D20r:Feats

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Overview

Feats are acquired at specific levels - one at 1st, then one each at 3rd, 6th, 9th, etc. for most characters. In addition, you gain an additional feat at every level of a class that is evenly divisible by 4 (4th, 8th, 12th, 16th, and 20th). When you reach an appropriate level, you take one feat. Certain classes grant additional feats at specific levels, as well. These feats provide various special abilities.

Many races gain specific feats at 1st level, as well.

Some feats have Prerequisites - you must meet the prerequisites before you can take this feat. If you lose a prerequisite (say due to ability damage), the feat you took becomes "locked" until you recover that prerequisite.

Feats are loosely categorized into a series of categories/subcategories in d20 Rebirth:

  • General feats are a catch-all for all feats that don't suit any particular category.
  • Heroic feats are feats based on (and typically enhancing) the character's Hero Value; these can be useful to many characters, but are especially suited to Hero Value-dependent classes such as Warlord.
  • Investing feats represent actions of martial prowess. These feats can be 'upgraded' over time, using Prowess that you gain each level. Prowess must be used each level, or lost. Unless specified otherwise, you may put up to your base attack bonus +3 prowess into an Investing feat.
    • Weapon Proficiency Feats, a subtype of Investing Feat, represent training in specific groups of weapons. Almost everyone automatically gains proficiency in Simple weapons, while others get between one and four more categories - sometimes specific ones, usually of the player's choice.
    • Style feats are almost entirely Prowess-based - by placing Prowess into a Style Feat, you can purchase feats out of an array of abilities that feat can offer. You can 'store' unused Prowess in this feat to use within this feat at a later level. Style feats always ignore the BAB+3 limit.
  • Racial feats are associated with a specific race. For example, a feat might be of category [Human]. Only humans will normally be able to take this feat. (Certain races will be counted as another race for availability of feats, and some feats will be for multiple races, say [Kobold/Lizardfolk].)

Contents


A

Active Antennae [Ameena]

Requirements: Wisdom 15+, Ameena

Benefit: Unlike most Ameena, your antennae are not vestigial and are in fact fully functional. You gain the Scent ability, usable out to 30'.

You gain an additional psionic charge per day.

Normal: Your antennae are vestigial and perform no function.

Anima Beacon [Style]

AnimaBeaconTree.png

Prerequisites: Cha 13+, Mind Over Body

Benefit: The Anima Beacon feat provides the following benefits with enough prowess Investing.

Anima Beacon (0 Prowess): You gain the ability to project an embodiment of your courage in a square adjacent to you as a swift action--an 'anima'. This anima isn't a creature, has no stats, and is able to communicate telepathically with you. Every turn, during your round, you may move your anima a distance equal to your highest movement speed in any direction, including vertically. When not in contact with solid ground, the anima hovers. Alternatively, instead of moving on your turn, you may direct your anima to remain in contact with a creature: your anima must share a square with the creature to be followed in order to move in this fashion.

Your anima is immune to damage and effects, cannot interact with objects or be attacked, and while it occupies a 5' square, it does not block movement or line of sight and may share a square with a creature of any size.

It can be dispelled or suppressed as a spell; its spell level for this purpose is equal to your Hero Value and the caster level is equal to the number of abilities granted to you by this feat. It can be summoned normally again after being dispelled. If your anima is more than 120' from you at the start of your turn or you ever lose line of effect to it, it immediately dissipates and must be reformed. You may only have one anima summoned at a time: summoning a second immediately causes the first to dissipate.

Your anima shares your Awareness bonus and possesses any senses (darkvision, low-light vision, blindsense, blindsight, tremorsense, or similar) that you possess, including temporary spell or psionic effects (such as see invisibility or synesthete). However, it is not trained in any skills (including ones you are trained in) and as such cannot use advanced functions of skills that require specific levels of training.

Any opponent adjacent or sharing a square with your anima suffers a -1 penalty to AC.

Healing Spirit (2 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima gains Fast Healing 1. This fast healing can only heal a creature up to half of its full normal Hit Points.

Primal Shield (2 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima gains Resist Acid 1, Resist Cold 1, Resist Electricity 1, Resist Fire 1, or Resist Sonic 1, chosen by the ally when your anima becomes adjacent to them. This choice may be altered with a swift action by your ally or by moving away from and returning adjacent to the anima.

Focused Healing (2 prowess): If you have purchased this ability, any ally that shares a square with your anima gains Fast Healing equal to their Charisma modifier.

Sentry (2 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima rolls any Initiative checks they make twice, selecting the better result.

Prescient Warning (2 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima gains a +2 dodge bonus to AC.

All-Seeing Eyes (2 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima gains a bonus on Awareness checks equal to your Charisma modifier.

Shielding Vigor (2 prowess): If you have purchased this ability, any ally that shares a square with your anima gains DR/- equal to your Constitution modifier.

Vital Barrier (2 prowess): If you have purchased this ability, any ally that shares a square with your anima gains 10% resistance to critical hits.

Protean Strike (2 prowess): If you have purchased this ability, any opponent that is adjacent to or shares a square with your anima loses the Incorporeal subtype (should they have it) as long as they remain within that area.

Ethereal Vapor (2 prowess): If you have purchased this ability, any opponent that shares a square with your anima suffers a 20% miss chance on attacks made against you or your allies.

Prescient Dodge (2 prowess): If you have purchased this ability, any opponent that shares a square with your anima rolls all attack rolls twice and selects the inferior result.

Manifest Fervor (3 prowess): If you have purchased this ability, any opponent that is adjacent to or shares a square with your anima takes entropic damage equal to your Charisma modifier at the start of your turn.

Threatening Anima (3 prowess): If you have purchased this ability, you may include the area around your anima as additional threatened space when determining when you can make an attack of opportunity, even if you could not normally reach that space.

Infiltrate Reality (3 prowess): If you have purchased this ability, your anima may pick up and manipulate objects. It uses your Strength score to determine its carrying capacity and its ability to lift, break, or drag objects, but it is not able to wield weapons, cast spells, or activate magic items.

Etheric Interference (3 prowess): If you have purchased this ability, any opponent that is healed while adjacent to or sharing a square with your anima only heals half the amount they would have normally.

Protean Denial (3 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima is affected as if by a blur spell.

Mystic Interdiction (3 prowess): If you have purchased this ability, any opponent that is adjacent to or shares a square with your anima when casting a spell suffers a -2 penalty to their caster level.

Resolute Spirit (3 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima gains a +2 bonus on all saving throws. Further, if you share a square with your anima and are a paladin, you may willingly take Constitution damage to immediately regain spent Resolve. For each point of Constitution damage you take, you may regain one point of Resolve. You cannot surpass your normal daily amount of Resolve in this fashion, and you cannot heal Constitution damage inflicted in this fashion using your own magic, items created by your feats or using your magic, or through your Lay on Hands class feature.

Soul of Steel (3 prowess): If you have purchased this ability, any ally that is adjacent to or shares a square with your anima gains a +3 deflection bonus to AC.

Astral Protection (3 prowess): If you have purchased this ability, you may teleport and exchange places with your anima as a move action as long as your anima is not currently sharing a square with another creature. Your anima must not have moved in this turn to make use of this ability.

Manifestation (3 prowess): If you have purchased this ability, you may include the area around your anima as additional threatened space when determining squares you may attack, even if you could not normally reach them.

Spirit's Freedom (3 prowess): If you have purchased this ability, you take on part of the quasi-reality of your anima in your own form, gaining 10% miss chance as long as your anima is summoned.

True Form of Spirit (4 prowess): If you have purchased this ability, you may occupy both your anima's position and your own until the end of your next turn by expending a swift action. Your anima in this form is not a magic copy or clone-–instead, it is a result from you physically being in two places at once. While in this form, your anima loses all of its original traits (as listed in the Anima Beacon ability of this feat) and all other features of this feat, and instead becomes what amounts to a perfect copy of you.

Your anima has all your class features, abilities, feats, skills and equipment, and uses its own set of actions. If your anima is damaged or affected by a spell or ability, so are you (and vice versa)-–anything that happens to one embodiment happens to the other. If an ability would affect both you and your anima at once, it is instead only treated as affecting one of you. You and your anima share class features, spell slots, and similar limited abilities and items: if you or your anima uses an expendable item, casts a spell, or uses a class feature that is limited in uses per day, both of you have used it but you only receive the effects once.

Your anima may take a single move action and a single standard action to either make a single melee attack or activate any class feature you possess (including spellcasting) taking up one standard action or less. Your anima is capable of casting spells and using abilities as if it were five levels lower than you: due to this, an anima may not be able to cast your most powerful spells or use your most powerful abilities. Your anima cannot take a full round action, but it can use a swift action if it does not take a standard action.

At the end of your next turn, your anima returns to normal. You may choose to remain in your own square or to exchange spaces with your anima. This is not movement or teleportation: rather, you are choosing one square to occupy rather than your split embodiment before. You cannot use this ability if your anima currently shares a square with a creature. This ability is usable once per day, and you are fatigued after its use.

Special: Unlike most feats, Anima Beacon's abilities are supernatural rather than extraordinary.

Arcane Strike [Investing]

Prerequisites: Ability to cast 1st level arcane spells

Benefit: As a swift action, you can grant your attacks a +1 enhancement bonus to attack and damage rolls (as if your weapon were enchanted).

Investing: For each five prowess you invest in this feat, increase the enhancement bonus by 1.

B

Battlereaper [Style]

Two-handed weapon

Berserk Sandworm [Style]

footprint.jpg This article has a related thread on the Giant in the Playground forums that may contain more up-to-date information than what is provided here.

Prerequisites: BAB +1, Power Attack

Benefit: The Berserk Sandworm feat allows the following options, with enough prowess expenditure:

berserksandworm.png

Bloodwrath (3 Prowess): Bloodwrath taps into the well of fury in any soul and brings it to the surface. Activating bloodwrath is a swift action. Similar to a barbarian's rage, a character in a state of bloodwrath falls into an instinct-driven fervor and gains +2 Strength, +2 Constitution, and damage reduction 1/-. This damage reduction increases by 1 for each three abilities granted by this feat (so that a character who knows Bloodwrath, Fever Pitch, and Bone to Blade would have DR 2/-). They cannot perform any action or use any skill that requires concentration (such as spellcasting). A character in a state of bloodwrath is also more susceptible to mind-affecting effects during a bloodwrath as their higher conscious is subverted by base instinct. As such, a character in bloodwrath takes a -2 penalty to Will saves during its effects. Bloodwrath lasts for a number of rounds equal to the character's Constitution modifier and cannot be ended early.

Fever Pitch (4 Prowess): Fever Pitch increases and augments the power of a character's bloodwrath when they are near death. When a character has 1/3 of their total maximum hit points remaining or less and they are currently in a state of bloodwrath, they gain an additional +4 Strength and a +2 dodge bonus to AC. This ability is activated as part of activating bloodwrath.

Lunatic High (4 Prowess): Lunatic High causes a character in a state of bloodwrath to feel pleasure in place of pain as well as increase their physical prowess proportional to the amount of physical harm they've taken. While under the effects of this ability, a character gains a bonus on damage rolls equal to one-half the damage they took in the preceding round. This ability is activated as part of activating bloodwrath.

Limit Fury (5 Prowess): Limit Fury allows a character who is in a state of bloodwrath to forgo the penalty to Will saves. This ability also allows a character who is in bloodwrath to end its effects early. This ability is activated as part of activating bloodwrath.

Berserk (5 Prowess): Berserk increases the effects of bloodwrath. Rather than receiving +2 Strength from being in Bloodwrath, a character with the Berserk ability gains +6 Strength. This ability is activated as part of activating bloodwrath.

Mindwipe (5 Prowess): Mindwipe, mainly useful in a martyrdom situation, removes all thought and consciousness from the character, replacing it with fury and instinct. The character feels no pain and will continue to fight even long after a normal person would be dead. A character under the effects of this ability is not rendered unconscious at 0 HP, nor are they slain at -10 HP; instead, they are not ever rendered unconscious due to hit point damage and they die at negative hit points equal to double their Constitution score. If the character is at or below 0 HP when their bloodwrath ends, they immediately suffer the normal effects from being in that status. This ability is activated as part of activating bloodwrath.

Sandworm's Soul (6 Prowess): Sandworm's soul inflicts the character with the frightening instincts of a sandworm: kill, feed, repeat. This ability grants a character under bloodwrath three natural attacks. Characters using this ability grow claws of bone and sharp fangs. The character gains two claw attacks that deal 1d6 damage (1d4 for Small races, 1d8 for Large) as well as a bite attack that deals 1d8 damage (1d6 for Small races, 2d6 for Large). This ability is activated as part of activating bloodwrath.

Bone to Blade (4 Prowess): This ability allows the character to change their physical bone structure. This is usually rather disturbing to watch as well as effective in combat. By shaping their hands into blades of bone, the character is always effectively armed. As a standard action, the character may shape one of their hands into a blade of bone. Treat this as a longsword of the appropriate size for the character. The blade is considered masterwork and gains an enhancement bonus equal to one-fifth the number of abilities this feat grants you (so that if you have purchased four abilities, the blade is only masterwork; if you have purchased ten, it is a +2 weapon). This ability lasts for one minute before reverting back to normal.

Blood to Bile (4 Prowess): This ability changes the character's blood to the highly-acidic bile-blood of a sandworm. This makes the character's blood capable of dissolving through flesh, bone, metal, and a variety of other materials. Any time the character is damaged by a melee slashing or piercing attack, the attacker takes 1d4 points of acid damage per five abilities this feat grants (minimum 1d4). Activating this ability is a move action that lasts for a number of rounds equal to your character level. The character is immune to their own blood.

Regeneration (5 Prowess): This ability causes the character to rapidly heal damage they've taken. When this ability is active, the character gains Fast Healing equal to one-fifth the number of abilities provided by this feat. This ability can be activated as a standard action and lasts a number of rounds equal to your Constitution modifier.

Skin to Stone (5 Prowess): This ability transforms the character's flesh into a tough, leathery material, which--while certainly not stone--is close enough. The character's skin is now tough enough to repel arrows and dull blades. They gain a +4 enhancement bonus to their natural Armor Class for a number of rounds equal to their Constitution score. This ability is activated as a standard action.

Greater Regeneration (5 Prowess): This ability functions like Regeneration, but is activated as a swift action.

