Character Building

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(New Item Properties)
(Feats: wiki formatting)
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=Feats=
=Feats=
==Form Feats==
==Form Feats==
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[B]Disengage [/B][Form]
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'''Disengage''' [Form]
You cut your attack short to move away from your foe.
You cut your attack short to move away from your foe.
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[B]Prerequisites: [/B]Dexterity 15+, Finisher, BAB +6 or more.
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'''Prerequisites:''' Dexterity 15+, Finisher, BAB +6 or more.
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[B]Benefit: [/B]When using the full attack action, you may forgo your last two attacks in exchange for a disengage maneuver. This attack is made at the higher base attack bonus of the two you forfeited. If it strikes your opponent, you may move at your full speed without incurring an attack of opportunity from that opponent (attacks of opportunity from other opponents may still apply). You are no longer entitled to a 5’ step during this round, however. A disengage maneuver is still considered a move action, & you may only perform a disengage maneuver once every two rounds.
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'''Benefit:''' When using the full attack action, you may forgo your last two attacks in exchange for a disengage maneuver. This attack is made at the higher base attack bonus of the two you forfeited. If it strikes your opponent, you may move at your full speed without incurring an attack of opportunity from that opponent (attacks of opportunity from other opponents may still apply). You are no longer entitled to a 5’ step during this round, however. A disengage maneuver is still considered a move action, & you may only perform a disengage maneuver once every two rounds.
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[B]Normal: [/B]You may make only a 5’ step when performing a full attack.
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'''Normal:''' You may make only a 5’ step when performing a full attack.
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[B]Special: [/B]A fighter may select Disengage as one of her bonus feats.
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'''Special:''' A fighter may select Disengage as one of her bonus feats.
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[B]Finisher [/B][General]
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'''Finisher''' [General]
To complete your attack, you focus your skill to deliver a strong final blow.
To complete your attack, you focus your skill to deliver a strong final blow.
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[B]Prerequisites: [/B]BAB +6 or more.
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'''Prerequisites:''' BAB +6 or more.
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[B]Benefit: [/B]When using the full attack action, you may forgo your last two attacks in exchange for a finisher. This attack is made at the higher base attack bonus of the two you forfeited with a +4 bonus, & deals an additional 2d6 points of damage. You may only perform a finisher once every two rounds.
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'''Benefit:''' When using the full attack action, you may forgo your last two attacks in exchange for a finisher. This attack is made at the higher base attack bonus of the two you forfeited with a +4 bonus, & deals an additional 2d6 points of damage. You may only perform a finisher once every two rounds.
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[B]Special: [/B]A fighter may select Finisher as one of her bonus feats.
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'''Special:''' A fighter may select Finisher as one of her bonus feats.
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[B]Greater Finisher [/B][Form]
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'''Greater Finisher''' [Form]
To complete your attack, you apply your talent & mastery to deliver a mighty final blow.
To complete your attack, you apply your talent & mastery to deliver a mighty final blow.
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[B]Prerequisites: [/B]Finisher, Mastery of Form, Weapon Specialization, BAB +16 or more.
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'''Prerequisites:''' Finisher, Mastery of Form, Weapon Specialization, BAB +16 or more.
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[B]Benefit: [/B]When using the full attack action, you may forgo your last two attacks in exchange for a greater finisher. This attack is made at the higher base attack bonus of the two you forfeited with a +6 bonus, & deals an additional 4d6 points of damage. You may only perform a greater finisher once every two rounds.
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'''Benefit:''' When using the full attack action, you may forgo your last two attacks in exchange for a greater finisher. This attack is made at the higher base attack bonus of the two you forfeited with a +6 bonus, & deals an additional 4d6 points of damage. You may only perform a greater finisher once every two rounds.
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[B]Special: [/B]A fighter may select Greater Finisher as one of her bonus feats.
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'''Special:''' A fighter may select Greater Finisher as one of her bonus feats.
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[B]Mastery of Form [/B][Form]
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'''Mastery of Form''' [Form]
You have mastered a new combat form & can employ a more elegant, direct technique.
You have mastered a new combat form & can employ a more elegant, direct technique.
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[B]Prerequisites: [/B]Finisher, any Form feat, BAB +11 or more.
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'''Prerequisites:''' Finisher, any Form feat, BAB +11 or more.
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[B]Benefit: [/B]When you take this feat, choose a form feat you possess. This feat only applies to that form feat. You may employ that form feat’s special action (disengage, sweep etc.) as a standard action once every two rounds. This does not impact the use of that form feat, so each can be used once every two rounds.
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'''Benefit:''' When you take this feat, choose a form feat you possess. This feat only applies to that form feat. You may employ that form feat’s special action (disengage, sweep etc.) as a standard action once every two rounds. This does not impact the use of that form feat, so each can be used once every two rounds.
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[B]Special: [/B]This feat may be taken more than once. Each time, it applies to a different Form feat you possess. A fighter may select Mastery of Form as one of her bonus feats.
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'''Special:''' This feat may be taken more than once. Each time, it applies to a different Form feat you possess. A fighter may select Mastery of Form as one of her bonus feats.
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[B]Overcome [/B][Form]
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'''Overcome''' [Form]
To complete your attack, you attempt to fell your foe in a final strike so you may rejoin the fray.
To complete your attack, you attempt to fell your foe in a final strike so you may rejoin the fray.
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[B]Prerequisites: [/B]Cleave, Finisher, BAB +6 or more.
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'''Prerequisites:''' Cleave, Finisher, BAB +6 or more.
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[B]Benefit: [/B]When using the full attack action, you may forgo your last two attacks in exchange for an overcome attack. This attack is made at the higher base attack bonus of the two you forfeited. If it deals enough damage to your foe to make it drop (as the Cleave feat), you may immediately take another full round of actions, though you may not employ any Form feat while doing so. You may only perform an overcome once every two rounds.
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'''Benefit:''' When using the full attack action, you may forgo your last two attacks in exchange for an overcome attack. This attack is made at the higher base attack bonus of the two you forfeited. If it deals enough damage to your foe to make it drop (as the Cleave feat), you may immediately take another full round of actions, though you may not employ any Form feat while doing so. You may only perform an overcome once every two rounds.
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[B]Normal: [/B]You may only make one additional attack against an adjacent foe if you drop your enemy.
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'''Normal:''' You may only make one additional attack against an adjacent foe if you drop your enemy.
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[B]Special: [/B]If you have the Great Cleave feat, your overcome attack deals an additional 3d6 points of damage. A fighter may select Overcome as one of her bonus feats.
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'''Special:''' If you have the Great Cleave feat, your overcome attack deals an additional 3d6 points of damage. A fighter may select Overcome as one of her bonus feats.
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[B]Paired Strike [/B][Form]
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'''Paired Strike''' [Form]
To complete your attack, you deliver a potent thrust with both weapons simultaneously.
To complete your attack, you deliver a potent thrust with both weapons simultaneously.
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[B]Prerequisites: [/B]Finisher, Two-Weapon Fighting, BAB +6 or more.
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'''Prerequisites:''' Finisher, Two-Weapon Fighting, BAB +6 or more.
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[B]Benefit: [/B]When using the full attack action with two melee weapons, you may forgo your last two attacks in exchange for a paired strike. This attack is made at the higher base attack bonus of the two you forfeited. If it succeeds, both of your weapons deal damage with a +2 damage bonus; your off-hand weapon applies your full Strength bonus. You may only perform a paired strike once every two rounds.
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'''Benefit:''' When using the full attack action with two melee weapons, you may forgo your last two attacks in exchange for a paired strike. This attack is made at the higher base attack bonus of the two you forfeited. If it succeeds, both of your weapons deal damage with a +2 damage bonus; your off-hand weapon applies your full Strength bonus. You may only perform a paired strike once every two rounds.
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[B]Special: [/B]If you have Improved Two-Weapon Fighting, your paired strike is made at a +2 bonus. If you have Greater Two-Weapon Fighting, this bonus increases to +4. A fighter may select Paired Strike as one of her bonus feats.
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'''Special:''' If you have Improved Two-Weapon Fighting, your paired strike is made at a +2 bonus. If you have Greater Two-Weapon Fighting, this bonus increases to +4. A fighter may select Paired Strike as one of her bonus feats.
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[B]Piercing Shot [/B][Form]
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'''Piercing Shot''' [Form]
To complete your attack, you fire an accelerated shot before your foe is ready.
To complete your attack, you fire an accelerated shot before your foe is ready.
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[B]Prerequisites: [/B]Finisher, Point Blank Shot, BAB +6 or more.
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'''Prerequisites:''' Finisher, Point Blank Shot, BAB +6 or more.
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[B]Benefit: [/B]When using the full attack action with a ranged weapon, you may forgo your last two attacks in exchange for a piercing shot. This attack is made at the higher base attack bonus of the two you forfeited, & deals an additional 2d6 points of damage. The target is considered flatfooted for this attack, so sneak attack damage can apply in this case. You may only perform a piercing shot once every two rounds.
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'''Benefit:''' When using the full attack action with a ranged weapon, you may forgo your last two attacks in exchange for a piercing shot. This attack is made at the higher base attack bonus of the two you forfeited, & deals an additional 2d6 points of damage. The target is considered flatfooted for this attack, so sneak attack damage can apply in this case. You may only perform a piercing shot once every two rounds.
