Difference between revisions of "Princess:Feats"

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Armour Proficiency: You become proficient with all non-exotic armour.
 
Armour Proficiency: You become proficient with all non-exotic armour.
 +
 +
Combat Casting: You do not provoke AoO while casting spells. S: If opponent have Mage Slayer feat, then you must cast defensively as usual.
  
 
Combat Expertise[F]: P: Dex 13. B: When making an attack roll you may reduce your attack roll bonus up to BAB or Dex and receive amount of reduction to AC until start of your next turn. This ability replaces Fighting Defensively.
 
Combat Expertise[F]: P: Dex 13. B: When making an attack roll you may reduce your attack roll bonus up to BAB or Dex and receive amount of reduction to AC until start of your next turn. This ability replaces Fighting Defensively.
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* Defensive Opportunist [F]: Acrobatics 2. B: When making AoO while fighting defensively, do not take fighting defensively penalty on attack roll.
 
* Defensive Opportunist [F]: Acrobatics 2. B: When making AoO while fighting defensively, do not take fighting defensively penalty on attack roll.
 
* Daunting Nuisance[F]: P: BAB +4. B: AT=S, make a melee touch attack. If you hit, opponent is counted as a flat-footed by all your allies adjacent to him.
 
* Daunting Nuisance[F]: P: BAB +4. B: AT=S, make a melee touch attack. If you hit, opponent is counted as a flat-footed by all your allies adjacent to him.
* Improved Disarm[F]:
+
* Improved Disarm[F]: Disarm do not provoke AoO, +4 on any disarm checks.
 
** Double Weapon Disarm[F]: +4 on disarm with double weapons.
 
** Double Weapon Disarm[F]: +4 on disarm with double weapons.
 +
 +
Combat Reflexes[F]: +Dex AoO per round, may make AoO while flat-footed.
 +
* Backstab[F]: B: May make AoO against flanked opponent who attacks not you.
 +
* Close-Quarter Defence[F]: B: +2 AoO attack against opponent who enter your hex, making unarmed attack, bull-rush, grapple start or sunder against you. If opponent has means to avoid AoO generation during this actions, you still may attack with -10 instead of +2.
 +
* Improved Combat Reflexes[F]: P: BAB +6. B: When making AoO may spend AoO to make additional AoO at -5 penalty.
 +
** Greater Combat Reflexes[F]: P: Dex 15, BAB +11. B: When making AoO may spend AoO to make additional AoO at -10 penalty.
 +
* Sneak Attack of Opportunity: P: Sneak Attack +3d6. B: Once per round may count your AoO as a sneak attack even if it is not counted as Sneak Attack.
  
 
Dodge[F]: P: Dex 13. B: +1 dodge AC.
 
Dodge[F]: P: Dex 13. B: +1 dodge AC.
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* Improved Grapple[F]: +4 on grapple checks.
 
* Improved Grapple[F]: +4 on grapple checks.
 
** Scorpion's Grasp: P: Wis 13. B: If you hit opponent with light or one-handed weapon you may initiate a grapple with no touch attack needed. If used One-handed weapon, then you must drop it.
 
** Scorpion's Grasp: P: Wis 13. B: If you hit opponent with light or one-handed weapon you may initiate a grapple with no touch attack needed. If used One-handed weapon, then you must drop it.
 
Combat Casting: You do not provoke AoO while casting spells. S: If opponent have Mage Slayer feat, then you must cast defensively as usual.
 
 
Combat Reflexes:
 
* Backstab[F]: B: May make AoO against flanked opponent who attacks not you.
 
* Close-Quarter Defence[F]: B: +2 AoO attack against opponent who enter your hex, making unarmed attack, bull-rush, grapple start or sunder against you. If opponent has means to avoid AoO generation during this actions, you still may attack with -10 instead of +2.
 
* Improved Combat Reflexes[F]: P: BAB +6. B: When making AoO may spend AoO to make additional AoO at -5 penalty.
 
** Greater Combat Reflexes[F]: P: Dex 15, BAB +11. B: When making AoO may spend AoO to make additional AoO at -10 penalty.
 
* Sneak Attack of Opportunity: P: Sneak Attack +3d6. B: Once per round may count your AoO as a sneak attack even if it is not counted as Sneak Attack.
 
  
 
Point Blank Shot[F]: Your ranged attacks do not provoke AoO.
 
Point Blank Shot[F]: Your ranged attacks do not provoke AoO.
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* Painful Strike: P: Sneak Attack 3d6. When making a Sneak Attack may reduce your Sneak Attack by 2d6 to imply -2 on attacks, saves, checks and ability checks for 1 m.
 
* Painful Strike: P: Sneak Attack 3d6. When making a Sneak Attack may reduce your Sneak Attack by 2d6 to imply -2 on attacks, saves, checks and ability checks for 1 m.
 
** Lacerate: P: Improved Disarm, Sneak Attack 4d6. B: May reduce Sneak Attack by 3d6 to cause one of opponents hands to cease function for 1m. FC +1/2 +Str negates.
 
** Lacerate: P: Improved Disarm, Sneak Attack 4d6. B: May reduce Sneak Attack by 3d6 to cause one of opponents hands to cease function for 1m. FC +1/2 +Str negates.
* Cleave[F]:
+
* Cleave[F]: Whenever you drop opponent, you may make attack at the same attack bonus against another foe.
 
