View table: Feats

Jump to navigation Jump to search

Table structure:

  • Name - String
  • Advanced - Boolean
  • Drawback - Boolean
  • Fluff - String
  • MainCategory - String
  • SubCategories - List of Wikitext
  • Keywords - List of String
  • Classes - List of String
  • Prereq - Wikitext
  • Short - Wikitext
  • Action - Wikitext
  • Benefit - Wikitext
  • Special - Wikitext
  • Normal - Wikitext

This table has 333 rows altogether.

Recreate data.

Page Name Advanced Drawback Fluff MainCategory SubCategories Keywords Classes Prereq Short Action Benefit Special Normal
Feats/Abjurer Abjurer No No You are a user of the magics of preservation. Protection School

Arcane

Protection

School

Aegis Ward

Gain the ability to create barriers or deflecting aegis.

You gain the following two abilities Aegis and Ward.

Aegis

As a standard action, you may touch a creature and spend a spell point, granting them an aegis for 1 hour per caster level. Unwilling targets are allowed a Will save to resist gaining an aegis.

You gain the following aegis when you gain Abjurer:

Deflection: You grant the target a +1 Deflection bonus to AC, upgraded to +2 at caster level 5.

Ward

As a standard action, you may create an ward centered on yourself with a radius of up to 10 ft (15 ft at caster level 5), but can also be made so small as to only cover yourself.

Wards remain as long as you concentrate, but you may spend a spell point to allow them to remain for 1 round per caster level without concentration.

Wards remain in the location they were created, even if you move.

You gain the following ward when you gain Abjurer:

Barrier: You may create a ward that creates a mostly-transparent wall at its perimeter, stopping attacks, movement, breath weapons, and any spells or magical effects that must travel to their destination (such as destructive blasts, ghost strikes, or spells that require ranged touch attacks).

Other spells or magical effects, however, such as teleportation effects, mind-altering magic, and gaze attacks may all bypass this ward.

Ethereal creatures are technically stopped by the barrier, but can usually find a way around it (as the barrier does not cut through objects, and so usually stops at ground level).

A barrier has hit points equal to 4 + your caster level and a Break DC of 15 + 1/2 your caster level. If an attack is directed at a target through the barrier, the attack first deals its damage to the barrier itself. If this damage is enough to destroy the barrier, the attack continues on to its intended target, although damage dealt to the barrier is subtracted from any damage done to the target or targets.

Burst-effect attacks such as splash weapons, fireball spells, or others attempting to travel through the barrier explode at the barrier’s edge and also must overcome the barrier’s hp to damage targets on the other side.

If you maintain your barrier through concentration, its HP is renewed each round on your turn.

If you do not have a caster level and spell pool, you gain an effective caster level of 1, a spell pool of 1 and use your highest mental ability as your casting ability score. These do not stack the caster level and spell pool granted by the casting and spell pool class features.

Feats/Acrobatic Mount Acrobatic Mount No No Ride Style

Combat

Ride

Ride

Move your mount easier through threatened squares.

While mounted, you may substitute an Animal Ken skill check in place of an Acrobatics skill check for you and your mount when moving through a threatened square or trying to ignore difficult terrain.

Feats/Active Camouflage Active Camouflage No No Scout Style

Combat

Scout

Gain bonus to Stealth when ending your turn in cover different from where your started.

Whenever you move at least 10 ft. in a round and begin and end your turn in cover or concealment, you gain a competence bonus to Stealth checks equal to 1/2 your ranks in Stealth (minimum 1) for one round. You must end your movement in a different square than the one you started your turn to receive this benefit.

If you use the Sniper function of the Stealth skill in a round where you would receive this benefit, the penalty to Stealth checks is reduced by -10 (to a minimum of 0).

Feats/Adept Climber Adept Climber No No Athletics Style

Athletics

Combat

Climb

Athletics

Climb faster and safer.

You retain your Dexterity bonus to AC while climbing and may climb at half your base speed instead of one-quarter and may move at your full speed instead of half speed when taking a -5 penalty.

In addition gain a number of ranks in Athletics equal to your level. Whenever you gain a level your ranks in athletics increases by +1.

If you already have ranks in the Athletics skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining the feat.

Associated Movement Mode: Climbing.

Feats/Adept Flier Adept Flier No No Athletics Style

Athletics

Combat

Fly

Athletics

Reduce effects of wind and low speed while flying.

You do not need to make a Acrobatics check to remain flying when moving less than half your speed on your turn and count as being one size larger when determining the effects of wind on you while flying.

This does not give you the ability to fly; it simply augments your movement abilities if you possess a means of flight.

In addition gain a number of ranks in Acrobatics equal to your level. Whenever you gain a level your ranks in acrobatics increases by +1.

If you already have ranks in the Acrobatics skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining the feat.

Associated Movement Mode: Flying.

Feats/Adept Jumper Adept Jumper No No Athletics Style

Athletics

Combat

Leap

Athletics

Reduce the effective height of falls.

You may reduce the effective height of any fall by 20 ft. on a successful DC 15 Athletics check.

In addition, the fall is reduced by an additional 10 ft. for every 10 points this check exceeds the target DC.

In addition gain a number of ranks in Athletics equal to your level. Whenever you gain a level your ranks in athletics increases by +1.

If you already have ranks in the Athletics skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining the feat.

If you possess both the Adept Jumper and Adept Runner feat, you gain a competence bonus on Athletics checks equal to half your base attack bonus instead of retraining the ranks a second time.

Associated Movement Mode: Jumping.

You may reduce the effective height of any fall by 10 ft. on a successful DC 15 Acrobatics check.

Feats/Adept Runner Adept Runner No No Athletics Style

Athletics

Combat

Run

Athletics

Run faster and jump farther.

You move five times your normal speed while running 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 Athletics), you gain a +4 bonus on your check.

You retain your Dexterity bonus to your Armor Class while running.

In addition gain a number of ranks in Athletics equal to your level. Whenever you gain a level your ranks in athletics increases by +1.

If you already have ranks in the Athletics skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining the feat.

If you possess both the Adept Jumper and Adept Runner feat, you gain a competence bonus on Athletics checks equal to half your base attack bonus instead of retraining the ranks a second time.

Associated Movement Mode: Ground.

Feats/Adept Swimmer Adept Swimmer No No Athletics Style

Athletics

Combat

Swim

Athletics

Swim faster and hold breath while exerting yourself.

You may perform the charge and withdraw actions while swimming, and can make standard actions and attack actions without decreasing the duration for which you can hold your breath.

A successful Athletics check means you may move up to your base land speed as a full-round action (as opposed to 1/2 your base land speed) or 1/2 your base land speed as a move action (as opposed to 1/4th your base land speed).

In addition gain a number of ranks in Athletics equal to your level. Whenever you gain a level your ranks in athletics increases by +1.

If you already have ranks in the Athletics skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining the feat.

Associated Movement Mode: Swimming.

Feats/Aerial Trip Aerial Trip No No Maneuvers

Combat

Trip

BAB +5, Deft Maneuvers

You can trip flying creatures causing them to fall.

You can Combat Maneuvers flying opponents. If you would successfully trip a flying opponent, it falls at a rate of 10 ft per round for every point of base attack bonus you possess (assuming it is conscious and attempting to remain airborne; otherwise, it falls at a rate of 500 ft per round) until it hits the ground. The creature falls immediately after being tripped, then again each round thereafter at the end of your turn.

Upon impact, the creature falls prone and takes normal falling damage (maximum: 1d6 per 10 ft. in its falling speed). A falling creature is considered immobilized until it hits the ground, but it can attempt a Acrobatics check as a free action at the start of its turn to stop falling before it hits the ground (DC = 15 + your base attack bonus); otherwise, it is unable to move (other than falling) but can act normally. You can choose to descend with the opponent, although this movement cannot exceed two times your normal flight speed.

Feats/Alchemist Alchemist No No Training in the Alchemy style teaches you how to quickly and efficiently combine volatile chemicals for new or enhanced effects. Alchemist Style

Combat

Formulae Poison

Learn to brew alchemical formulae.

You gain the ability to gain and expend martial focus, as well as the following ability:

Formulae

All formulae have a base crafting DC as noted in their descriptor, and their saving throw DCs, if any, are determined using the normal formula for combat sphere feats, using the practitioner’s ranks in Crafting(alchemy) in place of their base attack bonus. The necessary ingredients for creating formulae are gathered over the course of a given day; there is no monetary cost to creating a formulae. You may craft any item whose formulae you know in 30 minutes, or 15 minutes if you have access to an alchemist’s lab or alchemist’s crafting kit, but due to the volatile nature of the enhanced formulae you cannot prepare more formulae at one time than a number equal to 1/2 your ranks in Crafting(alchemy) (minimum 1) + the number of formulae feats you possess.

