0% found this document useful (0 votes)
29 views27 pages

Book 3

The document lists various abilities, feats, and skills categorized under Classes, Combat, Magic, Mounted, Racial, Skills, and Teamwork. Each entry includes the name of the ability and its respective category, detailing enhancements and benefits for characters in a role-playing game context. The content serves as a reference for players to select and understand different character options and their effects.

Uploaded by

nadilyas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLSX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
29 views27 pages

Book 3

The document lists various abilities, feats, and skills categorized under Classes, Combat, Magic, Mounted, Racial, Skills, and Teamwork. Each entry includes the name of the ability and its respective category, detailing enhancements and benefits for characters in a role-playing game context. The content serves as a reference for players to select and understand different character options and their effects.

Uploaded by

nadilyas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as XLSX, PDF, TXT or read online on Scribd

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

You might also like