** Quick Cleave[F]: +2 on cleave attacks.
 
** Quick Cleave[F]: +2 on cleave attacks.
* Retribution: For each 5 damage you take from opponent you gain +1 on your first attack against this opponent in the following round.
+
** Great Cleave[F]: P: BAB 6. B: As a Cleave, except for you may make second attack at -5 penalty.
 +
*** Whirlwind Attack[F]: P: BAB +4. B: As a full-round action you may make one attack at highest attack bonus against every opponent within reach. While using this feat, you give up additional attacks such as from cleave feat.
 +
**** Improved Whirlwind Attack[F]: B: When making Whirlwind attack may make additional -5/-10 attacks one time each if your BAB is high enough.
 
* Improved Bull Rush[F]:
 
* Improved Bull Rush[F]:
 
** Shock Trooper[F]: Heedless Charge: While making a charge using Power Attack, you may convert up to half your attack roll penalty to AC penalty.
 
** Shock Trooper[F]: Heedless Charge: While making a charge using Power Attack, you may convert up to half your attack roll penalty to AC penalty.
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Weapon Finesse[F]: You may add 1-1/2 your Dex to attack rolls with suitable weapons wielded one handed. You may not use your other hand to gain benefit of this feat.
 
Weapon Finesse[F]: You may add 1-1/2 your Dex to attack rolls with suitable weapons wielded one handed. You may not use your other hand to gain benefit of this feat.
 +
* Graceful Edge[F]: P: Weapon Focus with single-handed bladed weapon. B: While fighting with single weapon may apply Weapon Finesse to chosen weapon, +1 shield AC (+2 shield while fighting defensively).
  
 
Weapon Focus[F]: +1 on attack rolls with chosen Weapon Group. Also, reduce iterative attacks penalty by 1 for each iteration.
 
Weapon Focus[F]: +1 on attack rolls with chosen Weapon Group. Also, reduce iterative attacks penalty by 1 for each iteration.
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Suppress Presence: P: Dex 15, Skill Focus:Stealth. B: While having Cover may use Stealth against Blindsense.
 
Suppress Presence: P: Dex 15, Skill Focus:Stealth. B: While having Cover may use Stealth against Blindsense.
 +
 +
Quiet Feet: P: Dex 15, Skill Focus:Stealth. B: Not detected by Tremorsense while moving 1/2 speed and not attacking.
  
 
Aura of Bravery: Allies (except for you) receive +2 morale against fear.
 
Aura of Bravery: Allies (except for you) receive +2 morale against fear.
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Orcus’ Bloodthirst Ritual: P: Worship Orcus. B: On a successful Sneak Attack or confirmed Critical Hit, you may Stun opponent for 1 r, FC DC +1/2 lvl Wis negate, 1/day. Foes that are immune to pain, or Sneak Attacks are immune to this ability.
 
Orcus’ Bloodthirst Ritual: P: Worship Orcus. B: On a successful Sneak Attack or confirmed Critical Hit, you may Stun opponent for 1 r, FC DC +1/2 lvl Wis negate, 1/day. Foes that are immune to pain, or Sneak Attacks are immune to this ability.
 
Quiet Feet: P: Dex 15, Skill Focus:Stealth. B: Not detected by Tremorsense while moving 1/2 speed and not attacking.
 
  
 
Spear Master: You may choose to wield a Spear or Shortspear as a Double Weapon. The blunt end does Bludgeoning damage in the same amount as the Piercing end. Each end must be Enchanted separately.
 
Spear Master: You may choose to wield a Spear or Shortspear as a Double Weapon. The blunt end does Bludgeoning damage in the same amount as the Piercing end. Each end must be Enchanted separately.
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Two-Weapon Attack of Opportunity: P: Dex 17, Combat Reflexes, Multi-Weapon Combat. B: May make two attacks while making AoO with penalty for MWF. Must spend extra AoO.
 
Two-Weapon Attack of Opportunity: P: Dex 17, Combat Reflexes, Multi-Weapon Combat. B: May make two attacks while making AoO with penalty for MWF. Must spend extra AoO.
 
Graceful Edge[F]: P: Weapon Finesse, Weapon Focus with single-handed bladed weapon. B: While fighting with single weapon may apply Weapon Finesse to chosen weapon, +1 shield AC (+2 shield while fighting defensively).
 
  
 
Battle Hardened[F]: P: BAB +1. B: +1 AC when threatened by two or more opponents.
 
Battle Hardened[F]: P: BAB +1. B: +1 AC when threatened by two or more opponents.
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Pack Tactics: P: Wis 13. B: When flanking an opponent you grant all your allies who is not flanking him a +1 bonus on attack rolls.
 
Pack Tactics: P: Wis 13. B: When flanking an opponent you grant all your allies who is not flanking him a +1 bonus on attack rolls.
 
Improved Whirlwind Attack[F]: P: Whirlwind Attack. B: When making Whirlwind attack may make additional -5/-10 attacks one time each.
 
  
 
Commanding: P: Cha 15, Skill Focus:Persuasion. B: +1 compulsion spells DC.
 
Commanding: P: Cha 15, Skill Focus:Persuasion. B: +1 compulsion spells DC.