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[B]Special: [/B]If you have Precise Shot, your piercing shot deals an additional 2d6 points of damage. If you have Improved Precise Shot, your piercing shot deals an additional 4d6 points of damage. A creature immune to critical hits takes no additional damage from a piercing shot. A fighter may select Piercing Shot as one of her bonus feats.
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'''Special:''' If you have Precise Shot, your piercing shot deals an additional 2d6 points of damage. If you have Improved Precise Shot, your piercing shot deals an additional 4d6 points of damage. A creature immune to critical hits takes no additional damage from a piercing shot. A fighter may select Piercing Shot as one of her bonus feats.
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[B]Staggering Blow [/B][Form]
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'''Staggering Blow''' [Form]
To complete your attack, you deliver a blow so strong as to knock your foe off-balance.
To complete your attack, you deliver a blow so strong as to knock your foe off-balance.
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[B]Prerequisites: [/B]Strength 15+, Finisher, BAB +6 or more.
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'''Prerequisites:''' Strength 15+, Finisher, BAB +6 or more.
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[B]Benefit: [/B]When using the full attack action with a melee weapon, you may forgo your last two attacks in exchange for a staggering blow. This attack is made at the higher base attack bonus of the two you forfeited. The staggering blow deals additional damage equivalent to your Strength bonus & causes the victim to become staggered for 1d4 rounds. A successful Fortitude save (DC = your BAB + your Strength bonus) reduces this to 1 round. You may only perform a staggering blow once every two rounds.
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'''Benefit:''' When using the full attack action with a melee weapon, you may forgo your last two attacks in exchange for a staggering blow. This attack is made at the higher base attack bonus of the two you forfeited. The staggering blow deals additional damage equivalent to your Strength bonus & causes the victim to become staggered for 1d4 rounds. A successful Fortitude save (DC = your BAB + your Strength bonus) reduces this to 1 round. You may only perform a staggering blow once every two rounds.
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[B]Special: [/B]A fighter may select Staggering Blow as one of her bonus feats.
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'''Special:''' A fighter may select Staggering Blow as one of her bonus feats.
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[B]Storm of Blows [/B][Form]
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'''Storm of Blows''' [Form]
To complete your attack, you unleash a multitude of blows as fast & as powerful as lightning.
To complete your attack, you unleash a multitude of blows as fast & as powerful as lightning.
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[B]Prerequisites: [/B]Finisher, Flurry of Blows class feature, BAB +6 or more.
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'''Prerequisites:''' Finisher, Flurry of Blows class feature, BAB +6 or more.
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[B]Benefit: [/B]When using the full attack action, you may forgo your last two attacks in exchange for a storm of blows. This ability allows you to strike with your flurry of blows, initiating at the higher base attack bonus of the two attacks you forfeited. You may only perform a storm of blows once every two rounds.
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'''Benefit:''' When using the full attack action, you may forgo your last two attacks in exchange for a storm of blows. This ability allows you to strike with your flurry of blows, initiating at the higher base attack bonus of the two attacks you forfeited. You may only perform a storm of blows once every two rounds.
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[B]Sweep [/B][Form]
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'''Sweep''' [Form]
To complete your attack, you let loose with a broad attack that cuts a wide swath through foes.
To complete your attack, you let loose with a broad attack that cuts a wide swath through foes.
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[B]Prerequisites: [/B]Finisher, Power Attack, BAB +6 or more.
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'''Prerequisites:''' Finisher, Power Attack, BAB +6 or more.
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[B]Benefit: [/B]When using the full attack action, you may forgo your last two attacks in exchange for a sweep. This attack strikes three adjacent 5’ squares within your reach using a single attack roll, dealing normal damage in each square that it successfully strikes. You may only perform a sweep once every two rounds, a sweep cannot be performed with a ranged weapon.
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'''Benefit:''' When using the full attack action, you may forgo your last two attacks in exchange for a sweep. This attack strikes three adjacent 5’ squares within your reach using a single attack roll, dealing normal damage in each square that it successfully strikes. You may only perform a sweep once every two rounds, a sweep cannot be performed with a ranged weapon.
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[B]Special: [/B]A fighter may select Sweep as one of her bonus feats.
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'''Special:''' A fighter may select Sweep as one of her bonus feats.
==General Feats==
==General Feats==
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[B]Armored Arms [/B][General]
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'''Armored Arms''' [General]
You have trained with weapons to the point where you can use them to block attacks.
You have trained with weapons to the point where you can use them to block attacks.
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[B]Prerequisites: [/B]Dexterity 15+, Two-Weapon Fighting, Two-Weapon Defense.
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'''Prerequisites:''' Dexterity 15+, Two-Weapon Fighting, Two-Weapon Defense.
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[B]Benefit: [/B]When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a shield bonus to your AC, depending on what kind of weapon you choose to defend with. If you choose to use a light weapon to block attacks, you gain a +2 shield bonus; a one-handed weapon grants you a +3 shield bonus. When you are fighting defensively or using the total defense action, this shield bonus doubles. You can only use a two-handed weapon in this manner if it counts as a double weapon, & then you must choose which end to block attacks with. You can change your mind as to which weapon to block attacks with as a free action, up to once per round. You cannot make an attack with the blocking weapon in the same round that you are blocking attacks, but you can use your other weapon to attack freely.
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'''Benefit:''' When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a shield bonus to your AC, depending on what kind of weapon you choose to defend with. If you choose to use a light weapon to block attacks, you gain a +2 shield bonus; a one-handed weapon grants you a +3 shield bonus. When you are fighting defensively or using the total defense action, this shield bonus doubles. You can only use a two-handed weapon in this manner if it counts as a double weapon, & then you must choose which end to block attacks with. You can change your mind as to which weapon to block attacks with as a free action, up to once per round. You cannot make an attack with the blocking weapon in the same round that you are blocking attacks, but you can use your other weapon to attack freely.
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[B]Special: [/B]A fighter may select Armored Arms as one of his fighter bonus feats.
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'''Special:''' A fighter may select Armored Arms as one of his fighter bonus feats.
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[B]Avoidance [/B][General]
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'''Avoidance''' [General]
You maintain escape routes & breathing room in tight situations, eluding those who press you.
You maintain escape routes & breathing room in tight situations, eluding those who press you.
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[B]Prerequisites: [/B]Dexterity 13+, Dodge.
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'''Prerequisites:''' Dexterity 13+, Dodge.
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[B]Benefit: [/B]You gain a +2 dodge bonus to Armor Class.
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'''Benefit:''' You gain a +2 dodge bonus to Armor Class.
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[B]Special: [/B]You can’t use this feat if you are wearing heavy armor or carrying a heavy load. A fighter may select Avoidance as one of his bonus feats. This feat is the equivalent of Mobility as a prerequisite.
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'''Special:''' You can’t use this feat if you are wearing heavy armor or carrying a heavy load. A fighter may select Avoidance as one of his bonus feats. This feat is the equivalent of Mobility as a prerequisite.
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[B]Awareness [/B][General]
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'''Awareness''' [General]
Your sense of caution has served you well in the past, causing you to hone & apply it further.
Your sense of caution has served you well in the past, causing you to hone & apply it further.
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[B]Prerequisites: [/B]Dexterity 13+, Trap Sense class feature.
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'''Prerequisites:''' Dexterity 13+, Trap Sense class feature.
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[B]Benefit: [/B]Apply your trap sense bonus to your initiative rolls.
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'''Benefit:''' Apply your trap sense bonus to your initiative rolls.
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[B]Special: [/B]This feat is the equivalent of Alertness as a prerequisite.
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'''Special:''' This feat is the equivalent of Alertness as a prerequisite.
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[B]Base Vasrah [/B][General]
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'''Base Vasrah''' [General]
You are trained in the meditative [I]vasrah[/I], allowing you to broaden your mind with serene focus.
You are trained in the meditative [I]vasrah[/I], allowing you to broaden your mind with serene focus.
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[B]Prerequisites: [/B]Wisdom 13+, Improved Unarmed Strike.
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'''Prerequisites:''' Wisdom 13+, Improved Unarmed Strike.
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[B]Benefit: [/B]Your Wisdom score is treated as being two points higher for Will saving throws, spell & ability DC’s & a monk’s Wisdom armor class bonus.
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'''Benefit:''' Your Wisdom score is treated as being two points higher for Will saving throws, spell & ability DC’s & a monk’s Wisdom armor class bonus.
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[B]Special: [/B]If your Wisdom score is reduced, drained or damaged, you immediately lose the benefits of this feat for the remainder of the day. A monk may select Base Vasrah as a bonus feat at 1st or 2nd level.
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'''Special:''' If your Wisdom score is reduced, drained or damaged, you immediately lose the benefits of this feat for the remainder of the day. A monk may select Base Vasrah as a bonus feat at 1st or 2nd level.
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[B]Blessed by Fate [/B][General]
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'''Blessed by Fate''' [General]
You seem to be an unusually lucky person.
You seem to be an unusually lucky person.
