Princess:Feats
Contents
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.
- Battle Casting: P: Dex 13, Concentration 5. B: You gain +2 dodge AC in a round you cast spell. This bonus applied against AoO provoked by spell and even if the spell itself was failed to cast.
- Shielded Casting: P: Concentration 2. B: You do not provoke AoO while casting spells while wielding at least light shield.
Combat Expertise[F]: P: Int 13. B: When making an attack roll you may reduce your attack roll bonus up to BAB or Int and receive amount of reduction to AC until start of your next turn. This ability replaces Fighting Defensively.
- Allied Defence[F]: When you use Combat Expertise, you may also share it's benefit with one adjacent ally.
- 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 Feint[F]: +4 on offensive feint checks, feint is move action.
- Surprising Riposte[F]: If you deal damage to opponent you feinted against in this turn, this opponent becomes flat-footed until start if his turn.
- Improved Disarm[F]: Disarm do not provoke AoO, +4 on offensive disarm checks, opponent don't get a chance to disarm you on failed attempt.
- Double Weapon Disarm[F]: +4 on disarm with double weapons.
- Improved Trip[F]: Unarmed trip do not provoke AoO, +4 on offensive trip checks. If you trip your opponent you may immediately attack him as if your trip attack was not spent.
- Curling Wave Strike[F]: P: Dex 13. B: If you successfully trip an opponent, you may make new trip attack against another opponent instead of making attack against tripped enemy.
- Knock-Down: P: Str 15, BAB 8. B: When you deal 10 or more damage to opponent in melee you may make free trip against him.
- Mighty are Fallen[F]: +4 AC against power attack enhanced attacks.
- Riposte[F]: P: BAB +5. B: You may make an AoO with fencing weapon against opponent who misses your AC while you using Combat Expertise.
Combat Reflexes[F]: +Dex AoO per round, may make AoO while flat-footed.
- Backstab[F]: B: Once per round you 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.
- Deft Opportunist: P: Dex 15. B: You gain +4 on AoO rolls.
- 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.
- Expert Tactician: P: BAB 2. B: If you hit opponent with AoO, you and your allies gains +2 circumstance bonus on attack rolls and damage rolls against this opponent.
- Gambit[F]: P: BAB 12. B: You may use special stance that gives +4 on attack rolls and damage rolls against you. In exchange you're able to make AoO against any opponent attacking you after his attack is resolved.
- Hindering Opportunist: P: BAB 3. B: You may make aid another instead of AoO.
- Stalwart Defence: P: BAB 9. B: When opponent attacks an ally adjacent to you you may spend your AoO attempt to use aid another action to improve that ally's AC bonus.
- Hold the Line: P: BAB +2. B: You may make AoO against charging opponent who enters square you threaten.
- Vexing Flanker[F]: +2 on flanking attacks.
- Adaptive Flanker[F]: P: BAB 4. B: AT=s, you may treat your opponents flanking sides as one step closer.
Dodge[F]: P: Dex 13. B: +1 dodge AC.
- Combat Tactician: P: BAB 12. B: You gain +5 on damage against opponents who were not threatened by you nor threaten you at the start of the turn.
- Nimble Deflections[F]: When fighting with two-handed weapon, you gain +2 shield to AC.
- Psionic Dodge[P]: +1 dodge AC while you are psionically focused.
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.
- Sidestep: P: Dex 15, Tumble 5. B: Once per round you may make free 1sq move after making AoO.
- Spring Attack[F,S]: P: BAB 4. B: AT=FR, you may may move up to your move and make melee 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 make two melee attacks 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 make three melee attacks with iterative penalties during any points of movement.
- Bounding Assault[F,S]: P: BAB 9. B: AT=FR, you may may move up to your move and make two melee attacks with iterative penalty during any points of movement.
Improved Shield Bash[F]: You don't loose shield bonus to AC while making a shield bash.
- Agile Shield Fighter[F]: Once per round you may make free shield bash attack against opponent you hit with armed attack.
- Shield Charge[F]: P: BAB 3. B: If you successfully damage your opponent with a shield during a charge you may attempt to trip him with a shield as a part of same action. The opponent can't trip you on your failed attempt.
