify.
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You and your allies work together to shake off mental effects.
Prereq: Hobgoblin Discipline, arvek nar
Benefit: An ally who also has this feat can deal damage to you in order to break an ongoing mind-affecting effect that allows a saving throw. The ally must cause at least 5 points of damage to you with an attack, spell, or other ability. You then reroll your saving throw, with a +1 bonus for every 5 additional points of damage the attack caused. If your save is successful, the mind-affecting effect ends. Only damage actually dealt counts for purposes of this feat; nonlethal damage and damage reduced or eliminated by damage reduction, resistances, and so on does not qualify.
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Following Step (Combat)
You can repeatedly close the distance when foes try to move away, without impeding your normal movement.
Prereq: Dex 13, Step Up.
Benefit: When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.
Normal: You can only take a 5-foot step to follow an opponent using Step Up.
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You can repeatedly close the distance when foes try to move away, without impeding your normal movement.
Prereq: Dex 13, Step Up.
Benefit: When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.
Normal: You can only take a 5-foot step to follow an opponent using Step Up.
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Forge Ring (Item Creation)
You can create magic rings.
Prereq: Caster level 7th.
Benefit: You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing half of the base price. See the magic item creation rules in Chapter 15 for more information. You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that ring in the first place.
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You can create magic rings.
Prereq: Caster level 7th.
Benefit: You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing half of the base price. See the magic item creation rules in Chapter 15 for more information. You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that ring in the first place.
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Fortified Armor Training (Combat)
You have learned to let your armor bear the brunt of the worst attacks.
Prereq: Proficient with armor or shield.
Benefit: If an opponent scores a critical hit against you, you can turn the critical hit into a normal hit. If you do, either your armor or your shield gains the broken condition (your choice).
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You have learned to let your armor bear the brunt of the worst attacks.
Prereq: Proficient with armor or shield.
Benefit: If an opponent scores a critical hit against you, you can turn the critical hit into a normal hit. If you do, either your armor or your shield gains the broken condition (your choice).
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Furious Focus (Combat)
Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.
Prereq: Str 13, Power Attack, base attack bonus +1.
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
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Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.
Prereq: Str 13, Power Attack, base attack bonus +1.
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
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Gang Up (Combat)
You are adept at using greater numbers against foes.
Prereq: Int 13, Combat Expertise.
Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
Normal: You must be positioned opposite an ally to f lank an opponent.
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You are adept at using greater numbers against foes.
Prereq: Int 13, Combat Expertise.
Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
Normal: You must be positioned opposite an ally to f lank an opponent.
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Giant Killer (Combat)
Your cleaving strokes menace giants and larger foes.
Prereq: Str 13, Cleave, Goblin Cleaver, Orc Hewer, Power Attack, Strike Back, base attack bonus +11, khazad
Benefit: This functions as Goblin Cleaver, but your additional attacks can be made against creatures one size category larger than you or smaller. In addition, any such attacks made against humanoids (giant) gain a +2 circumstance bonus on attack rolls.
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Your cleaving strokes menace giants and larger foes.
Prereq: Str 13, Cleave, Goblin Cleaver, Orc Hewer, Power Attack, Strike Back, base attack bonus +11, khazad
Benefit: This functions as Goblin Cleaver, but your additional attacks can be made against creatures one size category larger than you or smaller. In addition, any such attacks made against humanoids (giant) gain a +2 circumstance bonus on attack rolls.
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Giant's Fists (General)
You bear the heritage of giants.
Prereq: Giantborn, Smashing Fists, Awaken the Giant, Con 13+, BAB 7+
Benefit: As a swift action, you may summon the power of your inheritance into your fists, encasing them in fire, cold, and so forth. The exact element is dependent upon your Awaken the Giant feat. Doing so encases your fists in that element for 1 round. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. This does not stack with other effects that add elemental damage of that type to weapons or unarmed strikes, such as the flaming special ability. You may do this a number of times per day equal to your Constitution modifier. This ability only affects your Smashing Fists unarmed strikes.
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You bear the heritage of giants.
Prereq: Giantborn, Smashing Fists, Awaken the Giant, Con 13+, BAB 7+
Benefit: As a swift action, you may summon the power of your inheritance into your fists, encasing them in fire, cold, and so forth. The exact element is dependent upon your Awaken the Giant feat. Doing so encases your fists in that element for 1 round. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. This does not stack with other effects that add elemental damage of that type to weapons or unarmed strikes, such as the flaming special ability. You may do this a number of times per day equal to your Constitution modifier. This ability only affects your Smashing Fists unarmed strikes.
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Gliding Steps (General)
You skate across the surface of the earth as if gliding on ice.
Prereq: Dodge, Mobility, Nimble Moves, ki pool.
Benefit: If you have at least one ki in your ki pool, when you move you do not provoke attacks of opportunity when leaving the first square of that movement. You can spend 1 ki point to avoid provoking attacks of opportunity during that entire move.
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You skate across the surface of the earth as if gliding on ice.
Prereq: Dodge, Mobility, Nimble Moves, ki pool.
Benefit: If you have at least one ki in your ki pool, when you move you do not provoke attacks of opportunity when leaving the first square of that movement. You can spend 1 ki point to avoid provoking attacks of opportunity during that entire move.
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Gnome Trickster (General)
Your arcane talents go beyond the illusory.
Prereq: Cha 13, gnome, gnome magic racial trait.
Benefit: In addition to your normal gnome spell-like abilities, you also gain the following spell-like abilities: 1/day-mage hand and prestidigitation.
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Your arcane talents go beyond the illusory.
Prereq: Cha 13, gnome, gnome magic racial trait.
Benefit: In addition to your normal gnome spell-like abilities, you also gain the following spell-like abilities: 1/day-mage hand and prestidigitation.
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