Shape to Sandstorm (6 Prowess): This ability transforms your body into a coruscating, swirling mass of sand. You threaten squares around you as if you were one size category larger and any opponent you threaten is considered flanked. You are not immune to damage, nor do you gain any special defenses from this ability. This ability lasts for a number of rounds equal to your Constitution modifier and is activated as a move action.

Blindside (4 Prowess): Blindside allows the caster to distract an opponent, whether it be with a flash of light, a sound, or a sudden movement just outside their range of vision. As a swift action, you force a target within 15' to make a Will save (DC 10 + 1/2 the number of abilities this feat gives you). If they fail the save, they are flat-footed until their next turn.

Blindfight (4 Prowess): As a move action, you may render yourself blind. In exchange, you gain blindsight out to 30'. This ability lasts for a number of rounds equal to your Constitution modifier.

Blindstrike (5 Prowess): As a standard action, make a single melee attack against an opponent. If you hit and successfully deal damage, you revoke a sense from your target for a period of one minute. Roll on the following table to determine the effect:

Roll Effect
1 Target is blinded
2 Target is deafened
3 Target is muted and cannot cast spells with verbal components
4 Target receives a 50% miss chance in combat
5 Target receives a -5 penalty to skill checks
6 Roll twice more, ignoring rolls of six

The effects of this ability last for 1d3 rounds. The name "blindstrike" stems from the fact that the most-frequently denied sense is sight, though multiple applications of this ability can strip an opponent of all their senses.

Pitfall (5 Prowess): As a move action, you become invisible, as the spell. You remain invisible until the end of your next turn or until you attack an opponent, whichever comes first.

Ambush (5 Prowess): Ambush grants the character the burrowing power of the sandworms, allowing them to attack their opponent, unseen and unheard, from an unexpected angle. You can activate this ability as a standard action to gain a 30' burrow speed. This ability lasts for a number of minutes equal to your Constitution modifier.

Mindcrush (6 Prowess): After successfully dealing damage with a melee attack, you may activate this ability as an immediate action. The opponent to whom you just dealt damage must make a Will save (DC 10 + 1/2 the number of abilities granted to you by this feat) or be rendered permanently blind and suffer a 1d4 Intelligence damage.

Bloodworm's Corruption (6 Prowess): This ability transforms you into a mighty sandworm, thirsty for blood. You may activate this ability as a full-round action. Your shape changes to that of a Stormseeker Sandworm. You gain all abilities of the new form, but lose all benefits of your equipment as it merges with your new form. You cannot cast spells while in this form, nor can you use abilities granted by style feats other than this feat.

You retain your base attack bonus, skills, hit dice, feats, and base saving throws, but use your new forms racial ability modifiers (+14 Strength, +24 Constitution, -6 Intelligence, +8 Wisdom, +6 Charisma), size, and reach. This ability lasts for a number of rounds equal to your Hit Dice, after which point you revert to your regular form.

When this ability ends, you are exhausted for fifteen minutes and fatigued for a further hour. Unlike other abilities granted by [Style] feats, this ability is only usable once per day.

Bearpaw Master [Shifter, Investing]

Requirements: Strength 13+, Bearpaw shifter quality, Shifter Warrior

Benefit: You gain a +3 bonus on grapple checks while shifting.

You gain an additional shifting charge per day.

Investing: You gain an additional +1 bonus for each four points of prowess invested in this feat.

Normal: You may only spend your shifting charges for your racial features.

Special: This feat can be used in place of Improved Grapple to qualify for feats and prestige classes.

Blacktalon Tribe [Shifter, Ritual, Tribe]

Requirements: Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior

Benefit: You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.

Any potential participants require at least one rank in Survival in order to be able to participate in a Blacktalon Tribe ritual.

Talons of Black (Survival, apprentice): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the blacktalon tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a dark, pulsating black color. The natural attacks of participants overcome damage reduction as if they were made of cold iron.

Talons of Ebony (Survival, journeyman): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the blacktalon tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a dark, pulsating black color. The natural attacks of participants overcome damage reduction as if they were made of cold iron and deal an additional 1d6 points of negative energy damage.

Talons of Jet (Survival, master): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the blacktalon tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a dark, pulsating black color. The natural attacks of participants overcome damage reduction as if they were made of cold iron and deal 2d6 points of negative energy damage. Furthermore, any natural attack effected by this ritual inflicts an additional 1d10 points of negative energy damage on a successful critical hit.

You gain an additional shifting charge per day.

Normal: You may only spend your shifting charges for your racial features.

Blind-Fight [Investing]

Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit, plus one additional reroll per four points of prowess invested in this feat.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. The invisible attacker's bonuses do still apply for ranged attacks, however.

You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

Blistering Retribution [Phoe-Kun]

Prerequisites: Charisma 15, Spellweaving, access to the Fire seed; or Charisma 15, ability to cast at least two spells with the [Fire] descriptor

Benefit: When you are damaged by an attack or spell, you may spend a natural talent charge as an immediate action to cast a spell you have prepared with a casting time of less than 1 standard with the [Fire] descriptor. This spell must target or include the creature that damaged you within its area of effect.

You gain one natural talent charge per day.

Blow to the Head [Goblin]

Prerequisites: Dexterity 15+, Eye Gouge, Goblin

Benefit: When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + 1/2 your level + your full number of sneaky tricks damage dice) or be confused for 1d3 rounds.

You deal +1d4 Sneaky Tricks damage.

Normal: You deal 1d4 Sneaky Tricks damage.

Brave Fencer [Style]

footprint.jpg This article has a related thread on the Giant in the Playground forums that may contain more up-to-date information than what is provided here.

Prerequisites: BAB +1, Weapon Finesse

Benefit: The Brave Fencer feat allows the following options, with enough prowess expenditure:

bravefencer.png

Salute (2 Prowess): At the beginning of combat, you may choose one foe who you have not acted against and who has not yet acted. As a standard action, you may salute them. You gain a +1 bonus on Will saves and on attack rolls against that opponent, plus an additional +1 for each additional ability granted to you by this feat. This ability lasts until either you or your opponent are rendered unconscious, or the encounter ends.

Lunge (3 Prowess): You may lunge forwards to temporarily increase your reach. As part of an attack action, you may increase your reach by 5' for that attack. This ability may be used in conjunction with other attack options (such as a fencer's Tactical Strike ability) or as part of a full attack.

In Quartata (3 Prowess): You may twist your body so as to present a smaller target. As a swift action, once per encounter, you may gain a dodge bonus to your Armor Class equal to half the abilities granted you by this feat, rounded down. This bonus lasts for a number of rounds equal to your Dexterity modifier.

Riposte (3 Prowess): When an opponent misses you with a melee attack, you may activate this ability as an immediate action to make an attack at your full base attack bonus. This does not count against your number of attacks of opportunity each round.

Fleche (3 Prowess): In a fleche, a fencer transfers his weight onto his front foot and extends his arm. He makes an exaggerated running stride towards his opponent, attempting to skewer them as he runs past to avoid counterattack. You may activate this ability as a standard action. Upon doing so, move up to your speed in a straight line that moves you past an opponent. You do not provoke attacks of opportunity from one opponent of your choice during this movement (generally the target you are attacking, but not always). When you pass an opponent during this attack, you may make an attack at your full base attack bonus, gaining all benefits and penalties as normal for charging. After making this attack you may continue moving past your opponent, up to a total movement (before and after the attack) of your maximum moving distance.

Feint (3 Prowess): As a swift action, you may make a Bluff check against one opponent's Sense Motive check. If successful, the opponent is flat-footed until the end of your turn. The targeted opponent must be within your threatened area.

Redoublement (4 Prowess): This ability functions as the lunge ability, except that after your initial attack, you may move 5' and then attempt a second attack at the same attack bonus and with the same 5' reach extension.

Prise de Fer (4 Prowess): When successfully striking an armed opponent, you may activate this ability as an immediate action to initiate a disarm attempt. This ability and the subsequent disarm attempt does not provoke attacks of opportunity.

Moulinet (5 Prowess): As a standard action, you may make a single attack at all creatures within your melee reach at your full base attack bonus. If you possess the Tactical Strike ability, you may apply one Base, one Multiplier, and one Special to each attack made in this fashion--use the same Base, Multiplier, and Special for every attack.

Passata Soto (5 Prowess): When a creature at least one size category larger than you attempts to strike you in combat, you may activate this ability as an immediate action. You gain a +4 dodge bonus to your AC as you duck low to move under their attack. If they miss, you may make an attack of opportunity. If you hit, you deal 5d6 extra points of damage.

Agile Riposte (5 Prowess): This ability functions like Riposte, except that you may make a full attack rather than a single attack.

Bright as the Sun

Prerequisites: Arcane Strike, Valiant Magic, Hero Value 3+

Benefit: When you cast a spell or use an ability that measures its damage in d6s, you instead measure that damage in d8s.

Special: If you also have Fierce as the Flame, you gain a +6 insight bonus to your Intelligence score.

Brutal Precision [Investing]

Prerequisites: Dexterity 13, Point Blank Shot

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus, nor may it exceed the maximum Strength bonus allowed by your weapon. The penalty on attacks and bonus on damage apply until your next turn.

Investing: If you have at least five points of prowess invested in this feat, you may ignore the maximum Strength bonus allowed by of your weapon.

If you have at least ten points of prowess invested in this feat, instead add twice the number subtracted from your attack rolls.

Burst of Speed [Heroic]

Prerequisites: Fleet of Foot

Benefit: As a swift action, you may move up to your speed. This ability is usable a number of times per day equal to your Hero Value.

Special: You may take this feat more than once. If you do, you may use it two additional times per day.

Burst of Strength [Dromite]

Prerequisites: Str 15+, Con 15+, Earth-Caste Dromite

Benefit: You may spend two psionic charges to increase the strength of your Powerful Build ability. For a number of rounds equal to your Constitution modifier, you are treated as one additional size larger for the purposes of your Powerful Build ability. When this ability ends, you are fatigued.

You gain one psionic charge per day.

Normal: You may only spend your psionic charges to manifest psi-like abilities as determined by your caste.

C

Caitiff [Investing]

Prerequisites: A class or racial feature of bonus damage dice under specific conditions (such as a ranger's ambush, a rogue's sneak attack, a hunter's strafe, or a goblin's sneaky tricks), inflicting two dice or more of damage

Benefit: Whenever you trigger your bonus damage dice, you deal one extra damage per die.

Investing: For each six points invested in this feat, you deal one additional point of damage per die.

Special: Decrease your Hero Value by 1.

Catfoot Master [Shifter, Investing]

Requirements: Dexterity 13+, Catfoot shifter quality, Shifter Warrior

Benefit: You gain a +2 bonus on Reflex saving throws while shifting.

You gain an additional shifting charge per day.

Investing: You gain an additional +1 bonus for each four points of prowess invested in this feat.

Normal: You may only spend your shifting charges for your racial features.

Special: This feat can be used in place of Lightning Reflexes to qualify for feats and prestige classes.

Cheetahpounce Master [Shifter, Investing]

Requirements: Dexterity 13+, Cheetahpounce shifter quality, Shifter Warrior

Benefit: You gain a +1 dodge bonus to your Armor Class while shifting.

You gain an additional shifting charge per day.

Investing: You gain an additional +1 bonus for each six points of prowess invested in this feat.

Normal: You may only spend your shifting charges for your racial features.

Special: This feat can be used in place of Dodge to qualify for feats and prestige classes.

Clarion Crystal [Dromite]

Prerequisites: Glimmer-Caste Dromite, Wis 15+

Benefit: You may spend a psionic charge to manifest crystal shard as a psi-like ability with a manifester level equal to your class level.

You gain one psionic charge per day.

Normal: You may only spend your psionic charges to manifest psi-like abilities as determined by your caste.

Cleave [Investing]

Prerequisites: Strength 13, Power Attack

Benefit: If you deal a creature enough damage to make it drop (that is, render it unconscious or dead), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.

For each five points of prowess invested in this feat, you may either take a five-foot step before making your cleave attempt, or take additional cleave attempt at -2. These options may be selected more than once if your martial rank is high enough, and the effect is chosen at each activation.

Cloud Giant Apotheosis [Half-Giant, Bloodline]

Prerequisites: Constitution 15+, Half-Giant, Cloud Giant Heritage, Cloud Giant Legacy

Benefit: You 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.

You gain one reserve charge per day.

Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Cloud Giant Heritage [Half-Giant, Founding, Bloodline]

Prerequisites: Constitution 15+, Half-Giant with no other Founding feats

Benefit: You may spend a reserve charge to cast obscuring mist as a spell-like ability with a caster level equal to your character level.

You gain one reserve charge per day.

Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Cloud Giant Legacy [Half-Giant, Bloodline]

Prerequisites: Constitution 15+, Half-Giant, Cloud Giant Heritage

Benefit: 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.

You gain one reserve charge per day.

Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Combat Expertise [Investing]

Prerequisites: Intelligence 13

Benefit: When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.

If you have at least five points of prowess invested in this feat, you gain Armor Class at a 2:3 ratio. If you have at least ten points of prowess invested in this feat, you can spend up to 10 points of BAB instead of your normal maximum of 5. If you have at least fifteen points of prowess invested in this feat, you gain Spell Resistance equal to three times the amount of BAB sacrificed. If you have at least 20 points of prowess invested in this feat, you gain Armor Class at a 1:2 ratio.

Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.

Combat Reflexes [Investing]

Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. You also gain an additional attack of opportunity per round for each four points of prowess invested in this feat.

Normal: A character without this feat can make only one attack of opportunity per round and can't make attacks of opportunity while flat-footed.

Commanding Voice [Satyr]

Prerequisites: Charisma 15+, Satyr

Benefit: You may spend a magic charge to cast command as a spell-like ability with a caster level equal to your character level.

You gain one magic charge per day.

Normal: You may only spend your magic charges to cast charm animal, charm person, or prestidigitation.

Crystal Amplification [Dromite]

Prerequisites: Glimmer-Caste Dromite, Wis 15+, Clarion Crystal

Benefit: You may spend a psionic charge to manifest swarm of crystals as a psi-like ability with a manifester level equal to half your class level.

You gain one psionic charge per day.

Normal: You may only spend your psionic charges to manifest psi-like abilities as determined by your caste.

Cunning Evasion [Halfling]

Requirements: Dexterity 15+

Benefit: You may spend a charge from your Natural Talent racial feature as an immediate action to gain the Evasion ability for one round.

You gain an additional Natural Talent charge per day.

Normal: You may only spend your Natural Talent for your racial features.