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[B]Benefit: [/B]Once per day, you can apply a +2 luck bonus to any single die roll. Also, you gain a permanent +1 luck bonus to all saving throws to resist curses & curse-based effects.
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'''Benefit:''' Once per day, you can apply a +2 luck bonus to any single die roll. Also, you gain a permanent +1 luck bonus to all saving throws to resist curses & curse-based effects.
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[B]Counterattack [/B][General]
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'''Counterattack''' [General]
When struck by an opponent, you know how to return the favor.
When struck by an opponent, you know how to return the favor.
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[B]Prerequisites: [/B]Dexterity 13+, BAB +5 or more, Combat Reflexes, Lightning Reflexes.
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'''Prerequisites:''' Dexterity 13+, BAB +5 or more, Combat Reflexes, Lightning Reflexes.
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[B]Benefit: [/B]Once per round, you can make an extra attack of opportunity against an opponent that has hit you with a non-magical attack. This only applies to opponents that have successfully hit you in the last round’s worth of actions with a melee weapon or a natural weapon (magic weapons can only be countered if your Wisdom is 13 or higher). They need not have dealt you any damage; Damage Reduction or some other effect could have negated the damage.
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'''Benefit:''' Once per round, you can make an extra attack of opportunity against an opponent that has hit you with a non-magical attack. This only applies to opponents that have successfully hit you in the last round’s worth of actions with a melee weapon or a natural weapon (magic weapons can only be countered if your Wisdom is 13 or higher). They need not have dealt you any damage; Damage Reduction or some other effect could have negated the damage.
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[B]Special: [/B]A fighter may select Counterattack as one of his fighter bonus feats.
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'''Special:''' A fighter may select Counterattack as one of his fighter bonus feats.
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[B]Cunning Hunter [/B][General]
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'''Cunning Hunter''' [General]
In sand or savannah, over ground or grass, your skills at tracking give you the drop on your foe.
In sand or savannah, over ground or grass, your skills at tracking give you the drop on your foe.
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[B]Prerequisites: [/B]Survival 9 or more ranks, Track.
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'''Prerequisites:''' Survival 9 or more ranks, Track.
Benefits: When you successfully track a creature, you may apply your Wisdom bonus to your initiative roll should you encounter that creature within the next hour. If the creature is one of your favored enemies, you & your party gain a +1 bonus to your initiative rolls in such an encounter.
Benefits: When you successfully track a creature, you may apply your Wisdom bonus to your initiative roll should you encounter that creature within the next hour. If the creature is one of your favored enemies, you & your party gain a +1 bonus to your initiative rolls in such an encounter.
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[B]Normal: [/B]A track check only reveals the direction your foe traveled & does not impart any usable tactical information.
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'''Normal:''' A track check only reveals the direction your foe traveled & does not impart any usable tactical information.
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[B]Dedicated Hatred [/B][General]
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'''Dedicated Hatred''' [General]
Your focus on destroying your favored foes has given you intimate knowledge on how to hit them where it hurts.
Your focus on destroying your favored foes has given you intimate knowledge on how to hit them where it hurts.
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[B]Prerequisites: [/B]Favored Enemy class feature, Improved Critical.
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'''Prerequisites:''' Favored Enemy class feature, Improved Critical.
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[B]Benefit: [/B]When making attacks against a favored enemy, the critical threat range of your weapon is doubled (even if already doubled by Improved Critical, the [I]keen edge [/I]spell or the keen weapon property). When making attacks against an enemy immune to critical hits, instead that enemy becomes vulnerable to critical hits as well as precision damage (such as sneak attack damage).
+
'''Benefit:''' When making attacks against a favored enemy, the critical threat range of your weapon is doubled (even if already doubled by Improved Critical, the [I]keen edge [/I]spell or the keen weapon property). When making attacks against an enemy immune to critical hits, instead that enemy becomes vulnerable to critical hits as well as precision damage (such as sneak attack damage).
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[B]Defensive Stance [/B][General]
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'''Defensive Stance''' [General]
You understand how to guard yourself in combat.
You understand how to guard yourself in combat.
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[B]Prerequisites: [/B]Shield Proficiency.
+
'''Prerequisites:''' Shield Proficiency.
-
[B]Benefit: [/B]When employing a shield, increase its shield bonus by 1. When wearing armor that you are proficient with, increase its armor bonus by 1.
+
'''Benefit:''' When employing a shield, increase its shield bonus by 1. When wearing armor that you are proficient with, increase its armor bonus by 1.
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[B]Special: [/B]A fighter may select Defensive Stance as one of his fighter bonus feats.
+
'''Special:''' A fighter may select Defensive Stance as one of his fighter bonus feats.
-
[B]Desert Nomad [/B][General]
+
'''Desert Nomad''' [General]
You have adapted to the harsh ways of the desert, learning the survival secrets of those who live there.
You have adapted to the harsh ways of the desert, learning the survival secrets of those who live there.
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[B]Prerequisites: [/B]Constitution 13+, Endurance.
+
'''Prerequisites:''' Constitution 13+, Endurance.
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[B]Benefit: [/B]You gain a +4 insight bonus on Survival checks, Constitution checks made to avoid nonlethal damage from starvation or thirst, & Fortitude saves made to avoid nonlethal damage from environmental heat. These bonuses only apply within the following environments: warm desert, temperate desert, & warm plains.
+
'''Benefit:''' You gain a +4 insight bonus on Survival checks, Constitution checks made to avoid nonlethal damage from starvation or thirst, & Fortitude saves made to avoid nonlethal damage from environmental heat. These bonuses only apply within the following environments: warm desert, temperate desert, & warm plains.
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[B]Elusive Prey [/B][General]
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'''Elusive Prey''' [General]
You have trained to foresee danger & can guess when something is coming your way in time to throw it off course.
You have trained to foresee danger & can guess when something is coming your way in time to throw it off course.
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[B]Prerequisites: [/B]Intelligence 13+, Evasion class feature, Spellcraft 5 or more ranks.
+
'''Prerequisites:''' Intelligence 13+, Evasion class feature, Spellcraft 5 or more ranks.
-
[B]Benefit: [/B]When you are made the target of a spell by a caster you can see, you may make a Reflex save against that spell (DC = 10 + the spell’s level + the caster’s spellcasting ability modifier). On a success, you have shifted at the opportune moment to disrupt the precise casting of the spell, spoiling its targeting & preventing it from affecting you. If the spell had other targets, they may still be subject to its effects. This ability can only be used against spells that specifically target you, not area effects.
+
'''Benefit:''' When you are made the target of a spell by a caster you can see, you may make a Reflex save against that spell (DC = 10 + the spell’s level + the caster’s spellcasting ability modifier). On a success, you have shifted at the opportune moment to disrupt the precise casting of the spell, spoiling its targeting & preventing it from affecting you. If the spell had other targets, they may still be subject to its effects. This ability can only be used against spells that specifically target you, not area effects.
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[B]Fifth Vasrah [/B][General]
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'''Fifth Vasrah''' [General]
Your meditation has at last brought you to the Fifth Vasrah, the zenith of transcendence, where in your serenity you may pass from reality temporarily.
Your meditation has at last brought you to the Fifth Vasrah, the zenith of transcendence, where in your serenity you may pass from reality temporarily.
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[B]Prerequisites: [/B]Wisdom 21+, Improved Unarmed Strike, Base Vasrah, Second Vasrah, Third Vasrah, Fourth Vasrah.
+
'''Prerequisites:''' Wisdom 21+, Improved Unarmed Strike, Base Vasrah, Second Vasrah, Third Vasrah, Fourth Vasrah.
-
[B]Benefit: [/B]A number of times per day equal to your Wisdom bonus, you may exempt yourself from the effects of a spell, spell-like ability or supernatural ability as an immediate action. You are not a target of the effect, nor does it impact you in any way, & you do not need to make a saving throw.
+
'''Benefit:''' A number of times per day equal to your Wisdom bonus, you may exempt yourself from the effects of a spell, spell-like ability or supernatural ability as an immediate action. You are not a target of the effect, nor does it impact you in any way, & you do not need to make a saving throw.
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[B]Special: [/B]If your Wisdom score is reduced, drained or damaged, you immediately lose uses of this ability commensurate to the decrease in Wisdom bonus. If your Wisdom score is increased by a temporary effect, you do not gain additional uses of this ability.
+
'''Special:''' If your Wisdom score is reduced, drained or damaged, you immediately lose uses of this ability commensurate to the decrease in Wisdom bonus. If your Wisdom score is increased by a temporary effect, you do not gain additional uses of this ability.
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[B]Forceful Hand [/B][General]
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'''Forceful Hand''' [General]
You can focus your energy into pushing opponents away from you with your strikes.
You can focus your energy into pushing opponents away from you with your strikes.
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[B]Prerequisites: [/B]Unarmed Strike class feature.
+
'''Prerequisites:''' Unarmed Strike class feature.
-
[B]Benefit: [/B]Once per round, you can push an opponent backward with your unarmed strikes. You must successfully hit an opponent with an unarmed strike at your highest base attack bonus. You can then immediately make opposed Strength checks with that opponent. You & your opponent each add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. If your opponent succeeds, then nothing further happens; you simply continue with the encounter. If you succeed, however, then you push your opponent back 5’ with your strike. Your opponent must then make a Balance check (DC = your grapple modifier) or fall prone.
