Name Category
Ability Focus - Bombs Class
Accomplished Sneak Attacker Class
Advanced Weapon Training Class
Boon Companion Class
Discordant Voice Class
Diva Advance Class
Diva Strike Class
Diva Style Class
Energised Wildshape Class
Extended Aspects Class
Extra Arcana Class
Extra Arcane Pool Class
Extra Arcanist Exploit Class
Extra Bane Weapon Class
Extra Bloodrage Class
Extra Bombs Class
Extra Channel Class
Extra Discovery Class
Extra Hex Class
Extra Ki Class
Extra Lay On Hands Class
Extra Mercy Class
Extra Performance Class
Extra Performance (Martyr) Class
Extra Performance (Skald) Class
Extra Rage Class
Extra Rage Power Class
Extra Reservoir Class
Extra Rogue Talent Class
Extra Slayer Talent Class
Extra Wild Talent Class
Frightful Shape Class
Harmonic Spell Class
Lingering Performance Class
Natural Spell Class
Raging Brutality Class
Raking Claws Class
Selective Channel Class
Shifter's Edge Class
Shifter's Multiattack Class
Shifter's Rush Class
Warrior Priest Class
Blinding Critical Combat (Critical)
Critical Focus Combat (Critical)
Critical Mastery Combat (Critical)
Exhausting Critical Combat (Critical)
Flaying Critical Combat (Critical)
Improved Critical Combat (Critical)
Sickening Critical Combat (Critical)
Staggering Critical Combat (Critical)
Stunning Critical Combat (Critical)
Tiring Critical Combat (Critical)
Armour Focus Combat (Defence)
Armour Proficiency (Heavy Armour) Combat (Defence)
Armour Proficiency (Light Armour) Combat (Defence)
Armour Proficiency (Medium Armour) Combat (Defence)
Combat Expertise Combat (Defence)
Combat Mobility Combat (Defence)
Defensive Combat Training Combat (Defence)
Deflect Arrows Combat (Defence)
Diehard Combat (Defence)
Dodge Combat (Defence)
Greater Shield Focus Combat (Defence)
Improved Initiative Combat (Defence)
Missile Shield Combat (Defence)
Ray Shield Combat (Defence)
Shield Focus Combat (Defence)
Shield Proficiency Combat (Defence)
Tower Shield Proficiency Combat (Defence)
Agile Manoeuvres Combat (Manoeuvres)
Bull Rush Combat (Manoeuvres)
Dirty Trick Combat (Manoeuvres)
Disarm Combat (Manoeuvres)
Disarming Strike Combat (Manoeuvres)
Fury's Fall Combat (Manoeuvres)
Greater Bull Rush Combat (Manoeuvres)
Greater Dirty Trick Combat (Manoeuvres)
Greater Disarm Combat (Manoeuvres)
Greater Sunder Armour Combat (Manoeuvres)
Greater Trip Combat (Manoeuvres)
Sunder Armour Combat (Manoeuvres)
Trip Combat (Manoeuvres)
Aldori Dueling Mastery Combat (Melee)
Bashing Finish Combat (Melee)
Blindfight Combat (Melee)
Cleave Combat (Melee)
Cleaving Finish Combat (Melee)
Cornugon Smash Combat (Melee)
Double Slice Combat (Melee)
Feint Combat (Melee)
Fencing Grace Combat (Melee)
Final Feint Combat (Melee)
Focused Strike Combat (Melee)
Great Cleave Combat (Melee)
Greater Blindfight Combat (Melee)
Greater Two Weapon Fighting Combat (Melee)
Improved Blindfight Combat (Melee)
Improved Cleaving Finish Combat (Melee)
Improved Two Weapon Fighting Combat (Melee)
Lunge Combat (Melee)
Piranha Strike Combat (Melee)
Power Attack Combat (Melee)
Shield Bash Combat (Melee)
Shield Master Combat (Melee)
Slashing Grace Combat (Melee)
Slayer's Feint Combat (Melee)
Stumbling Bash Combat (Melee)
Toppling Bash Combat (Melee)
Two Weapon Feint Combat (Melee)
Two Weapon Fighting Combat (Melee)
Weapon Finesse Combat (Melee)
Combat Reflexes Combat (Offence)
Dazzling Display Combat (Offence)
Disruptive Combat (Offence)
Dreadful Carnage Combat (Offence)
Exotic Weapon Proficiency Combat (Offence)
Frightening Ambush Combat (Offence)
Greater Penetrating Strike Combat (Offence)
Greater Vital Strike Combat (Offence)
Greater Weapon Focus Combat (Offence)
Greater Weapon Specialisation Combat (Offence)
Hammer The Gap Combat (Offence)
