D20r:Feat Indexes

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(Natural Weapon Proficiency Feats)
 
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The end result should be that this page has handy tables for every group of feats, with every last feat in [[d20r:Feats]].
The end result should be that this page has handy tables for every group of feats, with every last feat in [[d20r:Feats]].
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 +
Note that a feat may show up in multiple indexes if it suits multiple categories; for example, [[d20r:Feats#Mounted_Combat| Mounted Combat]] is in both the general Investing Feats and the Ranged-specific Investing Feats categories, as it is suited to both melee and ranged use.
== General Feats ==
== General Feats ==
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|-
|-
|Skill Knowledge ||None ||Upgrade training in a skill by one grade
|Skill Knowledge ||None ||Upgrade training in a skill by one grade
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|}
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 +
== Heroic Feats ==
 +
 +
Remember, your base Hero Value is half your level (round up).
 +
 +
{|border=1px
 +
!Feat Name !!Prerequisites !!Effects
 +
|-
 +
|Heroic Surge ||None ||+1 to Hero Value, gain +HV to one saving throw per day
 +
|-
 +
|Heroic Destiny ||None ||+1 to Hero Value, recover HVd4 HP once per day (including as a reaction to a hit that would kill you)
 +
|-
 +
|Heroic Focus ||1st-level psionic powers ||+1 to Hero Value, recover focus and HV power points once per day.
 +
|-
 +
|Heroic Strike ||None ||+1 to Hero Value, may declare heroic strike once per day, raising attack by highest stat modifier OR to overcome SR, dealing +HV damage.
 +
|-
 +
|Hero of the People ||None ||+1 to Hero Value, gain one charge for racial features with a charge limit
 +
|-
 +
|Intrepid Dodge ||None || +1 to Hero Value, +HV to AC for +(highest ability modifier) turns per day, used as reaction to being attacked
 +
|-
 +
|Intrepid Future ||None || +2 to Hero Value
 +
|-
 +
|Intrepid Glory ||None ||+1 to Hero Value, may recover one use of a class ability with limited uses per day, once per day
 +
|-
 +
|Intrepid Opportunity ||None ||+1 to Hero Value, may add HV to attack and damage roll for an AoO a number of times per day equal to highest stat modifier
 +
|-
 +
|Legendary Ambush ||None ||+1 to Hero Value, gain sneak attack as a Rogue of level equal to your HV a number of times per day equal to highest stat modifier
 +
|-
 +
|Legendary Lore ||None ||+1 to Hero Value, may add Hero Value to Bardic Knowledge checks (and make them if you don't have the ability)
 +
|-
 +
|Legendary Presence ||None ||+1 to Hero Value, shake all enemies within 30' once per day (Will save DC 10+HV+CHA negates)
 +
|-
 +
|Legendary Promise ||None ||+1 to Hero Value; on next level, replace this feat with another feat.
 +
|-
 +
|Mythic Moves ||None ||+1 to Hero Value; +5*HV' to move a number of times per day equal to highest stat modifier
 +
|-
 +
|Mythic Parry ||None ||+1 to Hero Value, gain DR HV/- a number of times per day equal to highest stat modifier, as a reaction to being attacked
 +
|-
 +
|Mythic Recovery ||Three Heroic feats ||+1 to Hero Value, remove HV effects from you once per day as a swift action (or full-round if you can't take a swift action)
 +
|-
 +
|Mythic Senses ||One Heroic Feat ||+1 to Hero Value; increase low-light vision and darkvision by 60'; increase tremorsense by 5'*HV if HV is above 5; increase blindsense by 5'*HV/2 if HV is above 12; gain all 'increased' senses if you lack them
 +
|-
 +
|Valiant Action ||None ||+1 to Hero Value, add HV to skill checks a number of times per day equal to highest stat modifier
 +
|-
 +
|Valiant Constitution ||None ||+1 to Hero Value, gain HV temporary HP (for one minute) at the start of any encounter
 +
|-
 +
|Valiant Magic ||Ability to cast magic ||+1 to Hero Value, regain one used magic slot of value up to your HV once per day.
|}
|}
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{|border=1px
{|border=1px
-
!Feat Name !!Prerequisites !!Effects !!Investiture
+
!colspan="3"|Feat Name !!Prerequisites !!Effects !!Investiture
|-
|-
-
|Blind Fight ||None ||Get a reroll on miss chances, invisible attackers get no melee advantage, halve blindness penalties || +1 rerolls per miss-chance per 4 Prowess
+
|colspan="3"|Blind Fight ||None ||Get a reroll on miss chances, invisible attackers get no melee advantage, halve blindness penalties || +1 rerolls per miss-chance per 4 Prowess
|-
|-
-
|Cleave ||STR 13, Power Attack ||Gain a bonus melee attack after KO or killing blow || +1 5-foot step OR one additional cleave attempt per KO for every 5 Prowess
+
|colspan="3"|Combat Expertise ||INT 13 || Take up to -5 on attacks this turn to gain up to +5 Dodge AC || At 5, -2 ATK = +3 AC. At 10, up to -10. At 15, gain +3 SR per -1 ATK. At 20, -1 ATK = +2 AC.
|-
|-
-
|Combat Expertise ||INT 13 || Take up to -5 on attacks this turn to gain up to +5 Dodge AC || At 5, -2 ATK = +3 AC. At 10, up to -10. At 15, gain +3 SR per -1 ATK. At 20, -1 ATK = +2 AC.
+
| ||colspan="2"|Improved Disarm ||INT 13, Combat Expertise || No AoO on Disarm, +4 on Disarm check ||Additional +1 to Disarm check per 3 Prowess.
|-
|-
-
|Combat Reflexes ||None ||Take additional Attacks of Opportunity equal to DEX mod, can use while flat-footed || +1 AoO per four points
+
| ||colspan="2"|Improved Feint ||INT 13, Combat Expertise ||Feint as a move action ||At 8, Feint as a swift action. +1 to Bluff check per 3 Prowess.
|-
|-
-
|Defender's Gambit ||DEX 13 || Step 5' to change ranged attack target to you - if it misses you, original target has soft cover. ||+1 uses per round per 3 points
+
|colspan="3"|Combat Reflexes ||None ||Take additional Attacks of Opportunity equal to DEX mod, can use while flat-footed || +1 AoO per four points
|-
|-
-
|Deflect Arrows ||DEX 13, Improved Unarmed Strike ||Deflect one arrow per round so that it doesn't hit you || +1 uses per round per 3 points
+
|colspan="3"|Defender's Gambit ||DEX 13 || Step 5' to change ranged attack target to you - if it misses you, original target has soft cover. ||+1 uses per round per 3 points
|-
|-
-
|Diehard ||Endurance ||Automatically stabilize at -1 to -9 HP, may act as if disabled instead of dying (with limitations), die at -CON HP || Die at -10 -Prowess HP.
+
|colspan="3"|Dodge ||DEX 13 ||Pick an opponent, gain +1 Dodge AC against them. ||+1 to bonus per 5 Prowess