D

Daylight Adaptation [Drow]

Prerequisites: Drow

Benefit: You are not dazzled in areas of bright light, though you may still be blinded by sudden brightness.

You gain one magical charge per day.

Normal: You may spend magical charges to cast dancing lights, darkness, or faerie fire.

Deceptive Natural Magic [Drow]

Prerequisites: Drow, Cha 15+, Trained in Disguise

Benefit: You may spend a magical charge to cast disguise self as a spell-like ability.

You gain one magical charge per day.

Normal: You may spend magical charges to cast dancing lights, darkness, or faerie fire.

Defender's Gambit [Style]

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Benefit: The Defender's Gambit feat allows the following options, with enough prowess expenditure:

Stability (4 prowess): You become exceptionally stable on your feet. You gain a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground). If you already have Stability, instead improve its bonus by 2.

Guardianship (4 prowess): When an ally of yours is targeted by a melee attack (including a touch spell that must make an attack roll), you may move up to 5' into your ally's square. If you do so, move your ally 5' in any direction, as if they had taken a 5' step. The attacker must treat you as the target of the attack or effect, making attack rolls and checks against you instead of your ally. However, he makes any attack rolls against your touch AC. If his attack roll hits your touch AC but not your full AC, the attack bounces off harmlessly. If it hits both AC values, or if the original attack is a touch attack, you are affected as if you were the original target.

Should the attack miss you completely, your opponent makes a second attack roll at the original target; however, you provide soft cover when determining the results of such attacks (even if the original attack is not one that typically allows for soft cover).

If your attacker willingly fails the attack roll against you, they also forfeit their ability to make a follow-up attack roll on the ally you are protecting.

For each two abilities granted to you by this feat, increase the range you may move by 5' and increase the AC bonus provided by your soft cover when using this ability by 1.

Marked Target (4 prowess): As a swift action, you may designate an enemy within 60': as long as you stay within 60' of that enemy, they take a -3 penalty on attack rolls against targets other than you. In addition, you deal 1d6 extra damage when attacking that enemy in melee, plus an additional 1d6 per three abilities granted by this feat. You may only designate one enemy at a time: designating a new target immediately removes the old one.

Shield Ward (5 prowess): As long as you are wielding a shield, you add its shield bonus to your touch Armor Class. In addition, you may spend an immediate action to attempt to deflect an incoming ranged attack. If you do so, roll 1d20 and add your Dexterity and Constitution modifiers and your shield's armor class bonus: if you beat the attack roll of the incoming attack, you deflect the attack harmlessly.

Interposition (5 prowess): When an ally of yours is targeted by a ranged attack (including a spell that must make an attack roll), you may move up to 5' into an attacker's line of sight or line of effect as an immediate action, such that your new position would rest on the attacker's line of sight or line of effect upon your ally. If you do, the attacker must treat you as the target of the attack or effect, making attack rolls and checks against you instead of your ally. However, he makes any attack rolls against your touch AC. If his attack roll hits your touch AC but not your full AC, the attack bounces off harmlessly. If it hits both AC values, or if the original attack is a ranged touch attack, you are affected as if you were the original target.

Should the attack miss you completely, your opponent makes a second attack roll at the original target; however, you provide soft cover when determining the results of such attacks (even if the original attack is not one that typically allows for soft cover).

If your attacker willingly fails the attack roll against you, they also forfeit their ability to make a follow-up attack roll on the ally you are protecting.

When using this ability, you cannot willingly accept an attack.

For each two abilities granted to you by this feat, increase the range you may move by 5' and increase the AC bonus provided by your soft cover when using this ability by 1.

Energy Warp (5 prowess): If the target of your Marked Target ability casts a spell that has a detrimental effect that does not include you, he takes a -2 penalty to his effective caster level.

Improved Shield Ward (6 prowess): When you use your shield ward ability, if you successfully deflect an attack, you may redirect it to any target within 30'.

Spell-Shield (6 prowess): When a line, burst, emanation, or cone affect includes you within it, you may alter its shape to protect your allies. You willingly forgo your normal saving throw (if any) and your Spell Resistance (if any). You take the affect's full effects, but are treated as a wall or other obstructive object for the purposes of determining the spell's area. You create a cone originating in your square and directed immediately away from the origin of the triggering effect. Creatures in this area are not affected by the triggering effect. The size of this cone is determined by the number of abilities you are granted by this feat: the cone begins at 15' and increases by 5' per ability granted. You must be wielding a shield to use this ability.

Aura Suppression (6 prowess): If the target of your Marked Target ability has an aura ability (such as a warlord's aura of leadership), he halves that aura's area.

Improved Guardianship (6 prowess): When you use your Guardianship or Interposition abilities, you may teleport the distance instead of moving the distance.

Shattered Defenses (6 prowess): If the target of your Marked Target ability has Damage Reduction, halve the amount of damage it reduces. If the target of your Marked Target ability has Fast Healing or Regeneration, halve the amount of Hit Points it regains each round. If the target of your Marked Target ability has Spell Resistance, reduce the amount of Spell Resistance it has by 5.

Deflect Arrows [Investing]

Prerequisites: Dexterity 13, Improved Unarmed Strike

Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.

You gain an additional use of this ability per round for each three points of prowess invested in this feat.

Attempting to deflect a ranged weapon doesn't count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can't be deflected.

Diehard [Investing]

Prerequisites: Endurance

Benefit: When reduced to between -1 and -9 hit points, you automatically become stable. You don't have to roll d% to see if you lose 1 hit point each round.

When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act.

In addition, you do not die when you reach -10, as you normally would. You now die when your negative hit points equals the number of points of prowess invested in this feat plus ten, or your Constitution score, whichever is more.

Normal: A character without this feat who is reduced to between -1 and -9 hit points is unconscious and dying, and dies upon reaching -10.

Dodge [Investing]

Prerequisites: Dexterity 13

Benefit: During your turn, you designate an opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. You gain an additional point of dodge bonus for each five points of prowess invested in this feat.

Investing: You gain an additional point of dodge bonus and may designate an additional opponent for each four points of prowess invested in this feat.

Dogsnout Master [Shifter, Investing]

Requirements: Wisdom 13+, Dogsnout shifter quality, Shifter Warrior

Benefit: You gain a +3 bonus on Survival checks made to track while shifting. You also gain a +3 bonus on the following checks and saves: Athletics checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation.

You gain an additional shifting charge per day.

Investing: You gain an additional +1 bonus for each four points of prowess invested in this feat.

Normal: You may only spend your shifting charges for your racial features.

Special: This feat can be used in place of Endurance to qualify for feats and prestige classes.

Draconic Energy [Kobold, Lizardfolk]

Requirements: Constitution 15+, Draconic Inheritor

Benefit: Your natural attacks deal 1d6 additional damage of the energy type your breath weapon deals. You gain the subtype of the appropriate energy type.

You may spend a Natural Talent charge as an immediate action to deal damage to an adjacent opponent that has just struck you in melee. This ability deals equal damage to your breath weapon and is of the same energy type. Unlike your breath weapon, your opponent does not get a Reflex save to halve the damage: they take the full amount.

You gain an additional Natural Talent charge per day.

Normal: You may only spend your Natural Talent for your racial features.

Draconic Inheritor [Kobold, Lizardfolk]

Requirements: Constitution 15+

Benefit: When selecting this feat, choose one of the following options. It determines your breath weapon and the effects of related feats.

Type Breath Weapon Shape
Black Acid Line
Blue Electricity Line
Brass Fire Line
Bronze Electricity Line
Copper Acid Line
Gold Fire Cone
Green Acid Cone
Red Fire Cone
Silver Cold Cone
White Cold Cone

You may spend a charge from your Natural Talent racial feature as a standard action to temporarily gain a weaker version of your chosen dragon's breath weapon. The breath weapon deals 1d6 damage of the appropriate type. This damage increases for each three character levels you possess, to 2d6 at 3rd level, 3d6 at 6th level, 4d6 at 9th level, 5d6 at 12th level, 6d6 at 15th level, and 7d6 at 18th level. The breath weapon allows a Reflex save for half damage, with a DC equal to 10 + your Hero Value + your Constitution modifier.

Line-shaped breath weapons have a range of 10' plus 5' per 2 character levels (maximum 60'). Cone-shaped breath weapons have a range of 10' plus 5' per 3 character levels (maximum 40').

You gain an additional Natural Talent charge per day.

Normal: You may only spend your Natural Talent for your racial features.

Draconic Lore [Kobold, Lizardfolk]

Requirements: Constitution 15+, Intelligence 15+, Draconic Inheritor

Benefit: You may spend a Natural Talent charge as a standard action to make a special lore check with a bonus equal to one-half your character level + your Intelligence modifier + the number of Kobold or Lizardfolk racial feats you possess to see whether you knows some relevant information about local notable people, legendary items, or noteworthy places.

A successful lore check will not reveal the powers of a magic item but may give a hint as to its general function. You may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC Type of Knowledge
10 Common, known by at least a substantial minority of the local population.
20 Uncommon but available, known by only a few people legends.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly forgotten by most who once knew it, possibly known only by those who don't understand the significance of the knowledge.

You gain an additional Natural Talent charge per day.

Normal: You may only spend your Natural Talent for your racial features.

Draconic Senses [Kobold, Lizardfolk]

Requirements: Constitution 15+, Wisdom 15+, Draconic Inheritor

Benefit: You gain darkvision, low-light vision, and scent. If you already have any of these abilities, your ranges for them double.

You may spend a Natural Talent charge as a move action to gain Blindsense 15' for an number of rounds equal to your Wisdom modifier.

You gain an additional Natural Talent charge per day.

Normal: You may only spend your Natural Talent for your racial features.

Draconic Tail [Kobold, Lizardfolk]

Requirements: Strength 13+, Constitution 15+, Draconic Inheritor

Benefit: You gain a natural attack: your tail. Treat this as a slam attack that deals 1d6 points of damage (for lizardfolk) or 1d4 points of damage (for kobolds). This natural attack is always a secondary natural attack.

You may spend a Natural Talent charge as a standard action to perform a tail sweep. Creatures adjacent to you must make a Reflex save (DC 10 + the number of kobold or lizardfolk feats you possess + your Strength modifier) or fall prone.

You gain an additional Natural Talent charge per day.

Normal: You may only spend your Natural Talent for your racial features.

Draconic Toughness [Kobold, Lizardfolk]

Requirements: Constitution 17+, Draconic Inheritor

Benefit: You gain Hit Points equal to your character level.

You may spend a Natural Talent charge as an immediate action to gain temporary hit points and resistance to the type of energy your breath weapon deals equal to twice your Constitution modifier. These temporary hit points and energy resistance last for a number of rounds equal to the number of Kobold or Lizardfolk feats you possess.

You gain an additional Natural Talent charge per day.

Normal: You may only spend your Natural Talent for your racial features.

E

Echoing Reverberations [Dromite]

Prerequisites: Voice-Caste Dromite, Cha 15+, Farvoice

Benefit: You may spend a psionic charge to manifest control sound as a psi-like ability with a manifester level equal to your class level.

You gain one psionic charge per day.

Normal: You may only spend your psionic charges to manifest psi-like abilities as determined by your caste.

Endurance [Investing]

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Your bonus on checks and saves increases by +1 for each three points of prowess invested in this feat.

Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day

Enthralling Voice [Satyr]

Prerequisites: Charisma 15+, Commanding Voice, Satyr

Benefit: You may spend a magic charge to cast enthrall as a spell-like ability with a caster level equal to your character level.

You gain one magic charge per day.

Normal: You may only spend your magic charges to cast charm animal, charm person, or prestidigitation.

Evasive Dodge [Investing]

Prerequisites: Dexterity 13, Dodge

Benefit: You may substitute a 5' step for an attack of opportunity. This action still consumes your attack of opportunity for the round (or one of them if you have a feat that grants you multiple attacks of opportunity in a round like Combat Reflexes).

Investing: For every ten points invested in this feat, increase the range of your 5' step by 5', so that if you have 10 points invested in this feat and you utilize its ability, you may immediately move 10' as if you had used two 5' steps in rapid succession.

Normal: You may only make a single melee attack as an attack of opportunity.

Eye Gouge [Goblin]

Prerequisites: Dexterity 15+, Hamstring, Goblin

Benefit: When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + your Hero Value + your full number of sneaky tricks damage dice) or be blinded for 1d3 rounds.

You deal +1d4 Sneaky Tricks damage.

Normal: You deal 1d4 Sneaky Tricks damage.

F

Far Shot [Investing]

Prerequisites: Point Blank Shot

Benefit: When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1.5). When you use a thrown weapon, its range increment is doubled.

Investing: For each five points of prowess invested in this feat, your ranges multiply by another .5. For instance, if you have five martial ranks, your ranges for projectile weapons is multiplied by 2, and your thrown weapons are multiplied by 2.5.

Farvoice [Dromite]

Prerequisites: Voice-Caste Dromite, Cha 15+

Benefit: You may spend a psionic charge to manifest create sound as a psi-like ability with a manifester level equal to your class level.

You gain one psionic charge per day.

Normal: You may only spend your psionic charges to manifest psi-like abilities as determined by your caste.

Favored Enemy [Investing]

Prerequisites: BAB +1

Benefit: Select a type of creature from among those given on the table below. You gain a +2 bonus on Awareness, Bluff, Sense Motive, and Survival checks when using these skills against creatures of this type. Likewise, you get a +2 bonus on weapon damage rolls against such creatures.

If a specific creature falls into more than one category of favored enemy, the bonuses do not stack; you simply use whichever bonus is higher.

Investing: If you have at least five prowess invested in this feat, you also gain a +2 bonus on attack rolls against the chosen creature type.

If you have at least eight prowess invested in this feat, you also gain a +1 bonus on saving throws against the chosen creature type's spells, spell-like abilities, and supernatural abilities.

If you have at least ten prowess invested in this feat, you also gain a +1 bonus to spell, spell-like ability, and supernatural ability DCs when used against the chosen creature type.

If you have at least thirteen prowess invested in this feat, you also gain Spell Resistance against spells cast by the chosen creature type. This Spell Resistance is equal to 10 plus your Hit Dice.

If you have at least eighteen prowess invested in this feat, you also gain an additional +2 on weapon damage rolls against the chosen creature type, as well as a +1 dodge bonus to AC against the chosen creature type. Further, the chosen creature cannot flank you or render you flat-footed. This feat's special line applies to each instance of the weapon damage roll's bonus.