- Shield Slam[F]: P: BAB 6. B: As FR or charge action you may attack opponent with your shield. if your attack was successful your opponent must make +1/2 HD +Str FC save or become dazed for 1 round. Creatures immune to critical strikes also immune to this feat.
Improved Unarmed Strike[F]: P: Unarmed Weapon Proficiency
- 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]: Grapple attempt do not provoke AoO, +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.
Multi-Weapon Fighting[F]: P: Dex 15. B: Your primary attack penalty is reduced by 2 and off-hands penalty reduced by 6 during multi-weapon fighting.
- Improved Multi-Weapon Fighting[F]: P: Dex 17, BAB 6. B: You may make first iterative attacks with off-hand weapons. Also your MWF penalties for additional attacks are reduced by 1.
- Greater Multi-Weapon Fighting[F]: P: Dex 19, BAB 11. B: You may make second iterative attacks with off-hand weapons. Also your MWF penalties for additional attacks are reduced by additional 1.
- Double Hit[F]: P: Combat Reflexes. B: When making an AoO you may spend additional AoO attempt to attack with two of your weapons by tacking the corresponding MWF penalty.
- Multi-Weapon Defence[F]: You receive +1 shield bonus to front arc AC. Double this bonus for fighting defensively.
- Improved Multi-Weapon Defence[F]: P: Dex 17, BAB 6. B: You receive +2 shield bonus to front arc AC. Double this bonus for fighting defensively.
- Greater Multi-Weapon Defence[F]: P: Dex 19, BAB 11. B: You receive +3 shield bonus to front arc AC. Double this bonus for fighting defensively.
- Improved Multi-Weapon Defence[F]: P: Dex 17, BAB 6. B: You receive +2 shield bonus to front arc AC. Double this bonus for fighting defensively.
- Multi-Weapon Pounce[F]: P: BAB 6. B: You gain Pounce extraordinary ability.
- Multi-Weapon Rend[F]: P: BAB 11. B: You gain Rend extraordinary ability.
- Oversized Multi-Weapon Fighting[F]: Your penalties for using more than one one-handed weapon or for using two-handed weapons during multi-weapon fighting are reduced by 2.
- Pin Shield: P: BAB 4. B: While making a full attack with multiple weapons, you may forgo one branch of attacks to render your opponents shield ineffective. You still take MWF penalty for attacks you sacrificed.
Point Blank Shot[F]: You gain +1 on ranged attacks and damage within 6sq.
- Defensive Archery[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.
- Concealed Ambush: P: Stealth 7. B: -10 penalty on Stealth after sniping.
- 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.
- Ranged Threat[F]: P: BAB 6, Combat Reflexes. B: May make ranged AoO within 3 expending all AoO per round.
- 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.
- Shot on the Run[F]: P: Dex 13, BAB 4. B: AT=FR, you may may move up to your move and make ranged attack once during any point of movement.
- 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.
- 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.
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.
- 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 iterative penalty against another opponent.
- 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 iterative attacks one time each if your BAB is high enough.
- 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 Bull Rush[F]:
- Improved Overrun[F]:
- Leap Attack: P: Athletics 5. B: Double your Power Attack damage bonus on first attack during a charge.
- Power Lunge: If you choose to provoke AoO from opponent you charged, you deal extra Str x 2 damage on first attack during that charge.
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 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.
- Giant's Toughness: Prerequisite: Con 15, Fort +3. +3 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 -handed weapon may apply Weapon Finesse to chosen weapon, +1 shield AC (+2 shield while fighting defensively).
- Single Blade Style[F]: P: BAB 10. B: +2 dodge AC while fighting with fencing weapons and with light or on armour.
Weapon Focus[F]: +1 on attack rolls with chosen Weapon Group. Also, reduce iterative attacks penalty by 1 for each iteration.
- Power Critical[F]: P: BAB 4. B: +4 on critical hits confirmation with chosen weapon group.
- Improved Critical[F]: P: BAB 8. B: Your crit range for chosen weapon group is doubled.
- Staggering Critical[F]: P: BAB 12. B: Opponent against whom you confirm crit acts as if slowed for 1 r.
- Improved Critical[F]: P: BAB 8. B: Your crit range for chosen weapon group is doubled.
- 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).
Player's Handbook II
Armour Specialization[F]: P: BAB 12. B: You gain DR 5/- or your Armour value, whichever is less, while wearing Armour.