|-
|-
-
|Dodge ||DEX 13 ||Pick an opponent, gain +1 Dodge AC against them. ||+1 to bonus per 5 Prowess
+
| ||colspan="2"|Mobility ||DEX 13, Dodge ||+3 Dodge AC against AoOs for moving within/out of threatened area ||+1 per 4 Prowess
|-
|-
-
|Endurange ||None ||+4 to various endurance-related saves/checks, may sleep in light/medium armor unpenalized || +1 to saves/checks per 3 Prowess.
+
|colspan="2"| ||Spring Attack ||DEX 13, Dodge, Mobility, BAB +4 ||Can move before ''and'' after a melee attack, no AoO from the attacked creature ||+1d4 damage during such attacks per 4 Prowess
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|-
 +
|colspan="2"| ||Whirlwind Attack ||DEX 13, INT 13, Combat Expertise, Dodge, Mobility, Spring Attack, BAB +4 ||May use full attack to hit all enemies within reach at full BAB (but no feat, spell, or ability bonuses) ||Additional attack against any one enemy within reach per 4 Prowess
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|-
 +
|colspan="3"|Endurange ||None ||+4 to various endurance-related saves/checks, may sleep in light/medium armor unpenalized || +1 to saves/checks per 3 Prowess.
 +
|-
 +
| ||colspan="2"|Diehard ||Endurance ||Automatically stabilize at -1 to -9 HP, may act as if disabled instead of dying (with limitations), die at -CON HP || Die at -10 -Prowess HP.
 +
|-
 +
|colspan="3"|Favored Enemy ||BAB +1 ||+2 to Awareness, Bluff, Sense Motive, Survival, weapon damage against a selected creature type, +1 for every time this feat is taken after you gained this one. || At 5, +2 on attack rolls against creature. At 8, +1 to saves against creature's abilities. At 10, +1 to DC of your abilities when used on creature. At 13, SR 10+HD against creature. At 18, +2 damage, +1 Dodge AC, can't be FF'd or flanked by creature.
 +
|-
 +
|colspan="3"|Flick of the Wrist ||DEX 13 ||Swift Action for attack with light weapon; -2 to all attacks this turn if used || At 5, penalty is -1. At 8, may use one-handed weapon. At 10, penalty is -0. At 13, may make two attacks in same action.
 +
|-
 +
| ||colspan="2"|Hamstring ||DEX 15, Flick Of The Wrist, Sneak Attack +1d6 ''or'' Ambush +1d4 ''or'' Sneaky Tricks +1d4 ||Successful uses of prerequisite abilities reduces victim's move speed by 10' for one round ||At 13, reduce by 20' instead
 +
|-
 +
|colspan="3"|Great Fortitude ||None ||+2 to all Fort saves ||+1 per 4 Prowess
 +
|-
 +
|colspan="3"|Improved Critical ||Specify weapon type you are proficient with, BAB +8 ||-- ||+1 to critical hit range with selected weapon per 3 Prowess
 +
|-
 +
|colspan="3"|Improved Initiative ||None || +3 to Initiative Checks || +1 to Initiative checks per 3 Prowess
 +
|-
 +
|colspan="3"|Improved Shield Bash ||Shield Proficiency ||Still gain Shield bonus to AC when making a shield bash || +1 to attack rolls for a shield bash per 4 Prowess
 +
|-
 +
|colspan="3"|Improved Unarmed Strike ||None || No AoO for attacking armed foes while unarmed, can deal lethal OR nonlethal damage with unarmed attacks. || +1 to attack and damage for unarmed attacks per 5 Prowess
 +
|-
 +
| ||colspan="2"|Deflect Arrows ||DEX 13, Improved Unarmed Strike ||Deflect one arrow per round so that it doesn't hit you || +1 uses per round per 3 points
 +
|-
 +
| ||colspan="2"|Improved Grapple ||DEX 13, Improved Unarmed Strike ||No AoO on starting a grapple, +4 bonus to all grapple checks || +1 to grapple checks per 4 Prowess
 +
|-
 +
|colspan="3"|Iron Will ||None ||+2 to Will saves ||+1 to Will saves per 4 Prowess
 +
|-
 +
|colspan="3"|Lightning Reflexes ||None ||+2 to Reflex Saves ||+1 to Reflex Saves per 4 Prowess
 +
|-
 +
|colspan="3"|Mounted Combat ||Trained in Ride ||-- ||Once per round per 5 Prowess, may replace AC with ride check (unless AC turns out higher); also reduce penalty for mounted ranged weapon use by 1 per 4 Prowess.
 +
|-
 +
|colspan="3"|Power Attack ||None ||-X to attack rolls, +X to damage rolls where X doesn't exceed BAB ||At 5 Prowess, can use with light weapons; At 10 Prowess, double damage bonus
 +
|-
 +
| ||colspan="2"|Cleave ||STR 13, Power Attack ||Gain a bonus melee attack after KO or killing blow || +1 5-foot step OR one additional cleave attempt per KO for every 5 Prowess
 +
|-
 +
| ||colspan="2"|Improved Bull Rush ||STR 13, Power Attack || No AoO on Bull Rush, +4 to STR check for Bull Rush. ||Additional +1 to STR check per 3 Prowess
 +
|-
 +
| ||colspan="2"|Improved Overrun ||STR 13, Power Attack ||Target can't choose to avoid you on Overrun, +4 to STR check to knock down || +1 to STR check to knock down per 3 Prowess
 +
|-
 +
| ||colspan="2"|Improved Sunder ||STR 13, Power Attack||No AoO on striking at a held object, +4 to attack rolls on held objects. || +1 to attack rolls on held objects per 4 Prowess
 +
|-
 +
|colspan="2"| ||Run ||None ||Run at 5x normal speed (or 4x if heavy armor/load), don't lose DEX to AC while running, +3 to Athletics checks made with a running start ||+1 to Athletics checks per 3 Prowess
 +
|-
 +
|colspan="2"| ||Skewer ||Trained in Grapple, Sneak Attack +1d6 ''or'' Ambush +1d4 ''or'' Sneaky Tricks +1d4 ||On successful grab, may make one immediate attack at full base attack bonus, dealing damage of prerequisite ability, and nauseating enemy (Fort save DC 10 + STR mod + bonus damage dice negates); does NOT initiate or maintain grappling || +1 damage per Prowess on use
 +
|-
 +
|colspan="3"|Toughness ||None ||-- ||+1 HP per Prowess
 +
|-
 +
|colspan="3"|Two-Weapon Fighting ||DEX 15 ||Two-weapon penalties drop by 2 for main hand, 6 for off-hand, +1 shield bonus to AC (+2 if fighting defensively/total defense) ||+1 Shield AC per 4 Prowess; at 5, additional off-hand attack (at -5); at 10, ''another'' additional (at -10); At 15, ''another'' additional (-10); At 20, one more additional (-15)
 +
|-
 +
|colspan="3"|Weapon Finesse ||DEX 15 ||If using a Finesse weapon (or unarmed strike or natural weapon), DEX may replace STR for attack rolls. ||+1 damage per 4 Prowess if using a Finesse weapon
 +
|-
 +
|colspan="3"|Weapon Focus ||Proficiency with weapon, BAB +1 ||Choose one type of weapon (or unarmed strike, grapple, or ray); +1 to attack with that weapon ||Additional +1 to attack with that weapon per 5 Prowess
 +
|-
 +
| ||colspan="2"|Weapon Specialization ||Weapon Focus in same weapon (cannot use with Ray), dreadnaught/warlord 4th ||+2 to damage rolls with selected weapon ||Additional +1 to damage rolls with that weapon per 4 Prowess
 +
|}
 +
 