Improved Vital Strike Combat (Offence)
Martial Weapon Proficiency Combat (Offence)
Penetrating Strike Combat (Offence)
Perfect Strike Combat (Offence)
Shatter Defences Combat (Offence)
Simple Weapon Proficiency Combat (Offence)
Vital Strike Combat (Offence)
Weapon Focus Combat (Offence)
Weapon Specialisation Combat (Offence)
Clustered Shots Combat (Ranged)
Deadly Aim Combat (Ranged)
Focused Shot Combat (Ranged)
Greater Snap Shot Combat (Ranged)
Improved Precise Shot Combat (Ranged)
Improved Snap Shot Combat (Ranged)
Manyshot Combat (Ranged)
Point-Blank Master Combat (Ranged)
Point-Blank Shot Combat (Ranged)
Precise Shot Combat (Ranged)
Ranged Feint Combat (Ranged)
Rapid Shot Combat (Ranged)
Snap Shot Combat (Ranged)
Throw Anything Combat (Ranged)
Boar Ferocity Combat (Style)
Boar Style Combat (Style)
Board Shred Combat (Style)
Crane Riposte Combat (Style)
Crane Style Combat (Style)
Crane Wing Combat (Style)
Dragon Ferocity Combat (Style)
Dragon Roar Combat (Style)
Dragon Style Combat (Style)
Pummeling Bully Combat (Style)
Pummeling Charge Combat (Style)
Pummeling Style Combat (Style)
Shaitan Earthblast Combat (Style)
Shaitan Skin Combat (Style)
Shaitan Style Combat (Style)
Crushing Blow Combat (Unarmed)
Elemental Fist Combat (Unarmed)
Improved Unarmed Strike Combat (Unarmed)
Sculpting The River Combat (Unarmed)
Stunning Fist Combat (Unarmed)
Great Fortitude General
Improved Great Fortitude General
Improved Iron Will General
Improved Lightning Reflexes General
Iron Will General
Lightning Reflexes General
Toughness General
Acrobatic Spellcaster Magic
Ambuscading Spells Magic
Arcane Armour Mastery Magic
Arcane Armour Training Magic
Arcane Spirit Magic
Arcane Strike Magic
Augment Summoning Magic
Brew Potions Magic
Combat Casting Magic
Destructive Dispel Magic
Dispel Focus Magic
Dispel Synergy Magic
Elemental Focus Magic
Favoured Enemy Spellcasting Magic
Greater Dispel Focus Magic
Greater Elemental Focus Magic
Greater Spell Focus Magic
Greater Spell Penetration Magic
Metamagic (Bolster Spell) Magic
Metamagic (Empower Spell) Magic
Metamagic (Extend Spell) Magic
Metamagic (Heighten Spell) Magic
Metamagic (Intensified Spell) Magic
Metamagic (Maximise Spell) Magic
Metamagic (Persistent Spell) Magic
Metamagic (Piercing Spell) Magic
Metamagic (Quicken Spell) Magic
Metamagic (Reach Spell) Magic
Metamagic (Selective Spell) Magic
Scribe Scrolls Magic
Spell Focus Magic
Spell Penetration Magic
Spell Specialisation Magic
Superior Summoning Magic
Indomitable Mount Mounted
Mounted Combat Mounted
Mounted Shield Mounted
Spirited Charge Mounted
Trample Mounted
Arcane Focus Racial
Blood Drinker Racial
Blood Feaster Racial
Breadth Of Experience Racial
Cautious Fighter Racial
Discerning Eye Racial
Echoes Of Stone Racial
Elven Spirit Racial
Fast Learner Racial
History Of Terrors Racial
Improved Elven Immunities Racial
Ironguts Racial
Ironhide Racial
Life Dominant Soul Racial
Magical Tail Racial
Murmurs Of Earth Racial
Natural Charmer Racial
Razortusk Racial
Shadowplay Racial
Steel Soul Racial
Stony Step Racial
Vulpine Pounce Racial
Wings Racial
Alertness Skills
Deceitful Skills
Deft Hands Skills
Endurance Skills
Intimidating Prowess Skills
Persuasive Skills
Skill Focus Skills
Stealthy Skills
Allied Spellcaster Teamwork
Back To Back Teamwork
Coordinated Defense Teamwork
Coordinated Manoeuvres Teamwork
Outflank Teamwork
Precise Strike Teamwork
Seize The Moment Teamwork
Shake It Off Teamwork
Shield Wall Teamwork
Shielded Caster Teamwork
Spell Chain Teamwork
Tandem Trip Teamwork
Benefit
+2 DC for all saving throws against your bombs
Your sneak attack damage increases by 1d6
Select weapon training feature
+4 Animal companion level, cannot exceed character level