Once you have 4 ranks in Crafting (alchemy) you may craft 1 additional formulae as part of the same 30/15 minute time period.

Any creature affected by splash damage from an improved formulae is entitled to a Reflex save to reduce the damage by half.

Because formulae are more unstable than standard alchemical items, they expire and no longer work after 24 hours; it is relatively easy (DC 10 Commerce) to recognize the unstable and impermanent nature of these items so typically they have no monetary value; a potential buyer who fails their Commerce check assumes they are a standard item of their type (if applicable), or as a mundane item worth no more than 10 gp.

In addition, the overly refined and unstable nature of formulae means that they cannot be further refined or enhanced by items such as focusing flasks or hybridization funnels.

You cannot fail to craft an alchemical item you know the formulae for; failure to meet the DC instead means you create the item but at its minimum potency, without additional effects or benefits for having additional Crafting(alchemy) ranks or having increased the crafting DC.

When you first gain this package, you may learn any one formulae feat you qualify for.

Gain a number of ranks in Crafting (alchemy) equal to your level. Whenever you gain a level your ranks in Crafting (alchemy) increases by +1.

If you already have ranks in the Crafting (alchemy) skill you may immediately retrain them, but you do not get to retrain when only temporarily gaining the feat.

Feats/Aligned Liquid Aligned Liquid No No Alchemist Style

Combat

Formulae

Alchemist

Create thrown flask which deals damage to specific creature based on alignment.

Craft DC: 20

You create a vial of aligned liquid, imbuing it with the powers of its associated alignment (chaotic, evil, good, or lawful) chosen at the time the formulae is crafted. You may attack a creature with this liquid as a ranged touch attack with a range increment of 10 ft. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the liquid out onto the target.

Thus, you can douse an incorporeal creature with aligned liquid only if you are adjacent to it. Doing so is a non-compromising ranged touch attack. Aligned liquids have the following effects based on their associated alignment:

  • Good: A direct hit by a flask of good aligned liquid deals 2d4 points of damage +1d4 per two ranks in Crafting (alchemy) you possess to undead creatures or evil outsiders. Each such creature within 5 ft. of the point where the flask hits takes 1 point of damage from the splash.
  • Evil: A direct hit by a flask of evil aligned liquid deals 2d4 points of damage +1d4 per two ranks in Crafting (alchemy) you possess to living creatures or good outsiders. Each such creature within 5 ft. of the point where the flask hits takes 1 point of damage from the splash.
  • Chaotic: A direct hit by a flask of chaotic aligned liquid deals 2d4 points of damage +1d4 per two ranks in Crafting (alchemy) you possess to constructs or lawful outsiders. Each such creature within 5 ft. of the point where the flask hits takes 1 point of damage from the splash.
  • Lawful: A direct hit by a flask of lawful aligned liquid deals 2d4 points of damage +1d4 per two ranks in Crafting (alchemy) you possess to

elementals or chaotic outsiders. Each such creature within 5 ft. of the point where the flask hits takes 1 point of damage from the splash.

You can increase the Craft DC for this weapon in increments of 10; each time you do so, the range for each damage increment increases by 5 ft. (for example, if you increase the Craft DC to 30, you would deal full damage to all affected targets within 5 ft. of the point of contact and 1 point of damage to all other affected creatures within 10 ft.).

Feats/Animal Accomplish Animal Accomplish No No Animal Allies

Combat

Ride

Tame

Your animal ally may aid your combat maneuvers.

While within the threatened area of an animal ally, when you or the animal ally performs a combat maneuver, the other may make an aid another check to boost the combat maneuver check as an immediate action.

Feats/Animal Bodyguard Animal Bodyguard No No Animal Allies

Combat

Ride

Tame

You and your animal ally may aid each other's AC.

While within the threatened area of an animal ally, when you or the animal ally is targeted by an attack, the other may make an aid another check to boost AC as an immediate action.

Feats/Animal Doubleteam Animal Doubleteam No No Animal Allies

Combat

Ride

Tame

Make a free attack against an enemy when your animal ally succeeds on a combat maneuver.

When one of your animal allies succeeds on a combat maneuver, the target counts as Compromised to you.

Feats/Animal Empathy Animal Empathy No No Animal Tamer Style

Combat

Tame

Tame Animal

You can improve the attitude of an animal.

You gain the following ability:

Tame

Animal Ken1 minute

You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person, using your Animal Ken skill in place of Diplomacy.

If you possess the wild empathy class feature, you may add your Animal Ken ranks to your levels in the class that grants the class feature (with a maximum equal to your Hit Dice) to determine the result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use this ability, you and the animal must be able to study each other, which means that you must be within 30 ft. of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.


Feats/Archery Training Archery Training No No Equipment

Combat

Weapon Training

Gain proficiency in bows and crossbows.

You gain proficiency with the Heavy Crossbow, Light Crossbow, Longbow and Shortbow

Archery Training Weapons

?'"`UNIQ--item-5--QINU`"'?

Feats/Armored Mount Armored Mount No No Ride Style

Combat

Ride

Ride

Your mount gains temporary hit points and bonus AC.

Any creature you are mounted on gains a competence bonus to armor class and combat maneuver defense equal to 1/2 your ranks in Animal Ken (rounded down, minimum +1).

In addition, your mount gains a pool of temporary hit points that regenerate at a rate of 1 per minute up to a maximum amount equal to your ranks in Animal Ken; your mount starts at 1 temporary hit point when you mount and these hit points disappear immediately if you begin your turn not mounted on that creature.

Feats/Athletics Athletics No No You are a master of movement. Athletics Style

Athletics

Combat

Style

Regain Martial Focus

Become a master of movement.

You gain the ability to gain and expend martial focus, and you gain the following ability:

Coordinated Movement

Whenever you take the withdraw action, you regain your martial focus.

In addition, you gain one of the following feats as a bonus feat Adept Climber, Adept Flier, Adept Jumper, Adept Runner, or Adept Swimmer

Feats/Axe Training Axe Training No No Equipment

Combat

Weapon Training

Gain proficiency in axes, picks and axe polearms.

You gain proficiency with the battleaxe, glaive, greataxe, halberd, handaxe, heavy pick, light pick and throwing axe

Archery Training Weapons

?'"`UNIQ--item-13--QINU`"'?

Feats/Axe Training Axe Training No No Equipment

Combat

Weapon Training

Gain proficiency in axes, picks and axe polearms.

You gain proficiency with the battleaxe, glaive, greataxe, halberd, handaxe, heavy pick, light pick and throwing axe

Archery Training Weapons

?'"`UNIQ--item-5--QINU`"'?

Feats/Barrage Barrage No No Barrage practitioners specialize in using ranged weapons to make fast shots, often from the middle of the melee itself. Barrage Style

Combat

Gain the ability to make an additional ranged attack per turn.

You gain the ability to gain and expend martial focus, and you gain the following two abilities.

Point-Blank Shot

You gain a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 ft.


Rapid Shot

As a special attack action, you may make two ranged attacks at your full base attack bonus -2. Beginning at +6 base attack bonus, you may expend your martial focus to make an additional extra attack, increasing the penalty to all your attacks from -2 to -4.


Feats/Barroom Fighter Barroom Fighter No No Barroom practitioners specialize in using whatever is available to them, willing to swing table legs, chairs, and anything else as they chug down a fresh brew. Barroom Style

Combat

Gain expertise in improvised weapons and hard drinking.

You gain the ability to gain and expend martial focus, and you gain the following two abilities.

Brutal Breaker

You do not suffer any penalty when using an improvised weapon, be it ranged or melee, and may treat improvised weapons you are wielding as manufactured weapons for the purpose of being able to be targeted by spells and other effects. You may grab an unattended object within your natural reach and make an attack action with it as part of the same standard action.

Additionally, you may treat any improvised weapon made of any material with a hardness of 5 or lower (wood, glass, etc.) as having the fragile weapon special feature for the purpose of any feats you possess. This does not apply to magic items, nor to creatures being used as improvised weapons.

Some feats allow you to grant a fragile weapon the broken condition in exchange for a benefit. If you apply a second such benefit to a weapon, it is destroyed. You cannot apply more than 2 benefits that break a weapon to the same weapon attack.


Hard Drinker

Whenever you imbibe an alcoholic drink (normally a standard action), you gain the drunk status for a number of rounds equal to your Constitution modifier (creatures without a Constitution score cannot gain this status). For every 4 points of base attack bonus you possess, the drunk status last for one additional round.