 +
=== Archery/Ranged Investing Feats ===
 +
 
 +
{|border=1px
 +
!colspan="3"|Feat Name !!Prerequisites !!Effects !!Investiture
 +
|-
 +
|colspan="3"|Mounted Combat ||Trained in Ride ||-- ||Once per round per 5 Prowess, may replace AC with ride check (unless AC turns out higher); also reduce penalty for mounted ranged weapon use by 1 per 4 Prowess.
 +
|-
 +
|colspan="3"|Point blank Shot ||None ||+1 to attack/damage rolls for ranged attacks within 30 feet ||+1 to such rolls per 4 Prowess, reduce penalties for firing into a melee by 1 per 5 Prowess
 +
|-
 +
| ||colspan="2"|Brutal Precision ||DEX 13, Point Blank Shot ||-X to ranged attack rolls, +X to ranged damage rolls, up to BAB or weapon-allowed STR bonus, whichever is lower ||At 5, up to BAB (only); at 10, double damage bonus
 +
|-
 +
|colspan="2"| ||Pin Opponent ||DEX 13, Point Blank Shot, Brutal Precision ||If taking -3 penalty to attack roll, can forgo damage to pin opponent at (attack roll + STR mod + bonus damage) DC to break ||+1 to DC to break per 3 Prowess
 +
|-
 +
|colspan="2"| ||Ranged Bull Rush ||DEX 13, Point Blank Shot, Brutal Precision ||If taking -3 penalty to attack roll, can forgo bonus damage to bull rush opponent within 30' at +bonusDamage bonus ||+1 to check per 3 Prowess
 +
|-
 +
|colspan="2"| ||Ranged Disarm ||DEX 13, Point Blank Shot, Brutal Precision ||If taking -3 penalty to attack roll, can forgo bonus damage to disarm opponent within 30' at +bonusDamage bonus ||+1 to check per 3 Prowess
 +
|-
 +
|colspan="2"| ||Ranged Trip ||DEX 13, Point Blank Shot, Brutal Precision ||If taking -3 penalty to attack roll, can forgo bonus damage to trip opponent within 30' at +bonusDamage bonus ||+1 to check per 3 Prowess
 +
|-
 +
| ||colspan="2"|Far Shot ||Point Blank Shot ||Increase range of projectile weapons by half, double range of thrown weapons || Add another half to range per 5 Prowess
 +
|-
 +
| ||colspan="2"|Rapid Shot ||DEX 13, Point blank Shot ||+1 attacks per full attack with a ranged weapon; Attack at max BAB, but all are at -2 ||Reduce penalty by 1 per 5 Prowess
 +
|-
 +
|colspan="2"| ||Manyshot ||DEX 17, Point Blank Shot, Rapid Shot, BAB +6 ||Shoot one arrow per 5 BAB above 1 at once (all are at -4 and -2 per arrow after 2nd), crit and precision damage only applies to first ||At 15, penalty is -1 per arrow, and all arrows get crit and precision damage.
 +
 
 +
|-
 +
| ||colspan="2"|Shot On The Run ||DEX 13, Dodge, Mobility, Point Blank Shot, BAB +4 ||Can move before ''and'' after a ranged attack ||+1d4 damage during such attacks per 4 Prowess
 +
|}
 +
 
 +
=== Mobility Investing Feats ===
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 +
{|border=1px
 +
!colspan="3"|Feat Name !!Prerequisites !!Effects !!Investiture
 +
|-
 +
|colspan="3"|Evasive Dodge ||DEX 13, Dodge ||May take a 5' step instead of an AoO ||May take one additional 5' step instead of the same one AoO per 10 Prowess
 +
|-
 +
|colspan="3"|Lightning Dodge ||DEX 13, Dodge, Lightning Reflexes ||If attacked by dodge target, may take 5' step by sacrificing AoO for turn ||At 8, can teleport to opposite side of victim, dealing 1d6 electricity damage per 4 Prowess (Reflex save DC 10+1 per 2 Prowess+CON modifier negates)
 +
|-
 +
|colspan="3"|Sidestep ||DEX 13 ||May make a bonus 5' step after one successful attack each round ||May take one more bonus 5' step on a successful attack per 6 Prowess
 +
|}
 +
 
 +
=== Style Feats ===
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 +
 
 +
{|border=1px
 +
!colspan="3"|Feat Name !!Prerequisites !!Effects
 +
|-
 +
|colspan="3"|BattleReaper ||??? ||TO BE DEVELOPED (Two-handed weapons)
 +
|-
 +
|colspan="3"|Berserk Sandworm ||BAB +1, Power Attack ||Investment is spent on talents related to berserking
 +
|-
 +
|colspan="3"|Brave Fencer ||BAB +1, Weapon Finesse ||Investment is spent on talents related to fencing
 +
|-
 +
|colspan="3"|Daggerfighter ||??? ||TO BE DEVELOPED (Dagger fighting)
 +
|-
 +
|colspan="3"|Deadshot Sniper ||BAB +1, Brutal Precision ||Investment is spent on talents related to archery
 +
|-
 +
|colspan="3"|Defender's Gambit ||??? ||TO BE REDONE (defensive techniques)
 +
|-
 +
|colspan="3"|Doublestriker ||??? ||TO BE DEVELOPED (Two weapon fighting)
 +
|-
 +
|colspan="3"|Fists of Iron ||??? ||TO BE DEVELOPED (Unarmed Combat)
 +
|-
 +
|colspan="3"|Graceful Breeze || ??? ||TO BE DEVELOPED (Fans)
 +
|-
 +
|colspan="3"|Leader's Obligation ||CHA 15 ||Investment is spent on talents related to inspiring actions from allies
 +
|-
 +
|colspan="3"|Mounted Mauler || ??? ||TO BE DEVELOPED (Mounted Combat)
 +
|-
 +
|colspan="3"|Phalanx Warrior ||??? ||TO BE DEVELOPED (Spears)
 +
|-
 +
|colspan="3"|Speed Demon ||??? ||TO BE DEVELOPED (Agility)
 +
|-
 +
|colspan="3"|Streetfighter ||??? ||TO BE DEVELOPED (Dirty fighting)
 +
|-
 +
|colspan="3"|Wandstriker ||??? ||TO BE DEVELOPED (Wands)
 +
|-
 +
|colspan="3"|Wild Companion ||??? ||TO BE DEVELOPED (Animal Companion/Familiar?)
 +
|}
 +
 
