Difference between revisions of "Princess:Feats"

From Game Logs
Jump to: navigation, search
m (fixes)
(Shield fixes and arcane feats)
 
(72 intermediate revisions by the same user not shown)
Line 4: Line 4:
  
 
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.
 +
* 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.
 
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.
* Canny Opportunist [F]: P: Dex 13. B: May make AoO against opponent who ready weapon, ready/loosen a shield or feinting.
+
* 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 without Improved Feint feat.
 
** Exploit Adjustment[F]: You can make AoO against opponent who make 5 feet step from one square you threaten to another.
 
** 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.
+
* 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.
* Improved Disarm[F]:
+
** Surprising Riposte[F]: If you deal damage to opponent you feinted against in this turn, this opponent becomes flat-footed until start if his next turn.
 +
* Improved Combat Expertise[F]: P: Int 15, BAB 6. B: You may apply your Combat Expertise AC bonus to your rolls to resist bull rush, disarm, feint, grapple, overrun or trip.
 +
* 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.
 
** 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 3. B: When you deal ECL or more damage to opponent in melee you may make free trip at -5 against him.
 +
* 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]: 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: Once per round when making AoO may spend AoO to make additional AoO with two iterative penalties.
 +
** Greater Combat Reflexes[F]: P: Dex 15, BAB 11. B: Once per round when making AoO may spend AoO to make additional AoO with iterative 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 melee 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: If enemy provokes AoO you may make aid another against this opponent 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: +2 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.
 +
* Mighty are Fallen[F]: +4 AC against power attack enhanced attacks.
  
 +
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 +3 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.
  
Dodge[F,S]: P: Dex 13. B: +1 dodge AC.
+
Improved Shield Bash[F]: Once per round you may make a shield bash without loosing your AC bonus from shield.
* Mobility[F,S]:
+
* Agile Shield Fighter[F]: Your Multi-Weapon Fighting penalties for using shield and any other weapon are reduced to 0/0.
* Nimble Deflections[F]: When fighting with two-handed weapon, you gain +2 shield to AC.
+
* 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.
* Favored Dodge: P: Favored Enemy. B: Add one half your Favored Enemy bonus on AC against favored enemies.
+
** 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.
 +
* Shield Snare[F]: If you're attacked by opponent you may spend your standard action for this round as if you readied it to make a make a disarm attempt with your shield without provoking AoO. If your disarm attempt fails your opponent do not get a chance to disarm you in response. You lose your shield bonus to AC for 1 r after using this feat.
 +
** Improved Shield Snare: P: BAB 4. B: If you disarmed your opponent using a shield snare you gain AoO against him. Also you gain +2 on attack rolls against unarmed opponents.
  
Improved Unarmed Strike[F]:
+
Improved Unarmed Strike[F]: P: Unarmed Weapon Proficiency. B: Your unarmed strikes deal lethal damage.
* 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.
 
* 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.
 
* 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
+
* 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.
 
** 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 Reflexes:
+
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.
* Backstab [F]: B: May make AoO against flanked opponent who attacks not you.
+
* Improved Multi-Weapon Fighting[F]: P: Dex 17, BAB 6. B: You may make second iterative attacks with off-hand weapons. Also your MWF penalties for additional attacks are reduced by 1.
* 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.
+
** Greater Multi-Weapon Fighting[F]: P: Dex 19, BAB 11. B: You may make first iterative attacks with off-hand weapons. Also your MWF penalties for additional attacks are reduced by additional 1.
* Improved Combat Reflexes[F]: P: BAB +6. B: When making AoO may spend AoO to make additional AoO at -5 penalty.
+
* 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 taking the corresponding MWF penalty.
** Greater Combat Reflexes[F]: P: Dex 15, BAB +11. B: When making AoO may spend AoO to make additional AoO at -10 penalty.
+
* Multi-Weapon Defence[F]: You receive +1 shield bonus to front arc AC. Double this bonus for fighting defensively.
* Sneak Attack of Opportunity: P: Sneak Attack +3d6. B: Once per round may count your AoO as a sneak attack if it is not counted as Sneak Attack.
+
** 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.
 +
* 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 Disarm[F]: You may make Disarm within 6 sq with ranged weapons. Bows and Crossbows are treated as light weapons for purpose of this check. You cannot use Improved Disarm feat with this feat.
 +
** 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.
 +
* Sharp-Shooting[F]: P: BAB 3. B: When attacking opponent with a shield you count his shield bonus as 4 lower for purpose of your ranged attacks.
 +
* 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.
  