Defensive Sweep[F]: P: BAB 5. B: Opponent you threaten who doesn't moved during a turn provokes AoO from you at the end of turn.
Crossbow Sniper[F]: P: Weapon Focus with crossbows. B: +1/2 Dex crossbow damage, +6 precision range.
- Dead Eye[F]: P: BAB 14. B: +Dex precision on crossbow damage within 6.
- Overwhelming Assault[F]: You gain +4 on attack rolls against any opponent whom you threaten who doesn't attack you, cast spell at you or use any special ability against you.
Shield Specialization[F]: Your Shield bonus from any shield increases by +1. Also your shield protects all your front arc.
- Active Shield Defence[F]: You don't take penalties on your AoO while using a shield for fighting defensively or using total defence. Also your shield bonus is applied to your flank AC.
- Shield Ward[F]: You may apply your shield AC bonus to your rolls to resist bull rush, disarm, feint, grapple, overrun or trip.
- Parrying Shield[F]: Your shield also is applied to your touch AC.
Expanded Psionics Handbook
Reckless Offence feat comes to all heroic characters for free.
Open Minded: You gain number of skill points equal to your HD.
Psionic Feats
Expanded Knowledge[P]: When you take this feat first time, choose one list of powers. You receive one power of any level up to one lower than your maximum from your class power list or from chosen list of powers.
Combat Manifestation[P]: You do not provoke AoO while manifesting powers. If opponent have some means to forbid you concentration check, then you may check Concentration as usual.
- Shielded Manifestation[P]: P: Concentration 2. B: You do not provoke AoO while manifesting powers while wielding at least light shield.
Narrow Mind[P]: You may become psionically focused automatically without any Concentration checks.
Psicrystal Affinity[P]:
- Psicrystal Containment[P]: You may spend FR to focus your psicrystal with DC 20 Concentration check. You may use focus from psicrystal or focus your psicrystal if you are within 1.
Psionic Meditation[P]: P: Concentration 4. B: You may gain Psionic Focus as a move action by succeeding a DC 25 Concentration check. S: If you have Psicrystal Containment feat you may try to Focus your psicrystal as M by succeeding DC 30 Concentration check.
Wounding Attack[P]: This feat is considered a necromantic effect.
Metapower Feats
Split Psionic Ray: Power point cost of this metapower is 4.
Unconditional Power: Also this metapower allows you to manifest powers while you are psychically enervated.
Complete Arcane
All Sudden feats except for Empower, Maximize and Quicken may be used 3/day. Sudden Metamagic cannot be used on spell already modified by metamagic.
- 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.
Mage Slayer: P: BAB +3, Prayercraft 3, Spellcraft 3, not spellcaster. B: Spellcasters you threaten may not cast defensively unless they have Combat Casting Feat. +1 on Will.
- Occult Opportunist: P: Prayercraft 6, Spellcraft 6. B: May make AoO when opponent dismisses a spell, direct/redirect an active spell, cast swift spell or make turn/rebuke attempt. Opponents that have Combat Casting feat may try cast defensively to avoid AoO. If damaged, opponent must succeed at DC 10+damage or loose a spell/action attempted.
- Pierce Magical Concealment: P: Con 13, Blind-Fight. B: You ignore any miss chances from spells and may ignore mirror image spell.
- Pierce Magical Protection: P: Con 13. B: AT=S, make one attack ignoring all opponents spell bonuses to AC and spell bonuses to armour DR. If this attack succeeds, then you automatically dispel all spells that gives opponent bonus to AC and armour DR.
Metamagic Feats
Split Ray - метакост равен 3-м, минус один за каждый луч после первого, который пускает спелл, минимум цены - 1. То есть, для скорчинга 11-го кл цена этой меты - один круг, а для поляр рея - три.
Complete Mage
Fiendish Legacy and Fey Legacy are completely reedited.
Complete Champion
Domain Feats
Any Character may possess only one Domain feat at time. Characters with Domain Class Feature may take only Domain feat related to their domain.
Air Devotion: Bonus is 2+1/5 Lvl.
Animal Devotion: Ape's Fury: Str bonus is 2+1/10 Lvl.
Chaos Devotion may not be used with Maximize Supernatural Ability feat because it excludes any chaos-ness and any random probabilities from the roll.