As a non-compromising move action, you may retrieve an alcoholic drink, elixir, or potion (but not extract) from your person or grab one within your natural reach and drink it.

In general a character can consume a number of alcoholic beverages equal to 1 plus double his Constitution modifier before being sickened(2) for 1 hour per the number of drinks above this maximum.


Feats/Battering Defense Battering Defense No No Shield Style

Combat

Battered

Shield Fighter

Dealing damage batters an opponent that missed an attack.

If you deal damage to or succeed on a combat maneuver against a creature that missed an attack against a creature benefiting from your active defense before the end of your next turn, that creature becomes battered for 1 round.

Feats/Battle Mage Battle Mage No No You can summon pure energy to strike down foes. Destruction School

Arcane

Destruction

School

Gain the ability to create destructive blasts.

You gain the following ability:

Destructive Blast

As a standard action, you may deliver a burst of blunt magical force as a melee touch attack or a ranged touch attack within Close range. A destructive blast deals bludgeoning damage as indicated on the table below. This damage bypasses DR(magic), but being bludgeoning in nature, does not automatically bypass other forms of damage resistance.

Level Damage
1st 1d6
3rd 2d6
5th 3d6
7th 4d6

You may augment a destructive blast with 1 blast type and 1 blast shape from the Destruction School feats.

You may spend 1 spell point when making a destructive blast to increase the damage dealt to one damage die per caster level (minimum: 2d6).

If you do not have a caster level and spell pool, you gain an effective caster level of 1, a spell pool of 1 and use your highest mental ability as your casting ability score. These do not stack the caster level and spell pool granted by the casting and spell pool class features.

Feats/Beast Tamer Beast Tamer Yes No Animal Tamer Style

Combat

Tame

Animal Ken 5 ranks, Tame Animal

Temporarily tame any creature as a standard action.

You may expend martial focus as a standard action to force a creature to which you can tame within close range (25 ft. + 5 ft. per 2 base attack bonus) to make a Will save or have its attitude improved to helpful and serve you as a tame creature for 1 minute per rank in Animal Ken you possess. Creatures not of the animal type gain a +2 bonus on their Will saves.

Once a creature saves successfully against your use of this ability, it is immune to further uses of this ability by you for 24 hrs. When the duration of the tame effect ends, the creature returns to its previous disposition, modified by any other effects that would have altered it in the meantime. Attempting to make the creature perform an obviously suicidal action ends the tame.

Feats/Bee Keeper Bee Keeper No No Animal Tamer Style

Combat

Tame

Tame Animal

You may tame creatures with the swarm subtype.

You may tame creatures with the swarm subtype that are otherwise of a creature type that you can affect. When taming a creature in this way, they count as twice their Hit Dice against the total amount you may have tame at once.

This increase does not stack with the increase for creatures not of the animal type from the Broad Skills feat.

Additionally, you are immune to swarm damage from swarms that have a friendly or better disposition towards you.

Feats/Berserker Berserker No No Berserkers are indomitable warriors with boundless reservoirs of endurance and unmatched destructive potential. Berserker Style

Combat

Battered

Gain temporary hit points each turn, and gain a special attack that inflicts battered.

You gain the ability to gain and expend martial focus, and you gain the following two abilities.

Berserking

As a free action at the start of each turn, you may choose to take a -2 penalty to AC in exchange for 3 temporary hit points. The penalty and the temporary hit points end at the start of your next turn. For every point of base attack bonus you have, the granted temporary hit points increase by 1.


Brutal Strike

As a special attack action, you may make a melee attack against a target. Creatures damaged by a brutal strike gain the battered condition until the end of your next turn.

You may expend martial focus to have the attack deal additional damage equal to twice your base attack bonus.

Each brutal strike may be modified by a single Exertion feat.


Feats/Blades Training Blades Training No No Equipment

Combat

Weapon Training

Gain proficiency in swords and daggers.

You gain proficiency with the curved dagger, dagger, dueling dagger, greatsword, kriegsmesser, longsword, messer and shortsword

Archery Training Weapons

?'"`UNIQ--item-1--QINU`"'?

Feats/Blind-Fight Blind-Fight No No You are skilled at attacking opponents that you cannot clearly perceive. Melee

Combat

Halve miss chance for concealment.

In melee, when striking an enemy benefitting from concealment or total concealment their concealment bonus to AC is halved.

An invisible attacker gets no advantages related to hitting you in melee. The invisible attacker’s bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Feats/Blockade Blockade No No Shield Style

Combat

Shield Fighter

Expend your martial focus to gain Evasion.

Immediate action

When affected by an area attack, you may spend your martial focus as an immediate action to use your shield to cushion the blow, granting you the benefits of the evasion ability (regardless of armor worn), and adding your shield bonus (but not your active defense bonus) to your Reflex saving throw against the triggering effect.

If you already possesses evasion, you instead gain improved evasion.

All allied creatures in a cone originating from your space and facing away from the effect’s point of origin gain the benefits of this ability. Medium creatures create a 15-ft. cone. At base attack bonus +4 the size of the cone increases to 20 ft.

For every size category you are larger than Medium, the size of the cone increases by 5 ft. The size of the cone decreases by 5 ft. (minimum 5 ft.) for every size category you are smaller than Medium.

Feats/Bolster Beast Bolster Beast No No Animal Tamer Style

Combat

Tame

Tame Animal

Train tamed creatures to gain additional HD.

You gain the following ability:

Intense Taming

Animal KenDC 10 + new HD total1+ hours

You may grant a tame creature 1 bonus Hit Die for every hour you spend training it. These additional Hit Dice count against your Hit Dice cap for the trainer ability as normal and cannot cause the creature’s Hit Dice to exceed your ranks in Handle Animal.

These additional Hit Dice are multiplied as normal for companions that have their Hit Dice doubled for the purposes of determining how many creatures you may have tame. If a creature is released from the tame condition, these bonus Hit Dice are lost immediately.

Creatures do not gain size increases for these additional Hit Dice. Additional feats and skill points from these Hit Dice are assigned by the GM unless you possess the Purposeful Training feat, in which case they may be assigned within the limits of the retraining granted by that talent. This ability can never be applied to an animal companion or familiar.


Feats/Bouncing Shot Bouncing Shot No No Sniper Style

Combat

Snipe

Sniper

Bounce you attacks of surfaces to hit targets behind cover.

You gain the ability to bounce your attack off of the ceiling, floor, or wall to attack a protected target. You may target a 5-ft. square of a solid surface, then treat that spot as your new point of origin when attacking a target. This can allow you to attack around corners, or possibly ignore the cover on a target.

At 4 points of base attack bonus you may bounce your shot 1 additional time, but you suffer a -2 penalty to the attack roll per surface used to bounce in this fashion.

A bounced surface does not take damage, and you use the total distance traveled (including to and between bounced surfaces) when determining range penalties.

Feats/Boxing Boxing No No Boxers specialize in fighting with their fists, using their punches and upper bodies to batter their way across the battlefield. Boxing Style

Combat

Unarmed Combatant

Grapple

Becomes an unarmed combatant and learn the counterpunch.

You gain the ability to gain and expend martial focus.

You also gain the following ready reaction:

Counter Punch

Reaction

Trigger: A creature makes a melee attack roll against you.

Reaction: Make an attack with a light melee weapon against the triggering creature. This attack gains a +2 competence bonus to damage rolls (increasing to +4 if you have +4 base attack bonus), and is treated as an attack action for the purposes of other feats and abilities.

Note: Whenever you ready a counter punch, you can choose an additional trigger from the following list (or two additional triggers if you have +4 base attack bonus):

  • A hostile creature making an attack roll
  • A hostile creature attempting a combat maneuver
  • A hostile creature moving from their square
  • A hostile creature using a spell or a spell-like ability
  • A hostile creature drawing a weapon
  • A hostile creature speaking

If an action would also trigger a different reaction, you may choose in which order you wish to resolve your reactions.

And the following ability:

Unarmed Combatant

If you possess an Unarmed Combatant feat you are considered to be armed even when unarmed — you do not become compromised when you attack foes while unarmed. You also deal additional damage with their unarmed strikes based on the total number of unarmed combatant feats they possess, as shown in the following table.

# Unarmed
Combatant Feats
Damage
(Small
Size)
Damage
(Medium
Size)
Damage
(Large
Size)
1-3 feats 1d3 1d4 1d6
4-7 feats 1d4 1d6 1d8
8-11 feats 1d6 1d8 2d6
12-15 feats 1d8 2d6 3d6
16-19 feats 2d6 2d8 3d8
20+ feats 2d8 2d10 4d8

Practitioners from a class that already grants an unarmed damage progression, such as the brawler or monk, may treat their unarmed strike as one size category larger if they have 3 or more unarmed combatant feats, but receive no further benefits.

Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

You are trained in the Grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.


Feats/Brace And Overrun Brace And Overrun No No Brute Style

Combat

Overrun

Brute Fighter

Boost your overrun CMB with shield or weapon bonuses.

You may use a shield or a weapon held in two hands to perform an overrun maneuver.

If using a shield, you may add the shield’s AC bonus to your CMB.

If using a weapon held in two hands, you may add the weapon’s enhancement bonus, as well as bonuses to attack from spells or feats such as Weapon Focus, to your CMB. You may choose to use a shield bash as your weapon for this purpose, in which case the shield’s attack bonus, rather than its AC bonus, is used.

In addition, you may use one of the above to perform a shove, adding their bonuses to your shove’s attack roll. If using a weapon in this fashion, you may also add its enhancement bonus to your shove’s damage, as well as damage from appropriate special abilities such as flaming, holy, etc.

Feats/Breaking Blast Breaking Blast No No Sniper Style

Combat

Sniper

Your ranged attack deals full damage to objects.

Your ranged attack deals full damage to objects.

Feats/Broad Skills Broad Skills No No Animal Tamer Style

Combat

Tame

Tame Animal

Tame any creature of animal intelligence, as well as mindless oozes, plants and vermin.

You may tame creatures of animal intelligence (Intelligence scores of 1 or 2) of any type, though you take a -4 penalty on the check on creatures not of the animal type.

Only permanent Intelligence counts for determining if a creature can be affected; ability drain, damage, or other penalties or effects that reduce Intelligence to not allow a creature to be affected.

You may also tame mindless creatures of the ooze, plant, or vermin type, bypassing any immunity to mind-affecting effects granted by the their type. Mindless creatures serving you as a mount count as animal allies.

Creatures not of the animal type count as twice their Hit Dice against the total amount you may have tame at once. This increase does not stack with the increase for creatures with the swarm subtype from the Beekeeper talent.

If you possess the Animal Empathy feat, it is likewise expanded with the same penalty.

Feats/Bronco Buster Bronco Buster No No Ride Style

Combat

Ride

Ride

You may attempt to use any nearby animal as a mount.

Gain the following ability:

Bronco Buster

Animal KenDC = creature's CMDStandard Action

You may attempt to mount a creature of the animal type within your reach that is of a size suitable to serve you as a mount.

Success: You move into the creature’s space and it acts as your mount.
The creature may make a Will save each round to break free of your control. If it fails the Will save, it must act as a willing mount for that turn. A new Will save must be made each round until you are thrown or choose to dismount.
Failure: You fail to mount the creature.
If a mounted creature successfully breaks free of your control, it may attempt to throw you once per round as a move action, making a combat maneuver check against a DC of 10 + your Animal Ken skill modifier to force you to dismount in an adjacent square of your choice.

If you possess the Broad Skills feat, you may use this ability on any creature to which your trainer ability applies, though creatures not of the animal type gain a +2 bonus on their Will save.

Feats/Brutal Manhandle Brutal Manhandle No No Brute Style

Combat

Brute Fighter

Apply two manhandle talents to a combat maneuver

When applying a (manhandle) talent, you may expend your martial focus to apply a second (manhandle) talent. You cannot apply the same (manhandle) twice with this talent.

Manhandle Feats

?'"`UNIQ--item-12--QINU`"'?

Feats/Brutal Manhandle Brutal Manhandle No No Brute Style

Combat

Brute Fighter

Apply two manhandle talents to a combat maneuver

When applying a (manhandle) talent, you may expend your martial focus to apply a second (manhandle) talent. You cannot apply the same (manhandle) twice with this talent.

Manhandle Feats

?'"`UNIQ--item-0--QINU`"'?

Feats/Brute Fighter Brute Fighter No No Brutes like to throw their weight around, jostling and battering foes to move them about the battlefield. Brute Style

Combat

Unarmed Combatant

Battered Grapple

Becomes an unarmed combatant and learn to shove the enemy.

You gain the ability to gain and expend martial focus, and you gain the following two abilities.

Shove

As a move action, you may move up to half your speed and make a melee touch attack against a creature. If successful, the target takes bludgeoning damage equal to your Strength modifier (or whichever attribute was used to make the check) and gains the battered condition until the end of your next turn.

You may perform a shove in place of the attack granted by a charge, although this does not grant the extra movement.


Unarmed Combatant

If you possess an Unarmed Combatant feat you are considered to be armed even when unarmed — you do not become compromised when you attack foes while unarmed. You also deal additional damage with their unarmed strikes based on the total number of unarmed combatant feats they possess, as shown in the following table.

# Unarmed
Combatant Feats
Damage
(Small
Size)
Damage
(Medium
Size)
Damage
(Large
Size)
1-3 feats 1d3 1d4 1d6
4-7 feats 1d4 1d6 1d8
8-11 feats 1d6 1d8 2d6
12-15 feats 1d8 2d6 3d6
16-19 feats 2d6 2d8 3d8
20+ feats 2d8 2d10 4d8

Practitioners from a class that already grants an unarmed damage progression, such as the brawler or monk, may treat their unarmed strike as one size category larger if they have 3 or more unarmed combatant feats, but receive no further benefits.

Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

You are trained in the Grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.


Feats/Brute Robbery Brute Robbery No No Brute Style

Combat

Manhandle

Bull Rush Disarm Drag Overrun Reposition Steal

Brute Fighter

Disarm or steal from a foe you've moved with a combat maneuver.

When you successfully perform a bull rush, drag, reposition, or overrun combat maneuver (assuming the target decided to block you and did not simply move out of the way), you may make a trained steal or disarm combat maneuver against the creature as a free action.

Only one Manhandle feat can be applied to a combat maneuver, and cannot be applied to maneuvers performed as a free action.

Feats/Brute Takedown Brute Takedown No No Brute Style

Combat

Manhandle

Bull Rush Drag Grapple Overrun Reposition

Brute Fighter

Grapple a foe you've moved with a combat maneuver.

When you successfully perform a bull rush, drag, reposition, or overrun combat maneuver (assuming the target decided to block you and did not simply move out of the way), you may make a grapple combat maneuver against the creature as a swift action.

Only one Manhandle feat can be applied to a combat maneuver, and cannot be applied to maneuvers performed as a free action.

Feats/Brute Throw Brute Throw No No Brute Style

Combat

Manhandle

Bull Rush Drag Reposition

Brute Fighter

Throw a foe prone that you've moved with a combat maneuver.

When you successfully perform a bull rush, drag or reposition combat maneuver, you may expend your martial focus to throw the creature. The creature travels an additional 5 ft. in any direction and must pass a Reflex save or fall prone.

Only one Manhandle feat can be applied to a combat maneuver, and cannot be applied to maneuvers performed as a free action.

Feats/Burly Burly No Yes Brute Style

Brute Fighter

Do not gain shove, but gain Muscular Surge

You do not gain the shove ability. You gain Muscular Surge as a free bonus feat.

Feats/Call Beast Call Beast Yes No Animal Allies

Combat

Ride

Tame

Call your animal ally from up to 1 mile per rank in Animal Ken.

As a swift action, you may call all of your animal allies to your side. They must be within 1 mile per rank in Animal Ken and come at their best speed, avoiding apparent hazards and danger to the best of their ability. This movement takes place using the creature’s normal actions on its turn.

Feats/Careful Caster Careful Caster No No Arcane

Arcane

Wild Magic

Casting class feature

Reduce wild magic chance by increasing casting time.

When casting a sphere effect that suffers from a wild magic chance, you may increase the casting time by one step to reduce the wild magic chance by 25%. This ability does not stack with itself.

This reduction increases by 5% per additional wild magic feat you possess, to a maximum reduction of 50%.

Feats/Catch Blade Catch Blade No No Shield Style

Combat

Deflect

Shield Fighter

Trap an attacker's weapon with your shield.

Whenever an attack misses a creature benefiting from your active defense, if the attack was made with a piercing or slashing melee weapon, you can allow the weapon to strike your shield.

If you do, the attack hits your shield, dealing damage to the shield as normal, and the weapon becomes bound. As long as the creature’s weapon is bound, they cannot move from the square they currently occupy. A creature whose weapon is bound may release the weapon as a free action or attempt to break the bind as a standard action by making a successful combat maneuver check against your disarm CMD.