 
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.
 
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.
 
* 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.
+
* Cleave[F]: Whenever you drop opponent, you may make attack at the same attack bonus against another foe.
** 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]:
 
 
** 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 4. B: As a Cleave, but your attack that dropped opponent and following cleave attack gain Str x 2 damage bonus.
 +
*** Whirlwind Attack[F]: As a full-attack 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]: P: BAB 6. B: When making Whirlwind attack may make additional iterative attacks one time each if your BAB is high enough.
 
* Improved Bull Rush[F]:
 
* Improved Bull Rush[F]:
** Raging Bull Rush: +4 on Bull Rush while Raging.
 
 
* Improved Overrun[F]:
 
* Improved Overrun[F]:
** Raging Overrun: +4 on Overrun while Raging.
+
* 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.
 
Skill Focus: +5 on all checks with selected skill.
 +
 +
Spell Focus: Choose a school. +1 effective caster level and DC for chosen school.
 +
* Arcane Defence: -1 effective caster level on non-harmless spells of chosen school targeted against you, +2 on saves against this school.
 +
* Greater Spell Focus: Extra +1 effective caster level and DC for chosen school.
  
 
Spell Penetration: +2 on spell penetration.
 
Spell Penetration: +2 on spell penetration.
 
* Greater Spell Penetration: +2 on spell penetration.
 
* Greater Spell Penetration: +2 on spell penetration.
** Burning Focus: P: Cha 13. B: Each time yo 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.
+
** Burning Focus: P: Cha 13. B: If you fail to penetrate creature's SR you gain +5 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.
 
Toughness: +1 hp per level.
Line 57: Line 116:
 
*** Dragon's Toughness: Prerequisite: Con 17, Fort +5. +4 hp per level.
 
*** Dragon's Toughness: Prerequisite: Con 17, Fort +5. +4 hp per level.
  
Weapon Finesse: 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-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 no armour.
  
Weapon Focus[F]: +1 on attack rolls with chosen Weapon Group.
+
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).
+
* Power Critical[F]: P: BAB 4. B: +4 on critical hits confirmation with chosen weapon group.
** Weapon Mastery[F]: P: Fighter level 4, BAB +8. B: +2 on attack rolls and damage rolls with selected Weapon Group.
+
** Improved Critical[F]: P: BAB 8. B: Your crit range for chosen weapon group is doubled.
** Greater Weapon Focus[F]: +2 on attack rolls with chosen Weapon Group. Supersedes Weapon Focus.
+
*** Staggering Critical[F]: P: BAB 12. B: Opponent against whom you confirm crit acts as if slowed for 1 r.
*** Greater Weapon Specialization[F]: P: BAB 4. B: Add +4 on damage rolls with selected Weapon Group. Increase this damage to +6 if you using a two-handed weapon, and decrease it to +2 for off-hand weapons. If you have 6 or more Fighter levels you may instead 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 ==
+
== Player's Handbook II ==
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.
+
Acrobatic Strike: P: Acrobatics 9. B: During a movement through opponent's adjacent square you may make Acrobatics vs opponents Tactics check. If you win you get +4 on your next attack against this opponent, if you loose you provoke AoO from this opponent.
* Sudden Quicken: Remove all prerequisites except for Sudden Silent and Silent Still.
+
 
 +
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 15. 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 1. B: +Dex precision on crossbow damage within 6.
 +
 