Revision as of 23:14, 20 July 2009

Player's Handbook

Alertness-likes are banned. Quick Draw, Rapid Reload, Eschew Materials come to heroic characters for free. Weapon Proficiency feats replaced with Weapon Group Proficiency.

Armour Proficiency: You become proficient with all non-exotic armour.

Combat Casting: You do not provoke AoO while casting spells. S: If opponent have Mage Slayer feat, then you must cast defensively as usual.

Combat Expertise[F]: P: Dex 13. B: When making an attack roll you may reduce your attack roll bonus up to BAB or Dex and receive amount of reduction to AC until start of your next turn. This ability replaces Fighting Defensively.

  • Canny Opportunist [F]: P: Dex 13. B: May make AoO against opponent who ready weapon, ready/loosen a shield or feinting.
    • Exploit Adjustment[F]: You can make AoO against opponent who make 5 feet step from one square you threaten to another.
  • Defensive Opportunist [F]: Acrobatics 2. B: When making AoO while fighting defensively, do not take fighting defensively penalty on attack roll.
  • Daunting Nuisance[F]: P: BAB +4. B: AT=S, make a melee touch attack. If you hit, opponent is counted as a flat-footed by all your allies adjacent to him.
  • Improved Disarm[F]: Disarm do not provoke AoO, +4 on any disarm checks.
    • Double Weapon Disarm[F]: +4 on disarm with double weapons.

Combat Reflexes[F]: +Dex AoO per round, may make AoO while flat-footed.

  • Backstab[F]: B: May make AoO against flanked opponent who attacks not you.
  • Close-Quarter Defence[F]: B: +2 AoO attack against opponent who enter your hex, making unarmed attack, bull-rush, grapple start or sunder against you. If opponent has means to avoid AoO generation during this actions, you still may attack with -10 instead of +2.
  • Improved Combat Reflexes[F]: P: BAB +6. B: When making AoO may spend AoO to make additional AoO at -5 penalty.
    • Greater Combat Reflexes[F]: P: Dex 15, BAB +11. B: When making AoO may spend AoO to make additional AoO at -10 penalty.
  • Sneak Attack of Opportunity: P: Sneak Attack +3d6. B: Once per round may count your AoO as a sneak attack even if it is not counted as Sneak Attack.

Dodge[F]: P: Dex 13. B: +1 dodge AC.

  • Favoured Dodge: P: Favoured Enemy. B: Add one half your Favoured Enemy bonus as dodge bonus on AC against favoured enemies.
  • Nimble Deflections[F]: When fighting with two-handed weapon, you gain +2 shield to AC.

Expeditious Dodge[F,S]: P: Dex 13. B: At the start of the round you may declare that you'll move at least 8 this round and receive +2 dodge AC until start of your next turn. You must move 8 this round, if you somehow prevented from moving stated distance then bonus is negated.

  • Mobility[F,S]: Your movement do not provoke AoO.
    • Spring Attack[F,S]: P: BAB 4. B: AT=FR, you may may move up to your move and attack once during any point of movement.
      • Bounding Assault[F,S]: P: BAB 9. B: AT=FR, you may may move up to your move and attack twice with iterative penalty during any points of movement.
        • Rapid Blitz[F,S]: P: BAB 14. B: AT=FR, you may may move up to your move and attack three times with iterative penalties during any points of movement.

Improved Unarmed Strike[F]:

  • Defensive Metered Foot: P: Concentration 3. B: Choose opponent as a free action. Each time this opponent misses you, you gain +1 dodge AC (max +5) against him, successful hit resets bonus.
  • Offensive Metered Foot: P: Concentration 3. B: Choose opponent as a free action. Each time you hit this opponent, you gain +1 insight (max +5) on attacks against him, miss resets bonus.
  • Deft Fist: P: Wis 13, Weapon Finesse, Weapon Focus:Unarmed. B: Ignore cover while making unarmed attacks.
  • Ring the Ear: P: Sneak Attack +2d6. B: When making unarmed Sneak Attack may reduce Sneak Attack bonus by d6 and render opponent deaf for 1m, FC +1/2 lvl +Str negates.
  • Improved Grapple[F]: +4 on grapple checks.
    • Scorpion's Grasp: P: Wis 13. B: If you hit opponent with light or one-handed weapon you may initiate a grapple with no touch attack needed. If used One-handed weapon, then you must drop it.

Point Blank Shot[F]: Your ranged attacks do not provoke AoO.

  • Far Shot[F]: Increase range increments by 1.5 for projectile weapons and by 2 for thrown weapons. Also increase precision range by 1.5 for your ranged attacks.
  • Precise Shot[F]: You may shot at targets engaged in melee without -4 penalty.
    • Improved Precise Shot[F]: P: Dex 19, BAB 11. B: Your ranged attacks ignore cover and concealment (but not total cover or total concealment). In addition when you attack grappling target, you do not suffer from chance to hit wrong target.
  • Rapid Shot[F]: P: Dex 13. B: When making a ranged full-attack, you may make extra attack and all your attack suffer -2 penalty.
    • Improved Rapid Shot[F]: P: BAB 6. B: When making a ranged full-attack, you may make two extra attacks and all your attack suffer -5 penalty. Do not stack with Rapid Shot.
    • Manyshot[F]: P: Dex 17, BAB 6. B: AT=S, may fire two arrows with -2 penalty. Single attack roll to single target, precision damage and critical hits applied only once, DR applied to each arrow. At BAB 11 may shoot 3 arrows with -6 penalty. At BAB 16 may shoot 4 arrows with -8 penalty.
      • Improved Manyshot[F]: P: BAB 11. B: As Manyshot, but each arrow fired with separate attack roll, and each arrow may deal critical hit or precision damage.