Bardic performance affecting allies adds 1d6 sonic damage to weapon attacks
When using Diva Style, can make AoO if Feint succeeds. Opponents successfully feinted cannot make AoO for 1 round
When using Diva Style, first attack in a round vs flat-footed opponents deals precision damage equal to CHA modifier
Can attempt Feint as free action when starting bardic performance
When assuming wild shape form, +1d6 damage of chosen energy type and resistance 10 (if form already provides energy e
damage by 1 die and resistance by 5)
Add WIS bonus (min 1) to minutes per day for minor form
Gain additional magus arcana. Can take up to 3 times
+2 arcane pool per day
Gain additional exploit. Can take up to 3 times
+3 rounds of bane per day
+6 rounds of bloodrage per day
+4 bombs per day
+2 channel energy uses per day for selected class
Gain additional discovery. Can take up to 3 times
Gain additional hex. Can take up to 3 times
+2 ki pool
+2 lay on hands uses per day
Gain additional mercy. Can take up to 3 times
+6 rounds of bardic performance per day
+6 rounds of stigmata per day
+6 rounds of raging song per day
+6 rounds of rage per day
Gain additional rage power
+3 arcane reservoir
Gain additional rogue talent. Can take up to 3 times
Gain additional slayer talent. Can take up to 3 times
Gain additional wild talent. Can take up to 3 times
When attack while shifted, enemies with fewer HD within 30' WIL save (DC 10 + half class level + CHA modifier). If fail shak
rounds equal to character level. 4HD or less frightened
If cast level 1 or higher spell while performing, regain 1 round performance
Bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing
Cast spells while using wild shape
While raging and using Power Attack, swift action to add CON bonus to damage with melee and thrown weapons in that ro
handed). Not multiplied on crit
If deal piercing or slashing damage with natural weapons, +1d6 bleed damage per round
Channel Energy does not heal enemies or damage allies
When using DEX to attack (but not damage), add half class level to damage
Secondary attacks with natural weapons take -2 penalty instead of -5
If charge or move more than 10' in round, can wild shape as free action
+1 initiative, +2 concentration
On critical hit, opponent FOR save (DC 10 + your BAB). If fail, blinded; if succeed, dazzled for 1d4 rounds
+4 circumstance bonus on attack rolls to confirm critical hits
When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt
Opponent exhausted on critical hit
Stacking -1 penalty to opponent's natural armour on critical hit
Threat range of chosen weapon is doubled
Opponent sickened for 1 minute on critical hit
On critical hit, opponent FOR save (DC 10 + your BAB). If fail, staggered for 1d4+1 rounds; if succeed, 1 round
On critical hit, opponent FOR save (DC 10 + your BAB). If fail, stunned for 1d4 rounds; if succeed, staggered for 1d4 rounds
Opponent fatigued on critical hit
+1 AC bonus while wearing chosen armour type
Gain proficiency with heavy armour
Gain proficiency with light armour
Gain proficiency with medium armour
-1 to hit/CMB for +1 AC scaling by 1 per 4 BAB
+4 dodge bonus to AC vs attacks of opportunity when you move out or within a threatened area
Use your total HD as your BAB when calculating your CMD
Deflect one ranged attack hitting you per round if free hand
If 0HP or less but not killed, fight on for 1 round before falling unconscious
+1 dodge bonus to AC
Additional +1 AC when using shield
+4 to Initiative checks
Deflect one ranged missile with your shield per round if not flat-footed
Add Shield bonus to Touch AC
+1 AC when using Shield
Gain proficiency with bucklers, light, and heavy shields