 +
Overwhelming Assault[F]: P: BAB 15. B: 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 for a turn.
 +
 
 +
Shield Specialization[F]: Your Shield bonus from any shield increases by +1. Also your shield protects all your front arc.
 +
* Active Shield Defence[F]: Your take only half penalty on your AoO while using a shield for fighting defensively or using total defence.
 +
* Block Arrow[F]: Once per round while using a shield you may deflect harmlessly one projectile attack of up to one size category larger than you that would otherwise hit you.
 +
* Shieldmate[F]: P: BAB 1. B: Allies adjacent to your shield arc have their shield bonus to AC increased by 2 (no more than your own shield bonus).
 +
** Improved Shieldmate[F]: P: BAB 4. B: As a Shieldmate but bonus is increased by 5.
 +
* Shield Wall[F]: If your adjacent ally uses a shield your shield bonus to AC is increased by 2.
 +
* 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.
  
All Metamagic Spell-like Ability feats works without Spell-like level restrictions. No more than one Metamagic SLA per sla may be used.
+
== Expanded Psionics Handbook ==
* Maximize Spell-like Ability: may be used 2/day. Prerequisite: CL 7.
 
* Quicken Spell-like Ability: 1/day.
 
  
== Complete Mage ==
+
Reckless Offence feat comes to all heroic characters for free.
  
Fiendish Legacy фиты переименовать в Demonic Legacy, в пререки дописать демоничность варлока.
+
Open Minded: You gain number of skill points equal to your HDx2.
  
Fey Legacy переименовать в Diabolic Legacy, дописать в пререки диаболичность варлока а в Diabolic Skin изменить ДР на Silver и без ограничений на простак.
+
== Complete Arcane ==
  
== Dragon Magazine ==
+
Arcane Mastery: P: Arcane spellcasting. B: You can take 10 on arcane caster level checks.
  
Flexible Mind [Anarchic]: Choose 2 skills. They become Class skills for you and receive +1 bonus.
+
Extra Slot: You gain one slot from 0 to 3rd level. To gain a slot you must be able to cast spells of indicated levels.
Wild Touch: When determining the random effect of a magic item, you may roll twice and choose the more appropriate of the two. 1/day.
+
* Improved Extra Slot: You gain one slot from 4th to 6th level. To gain a slot you must be able to cast spells of indicated levels.
 +
** Greater Extra Slot: You gain one slot from 7th to 9th level. To gain a slot you must be able to cast spells of indicated levels.
  
Chaos Rage[Anarchic]: P: Rage, Intimidate 1. B: +4 (no more than HD) effective Barbarian level for purposes of Rage except for Rage Powers.
+
Extra Spell: You gain extra spell from any list with level up to 1 lower than your maximum spell level known to your list of spells known.
  
Chaos Music[Anarchic]: P: Bardic Music, Perform 1. B:+4 (no more than HD) effective Bard level for purposes of Bardic Music.
+
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 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.
  
Guerilla Trapsmith: +2 Craft:Trapmaking, +2 DC of your traps.
+
== Races of Stone ==
  
Hard to Fool: +2 WI, +2 Sense Motive.
+
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.
  
Divine Inspiration: P: Turn Undead, Bardic Music. B: Bard and Cleric stacks to determine Bardic Music available to you.
+
== Tome of Battle ==
  
Hymnist: P: divine spells, Bardic Music. B: +Wis on Perform.
+
Evasive Reflexes: P: Dex 13. B: You may make 1sq step instead of making AoO.
  
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.
+
== Champions of Ruin ==
  
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.
+
Craven: P: Not immune to fear. B: Your Sneak Attacks gain +1 damage per Sneak Attack die. You receive -2 on saves against fear.
  
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.
+
Dirty Rat: P: Acrobatics 1. B: +1 on flank attacks.
  