Power Attack[F]: P: Str 13. B: When making an attack roll you may reduce your attack roll bonus up to BAB or Str and receive amount of reduction to damage until start of your next turn. If you wielding a weapon two-handed, add twice that amount.

  • Find the Flaw[F]: Ignore N hardness points, where N is your Power Attack reduction.
  • Painful Strike: P: Sneak Attack 3d6. When making a Sneak Attack may reduce your Sneak Attack by 2d6 to imply -2 on attacks, saves, checks and ability checks for 1 m.
    • Lacerate: P: Improved Disarm, Sneak Attack 4d6. B: May reduce Sneak Attack by 3d6 to cause one of opponents hands to cease function for 1m. FC +1/2 +Str negates.
  • Cleave[F]: Whenever you drop opponent, you may make attack at the same attack bonus against another foe.
    • Quick Cleave[F]: +2 on cleave attacks.
    • Great Cleave[F]: P: BAB 6. B: As a Cleave, except for you may make second attack at -5 penalty.
      • Whirlwind Attack[F]: P: BAB +4. B: As a full-round action you may make one attack at highest attack bonus against every opponent within reach. While using this feat, you give up additional attacks such as from cleave feat.
        • Improved Whirlwind Attack[F]: B: When making Whirlwind attack may make additional -5/-10 attacks one time each if your BAB is high enough.
  • Improved Bull Rush[F]:
    • Shock Trooper[F]: Heedless Charge: While making a charge using Power Attack, you may convert up to half your attack roll penalty to AC penalty.
    • Raging Bull Rush: +4 on Bull Rush while Raging.
  • Improved Overrun[F]:
    • Raging Overrun: +4 on Overrun while Raging.

Skill Focus: +5 on all checks with selected skill.

Spell Penetration: +2 on spell penetration.

  • Greater Spell Penetration: +2 on spell penetration.
    • Burning Focus: P: Cha 13. B: Each time you fail to penetrate creature's SR you gain +1 morale bonus on following attempts to penetrate it's SR. You loose this bonus if you penetrate is's SR or if you cease to penetrate its SR for 1 m.

Toughness: +1 hp per level.

  • Dwarf's Toughness: Prerequisite: Con 13, Fort +1. +2 hp per level.
    • Giant's Toughness: Prerequisite: Con 15, Fort +3. +3 hp per level.
      • Dragon's Toughness: Prerequisite: Con 17, Fort +5. +4 hp per level.

Weapon Finesse[F]: You may add 1-1/2 your Dex to attack rolls with suitable weapons wielded one handed. You may not use your other hand to gain benefit of this feat.

  • Graceful Edge[F]: P: Weapon Focus with single-handed bladed weapon. B: While fighting with single weapon may apply Weapon Finesse to chosen weapon, +1 shield AC (+2 shield while fighting defensively).

Weapon Focus[F]: +1 on attack rolls with chosen Weapon Group. Also, reduce iterative attacks penalty by 1 for each iteration.

  • Weapon Specialization[F]: P: BAB 4. B: Add +2 on damage rolls with selected Weapon Group. Increase this damage to +3 if you using a two-handed weapon, and decrease it to +1 for off-hand weapons. If you have 12 or more Fighter levels you may instead add 1/4 Fighter level to damage rolls (increase this value by half for weapons wielded in two hands, and decrease this value by half for off-hand weapons).
    • Weapon Mastery[F]: P: Fighter 4, BAB +8. B: +2 on attack rolls and damage rolls with selected Weapon Group.
    • Greater Weapon Focus[F]: P: Fighter 8. B: +2 on attack rolls with chosen Weapon Group. Also, reduce iterative attacks penalty by 2 for each iteration. Supersedes Weapon Focus.
      • Greater Weapon Specialization[F]: P: Fighter 12. B: Add 1/2 Fighter level to damage rolls (increase this value by half for weapons wielded in two hands, and decrease this value by half for off-hand weapons). Supersedes Weapon Specialization.

Complete Arcane

All Sudden feats except for Empower, Maximize and Quicken may be used 3/day. No more than one Sudden Metamagic per spell may be used.

  • Sudden Empower: may be used 2/day.
  • Sudden Quicken: Remove all prerequisites except for Sudden Silent and Silent Still.

All Metamagic Spell-like Ability feats works without Spell-like level restrictions. No more than one Metamagic SLA per sla may be used.

  • Maximize Spell-like Ability: may be used 2/day. Prerequisite: CL 7.
  • Quicken Spell-like Ability: 1/day.

Complete Mage

Fiendish Legacy фиты переименовать в Demonic Legacy, в пререки дописать демоничность варлока.

Fey Legacy переименовать в Diabolic Legacy, дописать в пререки диаболичность варлока а в Diabolic Skin изменить ДР на Silver и без ограничений на простак.