Gain proficiency with tower shields
Use DEX modifier instead of STR for calculating CMB
Push opponent back by 5' + additional 5' per 5 exceeding CMD. +2 CMB & CMD for Bull Rush
Standard action to impose either blinded, entangled, or sickened on a foe for 1 round + 1 per 5 by which your attack excee
CMD. +2 CMB and CMD for Dirty Tricks
Standard action to disarm target for 1 round + 1 per 5 by which your attack exceeds the target's CMD. +2 CMB and CMD fo
If crit with melee attack, can disarm opponent if crit confirmation exceeds CMD
Add DEX bonus to CMB for Trip checks
+2 CMB to Bull Rush. Enemy movement due to Bull Rush provokes Attack of Opportunity from you and your allies
+2 CMB to Dirty Trick. Dirty trick penalty lasts for 1d4 rounds +1 per 5 by which your attack exceeds the target CMD
+2 CMB to Disarm. Disarm penalty lasts for 1d4 rounds +1 per 5 by which your attack exceeds the target CMD
+2 CMB on Sunder Armour. Sunder penalty lasts for 1d4 rounds + 1 for every 5 by which your attack exceeds the target CM
+2 CMB to Trip. Whenever you successfully trip an opponent, that opponent provokes attack of opportunity
Negate opponent's armour for 1 round +1 for every 5 by which your attack exceeds CMD. +2 CMB & CMD for Sunder
Standard action to knock prone, +2DC per leg for >2 legs. +2 CMB & CMD for Trip
+2 bonus on initiative if wielding a dueling sword. +2 AC shield bonus if off-hand is free
When you critical hit with a melee weapon, you can as a free action make a shield bash with the same bonus
Reroll once if miss a melee attack due to concealment. Invisible melee foes get no bonus to hit. Immunity to Gaze Attacks
Standard action full BAB melee attack. If hit, extra melee attack vs adjacent foe. -2 AC penalty for 1 round
After reducing a target to 0HP, gain an extra melee attack vs any foe adjacent to the target
Demoralise (Intimidate) check when hit with Power Attack
Add full STR bonus to damage rolls with off-hand weapon (rather than 50%)
Bluff vs DC 10 + Opponent BAB + WIS (or 10 + Perception if higher). If succeed, next attack ignores DEX bonus to AC
Add DEX modifier instead of STR to damage (whichever is higher) for applicable weapon and gain benefit of Weapon Fines
Successful Feint causes opponent to lose DEX bonus for all melee attacks in round
No attack penalty from Power Attack for first attack in round if using weapon two-handed
Standard action full BAB melee attack. If hit, extra melee attack vs adjacent foe. Continues until miss or all opponents with
2 AC penalty for 1 round
Only 20% miss chance on melee attacks vs full concealment. Invisible opponents do not get attack bonus irrespective of ra
Third attack with off-hand weapon at -10 penalty
Melee attacks ignore partial concealment. Invisible attackers within 30 feet do not get attack bonus
Use Cleaving Finish any number of times per round
Second attack with off-hand weapon at -5 penalty
+5' melee reach for -2AC penalty
-1 Attack / +2 Damage for light & finesse weapons, increases per 4 BAB. Secondary weapons gain 50% of Damage bonus
-1 Attack / +2 Damage for melee weapons, increases per 4 BAB. Secondary weapons 50% / Two-handed weapons 150% of
May attack with a shield with two-weapon fighting penalty. Light shield deals 1d3 damage, heavy deals 1d4
No penalty on attacks with shield. Add enhancement bonus to attack and damage rolls made with the shield
Add DEX modifier instead of STR to damage (whichever is higher) for applicable weapon and gain benefit of Weapon Fines
Can use Mobility instead of Bluff for Feints
Opponent -2 AC for 1 round if hit by Shield Bash
Once per round if hit with Shield Bash can make Trip attempt at -5 penalty