Polyglot: Speak Language is Class. +1 Language.
+
Flay/Pulverize/Skewer Foe[F]: P: Str 15, BAB 6. B: Choose melee weapon damage type. Each time in the round you hit your opponent with indicated damage type weapon, your subsequent attacks against him with the same weapon deals extra die of damage. This bonus lasts until start of your next turn.
  
Suppress Presence: P: Dex 15, Skill Focus:Stealth. B: While having Cover may use Stealth against Blindsense.
+
== Lords of Madness ==
  
Aura of Bravery: Allies (except for you) receive +2 morale against fear.
+
Quiet Feet: P: Dex 15, Skill Focus:Stealth, Stealth 3. B: Not detected by Tremorsense while moving 1/2 speed and not attacking.
 +
* Suppress Presence: P: Stealth 9. B: While having Cover may use Stealth against Blindsense.
 +
** Darkstalker: P: Stealth 15. B: May use Stealth against Tremorsense, Blindsense and Blindsight.
  
Sprinter: P: Dex 15, Con 15, Run. B: AT=f, +2 move, D=Con 3, 3/day.
+
== Unearthed Arcana ==
  
Inspired Master: Any Item you make have it's CL +1.
+
Skill Knowledge: Extra 2 class skills.
  
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.
+
== Dragon Magazine ==
  
Quiet Feet: P: Dex 15, Skill Focus:Stealth. B: Not detected by Tremorsense while moving 1/2 speed and not attacking.
+
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.
  
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.
+
Guerilla Trapsmith: +2 Craft:Trapmaking, +2 DC of your traps.
  
Stalwart: +4 vs Bull Rush, Overrun and Trip.
+
Hard to Fool: +2 WI, +2 Empathy.
  
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.
+
Polyglot: Speak Language is Class. +1 Language.
  
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).
+
Aura of Bravery: Allies (except for you) receive +4 morale against fear.
  
Battle Hardened[F]: P: BAB +1. B: +1 AC when threatened by two or more opponents.
+
Sprinter: P: Dex 15, Con 15, Run. B: AT=f, +2 move, D=Con r, 3/day.
  
Shield and Pyke Style[F]: May use Light Shield while using a polearm.
+
Inspired Master: Any Item you make have it's CL +1.
  
Mounted Fighting[F,S]: +1 attack and damage while mounted.
+
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.
  
Concealed Ambush: P: Point Blank Shot, Precise Shot, Stealth 7. B: -10 penalty on Stealth after sniping.
+
Stalwart: +4 vs Bull Rush, Overrun and Trip.
  
Efficient Pull[F]: +2 Str for composite bows.
+
Battle Hardened[F]: P: BAB 1. B: +1 AC when threatened by two or more opponents.
  
Ranged Threat[F]: P: BAB +6, Point Blank Shot, Precise Shot, Combat Reflexes. B: May make ranged AoO within 3 expending al AoO per round.
+
Shield and Pike Style[F]: May use Light Shield while using a polearm. However your light shield is treated as a buckler while used in this way.
  
<s>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.</s>
+
Mounted Fighting[F,S]: +1 attack and damage while mounted.
  
Opportunistic Tactician[F]: Combat Reflexes, Dodge, Mobility. B: May make extra 5-feet step after making AoO.
+
Efficient Pull[F]: +2 Str for composite bows.
  
 
Improved Aid Another: Aid Another bonus is 1 more.
 
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.
 
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.
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.
Line 154: Line 233:
  
 
Water Focus: +1 DC for water 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.
 
Charming: P: Cha 13, Skill Focus:Persuasion. B: +3 on Cha checks to exert your control.
Line 164: Line 241:
  
 
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.
 
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 Suggeston 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 Favored Souls of light throwing Bolts of Darkness and substitute some energy types.
 
 
Disabling Strike: P: Favored Enemy. B: When you make critical hit against your favored enemy, this enemy is stunned FC DC 15+Favored Enemy bonus negates.
 
 
Intimidate the Enemy: P: Favored Enemy. B: May demoralize favored enemies as a move action.
 