Special: You may take this feat more than once. If you do so, an instance of this feat that you have had prior increases its bonuses by 1.

Type (Subtype) Type (Subtype)
Aberration Humanoid (reptilian)
Animal Magical beast
Construct Monstrous Humanoid
Dragon Ooze
Elemental Outsider (air)
Fey Outsider (chaotic)
Giant Outsider (earth)
Humanoid (aquatic) Outsider (evil)
Humanoid (dwarf) Outsider (fire)
Humanoid (elf) Outsider (good)
Humanoid (goblinoid) Outsider (lawful)
Humanoid (gnoll) Outsider (native)
Humanoid (gnome) Outsider (water)
Humanoid (halfling) Plant
Humanoid (human) Undead
Humanoid (orc) Vermin

Fierce as the Flame

Prerequisites: Heroic Strike, Power Attack, Hero Value 3+

Benefit: When you take a penalty to attack rolls from any source greater than -2, you deal additional damage equal to your Hero Value. In addition, you increase the threat range of any weapon you wield by 1 when you take a penalty to attack rolls from any source greater than -4.

Special: If you also have Stalwart as the Mount, you gain a +6 insight bonus to your Strength score.

Fire-Caste Foresight [Dromite]

Prerequisites: Fire-Caste Dromite, Dex 15+, Cha 15+

Benefit: You may spend a psionic charge to manifest precognition, defensive or precognition, offensive as a psi-like ability with a manifester level equal to one-half your class level.

You gain one psionic charge per day.

Normal: You may only spend your psionic charges to manifest psi-like abilities as determined by your caste.

Fire Giant Apotheosis [Half-Giant, Bloodline]

Prerequisites: Constitution 15+, Half-Giant, Fire Giant Heritage, Fire Giant Legacy

Benefit: You 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.

You gain one reserve charge per day.

Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Fire Giant Heritage [Half-Giant, Founding, Bloodline]

Prerequisites: Constitution 15+, Half-Giant with no other Founding feats

Benefit: You may spend a reserve charge as a swift action to cause all your attacks to deal an additional 1d6 fire damage for a number of rounds equal to 3 + your Constitution modifier. If you have the Giant Slam feat, this damage stacks with the fire damage provided by that feat.

You gain one reserve charge per day.

Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Fire Giant Legacy [Half-Giant, Bloodline]

Prerequisites: Constitution 15+, Half-Giant, Fire Giant Heritage

Benefit: 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.

You gain one reserve charge per day.

Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Firehook Tribe [Shifter, Ritual, Tribe]

Requirements: Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior

Benefit: You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.

Any potential participants require at least one rank in Survival in order to be able to participate in a Firehook Tribe ritual.

Talons of Red (Survival, apprentice): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the firehook tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a bright, flashing red. The natural attacks of participants gain the flaming property.

Talons of Crimson (Survival, journeyman): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the firehook tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a bright, flashing red. The natural attacks of participants gain the flaming property. In addition, by expending the magic of the ritual on themselves, a participant can cast produce flame as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Firehook Tribe feat, their caster level is instead equal to their character level.

Talons of Flame (Survival, master): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the firehook tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a bright, flashing red. The natural attacks of participants gain the flaming burst property. In addition, by expending the magic of the ritual on themselves, a participant can cast fireball as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Firehook Tribe feat, their caster level is instead equal to their character level.

You gain an additional shifting charge per day.

Normal: You may only spend your shifting charges for your racial features

Fleet of Foot [Investing]

Prerequisites: Base land speed greater than 0'

Benefit: Increase your base land speed by 5'.

Investing: Increase your base land speed by an additional 5' per six prowess invested in this feat.

Flick of the Wrist [Investing]

Prerequisites: Dexterity 13

Benefit: If you have not attacked in this round, you may spend a swift action to make a single attack with a light or natural weapon at your full Base Attack Bonus. This attack, and all other attacks you make this round (including attacks of opportunity), suffer a -2 penalty.

Investing: For each five points invested in this feat, the penalty on attack rolls decreases by one, to a minimum penalty of 0.

If you have at least eight points invested in this feat, you may use a one-handed weapon for your additional attack.

If you have thirteen points invested in this feat, you may make an additional attack with this swift action at the same attack bonus.

From The Brink Of Death [Phoe-Kun]

Prerequisites: Charisma 15, 3rd level

Benefit: When you are reduced to zero or fewer hit points, you may spend a natural talent charge as an immediate action to immediately heal 1d8 points of damage, plus 1d8 points for each three levels you possess. If, after this healing, your hit points are below zero but not enough to kill you, you may spend another natural talent charge on your following turn as a standard action to regain another 1d8 points of damage, plus 1d8 for each three levels you possess.

You gain one natural talent charge per day.

Frost Giant Apotheosis [Half-Giant, Bloodline]

Prerequisites: Constitution 15+, Half-Giant, Frost Giant Heritage, Frost Giant Legacy

Benefit: You 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.

You gain one reserve charge per day.

Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Frost Giant Heritage [Half-Giant, Founding, Bloodline]

Prerequisites: Constitution 15+, Half-Giant with no other Founding feats

Benefit: You may spend a reserve charge as a swift action to cause all your attacks to deal an additional 1d6 cold damage for a number of rounds equal to 3 + your Constitution modifier. If you have the Giant Slam feat, this damage stacks with the cold damage provided by that feat.

You gain one reserve charge per day.

Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Frost Giant Legacy [Half-Giant, Bloodline]

Prerequisites: Constitution 15+, Half-Giant, Frost Giant Heritage

Benefit: You may spend a reserve charge to cast chill metal as a spell-like ability with a caster level equal to your character level.

You gain one reserve charge per day.

Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

G

Gale's Dance [Style]

Prerequisites: Lightning Reflexes

Benefit: The Gale's Dance style feat provides the following abilities with appropriate prowess Investing:

GalesDance.png

Gale's Dance abilities may only be used in light or no armor. Upon taking the Gale's Dance feat, select one ability (Coiled Spring, Kip Up, or Runner): you obtain this ability without prowess expenditure. Other abilities cost prowess, as normal.

Kip Up (2 prowess): As a swift action, you may stand up from prone without provoking attacks of opportunity.

Nimble Step (3 prowess): When you take a 5' step, you may instead move 10'. This functions in all ways as a 5' step does, except that you may move 10' instead.

Elusive Reflexes (3 prowess): When an opponent gives you a chance to make an attack of opportunity, you can instead immediately take 5-foot step. This ability uses up an attack of opportunity as normal.

Blazing Reflexes (4 prowess): When attacked, you may make a Reflex save as an immediate action to avoid damage. To do so, make a Reflex save against a DC equal to 10 + the attacker's Base Attack Bonus. If you succeed, you dodge any attacks that attacker makes against you until the end of the turn.

Misdirection (4 prowess): This ability functions as Blazing Reflexes, except that you may redirect one of the attacks against a creature adjacent to you. The attacking creature makes an attack roll and inflicts damage as normal: you merely choose the target.

Runner (2 prowess): You gain a competence bonus to your land speed equal to 5' per four abilities granted to you by this feat.

Dive for Cover (3 prowess): If you fail a Reflex save but are within 5' of cover and not prone, you may move to behind that cover and reroll the Reflex save. However, you are rendered prone.

Slow Fall (3 prowess): When you are within arm's reach of a wall, you can use it to slow your descent. When using this ability, you take damage as if the fall were 5' shorter than it actually is for each ability granted to you by this feat.

Nimble Combatant (5 prowess): Each round, you may ignore a number of squares of difficult terrain equal to your Dexterity modifier. In addition, you may make a single turn of up to 90 degrees when charging.

Wallrunner (3 prowess): You can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface. The height you can achieve on the wall is limited only by your movement speed. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.

Coiled Spring (2 prowess): You may make an Athletics check to jump as a swift action, rather than a move action. Movement made in this way does not count towards your normal limits on movement each round.

Flying Tackle (3 prowess): If you make an Athletics check to jump and your jump movement passes through an opponent's space, you may immediately make a Grapple attempt with a bonus on the Grapple check equal to the number of squares of jump movement you forgo by using this ability. If successful, your opponent is prone and grappled. You do not provoke an attack of opportunity for movement or the grapple from your targeted opponent, but you do provoke from other opponents as normal. If you end your jump next to an opponent when using this ability, you may bull-rush them instead of grappling them. If you do, you gain a bonus on the bull-rush check equal to the number of squares you jumped, and you do not provoke an attack of opportunity for your bull-rush.

Leaping Pounce (3 prowess): If you make an Athletics check to jump and your jump movement passes through an opponent's space or ends next to one, you may make a single attack at your full Base Attack Bonus. You deal extra damage equal to twice the number of squares you've jumped through this turn. If you jump over multiple opponents, you may make an attack against each one, all at your full Base Attack Bonus. You do not provoke attacks of opportunity from enemies you attack in this fashion, though other opponents who threaten squares you pass through may take attacks of opportunity as normal. If you end your jump next to an opponent when using this ability, you may bull-rush them instead of attacking them. If you do, you gain a bonus on the bull-rush check equal to the number of squares you jumped, and you do not provoke an attack of opportunity for your bull-rush.

Bowl Over (4 prowess): If you bull-rush an opponent into an object or creature, you deal bludgeoning damage equal to the number of abilities provided to you by this feat and the creature (or creatures, if you bull-rush one creature into another) must make a Reflex save (DC 10 + your Base Attack Bonus) or be rendered prone.

Acrobatic Backstab (4 prowess): If you use an Acrobatics check to tumble through an opponent's square, they must make a Reflex save (DC 10 + your Base Attack Bonus) or be rendered flat-footed until the end of your turn.

Foundation of Air (5 prowess): When jumping, you may make an Athletics check mid-jump as a move action. If you do so, you may jump again from mid-air at any one point in your jump, following all jump rules as normal. You are considered to be making a running jump if you use this ability.

Swift as the Wind (5 prowess): You may move across the top of liquids as if they were solids. However, if you end your movement over a liquid, you sink as normal, suffering any potential negative effects. When using this ability, you must start your movement on a solid surface.

Skyward Stride (6 prowess): You gain a fly speed equal to your land speed, with Good maneuverability. In addition, any ability granted to you by this feat that requires leaping over an opponent also applies if you fly over one.

Giant Slam [Half-Giant]

Prerequisites: Strength 19+, Half-Giant

Benefit: You gain a slam attack that deals 1d8 points of damage plus your Strength modifier. This is a natural attack. If you have a Founding feat, this slam also has additional effects:

  • Cloud Giant Heritage: The slam attack also initiates a bull rush. A bull rush initiated in this fashion does not provoke an attack of opportunity, and the half-giant does not need to move with his target.
  • Fire Giant Heritage: The slam attack also deals 1d6 fire damage.
  • Frost Giant Heritage: The slam attack also deals 1d6 cold damage.
  • Hill Giant Heritage: The slam attack instead deals 1d12 damage.
  • Stone Giant Heritage: The slam attack also has a chance to knock the target over. The target must make a Reflex save (10 + your Hero Value + your Strength modifier) or fall prone.
  • Storm Giant Heritage: The slam attack also deals 1d6 electrical damage.

You gain one reserve charge per day.

Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Goretusk Master [Shifter, Investing]

Requirements: Strength 13+, Goretusk shifter quality, Shifter Warrior

Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield) when shifting, you do not provoke an attack of opportunity. You also gain a +3 bonus on any attack roll made to attack an object held or carried by another character.

You gain an additional shifting charge per day.

Investing: You gain an additional +1 bonus for each four points of prowess invested in this feat.

Normal: You may only spend your shifting charges for your racial features.

Special: This feat can be used in place of Improved Sunder to qualify for feats and prestige classes.

Great Fortitude [Investing]

Benefit: You gain a +2 bonus on fortitude saving throws.

Investing: Increase this bonus by +1 for each four points of prowess invested in this feat.

Gut Shot [Goblin]

Prerequisites: Strength 13+, Goblin

Benefit: When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + your Hero Value + your full number of Sneaky Tricks damage dice) or be sickened for a number of rounds equal to your full number of Sneaky Tricks damage dice.

You deal +1d4 Sneaky Tricks damage.

Normal: You deal 1d4 Sneaky Tricks damage.

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Hampering Strike [Investing]

Prerequisites: Dexterity 15, Flick of the Wrist; class or racial feature that deals additional damage to a target under certain negative status conditions (such as Sneak Attack) that deals at least one additional die of damage

Benefit: If you successfully deal additional damage to an opponent using an ability that can be used to qualify for this feat, they take a -10' penalty to all movement speeds for one round. Oozes, incorporeal creatures, and creatures who move without using limbs are immune to this effect.

Investing: If you have at least 13 prowess invested in this feat, you inflict a -20' penalty instead.

Hamstring [Goblin]

Prerequisites: Dexterity 15+, Goblin

Benefit: When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + 1/2 your level + your full number of sneaky tricks damage dice) or suffer a -10' penalty to all their modes of movement until they either receive magical healing or receive a Heal check that surpasses the same DC.

You deal +1d4 Sneaky Tricks damage.

Normal: You deal 1d4 Sneaky Tricks damage.

Hawkeye Master [Shifter, Investing]

Requirements: Dexterity 13+, Hawkeye shifter quality, Shifter Warrior

Benefit: You may make use of the following combat actions with ranged weapons while shifting: bull-rush, disarm, trip. You do not provoke attacks of opportunity for using these combat actions in this fashion from your target, but you still provoke from any enemies that threaten you in melee.

If your combat action requires a Strength check and you are using a missile (not thrown) weapon, use either your Strength modifier or the Strength rating on the weapon, whichever is lower.

You gain an additional shifting charge per day.

Investing: You gain a +1 bonus on bull-rush, disarm, and trip attacks made while using this feat for each four points of prowess invested in this feat.

Normal: You may only spend your shifting charges for your racial features.

Special: This feat can be used in place of Combat Expertise to qualify for feats and prestige classes.

Heroic Destiny [Heroic]

Benefit: Once per day, as an immediate action, you may heal a number of d4s of damage equal to your Hero Value.

Special: You may use this ability while unconscious or flat-footed, and you may use it in response to an action that would render you dead or dying. You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.

Heroic Focus [Heroic]

Prerequisite: Ability to manifest 1st level powers

Benefit: Once per day, as a swift action, you may regain psionic focus (if you are not already focused) and immediately regain power points equal to your Hero Value.

Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.