+
'''Benefit:''' Once per round, you can push an opponent backward with your unarmed strikes. You must successfully hit an opponent with an unarmed strike at your highest base attack bonus. You can then immediately make opposed Strength checks with that opponent. You & your opponent each add a +4 bonus for each size category you are larger than Medium or a -4 penalty for each size category you are smaller than Medium. If your opponent succeeds, then nothing further happens; you simply continue with the encounter. If you succeed, however, then you push your opponent back 5’ with your strike. Your opponent must then make a Balance check (DC = your grapple modifier) or fall prone.
-
[B]Special: [/B]A monk may select Forceful Hand as a bonus feat.
+
'''Special:''' A monk may select Forceful Hand as a bonus feat.
-
[B]Fortunate Soul [/B][General]
+
'''Fortunate Soul''' [General]
You are luckier than most, & some say Adimas smiles upon you.
You are luckier than most, & some say Adimas smiles upon you.
-
[B]Prerequisites: [/B]Blessed by Fate.
+
'''Prerequisites:''' Blessed by Fate.
-
[B]Benefit: [/B]You gain a +1 luck bonus on all saving throws.
+
'''Benefit:''' You gain a +1 luck bonus on all saving throws.
-
[B]Fourth Vasrah [/B][General]
+
'''Fourth Vasrah''' [General]
Your meditation has brought you to the Fourth Vasrah, the seat of life, where your serenity channels the flow of vitality.
Your meditation has brought you to the Fourth Vasrah, the seat of life, where your serenity channels the flow of vitality.
-
[B]Prerequisites: [/B]Wisdom 19+, Improved Unarmed Strike, Base Vasrah, Second Vasrah, Third Vasrah.
+
'''Prerequisites:''' Wisdom 19+, Improved Unarmed Strike, Base Vasrah, Second Vasrah, Third Vasrah.
-
[B]Benefit: [/B]You may substitute your Wisdom score for your Constitution score. This includes any increases to Wisdom from spells & other effects, as well as the virtual Wisdom from Base Vasrah. You will still die if your Constitution is reduced below 1.
+
'''Benefit:''' You may substitute your Wisdom score for your Constitution score. This includes any increases to Wisdom from spells & other effects, as well as the virtual Wisdom from Base Vasrah. You will still die if your Constitution is reduced below 1.
-
[B]Special: [/B]If your Wisdom score is reduced, drained or damaged, you immediately lose the benefits of this feat for the remainder of the day.
+
'''Special:''' If your Wisdom score is reduced, drained or damaged, you immediately lose the benefits of this feat for the remainder of the day.
-
[B]Gift of Tongues [/B][General]
+
'''Gift of Tongues''' [General]
You have a knack for understanding foreign tongues.
You have a knack for understanding foreign tongues.
-
[B]Prerequisites: [/B]Intelligence 13+, can speak 2 or more languages.
+
'''Prerequisites:''' Intelligence 13+, can speak 2 or more languages.
-
[B]Benefit: [/B]You can make Speak Language checks to understand someone who speaks in a tongue that you don’t know. You add your Intelligence modifier to the number of languages that you know, & add that number to a d20 roll. This roll is made against DC25; if successful, you can understand a short message (10 words or less) spoken by a creature. You gain a +2 circumstance bonus on checks made when listening creatures of the same Type as you, & you gain a +3 circumstance bonus on checks made when listening creatures of the same race as you. The difficulty class of being understood by a creature that you are speaking to (25 words or less) is DC25. On a failed check, no useful information is conveyed.
+
'''Benefit:''' You can make Speak Language checks to understand someone who speaks in a tongue that you don’t know. You add your Intelligence modifier to the number of languages that you know, & add that number to a d20 roll. This roll is made against DC25; if successful, you can understand a short message (10 words or less) spoken by a creature. You gain a +2 circumstance bonus on checks made when listening creatures of the same Type as you, & you gain a +3 circumstance bonus on checks made when listening creatures of the same race as you. The difficulty class of being understood by a creature that you are speaking to (25 words or less) is DC25. On a failed check, no useful information is conveyed.
-
[B]Special: [/B]You cannot read or write in a language that you do not know.
+
'''Special:''' You cannot read or write in a language that you do not know.
-
[B]Normal: [/B]You don’t make Speak Language checks. You either know a language or you don’t.
+
'''Normal:''' You don’t make Speak Language checks. You either know a language or you don’t.
-
[B]Grim Determination [/B][General]
+
'''Grim Determination''' [General]
Your sheer resolve won’t allow your body to die, even if you are mortally injured.
Your sheer resolve won’t allow your body to die, even if you are mortally injured.
-
[B]Prerequisites: [/B]Concentration 10 ranks or more, Endurance.
+
'''Prerequisites:''' Concentration 10 ranks or more, Endurance.
-
[B]Benefit: [/B]Whenever you have less than 0 hit points, you can make a Will save (DC = your current hit points × -1) to remain alive & take a full round of actions. At the end of the round, you take 1 point of damage, & must make another Will save. If you fail any of these saving throws, & your hit points are below -9, then you immediately die. You do not suffer from Dying status.
+
'''Benefit:''' Whenever you have less than 0 hit points, you can make a Will save (DC = your current hit points × -1) to remain alive & take a full round of actions. At the end of the round, you take 1 point of damage, & must make another Will save. If you fail any of these saving throws, & your hit points are below -9, then you immediately die. You do not suffer from Dying status.
-
[B]Normal: [/B]If your hit points fall between -1 & -9, then you are unconscious & Dying. If your hit points fall below -9, then you are Dead, & can take no actions.
+
'''Normal:''' If your hit points fall between -1 & -9, then you are unconscious & Dying. If your hit points fall below -9, then you are Dead, & can take no actions.
-
[B]Special: [/B]A fighter may select Grim Determination as one of his fighter bonus feats.
+
'''Special:''' A fighter may select Grim Determination as one of his fighter bonus feats.
-
[B]Harass [/B][General]
+
'''Harass''' [General]
You mercilessly persecute your hated foe until it falls before you.
You mercilessly persecute your hated foe until it falls before you.
-
[B]Prerequisites: [/B]BAB +5 or more, Favored Enemy class feature.
+
'''Prerequisites:''' BAB +5 or more, Favored Enemy class feature.
Benefits: Each round that you make at least one attack against a favored enemy, you gain a +1 bonus to attack & damage rolls against that enemy, as well as a +1 dodge bonus against that enemy's attacks & a +1 competence bonus to saving throws against effects generated by that enemy. These bonuses are cumulative to a maximum of +5 on the 5th & subsequent rounds for as long as you continue making attacks against that same enemy. Disarm attempts do not receive this bonus.
Benefits: Each round that you make at least one attack against a favored enemy, you gain a +1 bonus to attack & damage rolls against that enemy, as well as a +1 dodge bonus against that enemy's attacks & a +1 competence bonus to saving throws against effects generated by that enemy. These bonuses are cumulative to a maximum of +5 on the 5th & subsequent rounds for as long as you continue making attacks against that same enemy. Disarm attempts do not receive this bonus.
-
[B]High Templar [/B][General]
+
'''High Templar''' [General]
You are one of the leaders in the defense of your faith.
You are one of the leaders in the defense of your faith.
-
[B]Prerequisites: [/B]Wisdom 15+, Knowledge (religion) 12 or more ranks, incapable of casting 0th-level spells, patron deity, Proven Templar, Templar.
+
'''Prerequisites:''' Wisdom 15+, Knowledge (religion) 12 or more ranks, incapable of casting 0th-level spells, patron deity, Proven Templar, Templar.
-
[B]Benefit: [/B]Your patron deity affords you a +3 divine bonus to attack rolls, AC & saving throws. Your patron deity also affords you a +3 divine bonus to damage rolls & skill checks. These bonuses overlap (do not stack with) the bonuses granted by the Proven Templar feat.
+
'''Benefit:''' Your patron deity affords you a +3 divine bonus to attack rolls, AC & saving throws. Your patron deity also affords you a +3 divine bonus to damage rolls & skill checks. These bonuses overlap (do not stack with) the bonuses granted by the Proven Templar feat.
-
[B]Special: [/B]If you violate the code of conduct required by your god, you lose access to the benefits granted by High Templar until you have received an [I]atonement [/I]exclusively to restore same. If you at any time become capable of casting 0th-level spells through your own power, you lose the benefits of this feat permanently. A fighter or a monk may select High Templar as one of his bonus feats.
+
'''Special:''' If you violate the code of conduct required by your god, you lose access to the benefits granted by High Templar until you have received an [I]atonement [/I]exclusively to restore same. If you at any time become capable of casting 0th-level spells through your own power, you lose the benefits of this feat permanently. A fighter or a monk may select High Templar as one of his bonus feats.
-
[B]Improved Parry [/B][General]
+
'''Improved Parry''' [General]
You are quite practiced in the art of deflecting weapon strikes.
You are quite practiced in the art of deflecting weapon strikes.
-
[B]Prerequisites: [/B]Dexterity 17+, Combat Reflexes, Parry, BAB +5 or more.