 
Tactical Advantage: P: BAB +5. B: May add half your Favored Enemy bonus against Trip, Bull Rush and Disarm attempts of your favored 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.
 
 
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.
 
* 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 ===
 
=== Birth Feats ===
Line 250: Line 274:
 
| +1 Intimidate, +1 Use Magical Device, Command(Sp) 1/day
 
| +1 Intimidate, +1 Use Magical Device, Command(Sp) 1/day
 
|-
 
|-
| Born under the Gibbous
+
| Born under the Gibbous Moon
 
| +1 Persuasion, +1 Local, Calm Animals(Sp) 1/day
 
| +1 Persuasion, +1 Local, Calm Animals(Sp) 1/day
 
|-
 
|-
Line 258: Line 282:
 
| Born under the New Moon
 
| Born under the New Moon
 
| +1 Sleight of Hand, +1 Stealth, Disguise Self(Sp) 1/day
 
| +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.
 
{| class="wikitable" border=1 cellpadding=1 cellspacing=1 style="border: thin #000000;"
 
|- style="background:#000000; color:#FFFFFF"
 
! 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 approriate.
 
| -
 
| -
 
| -
 
|-
 
| 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 Desease(Sp) class ability and have it as a prerequisite.
 
{| class="wikitable" border=1 cellpadding=1 cellspacing=1 style="border: thin #000000;"
 
|- style="background:#000000; color:#FFFFFF"
 
! 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 Desease
 
| +2 Remove Desease 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.
 
 
|}
 
|}
  
 
[[Category:Princess]]
 
[[Category:Princess]]

Latest revision as of 23:03, 21 June 2011

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 without Improved Feint feat.
    • 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.
  • 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 next turn.
  • Improved Combat Expertise[F]: P: Int 15, BAB 6. B: You may apply your Combat Expertise AC bonus to your rolls to resist bull rush, disarm, feint, grapple, overrun or trip.
  • 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 3. B: When you deal ECL or more damage to opponent in melee you may make free trip at -5 against him.
  • 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]: 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: Once per round when making AoO may spend AoO to make additional AoO with two iterative penalties.
    • Greater Combat Reflexes[F]: P: Dex 15, BAB 11. B: Once per round when making AoO may spend AoO to make additional AoO with iterative 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 melee 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: If enemy provokes AoO you may make aid another against this opponent 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: +2 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.
  • Mighty are Fallen[F]: +4 AC against power attack enhanced attacks.

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 +3 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.

Improved Shield Bash[F]: Once per round you may make a shield bash without loosing your AC bonus from shield.

  • Agile Shield Fighter[F]: Your Multi-Weapon Fighting penalties for using shield and any other weapon are reduced to 0/0.
  • 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.
  • Shield Snare[F]: If you're attacked by opponent you may spend your standard action for this round as if you readied it to make a make a disarm attempt with your shield without provoking AoO. If your disarm attempt fails your opponent do not get a chance to disarm you in response. You lose your shield bonus to AC for 1 r after using this feat.
    • Improved Shield Snare: P: BAB 4. B: If you disarmed your opponent using a shield snare you gain AoO against him. Also you gain +2 on attack rolls against unarmed opponents.

Improved Unarmed Strike[F]: P: Unarmed Weapon Proficiency. B: Your unarmed strikes deal lethal damage.

  • 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 second 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 first 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 taking 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.
  • 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 Disarm[F]: You may make Disarm within 6 sq with ranged weapons. Bows and Crossbows are treated as light weapons for purpose of this check. You cannot use Improved Disarm feat with this feat.
    • 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.
  • Sharp-Shooting[F]: P: BAB 3. B: When attacking opponent with a shield you count his shield bonus as 4 lower for purpose of your ranged attacks.
  • 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.

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 4. B: As a Cleave, but your attack that dropped opponent and following cleave attack gain Str x 2 damage bonus.
      • Whirlwind Attack[F]: As a full-attack 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]: P: BAB 6. B: When making Whirlwind attack may make additional iterative attacks one time each if your BAB is high enough.
  • 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 Focus: Choose a school. +1 effective caster level and DC for chosen school.