Heroic Strike [Heroic]

Benefit: A number of times per day equal to your highest ability modifier, when you make an attack or use a direct hit point damaging spell or spell-like ability, you may declare it to be a "heroic strike". Add your highest ability modifier to your attack roll, or as a bonus to Caster Level checks to overcome a target's Spell Resistance. If you hit, you deal extra damage equal to your Hero Value. If you miss, the ability is still used up for the day. Damaging spells that deal reduced or partial damage on a successful save by the affected targets only deal half your Hero Value in extra damage, rounded down, if they make a successful save.

Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.

Heroic Surge [Heroic]

Benefit: Once per day, as an immediate action, you may add your Hero Value as a destiny bonus to a saving throw. If you do so, you do not automatically fail on a 1.

Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.

Hero of the People [Heroic]

Benefit: You gain one additional racial charge (for a racial feature such as Natural Magic, Natural Talent, or Inborn Psionics).

Hill Giant Apotheosis [Half-Giant, Bloodline]

Prerequisites: Constitution 15+, Half-Giant, Hill Giant Heritage, Hill Giant Legacy

Benefit: You may spend a reserve charge as a swift action to gain +5 natural armor for a number of rounds equal to 3 + your Constitution modifier.

You gain one reserve charge per day.

Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Hill Giant Heritage [Half-Giant, Founding, Bloodline]

Prerequisites: Constitution 15+, Half-Giant with no other Founding feats

Benefit: You may spend a reserve charge as a swift action to cause all your attacks to deal an additional 1d6 bludgeoning damage for a number of rounds equal to 3 + your Constitution modifier. If you have the Giant Slam feat, this damage stacks with the damage provided by that feat.

You gain one reserve charge per day.

Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Hill Giant Legacy [Half-Giant, Bloodline]

Prerequisites: Constitution 15+, Half-Giant, Hill Giant Heritage

Benefit: You may spend a reserve charge as an immediate action to initiate a bull-rush against a foe you have just struck. You do not provoke an attack of opportunity for initiating a bull-rush in this fashion, and you do not need to move with your target.

You gain one reserve charge per day.

Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Hushed as the Wood

Prerequisites: Legendary Ambush, Skewer, Hero Value 3+

Benefit: A number of times per day equal to your highest ability modifier, you may become invisible and silent (as the greater invisibility and silence spells, except only affecting you) for one minute.

You become a master of Awareness and Stealth.

Special: If you also have Bright as the Sun, you gain a +6 insight bonus to your Wisdom score.

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Icespur Tribe [Shifter, Ritual, Tribe]

Requirements: Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior

Benefit: You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.

Any potential participants require at least one rank in Survival in order to be able to participate in a Firehook Tribe ritual.

Talons of Blue (Survival, apprentice): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the icespur tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a cool, arctic blue. The natural attacks of participants gain the frost property.

Talons of Sapphire (Survival, journeyman): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the icespur tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a cool, arctic blue. The natural attacks of participants gain the frost property. In addition, by expending the magic of the ritual on themselves, a participant can cast chill metal as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Icespur Tribe feat, their caster level is instead equal to their character level.

Talons of Ice (Survival, master): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the icespur tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a cool, arctic blue. The natural attacks of participants gain the icy burst property. In addition, by expending the magic of the ritual on themselves, a participant can cast sleet storm as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Icespur Tribe feat, their caster level is instead equal to their character level.

You gain an additional shifting charge per day.

Normal: You may only spend your shifting charges for your racial features

Illusory Adept [Drow]

Prerequisites: Drow, Cha 17+, caster level 5th, Illusory Inclination

Benefit: You may spend a magical charge to cast minor image or mirror image as a spell-like ability.

You gain one magical charge per day.

Normal: You may spend magical charges to cast dancing lights, darkness, or faerie fire.

Illusory Inclination [Drow]

Prerequisites: Drow, Cha 15+, caster level 3rd

Benefit: You may spend a magical charge to cast silent image as a spell-like ability.

You gain one magical charge per day.

Normal: You may spend magical charges to cast dancing lights, darkness, or faerie fire.

Improved Bull Rush [Investing]

Prerequisites: Str 13, Power Attack

Benefit: When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.

Investing: Your bonus increases by +1 for each three points of prowess invested in this feat.

Improved Critical [Investing]

Prerequisites: Proficient with weapon, Base Attack Bonus +8

Benefit: Your threat range with the selected weapon increases by one for each three points of prowess invested in this feat.

Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Improved Disarm [Investing]

Prerequisites: Intelligence 13, Combat Expertise

Benefit: You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.

Investing: Your bonus increases by +1 for each four points of prowess invested in this feat.

Normal: See the normal disarm rules.

Improved Feint [Investing]

Prerequisites: Intelligence 13, Combat Expertise

Benefit: You can make a Bluff check to feint in combat as a move action. If you have at least eight points of prowess invested in this feat, you can make a Bluff check to feint in combat as a swift action.

Investing: You also receive a +1 competence bonus on the Bluff check for each 3 points of prowess invested in this feat.

Normal: Feinting in combat is a standard action.

Improved Grapple [Investing]

Prerequisites: Dexterity 13, Improved Unarmed Strike

Benefit: You do not provoke an attack of opportunity when you attempt to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.

Investing: Your bonus increases by +1 for each four points of prowess invested in this feat.

Normal: Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.

Improved Initiative [Investing]

Benefit: You gain a +3 bonus on Initiative checks, +1 for each three points of prowess invested in this feat.

Improved Overrun [Investing]

Prerequisites: Strength 13, Power Attack

Benefit: When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.

Investing: Your bonus increases by +1 for each three points of prowess invested in this feat.

Normal: Without this feat, the target of an overrun can choose to avoid you or to block you.

Improved Shield Bash [Investing]

Prerequisites: Shield Proficiency

Benefit: When you perform a shield bash, you may still apply the shield's shield bonus to your AC.

Investing: You gain a +1 bonus on attack rolls made with a shield for each 4 points of prowess invested in this feat.

Normal: Without this feat, a character who performs a shield bash loses the shield's shield bonus to AC until his or her next turn.

Improved Sunder [Investing]

Prerequisites: Strength 13, Power Attack

Benefit: When you strike at an object held or carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity. You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.

Investing: Your bonus increases by +1 for each four points of prowess invested in this feat.

Normal: Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.

Improved Trip [Investing]

Prerequisites: Intelligence 13, Combat Expertise

Benefit: You do not provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.

If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn't used your attack for the trip attempt.

Investing: You gain a bonus on your attack roll to a follow-up attack after a trip attack equal to +1 for every four points of prowess invested in this feat.

Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.

Improved Unarmed Strike [Investing]

Benefit: You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.

Investing: You gain a +1 enhancement bonus on attack and damage rolls for each five points of prowess invested in this feat.

Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.

Intrepid Dodge [Heroic]

Benefit: A number of times per day equal to your highest ability modifier, as an immediate action when you are attacked, you may add your Hero Value to your Armor Class as a destiny bonus. This bonus lasts until the start of your next turn.

A destiny bonus to your armor class applies and stacks with other bonuses as if it were a deflection bonus, but still stacks with a deflection bonus to AC. If you do so, you are not automatically struck on a natural 20.

Special: You may use this ability while flat-footed. You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.

Intrepid Future [Heroic]

Benefit: Increase your Hero Value by 1.

Intrepid Glory [Heroic]

Benefit: Once per day, as an immediate action, you may regain one use of a class feature limited in uses per day.

Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.

Intrepid Opportunity [Heroic]

Benefit: A number of times per day equal to your highest ability modifier, as part of an attack of opportunity, you may add your Hero Value to your attack and damage roll. Should you miss, the use is still used up.

Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.

Iron Will [Investing]

Benefit: You gain a +2 bonus on Will saving throws. This increases by +1 for each four points of prowess invested in this feat.

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Leader's Obligation [Style]

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Prerequisites: Charisma 15

Benefit: The Leader's Obligation feat allows the following options, with enough prowess expenditure:

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Battle Commands (3 Prowess): As a move action, you may gain a number of command points equal to your level. You may divide these points as you choose to provide a competence bonus to any attack, damage, save, or skill check roll an ally (other than yourself) makes within 30' of you before the start of your next turn. You may divide this bonus as many times as you like, but the bonus cannot provide a larger bonus than your Charisma modifier to any one roll.

Demoralizing Taunt (4 Prowess): Once per encounter, you may take an immediate action when you or an ally fells a foe within 30'. If you do so, you may immediately make an Intimidate check against an opponent in an attempt to demoralize them (as described in the skill). You gain a bonus on this check equal to the number of abilities you have purchased from this feat.

Hit Them While They're Down (4 Prowess): Once per encounter, you may take an immediate action when you or an ally fells a foe within 30'. If you do so, you may immediately make a single melee or ranged attack. You gain a bonus on your damage roll equal to one-half the number of abilities you have purchased from this feat.

Leading the Charge (5 Prowess): Once per encounter, you may activate this ability as a free action while charging. If you strike the foe you charge, allies who were within 30' of you when you started the charge gain a +4 bonus on attack rolls against that foe until the start of your next turn.

Lead by Example (5 Prowess): Once per encounter, you may automatically succeed on a saving throw or automatically force an incoming attack roll to miss. Allies within 30' of you when you activate this ability gain a +1 morale bonus on saving throws and to Armor Class until the start of your next turn.

Fearless (4 Prowess): You become immune to fear.

Fearless Presence [Aura] (4 Prowess): Allies within 30' gain a morale bonus on Will saves versus mind-affecting effects equal to the number of abilities you have purchased from this feat.

Broad Influence (5 Prowess): Your [Aura] effects add 10' to their effective radius.

Bolstered Auras (5 Prowess): Any ally affected by one of your [Aura] effects also gains a +1 bonus on attack and damage rolls.

Combat Tactics (4 Prowess): Once per encounter, you may take a move action to allow all allies within 30' to immediately take a 5' step.

Shield Ally (4 Prowess): You provide adjacent allies a +1 dodge bonus to AC as long as you are not flat-footed. If you wield a shield, as an immediate action you may subtract an amount from your own Armor Class less than or equal to your shield's AC bonus and add that same amount to your ally's AC until you move, your ally moves, or your next turn begins.

Defensive Tactics [Aura] (5 Prowess): Allies within 30' of you gain one additional attack of opportunity per round.

Leader's Challenge (5 Prowess): Once per encounter, as a standard action, you may challenge an opponent with more than 3 Intelligence. They must make a Will save (DC 10 + ½ your level + your Charisma modifier) or be forced to include you in any attack they make. If they make a melee attack, you must be a target. If they make a ranged attack, you must be a target. If they cast a spell, you must be the spell's target or be included within its area of effect. The creature receives a new saving throw each round to resist the effect, but the ability persists until the creature makes a save.

Legendary Reputation (6 Prowess): Once per encounter as a free action, you may add your class level to Diplomacy or Intimidate checks for a number of rounds equal to your Charisma modifier. Further, whenever you activate your Battle Commands ability, double the number of points it provides.

Legendary Ambush [Heroic]

Benefit: A number of times per day equal to your highest ability modifier, as an swift action, you may gain a number of sneak attack dice equal to that of a rogue whose level equals your Hero Value until the end of your turn.

Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.

Legendary Lore [Heroic]

Benefit: You gain the bardic knowledge ability, except that you use your Hero Value to determine your bonus. If you already have the bardic knowledge or lore ability, instead add your Hero Value to determine your total bonus.

Legendary Presence [Heroic]

Benefit: Once per day, as a standard action, enemies within 30' must make a will save (DC 10 + your Hero Value + your Charisma modifier) or be shaken for one minute.

Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.

Legendary Promise [Heroic]

Benefit: The next time you gain a level, you gain a bonus feat.

Your Hero Value increases by one until you gain a level.

Lesser Hivemind [Dromite]

Prerequisites: Ice-Caste Dromite, Wis 15+

Benefit: You may spend a psionic charge to manifest read thoughts as a psi-like ability with a manifester level equal to one-half your class level.

You gain one psionic charge per day.

Normal: You may only spend psionic charges to manifest psi-like abilities as determined by your caste.

Lightning Dodge [Investing]

Prerequisites: Dexterity 13, Dodge, Lightning Reflexes

Benefit: If you are attacked by the target of your dodge feat in melee and still may make an attack of opportunity this round, you may forgo your attack of opportunity this round (or one of them for this round if you have the Combat Reflexes feat) and make a 5' step.

Investing: If you have at least 8 points of prowess invested in this feat, you may instead teleport to the other side of your attacker, directly into a position that would have provided flanking for your original space. When you do this, your body becomes like a living spark and you pass through your target, dealing 1d6 points of electricity damage per four points of prowess invested in this feat. A successful Reflex save (DC 10 + 1/2 the prowess invested in this feat + your Constitution modifier) negates this damage.

Special: You may only use this feat once per round.

Lightning Reflexes [Investing]

Benefit: You gain a +2 bonus on Reflex saving throws. This increases by +1 for each four points of prowess invested in this feat.

Luck of the Devil [Halfling]

Requirements: Charisma 15+, Aura of Unluck class feature

Benefit: You may spend your charges you get from your Natural Talent racial feature as if they were luck points for your Luckthief class features.

You gain an additional Natural Talent charge per day.

Normal: You may only spend your Natural Talent for your racial features.

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Maddened Rage [Gnoll]

Requirements: Rage class feature, Rabid Bite, Constitution 15+, Charisma 13+

Benefit: When raging, you forgo your bonus to Will saves. Instead, you radiate an aura of menace. All opponents within 30' of you when you initiate your rage, when you charge while raging, or when you drop an opponent below 0 hit points while raging must make Will saves (DC 10 + one-half your level of classes that provide or advance rage + your Charisma modifier) or be shaken for the duration of the encounter.

In addition, you may spend a Natural Talent charge while raging to make a bite attack at your full base attack bonus as a swift action.

You gain an additional Natural Talent charge per day.

Normal: You may only spend your Natural Talent for your racial features.

Manyshot [Investing]

Prerequisites: Dexterity 17, Point Blank Shot, Rapid Shot, base attack bonus +6

Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a -4 penalty) to determine success and deal damage normally (but see Special).

For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative -2 penalty on the attack roll (for a total penalty of -6 for three arrows and -8 for four).

Damage reduction and other resistances apply separately against each arrow fired. Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.

If you have at least fifteen points of prowess invested in this feat, the penalty decreases to -1 per arrow, and you may apply precision damage and critical hits to each arrow, instead of just the first.