If the bound weapon is a natural attack or unarmed strike, the creature must succeed at a successful combat maneuver check to break the bind.

If any effect, including this attack, renders the shield broken or destroyed, this effect ends immediately.

You cannot attack with, receive any shield bonus from, nor use active defense with the shield used to bind a creature as long as the bind is in effect.

Feats/Challenge Challenge No No Guardian Style

Combat

Guardian

Challenge

Guardian

Gain the ability to challenge enemies.

You gain the following ability:

Challenge

As a move action, you may issue a challenge to a creature you can see. You may expend martial focus to reduce this to a swift action.

A creature must be able to perceive your challenge to be affected by it. The creature takes a -2 penalty on attack rolls that do not include you as a target and a +2 bonus on attack rolls targeting only you. This penalty (but not bonus) increases by 1 for every 4 points of base attack bonus you possess.

The challenge lasts for a number of rounds equal to 3 + 1/2 your base attack bonus. Creatures receiving this effect are aware of it, though do not gain insight to its duration.

When you issue a new challenge, any previous challenge you have active ends. Multiple challenges do not stack; if a creature is affected by challenges from more than one creature, they suffer no penalty against the source of any challenge against them and likewise gain the bonus against the sources of all of the challenges.

Creatures with no Intelligence score (Intelligence score of (-)) cannot be targeted by your challenge.

Feats/Charge Through Charge Through Yes No You can overrun enemies when charging. Maneuvers

Combat

Overrun

Str 13, Powerful Maneuvers

Make overrun as free action while charging.

When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.

You must have a clear path toward the target of your charge.

Feats/Classic Substances Classic Substances No No Creation School

Arcane

Creation

Create Alter

Creator

Create glass, water, stone and metal and more.

When you create or alter an object, you may work with any non-harmful material with a hardness of 5 or less, including glass, ice, or leather. You may create water (3 cubic ft equals a small creature), but not gases or flesh. You may make objects with multiple materials, provided you can create all the materials required. As you gain caster levels, you also gain the ability to make steadily more materials, as detailed in the table below. Adamantine cannot be created or altered, except for the repair and destroy abilities.

Note: Objects of stone or harder materials deal double damage when dropped on a target.

Caster Level Materials Substance Hardness Hit Points
1st stone Glass 1 1/in. of thickness
5th basic metals (iron, steel, copper) Ice 0 3/in. of thickness
10th precious metals (gold, silver) Stone 8 15/in. of thickness
Iron or steel 10 30/in. of thickness
Feats/Cleave Cleave No No You can strike two adjacent foes with a single swing. Melee

Combat

Make an additional attack if the first one hits.

standard action

As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. When you use this feat, you take a –2 penalty to your Armor Class until your next turn.

You can only make one additional attack per round with this feat.

Feats/Close Quarters Shooter Close Quarters Shooter No Yes Sniper Style

Sniper

Only make deadly shots within 30 ft., but gain Push Shot.

You may only perform a deadly shot within the first range increment of your ranged weapons, and treat the range increment of any ranged weapon used when making a deadly shot as 30 ft., unless it would normally be lower.

You gain Push Shot with this drawback.

Feats/Close-Quarters Thrower Close-Quarters Thrower Yes No You are agile enough to avoid melee attacks while throwing weapons or bombs. Ranged

Combat

Dex 13, Dodge,Weapon Focus with selected thrown weapon.

Attacks with selected thrown weapons do not provoke reactions.

Choose a Weapon Training feat. You do become compromised for making ranged attacks using thrown weapons granted by the feat.

If you are an alchemist, and you select this feat and choose alchemist bombs, you do not become compromised for the process of drawing components of, creating, and throwing a bomb.

Making a ranged attack makes you compromised which triggers attacks of opportunity.

Feats/Combat Casting Combat Casting No No You have learned to enter a deeper state when casting spells, allowing you to shrug off distractions. Arcane

Arcane

Don’t make concentration checks for violent movement, gain a +2 bonus on concentration checks.

You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration checks.

Feats/Command Command No No Mind School

Arcane

Mind

Charm

Directly control another creature’s body.

You gain the following charm:

Command

You may directly control another creature’s body.

Lesser Charm: You may force the target to perform one move, swift, or free action of your choice on its next turn (Will negates).

This could include yelling loudly, falling to the ground, dropping its weapon, or moving in a generalized direction (away, toward, left, right, etc.) For the purpose of this talent, standing still is a free action. The target cannot use its other actions on that turn to undo the effect of this lesser charm (pick up a dropped weapon, move back to its old square, stand up if it fell down, etc.).

Greater Charm: You take control of the target for as long as you concentrate, to a maximum of 1 round per caster level. (Will negates).

The target is allowed a new saving throw as a free action each round at the end of its turn to throw off this control. Other than verbal actions, the target cannot perform an action of its own choice on its turn.

While under your control, the target mentally fights you, and so can only be made to perform a single move action or standard action each round. The creature can move up to its speed and attack in the same round as a charge action.

While you may command a target to use an item or perform magic, this does not grant you knowledge of the target’s magical abilities or inventory. While you can command a creature to stand still and take no action, you cannot command a creature to become helpless or give up its Dex bonus to AC.

Powerful Charm: This is the same as the Command greater charm, except the target is not limited to a single standard action or move action each round.

Feats/Compelling Maneuvers Compelling Maneuvers No No You are skilled at influencing opponents with morale maneuvers. Maneuvers

Combat

Antagonize Demoralize Distract Feint

Int 13

You can perform antagonize, demoralize, distract and feint attempts as a move action.

You can antagonize, demoralize, distract and feint a foe as a move action.

You also receive a +2 bonus to your Morale Maneuver Defense.

Performing the antagonize, demoralize, distract and feint maneuvers requires a standard action.

Feats/Complex Illusion Complex Illusion No No Illusion School

Arcane

Illusion

Figment Illusion

Trickster

Split your illusions into multiple distinct creature or objects.

When creating an illusion, you may spend an additional spell point to divide the illusion into multiple, independent components.

The combined size and range of these illusions must still be within your maximum illusion size, but each component can appear differently and behave differently. While each component can be given its own set of programmed instructions, you can only actively control one component at a time.

Ex: when creating an illusion of a tavern, a creature with this talent could create a bustling group of people inside the tavern as part of the same illusion. The caster could only control one such illusionary person at a time though; and the rest would only perform their last set of instructions. Giving a component a new set of instructions is a move action.

The entire illusion is still one effect, and will be disrupted or dispelled as a whole.

Feats/Conjurer Conjurer No No You have made contracts with outsiders, calling them to your side when you are in need. Conjuration School

Arcane

Conjuration

School

Summon

You can reanimate the dead and make ranged negative energy attacks.

You gain the following ability:

Reanimate

As a standard action, you may spend a spell point to summon a creature you have made a contract with (called a companion) causing it to appear in an adjacent square, ready to act on your following turn. You must concentrate to maintain the companion’s presence, but may always spend an additional spell point to allow the summoned creature to remain for 1 minute per caster level without concentration.

Companions can take many forms; a caster could contract with sympathetic angels or demons, elemental spirits, or primordial beings only given form after the contract is made. Thus, a companion could have the form of a knight in armor, a demonic dog, a flying anthropomorphic cat, or indeed virtually any other form. You cannot choose a companion with the exact same appearance as another creature.

See the Summon rules for more details.

Your also gain the following forms:

Biped Base Form

Size Medium; Speed 30 ft.; Hit Dice d10; AC +2 natural armor; Saves Fort (good), Ref (bad), Will (good); Attack 2 slams (1d4); Ability Scores Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11

Bipeds are usually humanoids, and begin with 2 legs, 2 arms, and a head.

Quadruped Base Form

Size Medium; Speed 40 ft.; Hit Dice d10; AC +2 natural armor; Saves Fort (good), Ref (good), Will (bad); Attack bite (1d6); Ability Scores Str 14, Dex 14, Con 13, Int 7, Wis 10, Cha 11

Quadrupeds are usually beasts, and begin with 4 legs and a head.

Serpentine Base Form

Size Medium; Speed 20 ft.; Hit Dice d10; AC +4 natural armor; Saves Fort (bad), Ref (good), Will (good); Attack bite (1d6), tail slap (1d6); Ability Scores Str 12, Dex 16, Con 13, Int 7, Wis 10, Cha 11

Serpentine creatures are snakes, fish, and other elongated creatures. They begin with a head, but no arms or legs.

You automatically gain a single companion of your choice.

If you do not have a caster level and spell pool, you gain an effective caster level of 1, a spell pool of 1 and use your highest mental ability as your casting ability score. These do not stack the caster level and spell pool granted by the casting and spell pool class features.