+
'''Prerequisites:''' Dexterity 17+, Combat Reflexes, Parry, BAB +5 or more.
-
[B]Benefit: [/B]You can make a number of parry attempts per round equal to your Dexterity bonus. Each parry attempt is a free action. The DC for the Reflex save is 12 + your opponent’s BAB. In all other respects, each attempt follows the standard rules for a parry (see the Parry feat for details).
+
'''Benefit:''' You can make a number of parry attempts per round equal to your Dexterity bonus. Each parry attempt is a free action. The DC for the Reflex save is 12 + your opponent’s BAB. In all other respects, each attempt follows the standard rules for a parry (see the Parry feat for details).
-
[B]Special: [/B]A fighter may select Improved Parry as one of his fighter bonus feats.
+
'''Special:''' A fighter may select Improved Parry as one of his fighter bonus feats.
-
[B]Improved Ritual Potency [/B][General]
+
'''Improved Ritual Potency''' [General]
Your insight into the workings of magical rituals is legendary.
Your insight into the workings of magical rituals is legendary.
-
[B]Prerequisites: [/B]Wisdom 17+, Ritual Lore, Ritual Potency
+
'''Prerequisites:''' Wisdom 17+, Ritual Lore, Ritual Potency
-
[B]Benefit: [/B]You gain a +5 competence bonus on all skill checks & saving throws related to the casting of a magical ritual.
+
'''Benefit:''' You gain a +5 competence bonus on all skill checks & saving throws related to the casting of a magical ritual.
-
[B]Industrious [/B][General]
+
'''Industrious''' [General]
Through hard work, you excel in a specific profession.
Through hard work, you excel in a specific profession.
-
[B]Prerequisites: [/B]Profession (any) 5 or more ranks.
+
'''Prerequisites:''' Profession (any) 5 or more ranks.
-
[B]Benefit: [/B]You gain a +4 bonus on Profession checks pertaining to one specific vocation, such as Profession (Merchant) or Profession (Tax Collector). This bonus cannot be applied to Profession checks pertaining to other vocations.
+
'''Benefit:''' You gain a +4 bonus on Profession checks pertaining to one specific vocation, such as Profession (Merchant) or Profession (Tax Collector). This bonus cannot be applied to Profession checks pertaining to other vocations.
-
[B]Special: [/B]This feat can be taken multiple times. Each time you take this feat, you can choose another vocation to apply this bonus to, or add another +4 bonus to the same vocation.
+
'''Special:''' This feat can be taken multiple times. Each time you take this feat, you can choose another vocation to apply this bonus to, or add another +4 bonus to the same vocation.
-
[B]Inspired Artist [/B][General]
+
'''Inspired Artist''' [General]
Through innate talent, you excel in a specific art.
Through innate talent, you excel in a specific art.
-
[B]Prerequisites: [/B]Perform (any) 5 or more ranks.
+
'''Prerequisites:''' Perform (any) 5 or more ranks.
-
[B]Benefit: [/B]You gain a +4 bonus on Perform checks pertaining to one specific artistic category, such as Perform (Dance) or Perform (Oratory). This bonus cannot be applied to Perform checks pertaining to other artistic categories.
+
'''Benefit:''' You gain a +4 bonus on Perform checks pertaining to one specific artistic category, such as Perform (Dance) or Perform (Oratory). This bonus cannot be applied to Perform checks pertaining to other artistic categories.
-
[B]Special: [/B]This feat can be taken multiple times. Each time you take this feat, you can choose another artistic category to apply this bonus to, or add another +4 bonus to the same artistic category.
+
'''Special:''' This feat can be taken multiple times. Each time you take this feat, you can choose another artistic category to apply this bonus to, or add another +4 bonus to the same artistic category.
-
[B]Intuition [/B][General]
+
'''Intuition''' [General]
You have an uncanny insight that often serves to your advantage.
You have an uncanny insight that often serves to your advantage.
-
[B]Prerequisites: [/B]Wisdom 13+.
+
'''Prerequisites:''' Wisdom 13+.
-
[B]Benefit: [/B]When striking at a target with concealment or total concealment, decrease your miss chance by 10%. When striking at a foe protected by a [I]mirror image [/I]spell, you have double the chance of striking the true caster. You get a +10 bonus on Spot checks to discern an invisible creature.
+
'''Benefit:''' When striking at a target with concealment or total concealment, decrease your miss chance by 10%. When striking at a foe protected by a [I]mirror image [/I]spell, you have double the chance of striking the true caster. You get a +10 bonus on Spot checks to discern an invisible creature.
-
[B]Special: [/B]If you have the Alertness, Awareness, or Perceptive feats, your miss chance is decreased by 20% total.
+
'''Special:''' If you have the Alertness, Awareness, or Perceptive feats, your miss chance is decreased by 20% total.
-
[B]Lion’s Leap [/B][General]
+
'''Lion’s Leap''' [General]
You have trained to rush forward into combat, using your momentum to lead into your attack.
You have trained to rush forward into combat, using your momentum to lead into your attack.
-
[B]Prerequisites: [/B]Dexterity 13+, BAB +4 or more, Quick Pace.
+
'''Prerequisites:''' Dexterity 13+, BAB +4 or more, Quick Pace.
-
[B]Benefit: [/B]You gain Pounce as a special ability. When a character with this special attack makes a charge, it can follow with a full attack. This includes rake attacks, for creatures that possess them.
+
'''Benefit:''' You gain Pounce as a special ability. When a character with this special attack makes a charge, it can follow with a full attack. This includes rake attacks, for creatures that possess them.
-
[B]Normal: [/B]Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.
+
'''Normal:''' Even if you have extra attacks, such as from having a high enough base attack bonus or from using multiple weapons, you only get to make one attack during a charge.
-
[B]Special: [/B]An aazlai character can take this feat without the Quick Pace feat prerequisite.
+
'''Special:''' An aazlai character can take this feat without the Quick Pace feat prerequisite.
-
[B]Murderous Intent [/B][General]
+
'''Murderous Intent''' [General]
Your drive to kill gives you insight, focus & an efficient grasp of your objectives.
Your drive to kill gives you insight, focus & an efficient grasp of your objectives.
-
[B]Prerequisites: [/B]Death Attack class feature.
+
'''Prerequisites:''' Death Attack class feature.
-
[B]Benefit: [/B]You need only one round of study to assess a target for your death attack. Your death attack is made at +1 DC. You must still make your attempt within 3 rounds of having studied your target.
+
'''Benefit:''' You need only one round of study to assess a target for your death attack. Your death attack is made at +1 DC. You must still make your attempt within 3 rounds of having studied your target.
-
[B]Normal: [/B]You must study your target for three rounds before attempting a death attack.
+
'''Normal:''' You must study your target for three rounds before attempting a death attack.
-
[B]Nature’s Ally [/B][General]
+
'''Nature’s Ally''' [General]
Your respect for the world around you has been quietly answered, allowing you to tap more of nature’s powers.
Your respect for the world around you has been quietly answered, allowing you to tap more of nature’s powers.
-
[B]Prerequisites: [/B]Wisdom 15+, Ranger level 8th.
+
'''Prerequisites:''' Wisdom 15+, Ranger level 8th.
-
[B]Benefit: [/B]You gain an additional spell slot for each level of ranger spell you can cast.
+
'''Benefit:''' You gain an additional spell slot for each level of ranger spell you can cast.
-
[B]Never Say Die [/B][General]
+
'''Never Say Die''' [General]
You are hard to kill, plain & simple.
You are hard to kill, plain & simple.
-
[B]Prerequisites: [/B]Constitution 13+, Endurance, Diehard.
+
'''Prerequisites:''' Constitution 13+, Endurance, Diehard.
-
[B]Benefit: [/B]You don’t die until your hit points are less than 0 minus your Constitution score. For instance, if your Constitution score was 16, & your hit points were -15 or above, then you would be Disabled, Dying, or Stable; you would not be Dead until your hit points were -16 or below.
+
'''Benefit:''' You don’t die until your hit points are less than 0 minus your Constitution score. For instance, if your Constitution score was 16, & your hit points were -15 or above, then you would be Disabled, Dying, or Stable; you would not be Dead until your hit points were -16 or below.
-
[B]Normal: [/B]You die when your hit points drop to -10 or below.
+
'''Normal:''' You die when your hit points drop to -10 or below.
-
[B]Special: [/B]A fighter may select Never Say Die as one of his fighter bonus feats.
+
'''Special:''' A fighter may select Never Say Die as one of his fighter bonus feats.
-
[B]Parry [/B][General]
+
'''Parry''' [General]
You are able to deflect an opponent’s blows with your weapon.
You are able to deflect an opponent’s blows with your weapon.
-
[B]Prerequisites: [/B]Dexterity 13+, BAB +3 or more.
+
'''Prerequisites:''' Dexterity 13+, BAB +3 or more.