Dragon Magazine

Chaos Music[Anarchic]: P: Bardic Music, Perform 1. B:+4 (no more than HD) effective Bard level for purposes of Bardic Music.

Chaos Rage[Anarchic]: P: Rage, Intimidate 1. B: +4 (no more than HD) effective Barbarian level for purposes of Rage except for Rage Powers.

Flexible Mind [Anarchic]: Choose 2 skills. They become Class skills for you and receive +1 bonus.

Wild Touch[Anarchic]: When determining the random effect of a magic item, you may roll twice and choose the more appropriate of the two. 1/day.

Guerilla Trapsmith: +2 Craft:Trapmaking, +2 DC of your traps.

Hard to Fool: +2 WI, +2 Sense Motive.

Divine Inspiration: P: Turn Undead, Bardic Music. B: Bard and Cleric stacks to determine Bardic Music available to you.

Hymnist: P: divine spells, Bardic Music. B: +Wis on Perform.

Sacred Performer: P: Bardic Music, Turn Undead. B: Your Bard levels stacks with Divine Class levels for purposes of Bardic Music per day and Turn check and damage.

Elemental Theurgy: P: Divine and Arcane spells, Elemental Domain. B: Your CL for your elemental matching Domain descriptor is sum of your arcane and divine CL.

Swift Avenger[S]: P: Nature's Sense, Skirmish +d6. B: Your Druid and Scout levels stack for purposes of Skirmish and Wild Shape per day.

Polyglot: Speak Language is Class. +1 Language.

Suppress Presence: P: Dex 15, Skill Focus:Stealth. B: While having Cover may use Stealth against Blindsense.

Quiet Feet: P: Dex 15, Skill Focus:Stealth. B: Not detected by Tremorsense while moving 1/2 speed and not attacking.

Aura of Bravery: Allies (except for you) receive +2 morale against fear.

Sprinter: P: Dex 15, Con 15, Run. B: AT=f, +2 move, D=Con 3, 3/day.

Inspired Master: Any Item you make have it's CL +1.

Orcus’ Bloodthirst Ritual: P: Worship Orcus. B: On a successful Sneak Attack or confirmed Critical Hit, you may Stun opponent for 1 r, FC DC +1/2 lvl Wis negate, 1/day. Foes that are immune to pain, or Sneak Attacks are immune to this ability.

Spear Master: You may choose to wield a Spear or Shortspear as a Double Weapon. The blunt end does Bludgeoning damage in the same amount as the Piercing end. Each end must be Enchanted separately.

Stalwart: +4 vs Bull Rush, Overrun and Trip.

Two-Weapon Attack of Opportunity: P: Dex 17, Combat Reflexes, Multi-Weapon Combat. B: May make two attacks while making AoO with penalty for MWF. Must spend extra AoO.

Battle Hardened[F]: P: BAB +1. B: +1 AC when threatened by two or more opponents.

Shield and Pyke Style[F]: May use Light Shield while using a polearm.

Mounted Fighting[F,S]: +1 attack and damage while mounted.

Concealed Ambush: P: Point Blank Shot, Precise Shot, Stealth 7. B: -10 penalty on Stealth after sniping.

Efficient Pull[F]: +2 Str for composite bows.

Ranged Threat[F]: P: BAB +6, Point Blank Shot, Precise Shot, Combat Reflexes. B: May make ranged AoO within 3 expending all AoO per round.

Occult Opportunist: P: Knowledge:Arcana 2, Spellcraft 2. B: May make AoO when opponent dismisses a spell, direct/redirect an active spell, cast swift spell or make turn/rebuke attempt. If damaged, opponent must succeed at DC 10+damage or loose a spell/action attempted.

Opportunistic Tactician[F]: Combat Reflexes, Dodge, Mobility. B: May make extra 5-feet step after making AoO.

Improved Aid Another: Aid Another bonus is 1 more.

Pack Feint: P: BAB +3, Dex 13, Wis 13. B: Successfully feinted opponent looses Dex to AC against first attack each adjacent to him ally make until start of your next turn.

Pack Tactics: P: Wis 13. B: When flanking an opponent you grant all your allies who is not flanking him a +1 bonus on attack rolls.

Commanding: P: Cha 15, Skill Focus:Persuasion. B: +1 compulsion spells DC.

Earth Focus: +1 DC for earth spells, or if save is not allowed +1 CL.

Water Focus: +1 DC for water spells, or if save is not allowed +1 CL.

Radiant Spell[M+2]: Light spell that deals damage blinds target for CL/2 r.

Charming: P: Cha 13, Skill Focus:Persuasion. B: +3 on Cha checks to exert your control.

Combat Charm: P: Wis 13. B: Target threatened by your allies do not receive +5 bonus on it's save against your charm effects.

Puppet Master: P: Wis 13. B: +5 DC on Sense Motive checks to sense your magical influence on subjects.

Flash Casting: When you cast light spell you glow brightly for 1r. You cannot use stealth, but attacks relying on sight receives -2 against you.

Dragon's Rage: P: Dragon Totem Barbarian. B: +2 Str -2 AC while Raging, cannot end your Rage voluntary.

Speak to the Masses: P: Bardic Music, Perform 6. B: +2 DC for Fascinate and Suggestion Bardic music, Fascinate affect twice more targets.

Focused Performer: P: Bardic Music, Perform 1. B: May use Perform instead of Concentration to maintain Bard spell.