 +
=== Weapon Proficiency Feats ===
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 +
{|border=1px
 +
!colspan="3"|Feat Name !!Prerequisites !!Effects !!Investiture
 +
|-
 +
|colspan="3"|Weapon Group (Axes) ||None ||Use battleaxe, dwarven waraxe, greataxe, handaxe, kama, orc double axe, and dwarven urgrosh unpenalized ||Increase damage, various other benefits
 +
|-
 +
|colspan="3"|Weapon Group (Bows) ||None ||Use composite longbow, composite shortbow, longbow, and shortbow unpenalized ||Increase accuracy, gain Forceful at 10 Prowess
 +
|-
 +
|colspan="3"|Weapon Group (Claws) ||None ||Use blade talons, bladed cestus, greater talons, punching dagger, and trench knife unpenalized ||Increase damage, various other benefits
 +
|-
 +
|colspan="3"|Weapon Group (Crossbows) ||None ||Use hand crossbow, heavy crossbow, repeating heavy crossbow, light crossbow, and repeating light crossbow unpenalized ||Increase accuracy and damage, gain Forceful at 15 Prowess
 +
|-
 +
|colspan="3"|Weapon Group (Flails) ||None ||Use flail, heavy flail, kusari-gama, librum, nunchaku, spiked chain, three-section staff, and whip unpenalized ||Increase damage, various other benefits
 +
|-
 +
|colspan="3"|Weapon Group (Hammers) ||None ||Use gnome hooked hammer, greatclub, heavy mace, heavy pick, light mace, morningstar, sap, warhammer, light hammer, and light pick unpenalized ||Increase damage, various other benefits
 +
|-
 +
|colspan="3"|Weapon Group (Knives) ||None ||Use agger, main gauche dagger, dart, hand crossbow bayonet, heavy crossbow bayonet, kukri, light crossbow bayonet, punching dagger, sai, trench knife, and wakizashi unpenalized ||Increase damage, various other benefits
 +
|-
 +
|colspan="3"|Weapon Group (Polearms) ||None ||Use glaive, godendag, guisarme, halberd, lance, ranseur, and scythe unpenalized ||Increase accuracy, various other benefits
 +
|-
 +
|colspan="3"|Weapon Group (Simple) ||None ||Use blowgun, clawed gauntlet, club, dagger, gauntlet, light hammer, light pick, quarterstaff, shortspear, sickle, sling, and spiked gauntlet unpenalized ||Increase accuracy, gain Defending at 13 Prowess
 +
|-
 +
|colspan="3"|Weapon Group (Spears) ||None ||Use dwarven urgrosh, longspear, shortspear, spear, and trident unpenalized ||Increase damage, various other benefits
 +
|-
 +
|colspan="3"|Weapon Group (Swords) ||None ||Use bastard sword, falchion, greatsword, katana, khopesh, longsword, rapier, scimitar, shortsword, and two-bladed sword unpenalized ||Increase accuracy, various other benefits
 +
|-
 +
|colspan="3"|Weapon Group (Throwing) ||None ||Use bladed boomerang, bolas, boomerang, dart, javelin, net, shuriken, and war fan unpenalized ||Increase accuracy, various other benefits
 +
|}
 +
 
 +
==== Natural Weapon Proficiency Feats ====
 +
 
 +
{|border=1px
 +
!colspan="3"|Feat Name !!Prerequisites !!Effects !!Investiture
 +
|-
 +
|colspan="3"|Natural Weapon (Bite) ||None ||Use bites unpenalized ||Increase damage, various other benefits
 +
|-
 +
|colspan="3"|Natural Weapon (Claw/Talon) ||None ||Use claws/talons unpenalized ||Increase accuracy and damage, various other benefits
 +
|-
 +
|colspan="3"|Natural Weapon (Gore) ||None ||Use gore weapons unpenalized ||Increase damage, various other benefits
 +
|-
 +
|colspan="3"|Natural Weapon (Slam) ||None ||Use slams unpenalized ||Increase damage, various other benefits
 +
|-
 +
|colspan="3"|Natural Weapon (Sting) ||None ||Use stings unpenalized ||Increase accuracy and damage, various other benefits
 +
|-
 +
|colspan="3"|Natural Weapon (Tentacle) ||None ||Use tentacles unpenalized ||Increase grapple checks, various other benefits
 +
|}
 +
 
 +
== Racial Feats ==
 +
 
 +
=== Ameena Racial Feats ===
 +
 
 +
{|border=1px
 +
!Name !!Prerequisites !!Effects
 +
|-
 +
|Active Antennae ||WIS 15, Ameena ||Gain Scent to 30', and one psionic charge per day
 +
|-
 +
|Naturally Psionic ||WIS 15, Ameena, must take at 1st level ||Gain one reserve power point and one psionic charge per day, you're considered naturally psionic, and Psychic Warrior is your favored class
 +
|-
 +
|Sharp Vision ||WIS 13, Ameena ||+2 to sight-based Awareness checks, gain low-light vision, can manifest the ''synesthete'' at half HD, and gain one psionic charge per day
 +
|-
 +
|Strong Wings ||STR 15+, Ameena, 5th level ||Can fly up to 6 hours per day, while carrying a medium load (but at only 15' and poor maneuverability), and gain one psionic charge per day
 +
|}
 +
 