When fighting with two weapons, can forego first main-hand attack to use Feint action
Reduces penalty for fighting with two weapons to -4/-4 or -2/-2 if light weapon in offhand
Use DEX modifier instead of STR on attack rolls (or whichever is higher) for finessable weapons
Gain extra attacks of opportunity equal to DEX bonus
Full-round action, demoralise (Intimidate) all foes within 30 feet who can see your display
+4 DC to cast defensively within 10 feet
After reducing a target to 0HP, Demoralise (Intimidate) check on all foes within 30' who witness the attack
Proficient with one exotic weapon
When hit flat-footed opponent, Demoralise (Intimidate) check as free action
Attacks made with Weapon Focus weapons ignore up to 10 points of damage reduction
Standard action full BAB attack, 4x weapon dice damage
Additional +1 to hit with the chosen weapon
Additional +2 to damage with the chosen weapon
Consecutive hits vs same foe in full attack deal extra damage equal to the number of previous consecutive hits
Standard action full BAB attack, 3x weapon dice damage
Proficient with martial weapons
Ignore up to 5 DR with Weapon Focus weapons
Can attempt 1/day/4 levels. Free action, roll twice and take better result on next attack
Any demoralised foes hit by you this round are flat-footed to your attacks until your next turn end
Proficient with simple weapons
Standard action full BAB attack, 2x weapon dice damage
+1 on attack rolls with the chosen weapon
+2 on damage rolls with the chosen weapon
Only first hit in round is reduced by DR
-1 Attack / +2 Damage for ranged weapons, increases per 4 BAB
Standard action ranged attack, +INT modifier to damage. Must be within 30' and opponents immune to crits/sneak attack
AoO +2 to Damage and crit confirmation rolls (+4 at BAB 16, +6 at BAB 20)
Your ranged attacks ignore the miss chance granted to targets by anything less than total concealment
Additional 5' reach with Snap Shot
Fire 2 arrows on the first bow attack in full attack
When firing a chosen ranged weapon type, you do not provoke attacks of opportunity even while threatened
+1 attack and damage with ranged attacks within 30 feet
No -4 penalty to hit foes in melee with ranged attacks
Can use Feint with ranged weapon
Extra ranged attack as part of full attack, all attacks -2 to hit
Can make AoO with ranged weapon in melee reach
+1 circumstance bonus on attack rolls with thrown splash weapons
Unarmed attacks also deal piercing damage. +2 Intimidate. Demoralise (Intimidate) as free action when land 2 or more una
Unarmed attacks deal bludgeoning/slashing damage. Once per round, if hit with 2 or more unarmed strikes, +2d6 damage
When land 2 or more unarmed strikes, 1d6 per round bleed damage. Can Demoralise (Intimidate) as move action
Reduce Fighting Defensively Attack penalty by 1. AoO vs opponent when lose Crane Wing bonus
Reduce Fighting Defensively Attack penalty by 2. +1 dodge bonus to AC when fighting defensively
+4 AC vs melee attacks when fighting defensively with a free hand. If missed by a melee attack by 4 or less, lose the bonus
2x STR bonus on first unarmed strike and 1.5x subsequent attacks. Foe is shaken for 1d4 + STR modifier rounds if critical hi
+1 Stunning Fist attempt per day. For 2 uses, can roar in 15' cone for unarmed strike damage + FOR save (DC 10 + half leve
Shaken for 1d4 rounds
+2 saves vs sleep, paralysis and stunning. Add 1.5x STR bonus on damage roll for first unarmed attack in a round
Force a Trip combat maneuver check on a foe as a free action if hit on first attack of a full attack or flurry
You can charge and make a full attack or flurry of blows at the end of the charge
Only first hit in round is reduced by DR for unarmed attacks