-
[B]Benefit: [/B]Once per round, you can make a Reflex save as an immediate action. Upon a successful save, you can deflect one strike from an opponent. This strike must be from a manufactured melee weapon; natural weapons, unarmed strikes, & ranged attacks cannot be parried, nor can spells or spell-like abilities that do not involve a melee weapon. A parried attack deals no damage. The DC for the Reflex save is 15 + your opponent’s BAB. If you perform a parry, you can make one less attack of opportunity that round; if you have made all of your attacks of opportunity that round, you cannot perform a parry. You must be aware of an attack, & not flat-footed, in order to parry it; also, you can only parry with a manufactured melee weapon (monks may also use their Unarmed Strike to parry).
+
'''Benefit:''' Once per round, you can make a Reflex save as an immediate action. Upon a successful save, you can deflect one strike from an opponent. This strike must be from a manufactured melee weapon; natural weapons, unarmed strikes, & ranged attacks cannot be parried, nor can spells or spell-like abilities that do not involve a melee weapon. A parried attack deals no damage. The DC for the Reflex save is 15 + your opponent’s BAB. If you perform a parry, you can make one less attack of opportunity that round; if you have made all of your attacks of opportunity that round, you cannot perform a parry. You must be aware of an attack, & not flat-footed, in order to parry it; also, you can only parry with a manufactured melee weapon (monks may also use their Unarmed Strike to parry).
-
[B]Special: [/B]A fighter may select Parry as one of his fighter bonus feats.
+
'''Special:''' A fighter may select Parry as one of his fighter bonus feats.
-
[B]Path of the Traveling Moon [/B][General]
+
'''Path of the Traveling Moon''' [General]
You have the uncanny ability to leap a short distance in the blink of an eye.
You have the uncanny ability to leap a short distance in the blink of an eye.
-
[B]Prerequisites: [/B]Dexterity 15+, Uncanny Dodge class feature.
+
'''Prerequisites:''' Dexterity 15+, Uncanny Dodge class feature.
-
[B]Benefit: [/B]A number of times per day equal to your Dexterity bonus, you may move up to 10’ away as an immediate action. There must not be any physical barrier between yourself & your destination, & you may not move to a raised elevation above your waist level. You may not use this ability in response to an attack of which you are unaware.
+
'''Benefit:''' A number of times per day equal to your Dexterity bonus, you may move up to 10’ away as an immediate action. There must not be any physical barrier between yourself & your destination, & you may not move to a raised elevation above your waist level. You may not use this ability in response to an attack of which you are unaware.
-
[B]Poison Use [/B][General]
+
'''Poison Use''' [General]
You are familiar with the safe use of poisons & other toxic materials.
You are familiar with the safe use of poisons & other toxic materials.
-
[B]Prerequisites: [/B]Craft (alchemy) 4 or more ranks, Brew Potion.
+
'''Prerequisites:''' Craft (alchemy) 4 or more ranks, Brew Potion.
-
[B]Benefit: [/B]You are trained in the use of poison, & never risk accidentally poisoning themselves when applying poison to a blade or other object. This is the same ability that a 1st-level assassin gains.
+
'''Benefit:''' You are trained in the use of poison, & never risk accidentally poisoning themselves when applying poison to a blade or other object. This is the same ability that a 1st-level assassin gains.
-
[B]Productive [/B][General]
+
'''Productive''' [General]
Through efficiency & skill, you excel in a specific craft.
Through efficiency & skill, you excel in a specific craft.
-
[B]Prerequisites: [/B]Craft (any) 5 or more ranks.
+
'''Prerequisites:''' Craft (any) 5 or more ranks.
-
[B]Benefit: [/B]You gain a +4 bonus on Craft checks pertaining to one specific expertise, such as Craft (Alchemy) or Craft (Weapon). This bonus cannot be applied to Craft checks pertaining to other expertises.
+
'''Benefit:''' You gain a +4 bonus on Craft checks pertaining to one specific expertise, such as Craft (Alchemy) or Craft (Weapon). This bonus cannot be applied to Craft checks pertaining to other expertises.
-
[B]Special: [/B]This feat can be taken multiple times. Each time you take this feat, you can choose another expertise to apply this bonus to, or add another +4 bonus to the same expertise.
+
'''Special:''' This feat can be taken multiple times. Each time you take this feat, you can choose another expertise to apply this bonus to, or add another +4 bonus to the same expertise.
-
[B]Proven Templar [/B][General]
+
'''Proven Templar''' [General]
You have established yourself among the greatest protectors of your faith.
You have established yourself among the greatest protectors of your faith.
-
[B]Prerequisites: [/B]Wisdom 13+, Knowledge (religion) 9 or more ranks, incapable of casting 0th-level spells, patron deity, Templar.
+
'''Prerequisites:''' Wisdom 13+, Knowledge (religion) 9 or more ranks, incapable of casting 0th-level spells, patron deity, Templar.
-
[B]Benefit: [/B]Your patron deity affords you a +2 divine bonus to attack rolls, AC & saving throws. Your patron deity also affords you a +1 divine bonus to damage rolls & skill checks. These bonuses overlap (do not stack with) the bonuses granted by the Templar feat.
+
'''Benefit:''' Your patron deity affords you a +2 divine bonus to attack rolls, AC & saving throws. Your patron deity also affords you a +1 divine bonus to damage rolls & skill checks. These bonuses overlap (do not stack with) the bonuses granted by the Templar feat.
-
[B]Special: [/B]If you violate the code of conduct required by your god, you lose access to the benefits granted by Proven Templar until you have received an [I]atonement [/I]exclusively to restore same. If you at any time become capable of casting 0th-level spells through your own power, you lose the benefits of this feat permanently. A fighter or a monk may select Proven Templar as one of his bonus feats.
+
'''Special:''' If you violate the code of conduct required by your god, you lose access to the benefits granted by Proven Templar until you have received an [I]atonement [/I]exclusively to restore same. If you at any time become capable of casting 0th-level spells through your own power, you lose the benefits of this feat permanently. A fighter or a monk may select Proven Templar as one of his bonus feats.
-
[B]Quick Pace [/B][General]
+
'''Quick Pace''' [General]
You have trained yourself to move more rapidly.
You have trained yourself to move more rapidly.
-
[B]Prerequisites: [/B]Dexterity 13+.
+
'''Prerequisites:''' Dexterity 13+.
-
[B]Benefit: [/B]Increase your ground movement speed by 10’.
+
'''Benefit:''' Increase your ground movement speed by 10’.
-
[B]Special: [/B]A monk may select Quick Pace as a bonus feat at 1st level.
+
'''Special:''' A monk may select Quick Pace as a bonus feat at 1st level.
-
[B]Reflective Soul [/B][General]
+
'''Reflective Soul''' [General]
You are able to empty your mind of worldly concerns, entering a meditative state where you can focus on your chosen task.
You are able to empty your mind of worldly concerns, entering a meditative state where you can focus on your chosen task.
-
[B]Prerequisites: [/B]Wisdom 13+, Concentration 5 or more ranks.
+
'''Prerequisites:''' Wisdom 13+, Concentration 5 or more ranks.
-
[B]Benefit: [/B]You gain a +4 bonus on all Concentration checks.
+
'''Benefit:''' You gain a +4 bonus on all Concentration checks.
-
[B]Ritual Lore [/B][General]
+
'''Ritual Lore''' [General]
You have learned the mysteries & intricacies of a single ritual.
You have learned the mysteries & intricacies of a single ritual.
-
[B]Benefit: [/B]Select one ritual; you may perform that ritual, & create tablets of that ritual. If you have the Scribe Scroll feat, you may prepare scrolls of your chosen ritual as well.
+
'''Benefit:''' Select one ritual; you may perform that ritual, & create tablets of that ritual. If you have the Scribe Scroll feat, you may prepare scrolls of your chosen ritual as well.
-
[B]Special: [/B]You may take this feat multiple times. Each time you take this feat, choose a new ritual to learn.
+
'''Special:''' You may take this feat multiple times. Each time you take this feat, choose a new ritual to learn.
-
[B]Ritual Potency [/B][General]
+
'''Ritual Potency''' [General]
You have a keen insight into the workings of magical rituals.
You have a keen insight into the workings of magical rituals.
-
[B]Prerequisites: [/B]Wisdom 15+, Ritual Lore
+
'''Prerequisites:''' Wisdom 15+, Ritual Lore
-
[B]Benefit: [/B]You gain a +2 competence bonus on all skill checks & saving throws related to the casting of a magical ritual.
+
'''Benefit:''' You gain a +2 competence bonus on all skill checks & saving throws related to the casting of a magical ritual.
-
[B]Scorpion’s Sting [/B][General]
+
'''Scorpion’s Sting''' [General]
Your two-weapon style involves sudden, unpredictable strikes from your secondary weapon.
Your two-weapon style involves sudden, unpredictable strikes from your secondary weapon.
-
[B]Prerequisites: [/B]Dexterity 17+, Improved Combat Style class feature, BAB +6 or more, Two-Weapon Fighting, Improved Two-Weapon Fighting.
+
'''Prerequisites:''' Dexterity 17+, Improved Combat Style class feature, BAB +6 or more, Two-Weapon Fighting, Improved Two-Weapon Fighting.
-
[B]Benefit: [/B]If you score a successful hit with your primary weapon, your secondary weapon's first hit in a round deals an extra 2d6 sneak attack damage.