 +
=== Dromite Racial Feats ===
 +
 
 +
{|border=1px
 +
!colspan="3"|Name !!Prerequisites !!Effects
 +
|-
 +
|colspan="3"|Burst of Strength ||STR 15, CON 15, Earth-Caste Dromite ||For two psionic charges, Powerful Build considers you ''another'' size larger for CON modifier rounds (fatigue on end); gain one psionic charge per day
 +
|-
 +
|colspan="3"|Clarion Crystal ||WIS 15, Glitter-Caste Dromite ||You may spend a psionic charge to manifest a crystal shard as a psi-like ability with a manifester level equal to your class level; gain one psionic charge per day
 +
|-
 +
| ||colspan="2"|Crystal Amplification || WIS 15, Glimmer-Caste Dromite, Clarion Crystal ||You may spend a psionic charge to manifest ''swarm of crystals'' as a psi-like ability with a manifester level equal to your class level; gain one psionic charge per day
 +
|-
 +
|colspan="3"|Farvoice ||CHA 15+, Voice-Caste Dromite ||You may spend a psionic charge to manifest ''create sound'' as a psi-like ability with a manifester level equal to your class level; gain one psionic charge per day
 +
|-
 +
| ||colspan="2"|Echoing Reverberations ||CHA 15, Voice-Caste Dromite, Farvoice ||You may spend a psionic charge to manifest ''control sound'' as a psi-like ability with a manifester level equal to your class level; gain one psionic charge per day
 +
|-
 +
|colspan="3"|Fire-Caste Foresight ||DEX 15, CHA 15, Fire-Caste Dromite ||You may spend a psionic charge to manifest ''precognition, defensive'' or ''precognition, offensive'' as a psi-like ability with a manifester level equal to your class level; gain one psionic charge per day
 +
|-
 +
|colspan="3"|Lesser Hivemind ||WIS 15, Ice-Caste Dromite ||You may spend a psionic charge to manifest ''read thoughts'' as a psi-like ability with a manifester level equal to your class level; gain one psionic charge per day
 +
|}
 +
 
 +
=== Drow Racial Feats ===
 +
 
 +
{|border=1px
 +
!colspan="3"|Name !!Prerequisites !!Effects
 +
|-
 +
|colspan="3"|Daylight Adaptation ||Drow ||Gain one magical charge per day, do not become dazzled in bright light
 +
|-
 +
|colspan="3"|Deceptive Natural Magic ||CHA 15, Drow, Trained in Disguise ||Gain one magical charge per day; you may spend a magical charge to cast ''disguise self'' as a spell-like ability
 +
|-
 +
|colspan="3"|Illusory Inclination ||CHA 15, Drow, caster level 3rd ||Gain one magical charge per day; you may spend a magical charge to cast ''silent image'' as a spell-like ability.
 +
|-
 +
| ||colspan="2"|Illsuory Adept ||CHA 17, Drow, caster level 5th, Illusory Inclination ||Gain one magical charge per day; you may spend a magical charge to cast ''minor image'' or ''mirror image'' as a spell-like ability.
 +
|-
 +
|colspan="2"| ||Master of Illusion ||CHA 19, Drow, caster level 5th, Illusory Adept, Illusory Inclination ||Gain one magical charge per day; you may spend a magical charge to cast ''major image'' or ''misdirection'' as a spell-like ability.
 +
|}
 +
 
 +
=== Dwarf Racial Feats ===
 +
 
 +
TO BE DONE
 +
 
 +
=== Elf Racial Feats ===
 +
 
 +
TO BE DONE
 +
 
 +
=== Gnoll Racial Feats ===
 +
 
 +
{|border=1px
 +
!colspan="3"|!Name !!Prerequisites !!Effects
 +
|-
 +
|colspan="3"|Pack Tactics ||Gnoll, Base attack bonus +2 ||Gain +1 to attacks when flanking, and another +1 if the person you are flanking with has this too; on bite, one Natural Talent charge may be spent to make a trip attempt (no additional attack, no counter-trip, no AoO); gain one Natural Talent charge per day.
 +
|-
 +
|colspan="3"|Rabid Bite ||CON 15+, Gnoll ||You may spend one Natural Talent charge to cause bite attacks to carry ''filth fever'' with Fort Save DC equal to 10 + one-half your rage-providing class levels + CON mod; the disease incubates for 1d3 days and inflicts 1d3 Dexterity and 1d3 Constitution damage; gain one Natural Talent charge per day.
 +
|-
 +
| ||colspan="2"|Maddened Rage ||CON 15, CHA 13, Gnoll, Rabid Bite, Rage class feature ||When raging, you may replace Will save bonuses with an aura of menace, shaking enemies within 30' of you when you initiate rage, charge during a rage, and/or drop someone during a rage (Will save DC 10 + one-half your rage-providing class levels + CHA mod negates); you may spend a Natural Talent charge to make a full-power bite while raging; gain one Natural Talent charge per day.
 +
|}
 +
 
 +
=== Gnome Racial Feats ===
 +
 
 +
{|border=1px
 +
!colspan="3"|Name !!Prerequisites !!Effects
 +
|-
 +
|colspan="3"|Ghost Voices ||INT 15, Gnome ||Gain one magical charge per day; you may spend a magical charge to cast ''magic mouth'' or ''ventriloquism'' as a spell-like ability.
 +
|-
 +
| ||colspan="2"|Disappearing Act ||INT 15, Gnome, Ghost Voices ||Gain one magical charge per day; you may spend a magical charge to cast ''invisibility'' or ''silence'' as a spell-like ability.
 +
|-
 +
|colspan="2"| ||Illusory Assassin ||INT 17, Gnome, Ghost Voices, Disappearing Act ||Gain one magical charge per day; you may spend a magical charge to cast ''phantasmal killer'' as a spell-like ability.
 +
|}
 +
 
 +
=== Goblin Racial Feats ===
 +
 
 +
{|border=1px
 +
!colspan="3"|Name !!Prerequisites !!Effects
 +
|-
 +
|colspan="3"|Gut Shot ||STR 13+, Goblin ||+1d4 Sneaky Tricks damage; When attacking a target that is affected by your Sneaky Tricks damage, you may sacrifice one die to Sicken them for a number of rounds equal to your Sneaky Tricks damage dice (Fort save DC 10 + 1/2 your level + total Sneaky Tricks damage dice negates)
 +
|-
 +
|colspan="3"|Hamstring ||DEX 15+, Goblin ||+1d4 Sneaky Tricks damage; When attacking a target that is affected by your Sneaky Tricks damage, you may sacrifice one die to reduce all movements by 10' until magical healing is provided them (Fort save DC 10 + 1/2 your level + total Sneaky Tricks damage dice, ''or'' a successful Heal check at the same DC, negates)
 +
|-
 +
| ||colspan="2"|Eye Gouge ||DEX 15+, Goblin, Hamstring ||+1d4 Sneaky Tricks damage; When attacking a target that is affected by your Sneaky Tricks damage, you may sacrifice one die to Blind them for 1d3 rounds (Fort save DC 10 + 1/2 your level + total Sneaky Tricks damage dice negates)
 +
|-
 +
|colspan="2"| ||Blow to the Head ||DEX 15, Goblin, Eye Gouge ||+1d4 Sneaky Tricks damage; When attacking a target that is affected by your Sneaky Tricks damage, you may sacrifice one die to Confuse them for 1d3 rounds (Fort save DC 10 + 1/2 your level + total Sneaky Tricks damage dice negates)
 +
|-
 +
|colspan="3"|Vicious Tricks ||STR 15+, Goblin ||+1d4 Sneaky Tricks damage; All d4s for Sneaky Tricks damage become d6s.
 +
|-
 +
| ||colspan="2"|Sucker Punch ||STR 15+, Vicious Tricks, Goblin ||+1d4 Sneaky Tricks damage; When attacking a target that is affected by your Sneaky Tricks damage, you may sacrifice one die to Daze them for one round (Fort save DC 10 + 1/2 your level + total Sneaky Tricks damage dice negates)
 +
|}
 +
 