Can expend 2 uses of Elemental Fist for 10' column of acid up to 30' range. Does unarmed strike damage + staggered for 1
10 + half level + WIS modifier to halve damage and negate stagger)
+1 Elemental Fist/day. Gain acid resistance equal to BAB. Opponent's taking acid damage from Elemental Fist REF save (DC
WIS modifier) or staggered for 1 round
+1 Elemental Fist/day. Add WIS modifier to acid damage. If acid-enhanced attack misses, still deal 1d6 acid damage
Make a Stunning Fist attack as a full-round action that reduce the target's AC by your Wisdom modifier for 1 min
Can attempt 1/day/4 levels (max 1 per round). If hit, +1d6 elemental damage
No AoO for fighting unarmed, attacks deal 1d3 bludgeoning damage (1d2 if Small)
If hit with unarmed attack for second or more time in round, apply stacking -1 penalty to opponent's attacks against anyon
opponent misses attack or start of next round
Can attempt 1/day/4 levels (max 1 per round). If hit, FOR save (DC 10 + half your level + WIS modifier) to avoid being stunn
+2 to Fortitude saves
+2 to Fortitude saves
+2 to Will saves
+2 to Reflex saves
+2 to Will saves
+2 to Reflex saves
Gain +3 HP and +1 HP for each of your HD beyond 3
Use acrobatics to avoid AoO if fail to cast defensively
Flat-footed opponents get -2 to save vs spells
Reduce your armour's arcane spell failure by 20% total
Reduce your armour's arcane spell failure by 10%
Swift action Bluff vs Perception of single opponent within 30'. If successful -2 to next save vs spell
Swift action, weapons deal +1 damage (additional +1 damage per 5 caster levels) and treated as magic for DR purposes for
Summoned creatures gain +4 STR & CON
Brew potions of spells up to level 3 during camping
+4 bonus on concentration to cast spells
When making targeted dispel magic check, opponent FOR save (DC 10 + half caster level + casting modifier) or stunned un
round. If succeed, sickened for 1 round
+2 caster level for dispel magic checks
-2 on saves vs your spells for 1 round if successfully dispel
Increase DC of damage spells of one energy type by 1 (Acid, Cold, Electricity or Fire)
Favoured enemies get -2 to save vs spells
Additional +2 to caster level when dispelling
Adds another +1 to DCs of the chosen energy type
Adds another +1 to DCs of the chosen school
Adds another +2 to spell penetration
+1 level increase, +2 damage per die rolled, enemies within 5' receive 2 damage per die rolled
+2 level increase, variable numerical effects +50%
+1 level increase, x2 duration
Cast spells as if they were a higher spell level
+1 level increase, increase max damage dice by up to 5 levels
+3 level increase, variable numerical effects maximised
+2 level increase, requires 2 saving throws
+1 level increase, -5 opponent SR
+4 level increase, cast as swift action
+1 level increase, increase range category by 1
+1 level increase, can deselect # creatures (up to casting modifier) from AoE
Craft scrolls of spells up to level 3 during camping
+1 DC for saves vs your spells of a chosen school of magic
+2 on caster level checks to overcome spell resistance
+2 on caster level and all level-variable effects on a single chosen spell of a school you have Spell Focus in
When casting a summoning spell that conjures more than one creature, add one to the total number of creatures
Once per round when mount fails a save, Mobility check vs DC to negate
Once per round when mount hit, Mobility check vs attack to negate
Add shield bonus to mount AC
x2 melee damage if charge while mounted
Trample while mounted, if succeed mount does natural attack damage to opponent knocked prone
+2 concentration, +1 caster level to overcome spell resistance