Undertone of Heresy: P: Bardic Music, Perform 1. B: While using Bardic Music may spend extra use to increase DC by +2.

  • Blasphemous Utterance: P: Perform 6. B: AT=S, A=12, spend your Bardic music, all who have more HD than you are shaken, equal HD - frightened, and less HD - panicked. WW DC +1/2 Bard +Cha negates. D=d4+Cha r. Aberrations are immune.
    • Sickening Sonata: P: Perform 9. B: AT=S, A=12, spend your Bardic music, all who have more HD than you are paralysed, equal HD - nauseated, and less HD - sickened. WW DC +1/2 Bard +Cha negates. D=d4+Cha r. Aberrations are immune.

Imbue Weapon: P: Turn, Extra Turning. B: AT=S, weapon gains +1+1/4 turning level on attacks and damage against specified creature.

Mystic Animal Companion: B: Animal Companion, Ability to cast Ranger spells, Nature 6. B: As long as you have line of sight to your Animal Companion, you receive +4 CL for your Ranger spells, no more CL than HD.

Elemental Fists: P: Elemental Shape: B: AT=S, Spend your Elemental Shape, D=1m. You gain d12 magical Ghost Touch Slam attack with following effect depending on your elemental affiliation. DC, if any, is +1/2 Drd +Cha: - Air - extra d12 electricity damage and opponent is deafened d4r FC negate. - Earth - extra d12 damage and ignore hardness. - Fire - extra d12 fire damage. - Water - extra d12 cold damage and opponent is fatigued d4m FC negate.

Photosynthesise: P: Plant Shape. B: AT=S, Spend your Wild Shape, D=24h. You are immune to suffocation, do not need to eat is spend 8 hours under direct sunlight and gain +10 inherent FC against thirst.

Savage Mobility: P: Dex 13, Wild Shape. B: Any your Wild Shape receive +2 to all movement modes.

Deflect Energy: P: Divine Spells, Resistance to Energy class ability. B: If targeted with target energy damage which deals your class ability Resistance to Energy, you may forego your saving throw and as immediate action redirect Energy Resistance+Divine Caster level +Cha back. You take all not redirected damage.

Energy Strike: P: Divine Spells, Resistance to Energy class ability. B: You receive pool of Divine Caster Level *d6 energy type you have class resistance. AT=S, R=6, you may spend any part of this pool as a ranged touch attack. If you have Energy Resistance to several energy types, you receive separate pool for each energy. Note: DM may disapprove Favoured Souls of light throwing Bolts of Darkness and substitute some energy types.

Disabling Strike: P: Favoured Enemy. B: When you make critical hit against your favoured enemy, this enemy is stunned FC DC 15+Favoured Enemy bonus negates.

Intimidate the Enemy: P: Favoured Enemy. B: May demoralize favoured enemies as a move action.

Tactical Advantage: P: BAB +5, Favoured Enemy. B: May add half your Favoured Enemy bonus on any Trip, Bull Rush, Disarm and Feint attempts of your favoured enemies.

Burning Link[A]: P: Sneak Attack 3d6. B: You may sacrifice 2d6 Sneak Attack damage to transfer remaining Sneak Attack dices to targets familiar/animal companion/special mount, etc.

Dazzling Strike[A]: P: Sneak Attack 2d6. B: May reduce your Sneak Attack damage by Nd6, target is dazzled for N r. Both of you must be in bright illumination area.

Deep Poisoning[A]: P: Sneak Attack, Poison Use. B: When making Sneak Attack with poisoned weapon may trade up to 5 +d6 for +1 Poison DC bonus each.

Precise Strike[A]: P: Dex 13, Sneak Attack. B: May reduce Sneak Attack damage by Nd6 to receive +2*N competence on attack roll. The target still must be susceptible to Sneak Attack for this ability to be used.

Weaken the Heart[A]: P: Sneak Attack 3d6. B: May reduce Sneak Attack damage by 2d6, opponent must make FC +1/2Rog +Int save. If he fails within 10 m each time he makes Str, Dex, or Con check he becomes fatigued. If he is fatigued already, then he becomes exhausted.

Acrobatic Skirmisher[S]: P: Skirmish, Dex 13, Acrobatics 2. B: If you pass the opponents square using Acrobatics, you receive +d6 on your Skirmish damage.

  • Improved Acrobatic Skirmisher[S]: P: Skirmish, Dex 13, Acrobatics 7. B: If you pass the opponents square using Acrobatics, you receive +d6 on your Skirmish damage.

Hinder[S]: P: Skirmish 2d6, Improved Initiative. B: You may reduce your Skirmish damage by d6 to reduce opponents speed by 2 for 1 m. Successful uses do not stack but reset the duration.

Ranged Skirmisher[S]: Dex 13, Wis 13, Point Blank Shot, Precise Shot. B: +6 Skirmish range.

Superior Flanking: P: Improved Flanking. B: Additional +2 on flanking.

Birth Feats

Initial Birth Feats: Prerequisite: 1st level, must be naturally born, may not have any other birth feats.