+
'''Benefit:''' If you score a successful hit with your primary weapon, your secondary weapon's first hit in a round deals an extra 2d6 sneak attack damage.
-
[B]Second Vasrah [/B][General]
+
'''Second Vasrah''' [General]
Your meditation has shown you the easy path, the Second Vasrah, giving you great skill with little effort.
Your meditation has shown you the easy path, the Second Vasrah, giving you great skill with little effort.
-
[B]Prerequisites: [/B]Wisdom 15+, Improved Unarmed Strike, Base Vasrah.
+
'''Prerequisites:''' Wisdom 15+, Improved Unarmed Strike, Base Vasrah.
-
[B]Benefit: [/B]You gain four skill points, which you must spend when you take this feat. When you next attain a level, you may select a bonus feat from the following list: You need not meet the prerequisites of these feats to select them.
+
'''Benefit:''' You gain four skill points, which you must spend when you take this feat. When you next attain a level, you may select a bonus feat from the following list: You need not meet the prerequisites of these feats to select them.
-
[B]Normal: [/B]You must meet the prerequisites of feats you select.
+
'''Normal:''' You must meet the prerequisites of feats you select.
-
[B]Snake’s Tongue [/B][General]
+
'''Snake’s Tongue''' [General]
You are an accomplished flatterer, flirt & liar.
You are an accomplished flatterer, flirt & liar.
-
[B]Prerequisites: [/B]Charisma 13+, Bluff 5 or more ranks, Persuasive.
+
'''Prerequisites:''' Charisma 13+, Bluff 5 or more ranks, Persuasive.
-
[B]Benefit: [/B]You may substitute Bluff checks for Diplomacy checks or Intimidate checks. You may attempt such a substitute check if an initial Diplomacy check or Intimidate check has failed. Your Charisma score is effectively 2 points higher for determining skill bonuses & when making Charisma checks.
+
'''Benefit:''' You may substitute Bluff checks for Diplomacy checks or Intimidate checks. You may attempt such a substitute check if an initial Diplomacy check or Intimidate check has failed. Your Charisma score is effectively 2 points higher for determining skill bonuses & when making Charisma checks.
-
[B]Normal: [/B]When an initial Diplomacy check or Intimidate check fails, you are unable to retry.
+
'''Normal:''' When an initial Diplomacy check or Intimidate check fails, you are unable to retry.
-
[B]Special: [/B]A bard instead treats his Charisma score as effectively 5 points higher.
+
'''Special:''' A bard instead treats his Charisma score as effectively 5 points higher.
-
[B]Sniper [/B][General]
+
'''Sniper''' [General]
You are an expert when it comes to hitting targets with ranged weapons.
You are an expert when it comes to hitting targets with ranged weapons.
-
[B]Prerequisites: [/B]Dexterity 19+, Point-Blank Shot, Precise Shot, Improved Precise Shot
+
'''Prerequisites:''' Dexterity 19+, Point-Blank Shot, Precise Shot, Improved Precise Shot
-
[B]Benefit: [/B]If your opponent is flat-footed, & you have prepared a ranged attack as a readied action, then that attack will be an automatic critical upon a successful hit.
+
'''Benefit:''' If your opponent is flat-footed, & you have prepared a ranged attack as a readied action, then that attack will be an automatic critical upon a successful hit.
-
[B]Special: [/B]A fighter may select Sniper as one of his fighter bonus feats.
+
'''Special:''' A fighter may select Sniper as one of his fighter bonus feats.
-
[B]Stroke of Luck [/B][General]
+
'''Stroke of Luck''' [General]
The Lord of Finery, Adimas, seems to bless your path, as your luck is sometimes incredible.
The Lord of Finery, Adimas, seems to bless your path, as your luck is sometimes incredible.
-
[B]Prerequisites: [/B]Blessed by Fate, Fortunate Soul.
+
'''Prerequisites:''' Blessed by Fate, Fortunate Soul.
-
[B]Benefit: [/B]Once per day, you can apply a +3 luck bonus to a single saving throw of your choice.
+
'''Benefit:''' Once per day, you can apply a +3 luck bonus to a single saving throw of your choice.
-
[B]Surging Palm [/B][General]
+
'''Surging Palm''' [General]
Your strikes can knock foes back some distance.
Your strikes can knock foes back some distance.
-
[B]Prerequisites: [/B]Unarmed Strike class feature, Forceful Hand.
+
'''Prerequisites:''' Unarmed Strike class feature, Forceful Hand.
-
[B]Benefit: [/B]Your use of Forceful Hand is increased. When using your Forceful Hand, you gain a +2 competence bonus to your opposed Strength check with your opponent. If you succeed that check, then you knock your opponent back 1d4 × 5’ with your strike. Your opponent must then make a Balance check (DC12 + your grapple modifier) or fall prone.
+
'''Benefit:''' Your use of Forceful Hand is increased. When using your Forceful Hand, you gain a +2 competence bonus to your opposed Strength check with your opponent. If you succeed that check, then you knock your opponent back 1d4 × 5’ with your strike. Your opponent must then make a Balance check (DC12 + your grapple modifier) or fall prone.
-
[B]Normal: [/B]If you succeed the opposed Strength check with your opponent, then you push your opponent back 5’ with your strike. Your opponent must then make a Balance check (DC10 + your grapple modifier) or fall prone.
+
'''Normal:''' If you succeed the opposed Strength check with your opponent, then you push your opponent back 5’ with your strike. Your opponent must then make a Balance check (DC10 + your grapple modifier) or fall prone.
-
[B]Special: [/B]A monk may select Surging Palm as a bonus feat.
+
'''Special:''' A monk may select Surging Palm as a bonus feat.
-
[B]Switch Hands [/B][General]
+
'''Switch Hands''' [General]
You can juggle the items that you are carrying, switching hands at will.
You can juggle the items that you are carrying, switching hands at will.
-
[B]Prerequisites: [/B]Dexterity 15+.
+
'''Prerequisites:''' Dexterity 15+.
-
[B]Benefit: [/B]If you are carrying an item in each hand, you can toss each of them in the air & catch them in opposite hands as a swift action. This allows you to use a weapon or a shield in your primary hand, & then switch them with whatever you have in your off hand.
+
'''Benefit:''' If you are carrying an item in each hand, you can toss each of them in the air & catch them in opposite hands as a swift action. This allows you to use a weapon or a shield in your primary hand, & then switch them with whatever you have in your off hand.
-
[B]Normal: [/B]It takes a full-round action to switch two items between hands.
+
'''Normal:''' It takes a full-round action to switch two items between hands.
-
[B]Special: [/B]A fighter may select Trick Shot as one of his fighter bonus feats.
+
'''Special:''' A fighter may select Trick Shot as one of his fighter bonus feats.
-
[B]Templar [/B][General]
+
'''Templar''' [General]
You owe fealty to a deity & serve as a protector of the faith.
You owe fealty to a deity & serve as a protector of the faith.
-
[B]Prerequisites: [/B]Wisdom 13+, Knowledge (religion) 5 or more ranks, incapable of casting 0th-level spells, patron deity.
+
'''Prerequisites:''' Wisdom 13+, Knowledge (religion) 5 or more ranks, incapable of casting 0th-level spells, patron deity.
-
[B]Benefit: [/B]Your patron deity affords you a +1 divine bonus to attack rolls, AC & saving throws.
+
'''Benefit:''' Your patron deity affords you a +1 divine bonus to attack rolls, AC & saving throws.
-
[B]Special: [/B]If you violate the code of conduct required by your god, you lose access to the benefits granted by Templar until you have received an [I]atonement [/I]exclusively to restore same. If you at any time become capable of casting 0th-level spells through your own power, you lose the benefits of this feat permanently. A fighter or a monk may select Templar as one of his bonus feats.
+
'''Special:''' If you violate the code of conduct required by your god, you lose access to the benefits granted by Templar until you have received an [I]atonement [/I]exclusively to restore same. If you at any time become capable of casting 0th-level spells through your own power, you lose the benefits of this feat permanently. A fighter or a monk may select Templar as one of his bonus feats.
-
[B]Third Vasrah [/B][General]
+
'''Third Vasrah''' [General]
Your meditation has taken you to the difficult path, the Third Vasrah, where your will must have supremacy over physical limitations.
Your meditation has taken you to the difficult path, the Third Vasrah, where your will must have supremacy over physical limitations.
-
[B]Prerequisites: [/B]Wisdom 17+, Improved Unarmed Strike, Base Vasrah, Second Vasrah.
+
'''Prerequisites:''' Wisdom 17+, Improved Unarmed Strike, Base Vasrah, Second Vasrah.
-
[B]Benefit: [/B]You may substitute your Wisdom score for your Strength score. This includes any increases to Wisdom from spells & other effects, as well as the virtual Wisdom from Base Vasrah. This substitution fails if your Strength is reduced below 1.
+
'''Benefit:''' You may substitute your Wisdom score for your Strength score. This includes any increases to Wisdom from spells & other effects, as well as the virtual Wisdom from Base Vasrah. This substitution fails if your Strength is reduced below 1.
-
[B]Special: [/B]If your Wisdom score is reduced, drained or damaged, you immediately lose the benefits of this feat for the remainder of the day.