Drink blood from unconscious, helpless, sleeping, paralysed or corpses of living creatures. 3x day +1 FOR, +5 temp HP, +5 t
for 1 hour
When using Blood Drinker, +2 damage and +1 Athletics for number of rounds equal to half of HD
+2 on Knowledge & Lore skill checks
+2 dodge AC when Fighting Defensively
+2 save vs illusion and +2 on UMD checks
+4 Perception and +2 initiative when underground
+2 caster level to overcome spell resistance, +2 KA to identify items
+1 skill point per level
+2 saves vs mind-affecting, +4 vs fear
+2 saves vs enchantment, +1 DC on enchantment spells
+2 saves vs nauseated, sickened or poison
+1 natural armour
Healed by positive and negative energy but only 50% each
Can take up to 8 times gainining spells in order, use 2x day caster level equals HD and CHA as casting modifier. Spells are 1
Blur 4. Invisibility 5. Deep Slumber 6. Displacement 7. Confusion 8. Dominate Person
15' Blindsight if in contact with ground
Take 20 on Persuasion check once per day
Secondary bite attack (1d4)
+2 caster level for shadow spells
+4 racial bonus on saves vs spells and spell-like abilities (replaces the normal bonus from the Hardy trait)
+2 Mobility and ignore difficult terrain underground
Gain Pounce in Kitsune form
Gain angelic wings that grants +3 dodge bonus to AC vs melee and immunity to ground based effects
+2 bonus on Perception checks; +4 if 10 or more skill ranks
+2 Persuasion and Trickery, +4 if 10 ranks or more
+2 Trickery and Use Magic Device, +4 if 10 ranks or more
+2 Athletics, +4 saves vs fatigue. Can sleep in light or medium armour
Add STR modifier to Intimidate checks in addition to CHA
+2 to Persuasion and Perception, +4 if 10 or more ranks
+3 on a chosen skill, +6 if 10 ranks or more
+2 on Mobility and Stealth checks, +4 if 10 or more ranks
+2 bonus to concentration and level checks to overcome spell resistance if adjacent to ally with this feat
+2 AC vs flanking foes when adjacent to an ally with this feat
+2 bonus (+4 if your foe is larger than you) to your CMD when adjacent to an ally who also has this feat
+2 competence bonus on all combat manoeuvre checks when adjacent to an ally who also has this feat. +4 against Grapple
+4 to hit while flanking and your critical hits provoke attacks of opportunity for your ally if he also has this feat
Deal +1d6 precision damage per melee hit if both you and an ally with this feat are flanking the same foe
An ally's critical hits will provoke attack of opportunity for you if you both have this feat and threaten the same foe
+1 save bonus for each adjacent ally with this feat (max +4)
Using a shield while adjacent to ally with this feat, the AC bonus from your shield increase by +1 if your ally uses a buckler
+2 if heavy or tower shield
+4 competence bonus on concentration when adjacent to an ally who also has this feat, +1 if your ally uses a buckler or lig
heavy or tower shield
If overcome SR, ally with this feat can roll twice and take better result on next check to overcome SR
When adjacent to ally with this feat, roll twice and take better result on Trip attempts
Requirements
Bomb or Arcane Bombs
Sneak Attack
Fighter 5, Weapon Training
Animal Companion
Level 4, Bardic Performance
CHA 17, Bard 11, Diva Strike
CHA 15, Bard 7, Diva Style, Combat Expertise
CHA 13, Bard 1, Feint
WIS 19, Major Form or Wolf Shape
Shifter Aspect
Magus Arcana
Arcane Pool or Eldritch Pool
Arcanist Exploits
Bane
Bloodrage
Bomb
Channel Energy
Discovery
Hex
Ki Pool
Lay On Hands
Mercy
Bardic Performance
Stigmata
Raging Song
Rage
Rage Power
Arcane Reservoir
Rogue Talent
Slayer Talent
Wild Talent
WIS 19, Major Form or Wolf Shape
Bard 1
Bardic Performance
WIS 13, Wild Shape