Name Benefit
Born under the High Sun +1 Intimidate, +2 fire saves, +1 Fort
* Venegance of the Noon, P: Lvl 6, Power Attack. +3 against fire. AT=s, one your weapon deals extra [d] fire damage for Cha r, 1/day.
Born under the Rising Sun +1 Medicine, +2 fear saves, +1 Will
* Spirit of Dawn, P: Lvl 6. +3 against fear. AT=s, all allies gains +2 morale Will for Cha r, 1/day.
Born under the Setting Sun Concentration class, +1 on 2 Knowledges.
* Secrets of the Dusk, P: Lvl6, Skill Focus:Knowledge May take 10 on Concentration. May take 20 on any Knowledge with Skill Focus, 1/day.
Born under the Crescent Moon +1 Awareness, +1 Sense Motive, Detect Thoughts(Sp) 1/day
Born under the Full Moon +1 Intimidate, +1 Use Magical Device, Command(Sp) 1/day
Born under the Gibbous +1 Persuasion, +1 Local, Calm Animals(Sp) 1/day
Born under the Half Moon +1 Acrobatics, +1 Concentration, Expeditious Retreat(Sp) 1/day
Born under the New Moon +1 Sleight of Hand, +1 Stealth, Disguise Self(Sp) 1/day

Hex feats

All Hex feats have Prerequisite Hexblade's Curse, some of the feats adds new curses, others improve existing.

Name Prereq Description Normal Improved Dire
Curse of Distraction 1 Hex feat Target must make Concentration checks at stated DC to cast a spell 15+SL*2 20+SL*2 25+Sl*2
Curse of Failure 1 Hex feat Anyone flanking target receives following bonus on his attack roll +1 +2 +4
Curse of Ignorance - Target receives stated penalty on two skills of your choice -5 -10 -15
Curse of Paranoia - Target receives penalty one one saving throw of your choice -2 -3 -6
Curse of Sloth 1 Hex Target has its movement reduced by following value 25% 50% 75%
Curse of the Softened Blade 2 Hex Target receives penalty on it's damage rolls -4 -8 -12
Curse of Stricken 2 Hex Target's Armour bonus reduced by following value -4 -8 -12
Empower Curse - Your Curse penalties are increased by 1 where appropriate. - - -
Extend Curse - Your Curse lasts for 1 d instead of 1 h. - - -
Extra Curse - +2 Curses per day - - -
Foe of Unlucky - Once per round may spend Hexblade's Curse to force opponent to reroll critical hit confirmation against you - - -

Purification feats

Purification feats are feats which improve Paladin's Remove Disease(Sp) class ability and have it as a prerequisite.

Name Benefit
Bane of Decay AT=S, any weapon you hold becomes +1 Undead Bane or +1 Aberration Bane for 10 m
Detoxifying Touch May produce Neutralize Poison(Sp) instead
Extra Remove Disease +2 Remove Disease per day
Smite Carrier May Smite creature who possess poisonous or infectional natural attack
Strengthen Resilience AT=S, you and two touched allies receive +4 on saves against desease and poison. D=1 h.
Wholesome Fare AT=f, you gain 5 uses of Purify Food and Drink for 24 h.

Epic Level Feats

Epic Level Handbook + Revision

Additional Magic Item Space[E]: You may wear two magic items in one slot.

Bane of Enemies[E]: P: Nature 21, Favored Enemy +10. B: Any weapon you wield is a bane weapon againdt favored enemies.

  • Death of Enemies[E]: P: Nature 27. B: Any time you score a critical hit against favored enemy, it must make DC +Favored Enemy Bonus +Wis FC save or die.

Blinding Speed[E]: P: Dex 25. B: You are under constant effect of haste.

Chaotic Rage: P: Rage. B: Any weapon you wield gain holy property during a rage.

Craft Feats are banned, non-epic craft feats qualify to craft higher than 20th level items.

Dexterous Fortitude[E]: P: Dex 25, slippery mind. B: Once per round you may substitute RD against any F save.

Dexterous Will[E]: P: Dex 25, slippery mind. B: Once per round you may substitute RD against any W save.

Dire Charge[E]: You gain pounce.

Distant Shot[E]: P: Dex 25, Point Blank Shot, Far Shot, Awareness 17. B: You may ignore any distance penalties and shoot at any target within line of sight while using a ranged weapon.

Energy Resistance[E]: Choose type of energy. You gain Resistance 30 to that energy.

Epic Fortitude[E]: +4 Fort saves.

Epic Reflexes[E]: +4 Ref saves.

Epic Speed[E]: P: Dex 21, Run. B: +6 speed.

Epic Will[E]: +4 Will.

Exceptional Deflection[E]: P: Dex 21, Wis 19, Deflect Arrows, Improved Unarmed Strike. B: May deflect any ranged attack. Spells add 1/2 CL to deflection DC.

Extended Life Span: Add one half your race maximum age modifier to your normal age categories. S: You may take this feat multiple times, but taking it more than once will require some in-world explanation and deeds (for example elven or outsider heritages do not qualify).

Fast Healing[E]: P: Con 25. B: Fast healing Con.

Great Charisma: +1 Cha. S: After reaching epic levels you may take this feat multiple times.

Great Constitution: +1 Con. S: After reaching epic levels you may take this feat multiple times.

Great Dexterity: +1 Dex. S: After reaching epic levels you may take this feat multiple times.

Great Intelligence: +1 Int. S: After reaching epic levels you may take this feat multiple times.