Feats/Coordinated Animal Attack Coordinated Animal Attack No No Animal Allies

Combat

Ride

Tame

Your animal ally may attack when you do.

swift action

When you use the attack action to attack, one of your animal allies may also attack your target with a single natural weapon it possesses as a joint swift action.

If both you and the animal ally successfully deal damage with these attacks, the animal ally may immediately move 5 ft. as a free action. This movement does not trigger reactions.

Feats/Counterspell Counterspell No No Arcane

Arcane

Casting class feature, 3rd caster level or higher

Counter magic with your own magical abilities.

You gain the following two abilities:

Counterspell

When another caster cast a magical effect within ?'"`UNIQ--item-0--QINU`"'? range, as a reaction you may spend a spell point to attempt to counter the effect. Countering a spell requires that you have an appropriate counter. Possessing the same magical school as the effect being cast always counts as a counter, but creative use of other magical effects may also counter (countering Destructive fire blast with Nature(Water) or Protection(barrier) for instance). Determining the appropriate counter usually requires identifying the effect being cast with a Arcana check (DC 15 + ½ caster level).

If an appropriate counter is employed, you can make a magic skill check against the caster or magical effect in question. If you succeed then the targeted effect is destroyed.

This is treated as casting a magical effect, and it is subject to all rules for casting, is affected by the caster’s casting tradition, and can itself be countered by another caster. If your counter is countered, you can counter one additional time, by spending one more spell point and become Slowed until the end of your next turn.

Dispel

You may spend a spell point and spend one minute to dispel an existing magical effect on a creature, item, or location within ?'"`UNIQ--item-1--QINU`"'? range. You must know which magic effect you are trying to dispel, such as through Detect Magic. Finally you must succeed at a magic skill check against the caster or magical effect in question. If you succeed then the targeted effect is destroyed. If you do not possess an appropriate counter (as per counterspelling) you can still attempt to dispel the effect, but take a -5 penalty on your magic skill check.

If you target a permanent effect or magic item, the item is not destroyed; instead the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers its magical properties. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional opening (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged; a suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.

At 6th level, you may spend two additional spell points when dispelling a permanent effect or magic item. You take a -5 penalty on your magic skill check, but on success the magic is permanently dispelled.

Feats/Cover Ally Cover Ally No No Shield Style

Combat

Shield Fighter

Use active defense to protect allies.

As long as you have martial focus, you may use active defense to benefit an ally when an ally within your shield’s reach is targeted by an attack.

Feats/Covering Fire Covering Fire No No Sniper Style

Combat

Sniper

Threaten a distant area with a ranged weapon, allowing you to make reactions against enemies in that area.

As a standard action, you may choose an area with a 5-ft. radius (increasing to 10 ft. at 4+ base attack bonus). This area must be within your first range increment. You threaten this area until the beginning of your next turn, and may make reactions using a ranged weapon that you are wielding against any creature in this area that triggers them.

If the weapon uses ammunition, it must either be loaded or you must be able to load it as a free action and thrown weapons must be in hand or able to be drawn as a free action.

Feats/Creator Creator No No You may create and alter physical materials. Creation School

Arcane

Creation

School

Create Alter

Gain the ability to alter, create and destroy matter.

You gain the following two abilities Alter and Create.

Alter

Altering an object is a standard action and requires you to be touching the object to be altered. You cannot alter an animate target (such as a golem or animated object) and the object must be non-magical and unattended (not held, worn, or part of a creature’s equipment).

When you gain the Creation School, you may alter objects in the following ways:

Repair: You may repair a damaged object, healing it a number of hit points equal to 1d4 + 1/2 your caster level. If the object has the broken condition, this condition is removed if the object is restored to at least half its original hit points. This ability cannot restore warped or transmuted items, but it can still repair damage done to such items.

Destroy: You deal damage to the object equal to 1d4+ 1/2 your caster level. This bypasses all hardness. An object reduced to less than half its hit points gains the broken condition.

Create

As a standard action, you may spend a spell point to create a non-magical, unattended object out of vegetable matter such as wood, hemp, or cotton in either your hand or an adjacent square. The object may be of equivalent size to one Small object per caster level (see chart below) and lasts as long as you continue to concentrate, to a maximum of 1 minute per caster level.

If the created object is especially large, it must begin in an adjacent square and must be completely contained within Close range.

You cannot create items that require mixing, carry special properties, or knowledge you don’t possess (alchemical items, rare herbs, the key to a lock you didn’t create, etc.). A DC 15 Appraise check reveals the object as a magical fake. Fabricated objects have a lingering magical aura that can be detected as magic, although the objects themselves aren’t magical.

While simple objects such as candles, folds of cloth, simple furniture, or basic weapons are easy to create; particularly complex objects (mechanics, crossbows, objects with moving parts) require a Craft check made against the object’s Craft DC. Failure means the object comes into being broken and unusable. You cannot create an object directly onto a target (summoning manacles onto someone’s wrists, etc.).

Table: Object Size Table: Object Materials
Object Size Min. Caster
Level
Example
Objects
Falling
Damage
Substance Hardness Hit Points
Small 1 Chair 1d6 Paper or Cloth 0 2/in. of thickness
Medium 2 Table 1d8 Rope 0 2/in. of thickness
Large 4 Statue 2d6 Leather or hide 2 5/in. of thickness
Huge 8 Wagon 3d6 Wood 5 10/in. of thickness
Gargantuan 16 Catapult 4d6

If you do not have a caster level and spell pool, you gain an effective caster level of 1, a spell pool of 1 and use your highest mental ability as your casting ability score. These do not stack the caster level and spell pool granted by the casting and spell pool class features.

Feats/Crossbow Mastery Crossbow Mastery No No Barrage Style

Combat

Dex 15, Barrage, Rapid Reload

Reload crossbow as free action and make full attacks.

The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow.

Reloading a crossbow for the type of crossbow you chose when you took Rapid Reload no longer makes you compromised.

Feats/Daylight Daylight No No Illusion School

Arcane

Illusion

Figment Illusion Trick

Trickster

Add light to your illusions.

Your illusions may give off bright light, in a radius of up to 60 ft. The next 60 ft beyond that is raised one light level to a maximum of normal light.

Creatures with Light Blindness or Light Sensitivity take penalties while in this bright light, but creatures damaged by daylight are unaffected.

Trick: Your tricks may give off a dim light as strong as a candle.

Feats/Deadly Dart Deadly Dart No No Trapper Style

Combat

Dart

Trapper

Your dart traps become more deadly.

You gain the following modifier for the dart trap:

Deadly Dart

This larger dart deals slashing and piercing damage and increases the dart’s damage dice to d8. The dart’s critical threat range also improves to 19-20/x3.

Feats/Deadly Strike Deadly Strike No No Scout Style

Combat

Scout

Deal extra damage when attacking from Stealth.

Whenever you initiate an attack against a creature while they are unaware of your presence due to your use of Stealth, you deal additional precision damage to the target equal to 1/2 your ranks in Stealth (minimum 1) with your first attack.

If you have successfully used the scout ability to identify the target’s weaknesses, you instead deal additional precision damage equal to your ranks in Stealth.

Feats/Decoy Decoy No No Illusion School

Arcane

Illusion

Figment Glamer Illusion Trick

Trickster

Create one or more illusionary decoys to distract enemies.

You gain the following three abilities:

Illusionary Creature (Trick)

figment, glamer

As a trick you may create an illusionary creature in the same square as the target. This illusionary creature follows and occupies the same square as the target, while staying out of its way to avoid being disrupted. Anyone attempting to attack the target must make a Will save or suffer a 50% chance to attack the decoy instead of the target. The illusionary creature has an AC of 5 and is unaffected by area attacks. Illusionary creatures created by this trick last 1 round per two caster levels (minimum 1) or until struck with a single target effect.


Coaxing Decoy (Trick)

figment, glamer

As a trick you may create a coaxing decoy in an adjacent square. The coaxing decoy may immediately move up to the speed of your figments in any direction unimpeded. If the movement of the coaxing decoy would provoke an attack of opportunity from a creature, that creature must use it on the coaxing decoy. The figment disappears as normal, if hit.


Mirror Decoys (Illusion)

figment, glamer

As an illusion you may surround a target with a number of illusionary creatures equal to 2 + 1 per 3 caster levels each granting a separate miss chance to be struck instead of the target (66% chance a decoy is struck if 2 decoys, 75% chance at 3 decoys, 80% chance at 4 decoys). These decoys function exactly like the illusionary copies described in the illusionary creature trick except they possess AC equal to the touch AC of the target and have the normal duration for your illusions.