 +
=== Half-Giant Feats ===
 +
 
 +
{|border=1px
 +
!colspan="3"|Name !!Prerequisites !!Effects
 +
|-
 +
|colspan="3"|Giant Slam ||STR 19+, Half-Giant ||Gain a 1d8 damage slam attack, with a bonus based on your Bloodline (if any); gain one Reserve charge per day
 +
|-
 +
|colspan="3"|Cloud Giant Heritage ||CON 15+, Half-Giant with no other Founding feat ||Gain one reserve charge per day; you may spend a reserve charge to cast ''obscuring mist'' as a spell-like ability with a caster level equal to your character level; Giant Slam feat bull-rushes a target (no AoO, don't have to move with target)
 +
|-
 +
| ||colspan="2"|Cloud Giant Legacy ||CON 15+, Half-Giant, Cloud Giant Heritage ||Gain one reserve charge per day; you may spend a reserve charge to cast ''levitate'' or ''fog cloud'' as a spell-like ability with a caster level equal to your character level
 +
|-
 +
|colspan="2"| ||Cloud Giant Apotheosis ||CON 15+, Half-Giant, Cloud Giant Legacy ||Gain one reserve charge per day; gain the Air subtype; you may spend a reserve charge to cast ''fly'' as a spell-like ability with a caster level equal to your character level
 +
|-
 +
|colspan="3"|Fire Giant Heritage ||CON 15+, Half-Giant with no other Founding feat ||Gain one reserve charge per day; you may spend a reserve charge to make all attacks deal +1d6 Fire damage for 3+CON rounds; Giant Slam feat adds 1d6 Fire damage
 +
|-
 +
| ||colspan="2"|Fire Giant Legacy ||CON 15+, Half-Giant, Fire Giant Heritage ||Gain one reserve charge per day; you may spend a reserve charge to cast ''burning hands'' or ''produce flame'' as a spell-like ability with a caster level equal to your character level
 +
|-
 +
|colspan="2"| ||Fire Giant Apotheosis ||CON 15+, Half-Giant, Fire Giant Legacy ||Gain one reserve charge per day; gain the Fire subtype; you may spend a reserve charge to cast ''fireball'' as a spell-like ability with a caster level equal to your character level
 +
|-
 +
|colspan="3"|Frost Giant Heritage ||CON 15+, Half-Giant with no other Founding feat ||Gain one reserve charge per day; you may spend a reserve charge to make all attacks deal +1d6 Cold damage for 3+CON rounds; Giant Slam feat adds 1d6 Cold damage
 +
|-
 +
| ||colspan="2"|Frost Giant Legacy ||CON 15+, Half-Giant, Frost Giant Heritage ||Gain one reserve charge per day; you may spend a reserve charge to cast ''chill metal'' as a spell-like ability with a caster level equal to your character level
 +
|-
 +
|colspan="2"| ||Frost Giant Apotheosis ||CON 15+, Half-Giant, Frost Giant Legacy ||Gain one reserve charge per day; gain the Cold subtype; you may spend a reserve charge to cast ''sleet storm'' as a spell-like ability with a caster level equal to your character level
 +
|-
 +
|colspan="3"|Hill Giant Heritage ||CON 15+, Half-Giant with no other Founding feat ||Gain one reserve charge per day; you may spend a reserve charge to make all attacks deal +1d6 Bludgeoning damage for 3+CON rounds; Giant Slam feat deals 1d12 damage instead of 1d8
 +
|-
 +
| ||colspan="2"|Hill Giant Legacy ||CON 15+, Half-Giant, Hill Giant Heritage ||Gain one reserve charge per day; you may spend a reserve charge to bull rush a target you have just struck (no AoO, don't need to move with target)
 +
|-
 +
|colspan="2"| ||Hill Giant Apotheosis ||CON 15+, Half-Giant, Hill Giant Legacy ||Gain one reserve charge per day; you may spend a reserve charge to gain +5 natural armor for 3+CON rounds
 +
|-
 +
|colspan="3"|Stone Giant Heritage ||CON 15+, Half-Giant with no other Founding feat ||Gain one reserve charge per day; you may spend a reserve charge to gain DR 1/- 3+CON rounds, +1 per 4 HD; Giant Slam feat knocks victim prone (Reflex save 10+1/2 level+STR mod negates)
 +
|-
 +
| ||colspan="2"|Stone Giant Legacy ||CON 15+, Half-Giant, Stone Giant Heritage ||Gain one reserve charge per day; you may spend a reserve charge to cast ''soften earth and stone'' as a spell-like ability with a caster level equal to your character level
 +
|-
 +
|colspan="2"| ||Stone Giant Apotheosis ||CON 15+, Half-Giant, Stone Giant Legacy ||Gain one reserve charge per day; gain the Earth subtype; you may spend a reserve charge to cast ''meld into stone'' as a spell-like ability with a caster level equal to your character level
 +
|-
 +
|colspan="3"|Storm Giant Heritage ||CON 15+, Half-Giant with no other Founding feat ||Gain one reserve charge per day; you may spend a reserve charge to make all attacks deal +1d6 Electric damage for 3+CON rounds; Giant Slam feat adds 1d6 Electric damage
 +
|-
 +
| ||colspan="2"|Storm Giant Legacy ||CON 15+, Half-Giant, Storm Giant Heritage ||Gain one reserve charge per day; you may spend a reserve charge to cast ''shocking grasp'' as a spell-like ability with a caster level equal to your character level
 +
|-
 +
|colspan="2"| ||Storm Giant Apotheosis ||CON 15+, Half-Giant, Storm Giant Legacy ||Gain one reserve charge per day; gain the Electricity subtype; you may spend a reserve charge to cast ''lightning bolt'' as a spell-like ability with a caster level equal to your character level
 +
|}
 +
 