Master of Illusion [Drow]

Prerequisites: Drow, Cha 19+, caster level 5th, Illusory Adept, Illusory Inclination

Benefit: You may spend a magical charge to cast major image or misdirection as a spell-like ability.

You gain one magical charge per day.

Normal: You may spend magical charges to cast dancing lights, darkness, or faerie fire.

Mobility [Investing]

Prerequisites: Dexterity 13, Dodge

Benefit: You get a +3 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. This bonus increases by +1 for each four points of prowess invested in this feat.

Mounted Combat [Investing]

Prerequisites: Trained in Ride

Benefit: Once per round per five Prowess, when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll. (Essentially, the Ride check result becomes the mount's Armor Class if it's higher than the mount's regular AC.)

Also, the penalty you take when using a ranged weapon while mounted is reduced by 1 for each four points of prowess invested in this feat.

Mythic Moves [Heroic]

Benefit: A number of times per day equal to your highest ability modifier, as a swift action, you may gain a destiny bonus to your move speed equal to your Hero Value multiplied by 5. This bonus lasts until the start of your next turn.

Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.

Mythic Parry [Heroic]

Benefit: A number of times per day equal to your highest ability modifier, as an immediate action when you are attacked, you may gain DR/- equal to your Hero Value. This lasts until the start of your next turn.

Special: You may use this ability while flat-footed. You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.

Mythic Recovery [Heroic]

Prerequisite: At least three other Heroic feats

Benefit: Once per day, as an immediate action, you may end a number of the following effects on you equal to your Hero Value: blinded, confused, dazed, dazzled, deafened, entangled, exhausted, fatigued, immobilized, paralyzed, or sickened.

Special: If you cannot use this ability due to an effect you would end with this ability, you may instead activate this ability as a full-round action even if you normally would not be able to do so. You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.

Mythic Senses [Heroic]

Prerequisite: At least one other heroic feat

Benefit: You gain low-light vision and darkvision 60'. If you already have darkvision, instead add 60' to its effective area. If your Hero Value is greater than five, you gain tremorsense 5' times your Hero Value (so that someone with Hero Value 10 has tremorsense 50'). If your Hero Value is greater than twelve, you gain blindsense 5' times half your Hero Value (so that someone with Hero Value 14 has blindsense 35').

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Naturally Psionic [Ameena]

Requirements: Wis 13+, Ameena of 1 HD (only)

Benefit: You have a closer connection to psionic powers than most of your race. You gain a reserve of one power point and are considered naturally psionic, similar to the Wild Talent feat. In addition, your favored class becomes Psychic Warrior.

You gain an additional psionic charge per day.

Normal: You do not have a power point pool, and your favored class is Ranger.

Natural Leader [Aura, Investing]

Benefit: Allies within 10' of you gain a +1 competence bonus on attack rolls due to your direction.

Investing: Increase the competence bonus by 1 for each six prowess invested in this feat. Also increase this feat's area of effect by 5' per five prowess invested in this feat.

Natural Weapon (Bite) [Investing]

Benefit: You make attack rolls with bites normally.

Investing: When biting, you gain a competence bonus on damage rolls equal to half the prowess you have invested in this feat.

If you have at least seven points of prowess invested in this feat, then you can make an additional bite attempt at your full Base Attack Bonus when you make a full attack.

If you have at least twelve points of prowess invested in this feat, then you can make a trip attack as a free action upon successfully dealing damage with a bite. Your opponent cannot react by tripping you in reaction.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Natural Weapon (Claw/Talon) [Investing]

Benefit: You make attack rolls with claw or talon attacks normally.

Investing: When attacking with a claw or talon, you gain a competence bonus on attack and damage rolls equal to one-third the prowess you have invested in this feat.

If you have at least six points invested in this feat, your claw/talon attacks have the Finesse property.

If you have at least twelve points invested in this feat, your claw/talon attacks have the High Critical property.

If you have at least eighteen points invested in this feat, your claw/talon attacks have the Bleeding property, dealing one-fourth your level or a relevant weapon enhancement bonus, whichever is higher, one round later.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Natural Weapon (Gore) [Investing]

Benefit: You make attack rolls with gore weapons (horns/tusks) normally.

Investing: When making a gore attack, you gain a competence bonus on damage rolls equal to half the prowess you have invested in this feat.

If you have at least seven points invested in this feat, your gore weapons are usable at no penalty as part of a full attack even if they are secondary attacks.

If you have at least fourteen points invested in this feat, you can make a gore attack at your full Base Attack Bonus against an opponent whom you have just successfully bull-rushed.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Natural Weapon (Slam) [Investing]

Benefit: You make attack rolls with slam attacks normally.

Investing: When making a slam attack, you gain a competence bonus on damage rolls equal to half the prowess you have invested in this feat.

For every ten points invested in this feat, increase the damage of your slam attacks by one die size.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Natural Weapon (Sting) [Investing]

Benefit: You make attack rolls with sting attacks normally.

Investing: When making a sting attack, you gain a competence bonus on attack and damage rolls equal to one-third the prowess you have invested in this feat.

If you have at least eight points invested in this feat, any poisons that are added to your attack have their save DC increased by one.

If you have at least 13 points invested in this feat, any poisons that are added to your attack have their damage raised by one die size.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Natural Weapon (Tentacle) [Investing]

Benefit: You make attack rolls with tentacle attacks normally.

Investing: When using your tentacles, you gain a competence bonus on Grapple checks equal to one-third the prowess you have invested in this feat.

If you have at least five points invested in this feat, your Tentacle can reach 5' further than it usually could.

If you have at least ten points invested in this feat, you take only a -10 penalty on checks to maintain a hold with one tentacle.

If you have at least fifteen points invested in this feat, you can use the tentacle to manipulate items as if it were a hand. It can grasp melee weapons and even fight with them (though it counts as an off-hand).

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Noble as the Lady

Prerequisites: Legendary Presence, Natural Leader, Hero Value 3+

Benefit: You gain a [Gaze] attack with a range of 30'. Opponents that meet your gaze must make a Will save or take a -3 penalty to attacks and damage for one minute. Creatures that successfully save are immune to your gaze's effects for 24 hours.

You also add your Charisma bonus to your Armor Class as a deflection bonus.

Special: If you also have Bright as the Sun, you gain a +6 insight bonus to your Charisma score.

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Pack Tactics [Gnoll]

Requirements: Base Attack Bonus +2

Benefit: You receive an additional +1 bonus to attacks when flanking an opponent. If you are flanking with another gnoll who also has this feat, the attack bonus increases by another +1.

Also, when you bite an opponent, you may spend a Natural Talent charge as an immediate action to initiate a trip attempt. You do not need to make a touch attack and do not provoke attacks of opportunity for this trip attempt. If the attempt fails, your opponent cannot attempt to trip you back.

You gain an additional Natural Talent charge per day.

Normal: You may only spend your Natural Talent for your racial features.

Phoenix Inheritor [Phoe-Kun]

Prerequisites: Charisma 15, BAB +3

Benefit: Upon selecting this feat, choose one of the following options:

  • Extra damage dealt from your class features (such as Ambush, Strafe, Lucky Shot, or Sneak Attack) is converted to fire damage. You may activate or deactivate this ability as a swift action.
  • Your melee and ranged weapon attacks deal an additional 1d6 fire damage.
  • Spells you cast with the [Fire] descriptor or weave with the Fire seed deal an additional point of fire damage per die.
  • Your aura effect (such as that produced by a paladin's Mantle of Faith or a warlord's Auras) that produces a morale, sacred, or competence bonus to allies within its area of effect increases that bonus by 1.

You gain one natural talent charge per day.

Special: You may select this feat multiple times. Each time you do, you gain an additional natural talent charge and select a different option.

Photosynthesis [Russiti]

Prerequisites: Russiti, Con 15+, Rooted

Benefit: After activating your Rooted feat, you may spend an additional psionic charge as a full-round action to gain Fast Healing 1. This Fast Healing lasts for as long as you remain in natural sunlight. However, while utilizing this feat, you are effectively in hibernation and are therefore considered to be under the effects of a sleep spell.

You gain one psionic charge per day.

Normal: You may only spend your psionic charges to manifest detect psionics and know direction and location.

Pin Opponent [Investing]

Prerequisites: Dexterity 13, Point Blank Shot, Brutal Precision

Benefit: When you succeed on an attack with a ranged weapon and take at least a -3 penalty to your attack roll, you may also attempt to pin your foe.

Your foe must be near a wall, tree, or solid object and must be within 30' of you for you to be able to use this feat. Instead of dealing damage, make a second attack roll at your highest base attack bonus and add your Strength modifier (limited by your weapon's maximum Strength bonus) and the bonus damage you would have received from your Brutal Precision feat. Your result is the Strength check DC needed for your opponent to break free from the pin.

An opponent can be pinned multiple times using this feat. Each pin beyond the first increases the Strength check DC by 2.

Breaking free from this pin is a full-round action that provokes attacks of opportunity. While pinned, your foe can defend themselves as normal, but is unable to move from their current square. They also take a -4 penalty to Dexterity while pinned.

Investing: You gain a +1 bonus on the Strength check DC for each three points of prowess invested in this feat.

Special: You may not utilize this feat in conjunction with Ranged Trip, Ranged Disarm, or Ranged Bull-Rush.

Point Blank Shot [Investing]

Benefit: You gain a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet, and an additional +1 for each 4 points of prowess invested in this feat.

The penalty for firing into melee is reduced by 5 for each points of prowess invested in this feat.

Power Attack [Investing]

Prerequisites: Strength 13

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

If you have at least ten points of prowess invested in this feat, instead add twice the number subtracted from your attack rolls.

You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks) unless you have at least five points of prowess invested in this feat, even though the penalty on attack rolls still applies.

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Rabid Bite [Gnoll]

Requirements: Constitution 15+

Benefit: You may spend a Natural Talent charge as a move action to cause your bite attacks to carry a disease for a number of rounds equal to your Constitution modifier. This disease is filth fever (an injury disease) and has a Fortitude save DC equal to 10 plus one-half your levels in classes that provide rage plus your Constitution modifier. The disease incubates for 1d3 days and inflicts 1d3 Dexterity and 1d3 Constitution damage.

You gain an additional Natural Talent charge per day.

Normal: You may only spend your Natural Talent for your racial features.

Ranged Bull-Rush [Investing]

Prerequisites: Dexterity 13, Point Blank Shot, Brutal Precision

Benefit: When you succeed on an attack with a ranged weapon and take at least a -3 penalty to your attack roll, you may also attempt to bull-rush your foe. Your foe must be within 30' of you. By doing so, you forgo the extra damage gained by your Brutal Precision feat but gain a bonus on the bull-rush check equal to the extra damage you would have gained.

Resolve other modifiers on the bull-rush attempt (including size and Strength modifier) normally. Keep in mind that your bull-rush attempt is still limited by your weapon's maximum Strength bonus.

Unlike a normal bull-rush, you do not move with your opponent when utilizing this feat.

Investing: You gain a +1 bonus on bull-rush attempts using this feat for each three points of prowess invested in this feat.

Special: You may not utilize this feat in conjunction with Pin Opponent, Ranged Trip, or Ranged Disarm.

Ranged Disarm [Investing]

Prerequisites: Dexterity 13, Point Blank Shot, Brutal Precision

Benefit: When you succeed on an attack with a ranged weapon and take at least a -3 penalty to your attack roll, you may also attempt to disarm your foe. Your foe must be within 30' of you. By doing so, you forgo the extra damage gained by your Brutal Precision feat but gain a bonus on the disarm check equal to the extra damage you would have gained.

Resolve other modifiers on the disarm attempt (including size and Strength modifier) normally. Keep in mind that your disarm attempt is still limited by your weapon's maximum Strength bonus.

Investing: You gain a +1 bonus on disarm attempts using this feat for each three points of prowess invested in this feat.

Special: You may not utilize this feat in conjunction with Pin Opponent, Ranged Bull Rush, or Ranged Trip.

Ranged Trip [Investing]

Prerequisites: Dexterity 13, Point Blank Shot, Brutal Precision

Benefit: When you succeed on an attack with a ranged weapon and take at least a -3 penalty to your attack roll, you may also attempt to trip your foe. Your foe must be within 30' of you. By doing so, you forgo the extra damage gained by your Brutal Precision feat but gain a bonus on the trip check equal to the extra damage you would have gained.

Resolve other modifiers on the trip attempt (including size and Strength modifier) normally. Keep in mind that your trip attempt is still limited by your weapon's maximum Strength bonus.

Unlike a normal trip attempt, your opponent cannot make a counter trip attempt.

Investing: You gain a +1 bonus on trip attempts using this feat for each three points of prowess invested in this feat.

Special: You may not utilize this feat in conjunction with Pin Opponent, Ranged Bull Rush, or Ranged Disarm.

Rapid Shot [Investing]

Prerequisites: Dexterity 13, Point Blank Shot

Benefit: You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat. Your penalty on attack rolls for using this feat reduces by 1 for each five points of prowess invested in this feat.

Rooted [Russiti]

Prerequisites: Russiti, Con 15+

Benefit: You may spend one psionic charge and spend a full-round action to root yourself to the ground. When doing so, your speed reduces to 5', but you gain a +8 racial bonus against being bull-rushed or tripped. You lose the benefits of this feat if you lose contact with the ground and must spend another charge to reactivate the ability.

You gain one psionic charge per day.

Normal: You may only spend your psionic charges to manifest detect psionics and know direction and location.

Run [Investing]

Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +3 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

Investing: For each three points of prowess invested in this feat, your bonus on Jump checks increases by 1.

Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.

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Sharkbite Master [Shifter, Investing]

Requirements: Strength 13+, Sharkbite shifter quality, Shifter Warrior

Benefit: You gain a +2 bonus on Fortitude saves while shifting

You gain an additional shifting charge per day.

Investing: You gain an additional +1 bonus for each four points of prowess invested in this feat.

Normal: You may only spend your shifting charges for your racial features.

Special: This feat can be used in place of Great Fortitude to qualify for feats and prestige classes.

Sharp Vision [Ameena]

Requirements: Wis 13+, Ameena

Benefit: Your compound eyes are stronger than most other Ameena's eyes. You gain an additional +2 racial bonus to Spot checks (to a total of +4) and gain low-light vision.

You may spend a psionic charge to manifest the synesthete power with a manifester level equal to half your Hit Dice (rounded down, minimum 1).

You gain an additional psionic charge per day.