Multiple castings of this glamer stack but a target cannot have more illusionary creatures attached to them than half their Hit Dice if targeted multiple times.

If you possess the Complex Illusions talent one or more of the illusionary creatures granted by the glamer may act as as the coaxing decoy trick. As a free action once per round each illusionary creature may move 5 ft. per 2 caster levels independently of the original target. Illusionary creatures moving independently instantly vanish if they are beyond 15 ft. of the original target. While moving independently illusionary creatures provoke attacks of opportunity as the coaxing decoy trick.


Feats/Deflect Arrows Deflect Arrows No No You can knock arrows and other projectiles off course, preventing them from hitting you. Unarmed

Combat

Unarmed Combatant

Dex 13, one Unarmed Combatant feat

Avoid one ranged attack per round.

No Action, once per round

You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from 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. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected.

If you possess Dex 15 and BAB +6, you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn’t your turn) or kept for later use.

Feats/Deflecting Shield Deflecting Shield No No Defense

Combat

Your shield bonus to AC applies against touch attacks.

Your shield bonus to AC applies against touch attacks.

Feats/Deft Maneuvers Deft Maneuvers No No You are skilled in a variety of nimble combat maneuvers. Maneuvers

Combat

Dirty Trick Disarm Steal Trip

Dex 13

You do not provoke attacks of opportunity on dirty trick, disarm, steal and trip attempts.

You are trained in the Dirty Trick, Disarm, Steal, and Trip combat maneuvers. In addition, you receive a +2 bonus on checks with dirty trick, disarm, steal, or trip combat maneuvers.

And when performing the dirty trick, disarm, steal, or trip maneuvers, you may use you Dexterity bonus instead of your Strength bonus to determine your Combat Maneuver Bonus.

You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to perform a dirty trick, disarm, steal, or trip combat trick on you.

You are untrained in the dirty trick, disarm, steal, and trip combat maneuvers, and thus become compromised when performing them.

Feats/Detect Surface Thoughts Detect Surface Thoughts Yes No Scout Style

Combat

Skill

Perception 5 ranks, Scout

Read the surface thoughts of a scouted creature.

Once you have scouted a creature, you can attempt to discern their surface thoughts. Each round you may spend a standard action concentrating to gain more information on what a creature is thinking:

1st Round: Presence or absence of thoughts (from conscious creatures with Intelligence scores of 1 or higher).

2nd Round: The Intelligence score of your scouted target. If its Intelligence is 26 or higher (and at least 10 points higher than your own Intelligence score), you are stunned for 1 round.

3rd Round: Surface thoughts of the target. Creatures of animal intelligence (Intelligence 1 or 2) have simple, instinctual thoughts.

Feats/Discern Condition Discern Condition No No Scout Style

Combat

Scout

Use Scout to learn the approximate health and hit points remaining of a creature.

You may use the scout ability to determine the relative health and condition of a creature within line of sight and effect in addition to the normal information provided by your scout ability.

You determine the creature’s condition based on the list below:

  • Normal: Has at least 90% of full normal hit points, free of disease.
  • Fair: 30% to 90% of full normal hit points remaining.
  • Poor: Less than 30% of full normal hit points remaining, afflicted with a disease, or suffering from a debilitating injury.
  • Weak: 0 or fewer hit points remaining, afflicted with a disease that has reduced an ability score to 5 or less, or crippled.
Feats/Discern Illusions Discern Illusions No No Scout Style

Combat

Scout

Gain bonus Will saves against illusions equal to 1/2 your ranks in Perception (minimum 1).

As long as you have martial focus, you gain a bonus to all Will saves against illusions (including glamers, figments, and any effects created by the illusion school or the Illusion sphere) equal to 1/2 your ranks in Perception (minimum 1).

As a swift action, you can expend martial focus to share this bonus with all allies within 30 ft. for a number of rounds equal to your practitioner modifier.

Feats/Discern Tells Discern Tells No No Scout Style

Combat

Scout

Gain a bonus to Sense Motive and MMD equal to half your ranks in Perception against scouted creatures.

You gain a competence bonus to your Deception checks and Morale Maneuver Defense equal to 1/2 your ranks in Perception (minimum 1) against any creature you have successfully scouted when using the Sense Motive reaction.

Feats/Disorienting Push Disorienting Push No No Brute Style

Combat

Manhandle

Bull Rush Drag Overrun Reposition

Brute Fighter

Slow a foe you've moved with a combat maneuver.

When you successfully perform a bull rush, drag, reposition, or overrun combat maneuver (assuming the target decided to block you and did not simply move out of the way), the target must pass a Reflex save or be slowed for 1 round.

Only one Manhandle feat can be applied to a combat maneuver, and cannot be applied to maneuvers performed as a free action.

Feats/Distance Thrower Distance Thrower No No You are accurate with thrown weapons at longer ranges than normal. Ranged

Combat

Str 13

Reduce ranged penalties for thrown weapons by 2.

With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2.

Feats/Distant Tamer Distant Tamer Yes No Animal Tamer Style

Combat

Tame

Beast Tamer, Tame Animal

Increase range of Beast Tamer to medium.

The range of your Beast Tamer talent increases to medium.

Feats/Dizzy Spin Dizzy Spin No No Brute Style

Combat

Manhandle

Bull Rush Drag Overrun Reposition

Brute Fighter

Dazzle a foe you've moved with a combat maneuver.

When you successfully perform a bull rush, drag, reposition, or overrun combat maneuver (assuming the target decided to block you and did not simply move out of the way), the target must pass a Fortitude save or become dazzled for 1 round.

Only one Manhandle feat can be applied to a combat maneuver, and cannot be applied to maneuvers performed as a free action.

Feats/Dodge Dodge No No Your training and reflexes allow you to react swiftly to avoid an opponent's attacks. Defense

Combat

Dex 13

+1 dodge bonus to AC.

You gain a +1 dodge bonus to your AC.

This bonus increases to +4 against attack reactions (such as attack of opportunity) triggered by movement.

A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Feats/Dominoes Dominoes No No Brute Style

Combat

Bull Rush Drag Reposition Trip

Brute Fighter

Foes that you've moved with a combat maneuver provokes an attack of opportunity from your allies.

When you Bull Rush, Drag, or Reposition a creature into another creature, you may make a trained Trip attempt as a free action against the second creature, even if that creature is not within your reach.

If you fail the trip attempt by 5 or more the creature cannot make a trip attempt against you in return.

Feats/Dragon's Tattoos Dragon's Tattoos Yes No Etching your limbs with exquisite art, your body truly becomes a weapon. Unarmed

Combat

Unarmed Combatant

Crafting(tattoos) 5 ranks, one Unarmed Combatant feat

Your body counts as a masterwork weapon, which can be enchanted.

You learn how to adorn yourself with the sacred tattoos that are said to have been first conceived by an ancient monk known only as “the Dragon”.

Covering your body in these intricate tattoos etched by your own hand, your limbs, grapples, and unarmed strikes are now treated as masterwork weapons, and may be enhanced just as any other masterwork weapon. Enhancements applied via this ability apply to all unarmed strikes or grapple checks you make, regardless of the limb you choose to use; essentially, your entire body is treated as a single weapon.

Feats/Drop Foe Drop Foe No No Brute Style

Combat

Manhandle

Bull Rush Drag Overrun Reposition Trip

Brute Fighter

Trip a foe that you've moved with a combat maneuver.

When you successfully perform a bull rush, drag, reposition, or overrun combat maneuver (assuming the target decided to block you and did not simply move out of the way), you may make a trained Combat Maneuvers combat maneuver against the target as a free action. If you possess the Hammer feat, a successful trip allows you to use the ground to deal damage as if it were a wall.

Only one Manhandle feat can be applied to a combat maneuver, and cannot be applied to maneuvers performed as a free action.

Feats/Dual-Wielding Dual-Wielding No No Dual wielders train in ambidextrous techniques that allow them to wield double weapons or two weapons simultaneously. Dual-Wielding Style

Combat

Make an additional attack with your off-hand.

You gain the ability to gain and expend martial focus.

In addition, whenever you make an attack action with a light or one-handed weapon, you can make an additional attack with a light or one-handed weapon held in your off-hand as a free action, though both attacks take a -2 penalty on their attack rolls when doing so; only your initial main hand attack qualifies as an attack action, and the additional attack cannot be made with the same weapon as your initial main hand attack.

Your off-hand attack only applies 1/2 your Strength modifier, and if your off-hand attack is made with anything other than a light weapon, both attacks take an additional -2 penalty.