BAB 12, Power Attack
BAB 8, Major Form or Wolf Shape
CHA 13, Channel Energy
DEX 13, Shifter Claws, Weapon Finesse
Shifter 6
Major Form or Wolf Shape
Divine spells
BAB 15, Critical Focus
BAB 9
Fighter 14, Critical Focus, 2x Critical effect feats
BAB 15, Critical Focus, Tiring Critical
BAB 11, Critical Focus
BAB 8
BAB 11, Critical Focus
BAB 13, Critical Focus
BAB 17, Critical Focus, Staggering Critical
BAB 13, Critical Focus
BAB 1, Armour Proficiency (Light Armour)
Armour Proficiency (Medium Armour)
Armour Proficiency (Light Armour)
INT 13
Dodge
DEX 13, Improved Unarmed Strike
DEX 13
Fighter 8, Shield Focus
DEX 13, Shield Focus
DEX 15, Missile Shield
Shield Proficiency
Shield Proficiency
Combat Manoeuvre
Power Attack
INT 13, Combat Expertise or Kinetic Warrior
INT 13, Combat Expertise or Kinetic Warrior
BAB 9, Disarm
Trip
BAB 6, Bull Rush
BAB 6, Dirty Trick
BAB 6, Disarm
BAB 6, Sunder Armour
BAB 6, Trip
Power Attack
INT 13, Combat Expertise or Kinetic Warrior
DEX 13, Weapon Finesse, Weapon Focus (Dueling Sword)
Shield Master
Power Attack
Cleave
Persuasion 6, Power Attack
Two Weapon Fighting
Combat Expertise
DEX 13, Weapon Finesse, Weapon Focus
BAB 6, Feint
BAB 1, Power Attack
Cleave
Perception 15, Improved Blindfight
BAB 11, DEX 19, Improved Two Weapon Fighting
Perception 10, Blindfight
BAB 6, Great Cleave, Cleaving Finish
BAB 6, DEX 17, Two Weapon Fighting
BAB 6
DEX 13, Weapon Finesse
STR 13
Shield Proficiency
BAB 11, Shield Bash, Two Weapon Fighting
DEX 13, Weapon Finesse, Weapon Focus
DEX 15, Feint, Skill Focus Mobility or Slayer
BAB 6 or Fighter 4, Shield Bash, Shield Focus
BAB 11 or Fighter 8, Stumbling Bash
Feint, Two Weapon Fighting
DEX 15
Weapon Focus
Fighter 6 or Arcane bloodline
BAB 11, STR 15, Dazzling Display, Power Attack
BAB 1
Persuasion 1
Fighter 16, Penetrating Strike
BAB 16, Improved Vital Strike
Fighter 8, Weapon Focus
Fighter 12, Weapon Specialisation
BAB 6
BAB 11, Vital Strike
Fighter 12, Weapon Focus
BAB 8, DEX 13, WIS 13, Improved Unarmed Strike
BAB 6, Dazzling Display
BAB 6
BAB 1
Fighter 4, Weapon Focus
BAB 6, Precise Shot
BAB 1, DEX 13
INT 13, Precise Shot
BAB 12, DEX 17, Improved Snap Shot
BAB 11, DEX 19, Precise Shot
BAB 9, Snap Shot, Rapid Shot
BAB 6, DEX 17, Point-Blank Shot, Rapid Shot
Weapon Specialisation
Point-Blank Shot
Feint
BAB 6, Precise Shot
Persuasion 6, Boar Style
Persuasion 3, Improved Unarmed Strike
Persuasion 9, Boar Ferocity
BAB 8 or Monk 7, Crane Wing
BAB 2 or Monk 1, Dodge, Improved Unarmed Strike
BAB 5 or Monk 5, Crane Style
Mobility 5, Dragon Style, Stunning Fist
Mobility 8, Dragon Style, Stunning Fist
STR 15, Mobility 3, Improved Unarmed Strike
BAB 9 or Monk 5, Pummeling Style, Trip
BAB 12 or Monk8, Pummeling Style
BAB 6 or Flurry of Blows, Improved Unarmed Strike
BAB 13 or Monk 11, WIS 17, Shaitan Skin
BAB 11 or Monk 9, CON 15, WIS 15, Shaitan Style
BAB 9 or Monk 5, Elemental Fist
Stunning Fist
BAB 8, CON 13, WIS 13, Improved Unarmed Strike
BAB 6 or Monk 6, Dodge, Improved Unarmed Strike
Improved Unarmed Strike
Great Fortitude
Iron Will
Lightning Reflexes
Combat Casting, Skill Focus Mobility
Arcane Armour Training
Ability to cast arcane spells
Spell Focus (Conjuration)
Favoured Enemy
Dispel Focus
Elemental Focus
Spell Focus
Spell Penetration
Spell Focus
Augment Summoning
Mobility 5
Mobility 1
Mounted Combat, Shield Focus
Mounted Combat
Mounted Combat
Elf
Dhampir
Blood Drinker
Elf, Dwarf or Gnome
Halfling
Elf or Half-Elf
Oread
Half-Elf
Human
Human
Elf or Half-Elf
Dwarf or Half-Orc
Dwarf or Half-Orc
Dhampir
Kitsune
Oread 9, Echoes Of Stone
CHA 17, Dhampir
Half-Orc
Gnome
Dwarf
Oread
Kitsune, BAB 10
Aasimar 10
Perception 3
BAB 4
BAB 1, DEX 13
Combat Reflexes
Shield Proficiency
Trip