Normal: You only receive a +2 bonus to Spot checks and do not have low-light vision.

Shifter Warrior [Shifter]

Benefit: Increase the damage of your natural attacks gained from your shifter qualities and the claw attacks possessed by every shifter by one die size (from 1d4 to 1d6, from 1d6 to 1d8, etc.).

You gain an additional shifting charge per day.

Normal: You may only spend your shifting charges for your racial features.

Shot On The Run [Investing]

Prerequisites: Dexterity 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4

Benefit: When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.

For each four points of prowess invested in this feat, your attacks made while using this ability deal an extra 1d4 points of damage.

Sidestep [Investing]

Prerequisites: Dexterity 13

Benefit: Once per round, when you succeed on an attack against an opponent, you may immediately take a 5' step even if you have already used your 5' step for this round, have already moved in this round, or it is not currently your turn.

Investing: For each six points invested in this feat, you may use it one additional time per round.

Normal: You may only 5' step once per round, and only on your turn.

Silverclaw Tribe [Shifter, Ritual, Tribe]

Requirements: Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior

Benefit: You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.

Any potential participants require at least one rank in Survival in order to be able to participate in a Silverclaw Tribe ritual.

Talons of White (Survival, apprentice): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the silverclaw tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a shining white color. The natural attacks of participants overcome damage reduction as if they were made of silver.

Talons of Silver (Survival, journeyman): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the silverclaw tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a shining white color. The natural attacks of participants overcome damage reduction as if they were made of silver and deal an additional 1d6 points of positive energy damage.

Talons of Platinum (Survival, master): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the silverclaw tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become a shining white color. The natural attacks of participants overcome damage reduction as if they were made of silver and deal 2d6 points of positive energy damage. Furthermore, any natural attack effected by this ritual inflicts an additional 1d10 points of positive energy damage on a successful critical hit.

You gain an additional shifting charge per day.

Normal: You may only spend your shifting charges for your racial features

Skewer [Investing]

Prerequisites: Trained in Grapple; Sneak Attack +1d6 or Ambush +1d4 or Sneaky Tricks +1d4

Benefit: As a standard action, you may make a grapple check to grab an adjacent foe. If your roll beats their Grapple Defense, you immediately grab them and inflict damage as if you had struck them with a melee attack with a weapon you are currently wielding.

In addition, you may make a single attack roll at your full Base Attack Bonus. If you beat your target's AC with your attack roll, add your Sneak Attack, Ambush, and Sneaky Tricks damage (if any) to the damage total. Your foe must also make a Fortitude save (DC 10 + the number of Sneak Attack, Ambush, and Sneaky Tricks dice you rolled + your Strength modifier) or be nauseated for one round. You and your foe are not considered grappling, and you cannot begin or maintain a grapple from this action, nor can you pin an opponent with this action.

Investing: You deal additional damage when utilizing this feat equal to the amount of prowess invested in it.

Special: You must have at least one hand free to make use of this feat.

Normal: You must spend an action after initiating a grapple in order to secure a hold, and may then spend additional actions to further grapple them. Your attacks made while in a grapple do not add your Sneak Attack, Ambush, or Sneaky Tricks damage unless they would otherwise qualify for such abilities.

Skill Knowledge [General]

Benefit: Choose a skill. This skill is now considered trained. If you already have this skill trained, you become a journeyman in that skill. If you are already a journeyman in that skill, you become a master in that skill.

Special: You may select this feat multiple times. Its effects do not stack. Each time, select a different skill to apply the benefits of this feat to.

Sniper's Eye [Style]

Prerequisites: Point-Blank Shot, Dex 15+

Benefit: The Sniper's Eye feat allows the following options, with enough prowess expenditure:

SnipersEyeTree.png

Prime Shot (0 prowess): When using a ranged missile weapon (such as a bow, crossbow, or sling, but not a ranged throwing weapon such as a dart or dagger), you gain a +1 insight bonus to damage rolls for each ability granted to you by this feat, to a maximum amount of bonus damage equal to your Base Attack Bonus.

Finding the Weak Spot (4 prowess): As a standard action, you may make a single ranged missile attack against a visible enemy within one range increment. If you hit, your target takes a -2 penalty to AC until the end of the encounter. Multiple applications of this ability do not stack, even if they come from different sources.

Arc Shot (4 prowess): When you make a ranged missile attack against an enemy who has cover provided by opponents or a wall, as long as you may trace an unobstructed path directly over any source of cover for the target, you may treat your target as if it does not have cover. If you use this ability, you may not apply your Strength modifier to your damage roll, even if your weapon would normally allow you to. The maximum distance your traced path may cover is equal to your weapon's maximum range, and is affected by range increments as normal.

Pierce (4 prowess): As a standard action, you may make a single ranged missile attack. However, instead of choosing a single target, your arrow creates a line effect (similar to a lightning bolt spell). This line is 60' long or the length of one range increment of your weapon, whichever is shorter. Make attack rolls against all creatures within the line's area, determining hits and damage as normal. If you gain bonus dice of damage (such as from Sneak Attack or Ambush), you may only apply them to one affected target of your choice.

Hinder (4 prowess): When you successfully damage an opponent with a ranged missile attack, they decrease all of their movement speeds by 10' for one round.

Targeting Arrow (4 prowess): As a standard action, you may make a single ranged missile attack against one enemy within one range increment of your weapon. If you successfully hit an opponent, you and your allies gain a bonus to hit and to track the struck target equal to your Wisdom modifier.

Hotshot (4 prowess): When you successfully damage an opponent with a ranged missile attack, you gain a +1 circumstance bonus to ranged missile damage until the end of your next turn. Each time you successfully damage an opponent in this way, you may increase the circumstance bonus, to a maximum equal to your Base Attack Bonus. If you do not damage an opponent before the end of your turn, the circumstance bonus resets to +0.

Covering Fire (4 prowess): As a move action, you may designate a 5' radius zone within one range increment of a ranged missile weapon. Enemies moving through this zone provokes an attack of opportunity from you.

Trick Shot (4 prowess): When making a ranged missile attack, you may designate a square within 5' plus 5' per ability granted to you by this feat. If you do so, you may determine your line of sight for ranged missile attacks from the designated square rather than the one you are actually in. Using this ability may allow you to ignore cover, concealment, or similar hazards.

Lightning Bolt (4 prowess): As a standard action, you may make a single ranged missile attack against a target within one ranged increment. If you do so, your attack becomes electrically charged mid-flight, converting all of its damage to electrical damage and dealing an additional 1d6 lightning damage per point of your Dexterity modifier.

Disrupt (5 prowess): As an immediate action, after being targeted by a ranged attack (including a targeted spell) but before determining whether or not it hits, you may attempt to disrupt the attack. Make a single ranged missile attack at your full Base Attack Bonus against the attacker: if you hit, they must make a Reflex save (DC 10 + your Hero Value + your Dexterity modifier) or automatically miss their attack on you. The attacker must be within one range increment of your ranged missile weapon to use this ability.

Guided Arrow (5 prowess): As a standard action, you may make a single ranged missile attack against a target within one range increment that you can see or know the position of. For this attack, you ignore any cover or concealment the target may have. Further, you may strike creatures that are ethereal.

Ricochet (5 prowess): Whenever you make an attack with a ranged missile weapon against a creature, you may select two targets for your first attack in a round with that weapon. Roll two attack rolls, as if you made two attacks, but any once-per-round or first-target only effects apply to both targets, including effects such as a spell-storing weapon, the Guided Arrow ability granted by this feat, and similar abilities.

Lightning Burst (5 prowess): As a standard action, you may fire a single ranged missile attack at a location within one range increment of your weapon. Your shot electrically charges mid-flight, and erupts into a coruscating burst of lightning energy on striking, dealing 1d6 electricity damage per point of Dexterity modifier to all creatures within 10' of the point of impact.

Improved Trick Shot (5 prowess): This ability functions as Trick Shot, except that you may choose a point within 25' plus 5' per ability granted to you by this feat.

Rain of Arrows (5 prowess): As a standard action, you may fire several projectiles to blanket an area. This ability functions as fireball, except the radius is 10' and the damage is the same type as your weapon. Substitute your Base Attack Bonus for your caster level. This ability can be used once per point of Dexterity modifier per day.

Improved Finding the Weak Spot (6 prowess): When using your Finding the Weak Spot ability, your attack also reduces the target's DR and any elemental resists they may have by 2 until the end of the encounter. Multiple applications of this ability do not stack, even if they come from different sources.

Volley (6 prowess): In any round in which you make at least one ranged missile attack, you may make a free ranged missile attack at your full Base Attack Bonus as a free action.

Improved Hinder (6 prowess): When using your Hinder ability, they must also make a Reflex save (DC 10 + your Hero Value + your Dexterity modifier) or be immobilized for one round.

Arrowstorm (6 prowess): As a full-round action, you may make a single ranged missile attack at your full Base Attack Bonus against all visible opponents within 60'. You may apply applicable sources of bonus damage to each target.

Thunderstorm (6 prowess): In any round in which you make at least one ranged missile attack, you may strike an opponent with a bolt of lightning from the sky. This ability functions like the Lightning Bolt ability granted by this feat, except that it is a free action and you need not fire a missile.

Sparknail Tribe [Shifter, Ritual, Tribe]

Requirements: Shifter, Trained in Survival, no other Tribe feats, Shifter Warrior

Benefit: You gain the ability to perform several rituals. Each ritual requires a specific number of ranks in Survival and takes 10 minutes to perform. The effects of a ritual last for 24 hours or until the magic is expended, whichever comes first. Creatures may only be under the effect of one ritual, regardless of its source, at a time.

Any potential participants require at least one rank in Survival in order to be able to participate in a Sparknail Tribe ritual.

Talons of Yellow (Survival, apprentice): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the initial blessing of the sparknail tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become an electric yellow. The natural attacks of participants gain the shocking property.

Talons of Topaz (Survival, journeyman): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) an increased blessing of the sparknail tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become an electric yellow. The natural attacks of participants gain the shocking property. In addition, by expending the magic of the ritual on themselves, a participant can cast shocking grasp as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Sparknail Tribe feat, their caster level is instead equal to their character level.

Talons of Lightning (Survival, master): By performing this ritual and spending a Shifting charge, you grant up to five participants (including yourself, if you so choose) the final blessing of the sparknail tribe. Any participant who has natural attacks discovers that their claws, horns, fangs, or other natural weapons become an electric yellow. The natural attacks of participants gain the shocking burst property. In addition, by expending the magic of the ritual on themselves, a participant can cast lightning bolt as a spell-like ability, with a caster level equal to one-half their character level. If the participant has the Sparknail Tribe feat, their caster level is instead equal to their character level.

You gain an additional shifting charge per day.

Normal: You may only spend your shifting charges for your racial features.

Spiderfang Master [Shifter, Investing]

Requirements: Constitution 13+, Spiderfang shifter quality, Shifter Warrior

Benefit: When you damage a foe with your bite attack while shifting, you gain temporary hit points equal to half the damage dealt. These hit points last for one round.

You gain an additional shifting charge per day.

Investing: The temporary hit points last for one extra round for each four points of prowess invested in this feat.

Normal: You may only spend your shifting charges for your racial features.

Special: This feat can be used in place of Toughness to qualify for feats and prestige classes.

Spring Attack [Investing]

Prerequisites: Dexterity 13, Dodge, Mobility, base attack bonus +4.

Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can't use this feat if you are wearing heavy armor.

You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

For each four points of prowess invested in this feat, your attacks made while using this ability deal an extra 1d4 points of damage.

Stalwart as the Mount

Prerequisites: Toughness, Valiant Constitution, Hero Value 3+

Benefit: You gain 50% immunity to [Precision] effects and to critical hits.

You add your Constitution modifier as a bonus to resist trips, bull-rushes, overruns, and tramples.

Special: If you also have Swift as the Wind, you gain a +6 insight bonus to your Constitution score.

Stone Giant Apotheosis [Half-Giant, Bloodline]

Prerequisites: Constitution 15+, Half-Giant, Stone Giant Heritage, Stone Giant Legacy

Benefit: You 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.

You gain one reserve charge per day.

Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Stone Giant Heritage [Half-Giant, Founding, Bloodline]

Prerequisites: Constitution 15+, Half-Giant with no other Founding feats

Benefit: You may spend a reserve charge as a swift action to gain DR 1/- for a number of rounds equal to 3 + your Constitution modifier. This damage reduction improves by 1 for each 4 hit dice you possess.

You gain one reserve charge per day.

Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Stone Giant Legacy [Half-Giant, Bloodline]

Prerequisites: Constitution 15+, Half-Giant, Stone Giant Heritage

Benefit: 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.

You gain one reserve charge per day.

Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Storm Giant Apotheosis [Half-Giant, Bloodline]

Prerequisites: Constitution 15+, Half-Giant, Storm Giant Heritage, Storm Giant Legacy

Benefit: You 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.

You gain one reserve charge per day.

Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Storm Giant Heritage [Half-Giant, Founding, Bloodline]

Prerequisites: Constitution 15+, Half-Giant with no other Founding feats

Benefit: You may spend a reserve charge as a swift action to cause all your attacks to deal an additional 1d6 electrical damage for a number of rounds equal to 3 + your Constitution modifier. If you have the Giant Slam feat, this damage stacks with the cold damage provided by that feat.

You gain one reserve charge per day.

Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Storm Giant Legacy [Half-Giant, Bloodline]

Prerequisites: Constitution 15+, Half-Giant, Storm Giant Heritage

Benefit: You may spend a reserve charge to cast shocking grasp as a spell-like ability with a caster level equal to your character level.

You gain one reserve charge per day.

Normal: You may only spend your reserve charges to temporarily increase your Strength or Constitution.

Storm of Blades [Style]

Prerequisites: BAB +1, Two-Weapon Fighting

Benefit: The Storm of Blades feat allows the following abilities, with enough prowess expenditure:

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Storm of Blades abilities only function when fighting with two or more weapons.

Bravo (0 prowess): You gain an insight bonus on attack rolls made when fighting with two or more weapons equal to one-third the number of abilities you are granted by this feat, rounded down.

Rend (3 prowess): If you successfully strike an opponent with two or more weapons in a single round of combat, you deal extra damage equal to twice your Dexterity modifier.

Leaping Attack (3 prowess): As a standard action, make an Athletics check to jump to a square from which you threaten one or more enemies. You are treated as having a running start for this jump if you have moved at least 10' during this turn. Upon landing, make one attack with each weapon you wield, gaining a +1 bonus per square you jumped to your damage rolls.