 +
=== Halfling Racial Feats ===
 +
 
 +
{|border=1px
 +
!colspan="3"|Name !!Prerequisites !!Effects
 +
|-
 +
|colspan="3"|Cunning Evasion ||DEX 15+, Halfling ||Gain one Natural Talent charger per day; you may spend a reserve charge to gain the Evasion ability for one round
 +
|-
 +
|colspan="3"|Luck of the Devil ||CHA 15+, Halfling, Aura of Unluck class feature ||Gain one Natural Talent charger per day; you may spend Natural Talent charges as if they were luck points for Luckthief class features
 +
|-
 +
|colspan="3"|Tiny But Tough ||CON 15+, Halfling ||Gain one Natural Talent charger per day; you may spend a reserve charge to gain your character level in temporary HP for CHA mod rounds
 +
|}
 +
 
 +
=== Human Racial Feats ===
 +
 
 +
SKIPPED FOR MASS REVISION
 +
 
 +
 
 +
=== Kobold/Lizardfolk Racial Feats ===
 +
 
 +
 
 +
{|border=1px
 +
!colspan="3"|Name !!Prerequisites !!Effects
 +
|-
 +
|colspan="3"|Draconic Inheritor ||CON 15, Kobold or Lizardfolk ||Gain one Natural Talent charge; select a breath weapon, gain a weaker version of it (1d6 +1d6 per 3 levels)
 +
|-
 +
| ||colspan="2"|Draconic Energy ||CON 15, Kobold or Lizardfolk, Draconic Inheritor ||Gain one Natural Talent charge; natural weapon attacks deal +1d6 damage of your breath weapon's type; gain appropriate subtype; you may spend a Natural Talent charge to use an unevadable verion of your breath weapon in reaction to an attack
 +
|-
 +
| ||colspan="2"|Draconic Lore ||CON 15, INT 15, Kobold or Lizardfolk, Draconic Inheritor ||Gain one Natural Talent charge; you may use a Natural Talent charge to make a bardic lore-style check (half level + INT mod + number of feats)
 +
|-
 +
| ||colspan="2"|Draconic Senses ||CON 15, WIS 15, Kobold or Lizardfolk, Draconic Inheritor ||Gain one Natural Talent charge; you may use a Natural Talent charge to gain Blindsense 15' for WIS mod rounds; gain darkvision, low-light vision, and scent (or double range for any of those you already have)
 +
|-
 +
| ||colspan="2"|Draconic Tail ||STR 15, CON 15, Kobold or Lizardfolk, Draconic Inheritor ||Gain one Natural Talent charge; your tail becomes a Slam 1d6 (lizardfolk) or 1d4 (kobold) Natural weapon (always secondary); you may use a Natural Talent charge for a tail sweep to make adjacent enemies fall prone (Reflex 10 +
 +
|-
 +
| ||colspan="2"|Draconic Toughness ||CON 17, Kobold or Lizardfolk, Draconic Inheritor ||Gain one Natural Talent charge; gain character level HP; you may spend a Natural Talent charge to gain CON mod times two temp HP and resistance to your breath weapon's damage type for a number of rounds equal to the number of Kobold/Lizardfolk feats you have
 +
|}
 +
 
 +
=== Lizardfolk Racial Ritual Feats ===
 +
 
 +
SKIPPED FOR FULL REVISION
 +
 
 +
=== Maenad Racial Feats ===
 +
 
 +
TO DO
 +
 
 +
=== Minotaur Racial Feats ===
 +
 
 +
TO DO
 +
 
 +
=== Phoe-kun Racial Feats ===
 +
 
 +
{|border=1px
 +
!colspan="3"|Name !!Prerequisites !!Effects
 +
|-
 +
|colspan="3"|Blistering Retribution ||CHA 15, Phoe-kun, either Spellweaving and access to the Fire seed, OR ability to cast two spells with the [Fire] descriptor ||Gain one natural talent charge per day; when damaged, you may use a natural talent charge to cast a known spell with a casting time of less than 1 standard with the Fire descriptor. This spell must target or include the damaging creature in its area of effect.
 +
|-
 +
|colspan="3"|From the Brink of Death ||CHA 15, Phoe-kun, 3rd level ||Gain one natural talent charge per day; when dropped, you may spend a natural talent charge to gain 1d8 + 1d8/3 levels HP. You may do this again on your next turn if not above 0 HP after doing so.
 +
|-
 +
|colspan="3"|Phoenix Inheritor ||CHA 15, Phoe-kun, BAB +3 ||Gain one natural talent charge per day; Choose between: converting bonus damage to fire-type (on/off is a swift), +1d6 fire damage to melee/ranged attacks, +1/die fire damage on [Fire] spells, or auras/mantles that give bonuses give +1 more bonus
 +
|}
 +
 
 +
=== Russiti Racial Feats ===
 +
 
 +
{|border=1px
 +
!colspan="3"|Name !!Prerequisites !!Effects
 +
|-
 +
|colspan="3"|Rooted ||CON 15, Russiti ||Gain one psionic charge per day; you may spend one psionic charge to root yourself to the ground (drop speed to 5', get +8 against trip/bull rush), until you lose contact with the ground
 +
|-
 +
| ||colspan="2"|Photosynthesis ||CON 15, Russiti, Rooted ||Gain one psionic charge per day; you may spend one psionic charge to hibernate and gain Fast Healing 1 while in sunlight, upon using Rooted
 +
|}
 +
 
 +
=== Satyr Racial Feats ===
 +
 
 +
{|border=1px
 +
!colspan="3"|Name !!Prerequisites !!Effects
 +
|-
 +
|colspan="3"|Commanding Voice ||CHA 15+, Satyr ||Gain one magic charge per day; you may spend one magic charge to cast ''command'' as a spell-like ability at character level.
 +
|-
 +
| ||colspan="2"|Enthralling Voioce ||CHA 15+, Satyr, Commanding Voice ||Gain one magic charge per day; you may spend one magic charge to cast ''enthrall'' as a spell-like ability at character level.
 +
|-
 +
|colspan="2"| ||Suggestive Demeanor ||CHA 17+, Satyr, Commanding Voice, Enthralling Voice ||Gain one magic charge per day; you may spend one magic charge to cast ''charm monster'' or ''suggestion'' as a spell-like ability at character level.
 +
|}
 +
 