Healing Devotion: FH value equal to your CL.
Law Devotion: Reduce all bonuses by 2.
Protection Devotion: Bonus is 2+1/5 Lvl.
Sun Devotion: Damage bonus is applied against Aberrations, not Undeads.
Complete Psionic
Metapower[P]: Choose one power you know and one metapower feat. From now on applying this metapower to this power cost 2 power points less.
Races of Stone
Focused Shield[P]: Your shield AC is increased by 1 while you are focused.
Heavy Armour Optimization[F]: Your Heavy Armours have Armour +2 and ACP -1.
- Greater Heavy Armour Optimization[F]: Your Heavy Armours have Armour +4 and ACP -3. This feat supersedes Heavy Armour Optimization.
- Deflective Armour[P]: Your Armour applies against touch attacks while you are focused.
Invest Armour[P]: AT=i, expend your focus, your Armour is increased by 6 against one attack.
Tome of Battle
Evasive Reflexes: P: Dex 13. B: You may make 1sq step instead of making AoO.
Champions of Ruin
Dirty Rat: P: Acrobatics 1. B: +1 on flank attacks.
Flay Foe[F]: P: Str 15, BAB 6. B: If you hit your opponent with slashing weapon, your subsequent attacks against him with the same weapon deals extra die of damage.
Pulverize Foe[F]: P: Str 15, BAB 6. B: If you hit your opponent with bludgeoning weapon, your subsequent attacks against him with the same weapon deals extra die of damage.
Skewer Foe[F]: P: Str 15, BAB 6. B: If you hit your opponent with piercing weapon, your subsequent attacks against him with the same weapon deals extra die of damage.
Combo-Class feats
Level stack limited to 10, also they do not stack with each other.
Daring Outlaw: P: Sneak Attack 2d6, Grace +1. B: Your Rogue and Swashbuckler levels stack for purpose of sneak attack, grace and dodge.
Daring Warrior[F]: P: Weapon Specialization, Grace +1. B: Your Fighter and Swashbuckler levels stack for purpose of feats prerequisites and effects, grace and dodge.
Devoted Inquisitor: P: Smite, Sneak Attack +2d6. B: Your Paladin and Rogue levels stack for purpose of smite damage, smites per day and sneak attack.
Devoted Performer: P: Bardic Music, Smite: Your Bard and Paladin levels stack for purpose of smite damage, smites per day, bardic music uses per day and inspire courage.
Devoted Tracker: P: Favoured Terrain, Smite Evil, Wild Empathy. B: Your Paladin and Ranger levels stack for purpose of smite damage, smites per day, wild empathy, favoured enemy and favoured terrain.
Divine Inspiration: P: Favoured Soul, Bardic Music. B: Bard and Favoured Soul stacks to determine Bardic Music available to you and your Energy Resistance class feature.
Elemental Theurgy: P: Divine and Arcane spells, Elemental Domain. B: Add sum of your arcane and divine base spellcasting classes when determining your CL for your elemental spells matching Domain descriptor.
Sacred Performer: P: Bardic Music, Turn Undead. B: Your Bard levels stacks with Cleric levels for purposes of Bardic Music per day and Turn check and damage.
Swift Ambusher[S]: P: Sneak Attack +2d6, Skirmish +1d6/+1. B: Your Rogue and Scout levels stack for purpose skirmish and sneak attack.
Swift Avenger[S]: P: Nature's Sense, Skirmish +d6/+1. B: Your Druid and Scout levels stack for purposes of Skirmish and Wild Shape per day.
Swift Hunter[S]: P: Favoured Terrain, Skirmish +1d6/+1. B: Your Ranger and Scout levels stack for purpose of skirmish, favoured enemy and favoured terrain.
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.
Easy Metamagic: P: Spellcraft (for arcane) or Prayercraft (for divine) 6. B: Choose one Metamagic feat. Cost of applying this Metamagic is reduced by 1.
Guerilla Trapsmith: +2 Craft:Trapmaking, +2 DC of your traps.
Hard to Fool: +2 WI, +2 Sense Motive.
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.
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.
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.
Efficient Pull[F]: +2 Str for composite bows.
Improved Aid Another: Aid Another bonus is 1 more.
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 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.
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.
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 Moon | +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 |