Death From Above (4 prowess): When using your Leaping Attack ability, if you successfully strike a creature your size or smaller than you with two or more weapons, they must make a Reflex save (DC 10 plus your Base Attack Bonus) or be struck prone and take additional damage equal to twice your Strength modifier.

Ascending Rend (4 prowess): When using your Leaping Attack ability, if you successfully strike a creature larger than you with two or more weapons, you may give up the bonus damage granted to you by the Leaping Attack ability to immediately make a free Grapple check to climb aboard your opponent.

Meteoric Strike (5 prowess): When using your Death From Above ability, you deal additional fire damage equal to the number of abilities granted to you by this feat.

Doublestrike (3 prowess): When you make a charge or attack as a standard action, and wield two or more weapons, you can attack once with each weapon you wield.

Flint and Steel (4 prowess): As a standard action, you may attack once with each weapon you wield, dealing extra fire damage equal to your Dexterity modifier.

Blazing Flurry (4 prowess): When making a full-attack and wielding two or more weapons, you may add additional fire damage to each attack equal to the number of successful attacks you've made in this round.

Whirling Dervish (5 prowess): As a full round action, you may make one attack with each weapon you wield against all opponents within 5'. You deal additional fire damage equal half the number of abilities granted to you by this feat, rounded down.

Blistering Tornado (5 prowess): Increase the radius of your Whirling Dervish ability to 10'.

Hurricane Inferno (6 prowess): Increase the radius of your Whirling Dervish ability to 20'.

Parry (2 prowess): When wielding two or more weapons, you may add the highest enhancement bonus of one of your off-hand weapons as a shield bonus to your Armor Class.

Shufflefeint (3 prowess): As a standard action, you may make a feint. If you successfully feint, you may immediately attack once with each weapon you wield.

Overhand Undercut (3 prowess): If you successfully deal rending damage (such as through the Rend ability granted by this feat), you may also attempt to trip your opponent. Substitute your rending damage for your trip modifier.

Incapacitate (4 prowess): If you successfully deal rending damage (such as through the Rend ability granted by this feat), your opponent must also make a Fortitude save (DC 10 + your Base Attack Bonus) or be stunned for one round.

Decapitate (4 prowess): If you make two critical hits in one round against one opponent while wielding two or more weapons, you may make a supporting attack roll. If this attack roll would also hit the target's Armor Class, they must make a Fortitude save or die.

Infinite Whirlwind (6 prowess): Increase the radius of your Whirling Dervish ability to 30', and increase the fire damage dealt by this ability to be equal to the number of abilities granted to you by this feat.

Strong Wings [Ameena]

Requirements: Str 15+, Ameena of 5th HD or greater

Benefit: You may use your flight up to a maximum of six hours per day, and may do so while carrying a medium load. However, while carrying a medium load, your flight speed reduces to 15', and your maneuverability drops to poor.

You gain an additional psionic charge per day.

Normal: You may carry up to a light load while flying, and can fly for a maximum of four hours per day.

Sucker Punch [Goblin]

Prerequisites: Strength 15+, Vicious Tricks, Goblin

Benefit: When attacking a target who is affected by your Sneaky Tricks damage, you may sacrifice one die of your Sneaky Tricks damage to force that creature to make a Fortitude save (DC equals 10 + 1/2 your level + your full number of sneaky tricks damage dice) or be dazed for 1 round.

You deal +1d4 Sneaky Tricks damage.

Normal: You deal 1d4 Sneaky Tricks damage.

Suggestive Demeanor [Satyr]

Prerequisites: Charisma 17+, Commanding Voice, Enthralling Voice, Satyr

Benefit: You may spend a magic charge to cast charm monster or suggestion as a spell-like ability with a caster level equal to your character level.

You gain one magic charge per day.

Normal: You may only spend your magic charges to cast charm animal, charm person, or prestidigitation.

Swift as the Wind

Prerequisites: Fleet of Foot, Burst of Speed, Hero Value 3+

Benefit: You may cast haste as a spell-like ability a number of times per day equal to your highest ability modifier. You must always include yourself as one of the targets.

If you move at least 10' on your turn, attacks against you suffer a 20% miss chance for one round.

Special: If you also have Hushed as the Wood, you gain a +6 insight bonus to your Dexterity score.

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Tiny But Tough [Halfling]

Requirements: Constitution 15+

Benefit: You may spend a charges from your Natural Talent racial feature as an immediate action to gain temporary hit points equal to your character level for a number of rounds equal to your Charisma modifier.

You gain an additional Natural Talent charge per day.

Normal: You may only spend your Natural Talent for your racial features.

Toughness [Investing]

Benefit: You gain bonus hit points equal to the points of prowess invested in this feat.

Two-Weapon Fighting [Investing]

Prerequisites: Dex 15

Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See the Two-Weapon Fighting special attack. If you have five points of prowess invested in this feat, you gain an additional attack with your off-hand, albeit at a -5 penalty. If you have ten points of prowess invested in this feat, you gain an additional attack with your off-hand, albeit at a -10 penalty. If you have fifteen points of prowess invested in this feat, you gain an additional attack with your off-hand, albeit at a -10 penalty. If you have twenty points of prowess invested in this feat, you gain an additional attack with your off-hand, albeit at a -15 penalty.

Further, when wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. This bonus increases by 1 for each four points of prowess invested in this feat.

When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a -6 penalty with your regular attack or attacks with your primary hand and a -10 penalty to the attack with your off hand. If your off-hand weapon is light the penalties are reduced by 2 each. (An unarmed strike is always considered light.)

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Valiant Action [Heroic]

Benefit: A number of times per day equal to your highest ability modifier, as part of using a skill, you may add your Hero Value to the roll as a destiny bonus.

Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.

Valiant Constitution [Heroic]

Benefit: At the start of an encounter, you immediately gain temporary hit points equal to your Hero Value. These temporary hit points last for one minute before fading.

Valiant Magic [Heroic]

Benefit: Once per day, you may recover a used spell slot of a level equal to your Hero Value or less.

Special: You may take this feat more than once. Each time beyond the first, increase the number of times per day you may use this feat by 2.

Vicious Tricks [Goblin]

Prerequisites: Strength 15+, Goblin

Benefit: Your Sneaky Tricks ability deals damage in d6s instead of d4s.

You deal +1d6 Sneaky Tricks damage.

Normal: You deal 1d4 Sneaky Tricks damage, and your Sneaky Tricks ability uses d4s.

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Weapon Finesse [Investing]

Prerequisites: Dex 15

Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls. You also gain a +1 bonus on damage rolls when using a finesse weapon for each four points of prowess invested in this feat.

Special: Natural weapons and unarmed strikes are always considered light weapons.

Weapon Focus [Investing]

Prerequisites: Proficiency with selected weapon, Base Attack Bonus +1

Benefit: Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. You gain a +1 bonus on all attack rolls you make using the selected weapon, with an additional +1 for each five points of prowess invested in this feat

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Weapon Group (Axes) [Investing]

Benefit: You make attack rolls with the following weapons normally: battleaxe, dwarven waraxe, greataxe, handaxe, kama, orc double axe, and dwarven urgrosh.

Investing: When wielding an axe (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to half the prowess you have invested in this feat.

If you have at least eight points of prowess invested in this feat, axes you wield also have the Bleeding property.

If you have at least thirteen points of prowess invested in this feat, axes you wield also have the High Critical property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Bows) [Investing]

Benefit: You make attack rolls with the following weapons normally: composite longbow, composite shortbow, longbow, and shortbow.

Investing: When wielding a bow (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to half the prowess you have invested in this feat.

If you have at least ten points of prowess invested in this feat, bows you wield also have the Forceful property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Claws) [Investing]

Benefit: You make attack rolls with the following weapons normally: blade talons, bladed cestus, greater talons, punching dagger, and trench knife.

Investing: When wielding a claw (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-third the prowess you have invested in this feat.

If you have at least five points of prowess invested in this feat, claws you wield also have the Bleeding property.

If you have at least eight points of prowess invested in this feat, claws you wield also have the Defending property.

If you have at least ten points of prowess invested in this feat, claws you wield also have the Vicious 1 property.

If you have at least thirteen points of prowess invested in this feat, claws you wield also have the Disarming property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Crossbows) [Investing]

Benefit: You make attack rolls with the following weapons normally: hand crossbow, heavy crossbow, repeating heavy crossbow, light crossbow, and repeating light crossbow.

Investing: When wielding a crossbow (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-third the prowess you have invested in this feat and a competence bonus on damage rolls equal to one-quarter the prowess you have invested in this feat.

If you have at least fifteen points of prowess invested in this feat, crossbows you wield also have the Forceful property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Flails) [Investing]

Benefit: You make attack rolls with the following weapons normally: flail, heavy flail, kusari-gama, librum, nunchaku, spiked chain, three-section staff, and whip.

Investing: When wielding a flail (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-third the prowess you have invested in this feat.

If you have at least eight points of prowess invested in this feat, flails you wield also have the Disarming property.

If you have at least ten points of prowess invested in this feat, flails you wield also have the Mounted property.

If you have at least thirteen points of prowess invested in this feat, flails you wield also have the Tripping property.

If you have at least eighteen points of prowess invested in this feat, flails you wield also have the Charging property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Hammers) [Investing]

Benefit: You make attack rolls with the following weapons normally: gnome hooked hammer, greatclub, heavy mace, heavy pick, light mace, morningstar, sap, warhammer, light hammer, and light pick.

Investing: When wielding a hammer (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-quarter the prowess you have invested in this feat.

If you have at least five points of prowess invested in this feat, hammers you wield also have the Impacting property.

If you have at least eight points of prowess invested in this feat, hammers you wield also have the Vicious 1 property.

If you have at least thirteen points of prowess invested in this feat, hammers you wield also have the Vicious 2 property.

If you have at least eighteen points of prowess invested in this feat, hammers you wield also have the Vicious 3 property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Knives) [Investing]

Benefit: You make attack rolls with the following weapons normally: dagger, main gauche dagger, dart, hand crossbow bayonet, heavy crossbow bayonet, kukri, light crossbow bayonet, punching dagger, sai, trench knife, and wakizashi.

Investing: When wielding a knife (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-quarter the prowess you have invested in this feat.

If you have at least five points of prowess invested in this feat, knives you wield also have the Finesse property.

If you have at least eight points of prowess invested in this feat, knives you wield also have the Throwing property.

If you have at least ten points of prowess invested in this feat, knives you wield also have the Returning property.

If you have at least thirteen points of prowess invested in this feat, knives you wield also have the Bleeding property.

If you have at least fifteen points of prowess invested in this feat, knives you wield also have the Vicious 1 property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Polearms) [Investing]

Benefit: You make attack rolls with the following weapons normally: glaive, godendag, guisarme, halberd, lance, ranseur, and scythe.

Investing: When wielding a polearm (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-third the prowess you have invested in this feat.

If you have at least eight points of prowess invested in this feat, polearms you wield also have the Bracing property.

If you have at least thirteen points of prowess invested in this feat, polearms you wield also have the Continuous Reach property.

If you have at least fifteen points of prowess invested in this feat, polearms you wield also have the Tripping property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Simple) [Investing]

Benefit: You make attack rolls with the following weapons normally: blowgun, clawed gauntlet, club, dagger, gauntlet, light hammer, light pick, quarterstaff, short spear, sickle, sling, and spiked gauntlet.

Investing: When wielding a simple weapon (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-quarter the prowess you have invested in this feat.

If you have at least thirteen points of prowess invested in this feat, simple weapons you wield also have the Defending property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Spears) [Investing]

Benefit: You make attack rolls with the following weapons normally: dwarven urgrosh, longspear, short spear, spear, and trident.

Investing: When wielding a spear (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on damage rolls equal to one-third the prowess you have invested in this feat.

If you have at least five points of prowess invested in this feat, spears you wield also have the Bracing property.

If you have at least ten points of prowess invested in this feat, spears you wield also have the Continuous Reach property.

If you have at least fifteen points of prowess invested in this feat, spears you wield also have the Vicious 1 property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Swords) [Investing]

Benefit: You make attack rolls with the following weapons normally: bastard sword, falchion, greatsword, katana, khopesh, longsword, rapier, scimitar, shortsword, and two-bladed sword.

Investing: When wielding a sword (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-quarter the prowess you have invested in this feat.

If you have at least five points of prowess invested in this feat, swords (specifically, a weapon that this feat grants proficiency in) you wield also have the Mounted property.

If you have at least eight points of prowess invested in this feat, swords you wield also have the Vicious 1 property.

If you have at least ten points of prowess invested in this feat, swords you wield also have the Bracing property.

If you have at least thirteen points of prowess invested in this feat, swords you wield also have the Heavy Critical property.

If you have at least fifteen points of prowess invested in this feat, swords you wield also have the Charging property.

If you have at least eighteen points of prowess invested in this feat, swords you wield also have the Vicious 2 property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Group (Throwing) [Investing]

Benefit: You make attack rolls with the following weapons normally: bladed boomerang, bolas, boomerang, dart, javelin, net, shuriken, and war fan.

Investing: When wielding a throwing weapon (specifically, a weapon that this feat grants proficiency in), you gain a competence bonus on attack rolls equal to one-third the prowess you have invested in this feat.

If you have at least eight points of prowess invested in this feat, throwing weapons you wield also have the Returning property.

If you have at least thirteen points of prowess invested in this feat, throwing weapons you wield also have the Vicious 1 property.

If you have at least eighteen points of prowess invested in this feat, throwing weapons you wield also have the Vicious 2 property.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

Weapon Specialization [Investing]

Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, dreadnaught or warlord level 4th

Benefit: Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus increases by 1 for each four points of prowess invested in this feat.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

Whirlwind Attack [Investing]

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4

Benefit: When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

You gain one additional attack per four points of prowess invested in this feat. This attack can be against any target threatened by this ability, even one you have already attacked.

Wolfbite Master [Shifter, Investing]

Requirements: Strength 13+, Wolfbite shifter quality, Shifter Warrior

Benefit: If you trip an opponent in melee combat while shifting, you immediately get a melee bite attack against that opponent at your full base attack bonus.

You gain an additional shifting charge per day.

Investing: You gain a +1 bonus on the attack roll for the follow-up attack for each four points of prowess invested in this feat.

Normal: You may only spend your shifting charges for your racial features.

Special: This feat can be used in place of Improved Trip to qualify for feats and prestige classes.

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