+
'''Special:''' If your Wisdom score is reduced, drained or damaged, you immediately lose the benefits of this feat for the remainder of the day.
-
[B]Topple [/B][General]
+
'''Topple''' [General]
You are accomplished at overcoming obstacles greater than yourself.
You are accomplished at overcoming obstacles greater than yourself.
-
[B]Prerequisites: [/B]BAB +5 or more.
+
'''Prerequisites:''' BAB +5 or more.
-
[B]Benefit: [/B]Against creatures at least one size category larger than your natural form, you gain a +1 attack bonus for each size category they are above you, to a maximum of +5.
+
'''Benefit:''' Against creatures at least one size category larger than your natural form, you gain a +1 attack bonus for each size category they are above you, to a maximum of +5.
-
[B]Special: [/B]A fighter may select Topple as one of his fighter bonus feats.
+
'''Special:''' A fighter may select Topple as one of his fighter bonus feats.
-
[B]Treacherous [/B][General]
+
'''Treacherous''' [General]
You have a talent for telling lies & keeping secrets.
You have a talent for telling lies & keeping secrets.
-
[B]Benefit: [/B]You get a +2 bonus on all Bluff checks & Disguise checks.
+
'''Benefit:''' You get a +2 bonus on all Bluff checks & Disguise checks.
-
[B]Special: [/B]This feat is the equivalent of Deceitful as a prerequisite.
+
'''Special:''' This feat is the equivalent of Deceitful as a prerequisite.
-
[B]Trick Shot [/B][General]
+
'''Trick Shot''' [General]
You have honed your sharpshooting skills to the point where you can actually shoot around corners.
You have honed your sharpshooting skills to the point where you can actually shoot around corners.
-
[B]Prerequisites: [/B]Dexterity 19+, Point-Blank Shot, Precise Shot, Improved Precise Shot.
+
'''Prerequisites:''' Dexterity 19+, Point-Blank Shot, Precise Shot, Improved Precise Shot.
-
[B]Benefit: [/B]You can fire a projectile weapon at any square within range, even those squares that are out of sight due to intervening objects. Your projectile travels around solid objects, incurring range penalties as applicable for the full distance that it travels to reach the targeted square. The projectile can still be blocked by unavoidable obstacles, such as when targeting a square within a room with closed doors. When you are targeting a square that is blocked from view, you can hit creatures within that square, ignoring any cover relative to you. However, concealment still applies, so a successful attack into a square occupied by an enemy with total concealment still has a 50% miss chance as normal. You can fire projectiles in this manner up to once per round.
+
'''Benefit:''' You can fire a projectile weapon at any square within range, even those squares that are out of sight due to intervening objects. Your projectile travels around solid objects, incurring range penalties as applicable for the full distance that it travels to reach the targeted square. The projectile can still be blocked by unavoidable obstacles, such as when targeting a square within a room with closed doors. When you are targeting a square that is blocked from view, you can hit creatures within that square, ignoring any cover relative to you. However, concealment still applies, so a successful attack into a square occupied by an enemy with total concealment still has a 50% miss chance as normal. You can fire projectiles in this manner up to once per round.
-
[B]Special: [/B]A fighter may select Trick Shot as one of his fighter bonus feats.
+
'''Special:''' A fighter may select Trick Shot as one of his fighter bonus feats.
-
[B]True Believer [/B][General]
+
'''True Believer''' [General]
You are devoted to your deity's ideals, & your prayers reflect the deeper understanding of dogma to which you aspire.
You are devoted to your deity's ideals, & your prayers reflect the deeper understanding of dogma to which you aspire.
-
[B]Prerequisites: [/B]Wisdom 17+, Cleric level 10th, identical alignment to patron deity.
+
'''Prerequisites:''' Wisdom 17+, Cleric level 10th, identical alignment to patron deity.
-
[B]Benefit: [/B]Choose one of your domains. Add its spells to your class spell list. You may prepare these spells in your standard spell slots in addition to your domain slots.
+
'''Benefit:''' Choose one of your domains. Add its spells to your class spell list. You may prepare these spells in your standard spell slots in addition to your domain slots.
-
[B]Normal: [/B]Your domain spells may only be prepared in your domain slots.
+
'''Normal:''' Your domain spells may only be prepared in your domain slots.
-
[B]Special: [/B]If your alignment changes, even if your new alignment is still one step from your patron’s, you lose all benefits of this feat until you have received an atonement & your alignment once again matches your patron’s.
+
'''Special:''' If your alignment changes, even if your new alignment is still one step from your patron’s, you lose all benefits of this feat until you have received an atonement & your alignment once again matches your patron’s.
-
[B]Well-Versed [/B][General]
+
'''Well-Versed''' [General]
Through diligence & research, you excel in a specific field of study.
Through diligence & research, you excel in a specific field of study.
-
[B]Prerequisites: [/B]Knowledge (any) 5 or more ranks.
+
'''Prerequisites:''' Knowledge (any) 5 or more ranks.
-
[B]Benefit: [/B]You gain a +4 bonus on Knowledge checks pertaining to one specific field, such as Knowledge (Arcana) or Knowledge (Local). This bonus cannot be applied to Knowledge checks pertaining to other fields of study.
+
'''Benefit:''' You gain a +4 bonus on Knowledge checks pertaining to one specific field, such as Knowledge (Arcana) or Knowledge (Local). This bonus cannot be applied to Knowledge checks pertaining to other fields of study.
-
[B]Special: [/B]This feat can be taken multiple times. Each time you take this feat, you can choose another field of study to apply this bonus to, or add another +4 bonus to the same field of study.
+
'''Special:''' This feat can be taken multiple times. Each time you take this feat, you can choose another field of study to apply this bonus to, or add another +4 bonus to the same field of study.
-
[B]Zealous Faith [/B][General]
+
'''Zealous Faith''' [General]
Your piety & dedication have been rewarded with a greater trust of your deity's power.
Your piety & dedication have been rewarded with a greater trust of your deity's power.
-
[B]Prerequisites: [/B]Wisdom 15+, Zealous Prayer, Paladin level 11th.
+
'''Prerequisites:''' Wisdom 15+, Zealous Prayer, Paladin level 11th.
-
[B]Benefit: [/B]Choose one of your patron deity's domains. You gain access to the domain power as a cleric of your paladin level. Add the first four domain spells to your class spell list.
+
'''Benefit:''' Choose one of your patron deity's domains. You gain access to the domain power as a cleric of your paladin level. Add the first four domain spells to your class spell list.
-
[B]Normal: [/B]Paladins have no access to cleric domains or domain powers.
+
'''Normal:''' Paladins have no access to cleric domains or domain powers.
-
[B]Special: [/B]If you fall from grace, you lose all benefits of this feat until you have received an [I]atonement [/I]exclusively to restore access to your domain.
+
'''Special:''' If you fall from grace, you lose all benefits of this feat until you have received an [I]atonement [/I]exclusively to restore access to your domain.
-
[B]Zealous Prayer [/B][General]
+
'''Zealous Prayer''' [General]
Your ceaseless devotion & prayer have been acknowledged by your deity.
Your ceaseless devotion & prayer have been acknowledged by your deity.
-
[B]Prerequisites: [/B]Wisdom 15+, Paladin level 8th.
+
'''Prerequisites:''' Wisdom 15+, Paladin level 8th.
-
[B]Benefit: [/B]You gain an additional spell slot for each level of paladin spell you can cast.
+
'''Benefit:''' You gain an additional spell slot for each level of paladin spell you can cast.
-
[B]Special: [/B]If you fall from grace, you lose all benefits of this feat until you have received an [I]atonement [/I]exclusively to restore access to these slots.
+
'''Special:''' If you fall from grace, you lose all benefits of this feat until you have received an [I]atonement [/I]exclusively to restore access to these slots.
==Metamagic==
==Metamagic==
-
[B]Energize Spell [/B][Metamagic]
+
'''Energize Spell''' [Metamagic]
You trace the elemental energies of genie magic into your spell.
You trace the elemental energies of genie magic into your spell.
-
[B]Benefit: [/B]When you select this feat, choose Air, Earth, Fire or Water. When preparing an energized spell, apply the chosen subtype to that spell. A creature with the opposed subtype (Air to Earth, Fire to Water) suffers a -4 penalty to spell resistance & saving throws against the energized spell. An energized spell uses up a spell slot one level higher than the spell’s actual level.
+
'''Benefit:''' When you select this feat, choose Air, Earth, Fire or Water. When preparing an energized spell, apply the chosen subtype to that spell. A creature with the opposed subtype (Air to Earth, Fire to Water) suffers a -4 penalty to spell resistance & saving throws against the energized spell. An energized spell uses up a spell slot one level higher than the spell’s actual level.
-
[B]Special: [/B]A sorcerer may cast an energized spell without increasing the casting time. A character with an elemental subtype must choose that same subtype when taking this feat, but the energized spell’s level is not raised by this feat.
+
'''Special:''' A sorcerer may cast an energized spell without increasing the casting time. A character with an elemental subtype must choose that same subtype when taking this feat, but the energized spell’s level is not raised by this feat.
=Magic Items=
=Magic Items=

Revision as of 05:50, 26 February 2011

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