  • Arcane Defence: -1 effective caster level on non-harmless spells of chosen school targeted against you, +2 on saves against this school.
  • Greater Spell Focus: Extra +1 effective caster level and DC for chosen school.

Spell Penetration: +2 on spell penetration.

  • Greater Spell Penetration: +2 on spell penetration.
    • Burning Focus: P: Cha 13. B: If you fail to penetrate creature's SR you gain +5 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.

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 no 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.

Player's Handbook II

Acrobatic Strike: P: Acrobatics 9. B: During a movement through opponent's adjacent square you may make Acrobatics vs opponents Tactics check. If you win you get +4 on your next attack against this opponent, if you loose you provoke AoO from this opponent.

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 15. 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 1. B: +Dex precision on crossbow damage within 6.

Overwhelming Assault[F]: P: BAB 15. B: 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 for a turn.

Shield Specialization[F]: Your Shield bonus from any shield increases by +1. Also your shield protects all your front arc.

  • Active Shield Defence[F]: Your take only half penalty on your AoO while using a shield for fighting defensively or using total defence.
  • Block Arrow[F]: Once per round while using a shield you may deflect harmlessly one projectile attack of up to one size category larger than you that would otherwise hit you.
  • Shieldmate[F]: P: BAB 1. B: Allies adjacent to your shield arc have their shield bonus to AC increased by 2 (no more than your own shield bonus).
    • Improved Shieldmate[F]: P: BAB 4. B: As a Shieldmate but bonus is increased by 5.
  • Shield Wall[F]: If your adjacent ally uses a shield your shield bonus to AC is increased by 2.
  • 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 HDx2.

Complete Arcane

Arcane Mastery: P: Arcane spellcasting. B: You can take 10 on arcane caster level checks.

Extra Slot: You gain one slot from 0 to 3rd level. To gain a slot you must be able to cast spells of indicated levels.

  • Improved Extra Slot: You gain one slot from 4th to 6th level. To gain a slot you must be able to cast spells of indicated levels.
    • Greater Extra Slot: You gain one slot from 7th to 9th level. To gain a slot you must be able to cast spells of indicated levels.

Extra Spell: You gain extra spell from any list with level up to 1 lower than your maximum spell level known to your list of spells known.

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 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.

Races of Stone

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.

Tome of Battle

Evasive Reflexes: P: Dex 13. B: You may make 1sq step instead of making AoO.

Champions of Ruin

Craven: P: Not immune to fear. B: Your Sneak Attacks gain +1 damage per Sneak Attack die. You receive -2 on saves against fear.

Dirty Rat: P: Acrobatics 1. B: +1 on flank attacks.

Flay/Pulverize/Skewer Foe[F]: P: Str 15, BAB 6. B: Choose melee weapon damage type. Each time in the round you hit your opponent with indicated damage type weapon, your subsequent attacks against him with the same weapon deals extra die of damage. This bonus lasts until start of your next turn.

Lords of Madness

Quiet Feet: P: Dex 15, Skill Focus:Stealth, Stealth 3. B: Not detected by Tremorsense while moving 1/2 speed and not attacking.

  • Suppress Presence: P: Stealth 9. B: While having Cover may use Stealth against Blindsense.
    • Darkstalker: P: Stealth 15. B: May use Stealth against Tremorsense, Blindsense and Blindsight.

Unearthed Arcana

Skill Knowledge: Extra 2 class skills.

Dragon Magazine

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 Empathy.

Polyglot: Speak Language is Class. +1 Language.

Aura of Bravery: Allies (except for you) receive +4 morale against fear.

Sprinter: P: Dex 15, Con 15, Run. B: AT=f, +2 move, D=Con r, 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 Pike Style[F]: May use Light Shield while using a polearm. However your light shield is treated as a buckler while used in this way.

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.

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