Feats/Duelist Duelist No No Training in the Duelist combat sphere teaches a practitioner techniques for prevailing in single combat, disarming a foe or taking control of their weapon while whittling away at them one knick at a time. Duelist Style

Combat

Battered

Add bleed damage to your attacks.

You gain the ability to gain and expend martial focus, and you gain the following two abilities.

Blooded Strike

Whenever you use the attack action or attack reaction to attack or disarm a creature, you deal an additional 1 point of bleed damage to the target on a successful attempt (increasing to 2 points of bleed damage +4 base attack bonus). This stacks with any other bleed damage you are capable of dealing.


Blooded Opportunity

You count as trained when attempting combat maneuvers against a target currently taking bleed damage.


Feats/Duelist Training Duelist Training Yes No Equipment

Combat

Weapon Training

Gain proficiency in the weapons of a duelist.

You gain proficiency with the bastard sword, dagger, dueling dagger, dueling sword, longsword, messer, rapier, shortsword and sword cane

Archery Training Weapons

?'"`UNIQ--item-10--QINU`"'?

Feats/Dwarven Axe Training Dwarven Axe Training Yes No Equipment

Combat

Weapon Training

Gain proficiency in the traditional axe weapons of the dwarves.

You gain proficiency with the battle axe, double axe, dwarven longaxe, dwarven maulaxe, dwarven urgosh, dwarven waraxe, greataxe, hand axe, pickaxe and throwing axe

Archery Training Weapons

?'"`UNIQ--item-9--QINU`"'?

Feats/Dwarven Hammer Training Dwarven Hammer Training Yes No Equipment

Combat

Weapon Training

Gain proficiency in the traditional hammer and pick weapons of the dwarves.

You gain proficiency with the dwarven longhammer, dwarven maulaxe, greatclub, heavy pick, light hammer, light pick, maul and warhammer

Archery Training Weapons

?'"`UNIQ--item-10--QINU`"'?

Feats/Earth Geomancy Earth Geomancy No No You can command earth to do your bidding. Geomancy School

Arcane

Geomancy

Earth

Geomancer

Gain the ability to manipulate earth.

You gain the following geomancy abilities:

Bury

(concentration, requires sand)

You shift the sands, swallowing targets within a 5 ft + 5 ft per 5 caster levels radius area centered within range.

Creatures within this area must pass a Reflex save or become immobilized. This area is also considered difficult terrain for the duration of the effect.

Immobilized creatures can attempt to break free as a move action, making a Strength or Escape Artist check against a DC equal to the effect’s Reflex save DC. Each subsequent round they do not escape, the Strength and Escape Artist DC increases by 1. If a target is knocked prone within this area and fails their save, they begin to Suffocate until they escape.

Dust Storm

(concentration, requires sand or loose dirt)

You kick up sand or dirt within a 10 ft + 5 ft per 5 caster levels radius area centered within range.

All creatures fully within this area gain concealment (attacks against them have a 20% miss chance). If creatures within this area attack creatures outside this area, the targets also have concealment.

Tremor

(instantaneous, requires dirt or stone)

You may spend a spell point to send a tremor through the ground, affecting a 5 ft + 5 ft per 5 caster levels radius area centered within range.

This makes a Trip combat maneuver check against every target within the area, using your caster level plus your casting ability modifier as your CMB. This does not provoke an attack of opportunity (except as usual for using spells) and you cannot be tripped in return for failing this check.

Feats/Earthquake Stomp Earthquake Stomp No No Brute Style

Combat

Trip

Brute Fighter

Trip all foes around you with a single stomp.

full-round action or standard action

As a full-round action, you can stomp the ground so furiously that nearby creatures fall prone. You may expend your martial focus to perform an earthquake stomp as a standard action.

Make a single trained Trip attempt and compare it to all valid targets within 5 ft. of you. You may use your bull rush CMB when making this check (as the trip is being made by slamming the ground). Enemies not knocked prone cannot attempt to trip you in return.

Feats/Elvish Weapon Training Elvish Weapon Training Yes No Equipment

Combat

Weapon Training

Gain proficiency in the traditional weapons of the elves.

You gain proficiency with the dueling sword, longbow, longsword, shortsword, shortbow and two-bladed sword

Archery Training Weapons

?'"`UNIQ--item-19--QINU`"'?

Feats/Elvish Weapon Training Elvish Weapon Training Yes No Equipment

Combat

Weapon Training

Gain proficiency in the traditional weapons of the elves.

You gain proficiency with the dueling sword, longbow, longsword, shortsword, shortbow and two-bladed sword

Archery Training Weapons

?'"`UNIQ--item-10--QINU`"'?

Feats/Empowered Reanimate Empowered Reanimate No No Your undead are more powerful than most. Death School

Arcane

Death

Reanimate

Necromancer

All creatures you reanimate gain +4 Strength and Dexterity.

All creatures you reanimate gain a +4 enhancement bonus to their Strength and Dexterity.

Feats/Endurance Endurance No No Harsh conditions or long exertions do not easily tire you. General

+4 bonus on checks to avoid nonlethal damage.

You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation.

You may sleep in light or medium armor without becoming fatigued. Normal=A character without this feat who sleeps in medium or heavier armor is fatigued(2) the next day.

Feats/Enduring Control Enduring Control Yes No Animal Tamer Style

Combat

Tame

Beast Tamer, Tame Animal

Increase duration of Beast Tamer to 1 hour per rank of Animal Ken.

The duration of your Beast Tamer feat increases to 1 hour per rank in Animal Ken you possess.

Feats/Enhancer Enhancer No No You may place enhancements on creatures and objects, altering their properties. Enhancement School

Arcane

Enhancement

School

Enhance

Gain the ability to grant equipment an enhancement bonus.

You gain the following ability:

Enhance

As a standard action, you may enhance a creature or object within Close range for as long as you concentrate. You may always spend a spell point to allow an enhancement to continue for 1 minute per caster level without concentration.

If targeting a creature or intelligent item that doesn’t want to be enhanced (or an item in a creature’s possession that doesn’t want their item enhanced), the target is allowed a Will save (DC 10 + 1/2 caster level + casting ability modifier) to negate the effect.

You gain the following enhancement when you gain Enhancer:

Enhance Equipment: You may enhance a weapon, suit of armor, or shield, granting it a +1 enhancement bonus. This bonus increases to +2 at caster level 5. This does not stack with any enhancement bonus already possessed by the item.

If you do not have a caster level and spell pool, you gain an effective caster level of 1, a spell pool of 1 and use your highest mental ability as your casting ability score. These do not stack the caster level and spell pool granted by the casting and spell pool class features.

Feats/Enlarged Illusion Enlarged Illusion No No Illusion School

Arcane

Illusion

Figment Illusion

Trickster

Increase your illusion’s maximum size by one size category.

Increase your illusion’s maximum size by one size category.

Feats/Enthral Enthral No No Mind School

Arcane

Mind

Charm

Cause a creature to regard you as its friend.

You gain the following charm:

Enthral

You cause a creature to regard you as its friend. If you or your allies are attacking or threatening the creature, they gain a +5 bonus to their saving throw against this charm.

A DC 25 Sense Motive check reveals the target of this charm has been enchanted. This is an enchantment (charm) effect instead of an enchantment (compulsion) effect.

Lesser Charm: You increase the target’s disposition toward you by 1 step to a maximum of friendly for 1 minute per caster level (Will negates).

Greater Charm: You increase the target’s disposition toward you to friendly for 1 minute per caster level (Will negates). You may make requests of the target, but asking it to do anything it would not normally do requires an opposed Charisma check, and it never obeys requests that are obviously fatal or against its nature, although the target may be convinced dangerous things are worth doing.

Powerful Charm: This functions as the Enthrall greater charm, except the duration increases to 1 hour per caster level.

Feats/Exotic Archery Training Archery Training, Exotic No No Equipment

Combat

Weapon Training

Proficiency in 2 bows and/or crossbows

Gain proficiency in exotic bows and crossbows.

You gain proficiency with the hand crossbow, heavy crank crossbow, heavy repeating crossbow and light repeating crossbow

Archery Training Weapons

?'"`UNIQ--item-4--QINU`"'?

Feats/Exotic Axe Training Axe Training, Exotic No No Equipment

Combat

Weapon Training

Proficiency in 4 axe weapons

Gain proficiency in exotic axes, picks and axe polearms.

You gain proficiency with the double axe, dwarven longaxe, dwarven urgrosh, dwarven waraxe and hooked axe

Archery Training Weapons

?'"`UNIQ--item-4--QINU`"'?

More...