Great Smite[E]: P: Cha 25, Smite. B: Add your smite level to smite damage.

Great Strength: +1 Str. S: After reaching epic levels you may take this feat multiple times.

Great Wisdom: +1 Wis. S: After reaching epic levels you may take this feat multiple times.

Ignore Material Components[E]: P: Spellcraft or Prayercraft 22, 9th level spells. B: You may ignore any material components.

Improved Alignment-Based Casting[E]: P: Good or Evil Domain. B: +2 CL for good or evil spells.

Improved Special Ability[E]: Choose a special ability like Death Attack, Stunning Fist or Arrow of Death. Your ability have +2 DC.

Improved Aura[E]: Your Aura effect doubles. S: Notice, that Marshal and Dragon Shamans auras do not qualify as they are not auras in all terms.

Improved Combat Reflexes[E]: You may make unlimited AoO per round.

Improved Darkvision: Your Darkvision range doubles.

Epic Favored Enemy[E]: P: Favored Enemy +10. B: Extra +2 on Favored Enemy.

Improved Low-Light Vision: Your Low-Light Vision range doubles.

Improved Sneak Attack[E]: +2d6 sneak attack.

Infinite Deflection[E]: P: Dex 25, Combat Reflexes, Deflect Arrows. B: You may perform any number of deflections per round.

Instant Reload: P: BAB +10, Weapon Focus:Crossbow. B: You may reload crossbow one step faster, and if reload time is reduced to f you may perform full attack with it.

Lingering Damage[E]: P: Sneak Attack 8d6, Crippling Strike. B: Any time you make sneak attack, target receives sneak attack damage second time in the next round.

Overwhelming Critical: P: ??? B: When you make critical hit, add Crit modifier minus 1 dices of damage.

  • Devastating Critical[E]: Any time you score a critical hit against enemy, it must make DC +1/2 BAB +Str FC save or die.

Penetrate Damage Reduction[E]: Choose a special material. All your attacks now penetrate DR as if made from this material.

Perfect Health[E]: P: Con 25, Great Fortitude. B: You are immune to all non-magical diseases and poisons.

Reflect Arrows[E]: P: Dex 25, Deflect Arrows. B: When you deflect ranged attack, you may redirect it back as if you made it.

Sneak Attack of Opportunity[E]: P: Dex 25, Sneak Attack 8d6. B: Any AoO you make is Sneak Attack.

Spell Knowledge[E]: P: Spontaneous casting with maximum spell level available. B: Add two spells to your spell known.

Storm of Throws: P: Dex 23, Point Blank Shot, Rapid Shot. B: AT=FR, you may make one throwing attack against any opponent within 6.

Superior Initiative[E]: P: Improved Initiative. B: +4 init.

Swarm of Arrows: P: Dex 23, Point Blank Shot, Rapid Shot. B: AT=FR, you may make one ranged attack against any opponent within 6.

Uncanny Accuracy[E]: Dex 21, Point Blank Shot, Improved Precise Shot, BAB +11, Awareness 17. B: You may ignore any concealment.

Widen Aura[E]: P: Cha 25. B: Your Aura area becomes 20. S: Notice, that Marshal and Dragon Shamans auras do not qualify as they are not auras in all terms.

Complete Adventurer

Epic Dodge[E]: P: Dex 25, Evasion, Defensive Roll, Athletics 27. B: Once per round automatically receive natural 20 on your defence roll.

Epic Skill Focus[E]: P: Skill Focus with selected skill. B: +10 on shecks with selected skill.

Epic Skirmish[E]: P: Skirmish +4d6/+4. B: +1d6/+1 Skirmish.

Complete Divine

Bonus Domain[E]: P: Wis 21, 9th level divine spells. B: Gain extra domain from your deity list.

Epic Devotion[E]: P: Wis 21, Iron Will. B: +4 on saves against spells with opposed alignment.

Holy Strike: P: Smite Evil, good. B: Any weapon you wield is holy weapon.

Spectral Strike[E]: P: Wis 19, Turn Undead. B: Any attack you make affects incorporeal creatures with 100% chance.

Complete Warrior

Armor Skin[E]: +3 NA.

Combat Archery: P: Point Blank Shot, Dodge, Mobility. B: Your ranged attacks do not incur AoO.

  • Epic Combat Archery[E]: You may make AoO within first range increment of your ranged weapon.

Damage Reduction[E]: P: Con 21. B: DR Con/-.

Epic Prowess[E]: +1 BAB.

Epic Toughness[E]: +6 hp per level.

Epic Weapon Focus[E]: P: Greater Weapon Specialization with selected weapon. B: +2 on attack rolls with chosen weapon.

  • Epic Weapon Specialization[E]: B: +4 on damage rolls with chosen weapon. If you have 8 or more Fighter levels, you may add 1/2 Fgt instead.

Wield Oversized Weapon[E]: P: Str 25, BAB +20, Monkey Grip. B: You may wield weapons one cathegory larger.

Complete Arcane

Epic Spell Focus[E]: P: Greater Spell Focus with selected school, 9th level spells. B: +2 DC with selected school.

Epic Spell Penetration[E]: P: Greater Spell Penetration. B: +4 on spell penetration.

Improved Combat Casting: P: Combat Casting, Spellcraft or Prayercraft 15. B: +1/2 CL on cast defensively.