 +
=== Shifter Racial Feats ===
 +
 
 +
{|border=1px
 +
!colspan="3"|Name !!Prerequisites !!Effects !!Investiture
|-
|-
-
|Far Shot ||Point Blank Shot ||Increase range of projectile weapons by half, double range of thrown weapons || Add another half to range per 5 Prowess
+
|colspan="3"|Shifter Warrior ||Shifter ||Gain one shifting charger per day; increase the damage of shifter-granted natural weapons or claws by one side || --
|-
|-
-
|Favored Enemy ||BAB +1 ||+2 to Awareness, Bluff, Sense Motive, Survival, weapon damage against a selected creature type, +1 for every time this feat is taken after you gained this one. || At 5, +2 on attack rolls against creature. At 8, +1 to saves against creature's abilities. At 10, +1 to DC of your abilities when used on creature. At 13, SR 10+HD against creature. At 18, +2 damage, +1 Dodge AC, can't be FF'd or flanked by creature.
+
| ||colspan="2"|Bearpaw Master ||STR 13+, Bearpaw Shifter quality, Shifter Warrior ||Gain one shifting charge per day; +3 to grapple checks while shifting; qualifies as Improved Grapple for feats and Prestige Classes ||+1 to grapple checks per 4 Prowess
|-
|-
-
|Flick of the Wrist ||DEX 13 ||Swift Action for attack with light weapon; -2 to all attacks this turn if used || At 5, penalty is -1. At 8, may use one-handed weapon. At 10, penalty is -0. At 13, may make two attacks in same action.
+
| ||colspan="2"|Catfoot Master ||DEX 13+, Catfoot Shifter quality, Shifter Warrior ||Gain one shifting charge per day; +2 to Reflex saves while shifting; qualifies as Lightning Reflexes for feats and Prestige Classes ||+1 to Reflex per 4 Prowess
|-
|-
-
|Great Fortitude ||None ||+2 to all Fort saves ||+1 per 4 Prowess
+
| ||colspan="2"|Cheetahpounce Master ||DEX 13+, Cheetahpounce Shifter quality, Shifter Warrior ||Gain one shifting charge per day; +1 dodge bonus to AC while shifting; qualifies as Dodge for feats and Prestige Classes ||+1 to feat bonuses per 4 Prowess
|-
|-
-
|Improved Bull Rish ||STR 13, Power Attack || No AoO on Bull Rush, +4 to STR check for Bull Rush. ||Additional +1 to STR check per 3 Prowess
+
| ||colspan="2"|Dogsnout Master ||WIS 13+, Dogsnout Shifter quality, Shifter Warrior ||Gain one shifting charge per day; while shifting, +3 to Endurance-related checks and tracking-related Survival checks; qualifies as Endurance for feats and Prestige Classes ||+1 to dodge AC per 6 Prowess
|-
|-
-
|Improved Critical ||Specify weapon type you are proficient with, BAB +8 ||-- ||+1 to critical hit range with selected weapon per 3 Prowess
+
| ||colspan="2"|Goretusk Master ||STR 13+, Goretusk Shifter quality, Shifter Warrior ||Gain one shifting charge per day; while shifting, when striking at a held object, no AoO; +3 to attack rolls against held objects; qualifies as Improved Sunder for feats and Prestige classes ||+1 to attack rolls against held objects per 4 Prowess
|-
|-
-
|Improved Disarm ||INT 13, Combat Expertise || No AoO on Disarm, +4 on Disarm check ||Additional +1 to Disarm check per 3 Prowess.
+
| ||colspan="2"|Hawkeye Master ||DEX 13+, Hawkeye Shifter quality, Shifter Warrior ||Gain one shifting charge per day; may make bull-rush, disarm, or trip attempts at range while shifting (using STR mod or weapon STR limit as appropriate); qualifies as Combat Expertise for feats and Prestige Classes ||+1 to feat bonuses per 4 Prowess
|-
|-
-
|Improved Feint ||INT 13, Combat Expertise ||Feint as a move action ||At 8, Feint as a swift action. +1 to Bluff check per 3 Prowess.
+
| ||colspan="2"|Sharkbite Master ||DEX 13+, Sharkbite Shifter quality, Shifter Warrior ||Gain one shifting charge per day; +2 to Fortitude saves while shifting; qualifies as Great Fortitude for feats and Prestige Classes ||+1 to Fortitude per 4 Prowess
|-
|-
-
|Improved Grapple ||DEX 13, Improved Unarmed Strike ||No AoO on starting a grapple, +4 bonus to all grapple checks || +1 to grapple checks per 4 Prowess
+
| ||colspan="2"|Spiderfang Master ||CON 13+, Spiderfang Shifter quality, Shifter Warrior ||Gain one shifting charge per day; while shifting, you gain half of damage you deal with bite attacks as temp HP for one round; qualifies as Toughness for feats and Prestige Classes ||Temporary HP last one more round per 4 Prowess
|-
|-
-
|Improved Initiative ||None || +3 to Initiative Checks || +1 to Initiative checks per 3 Prowess
+
| ||colspan="2"|Wolfbite Master ||DEX 13+, Wolfbite Shifter quality, Shifter Warrior ||Gain one shifting charge per day; +3 to Endurance-related checks and tracking-related Survival checks; qualifies as Endurance for feats and Prestige Classes ||+1 to feat bonuses per 4 Prowess
|-
|-
-
|Improved Overrun ||STR 13, Power Attack ||Target can't choose to avoid you on Overrun, +4 to STR check to knock down || +1 to STR check to knock down per 3 Prowess
+
| ||colspan="2"|Blacktalon Tribe ||Shifter, trained in Survival, no other Tribe feats, Shifter Warrior ||Gain one shifting charge per day; gain rituals based on level of Survival training ||--
|-
|-
-
|Improved Shield Bash ||Shield Proficiency ||Still gain Shield bonus to AC when making a shield bash || +1 to attack rolls for a shield bash per 4 Prowess
+
| ||colspan="2"|Firehook Tribe ||Shifter, trained in Survival, no other Tribe feats, Shifter Warrior ||Gain one shifting charge per day; gain rituals based on level of Survival training ||--
|-
|-
-
|Improved Sunder ||STR 13, Power Attack||No AoO on striking at a held object, +4 to attack rolls on held objects. || +1 to attack rolls on held objects per 4 Prowess
+
| ||colspan="2"|Icespur Tribe ||Shifter, trained in Survival, no other Tribe feats, Shifter Warrior ||Gain one shifting charge per day; gain rituals based on level of Survival training ||--
|-
|-
-
|Improved Unarmed Strike ||None || No AoO for attacking armed foes while unarmed, can deal lethal OR nonlethal damage with unarmed attacks. || +1 to attack and damage for unarmed attacks per 5 Prowess
+
| ||colspan="2"|Silverclaw Tribe ||Shifter, trained in Survival, no other Tribe feats, Shifter Warrior ||Gain one shifting charge per day; gain rituals based on level of Survival training ||--
|-
|-
-
|Iron Will ||None ||+2 to Will saves ||+1 to Will saves per 4 Prowess
+
| ||colspan="2"|Sparknail Tribe ||Shifter, trained in Survival, no other Tribe feats, Shifter Warrior ||Gain one shifting charge per day; gain rituals based on level of Survival training ||--
|}
|}

Current revision as of 22:38, 6 October 2010

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