Tail Tricks (reqs: a tail) +1 to STR/DEX based Skill Checks; +1 BR/CH/GR/OR/TR
Talker, Smooth (reqs: Cha 13) +1 to all Cha based Skill Checks
Talons of the Beast (reqs: a natural Claw Attack) Your Claw attacks improve +1 Damage Step.
Tenacious Magic (reqs: Spellcraft 15) Modify a spell/SLA to start duration after stop Concentrating (the time Con'ing it's active, but the dur hasn't started yet); Dispell only suppresses it d4 rounds (doesn't count towards dur); can Dispell it yourself at will.
Throw, Combat (reqs: Defensive Arts) +2 STR/DEX checks for Grapple/Trip
Throw, Combat, Improved (reqs: Combat Throw, BAB +3) If a Target makes a BR/CH/GR/OR/TR attack & misses, make an Immediate, Free AoO against them
Throw, Counter (reqs: Str 13, Improved Grapple, BAB +6)Make a Full BAB AoO against a BR/CH/GR/OR attempt; if you hit, you throw the Target overhead for (distance = Half Damage Dealt, Round to nearest 5) Feet, suffering Fall damage as appropriate & landing them Prone.
TOUCH OF GRACE (reqs: Cha 15) You get a +1 bonus on all saving throws; stacks.
Toughness, Continued (reqs: CON 15, Improved Toughness, Toughness)When determining HP, use ConMod x2; Stacks as x3, x4, x5, etc.
Toughness, Hardy Brawler (reqs: Toughness) Gain your ConMod as DR vs NonLethal/Subdural damage.
Toughness, Improved (reqs Toughness, BAB +3) +4 HP; stacks
Toughness, ROBUST HEALTH (reqs: Endurance) for determining HP, consider Con +2; grants Toughness Feat Tree Access.
Toughness, Superior (reqs: Toughness, Improved T) +30 HP; stacks
Toughness: +3 HP; stacks
Track: Use Survival to Track Targets.
Tracker, Legendary: (reqs: Wis 25, Track, K nature 30, Survival 30) +10 Track; Track over Air/Water
Tracks, Hide: (reqs: Track) Add your Survival to the DC of following your Tracks while you move at Full speed; +5 more if at Half speed.
Transferrence (reqs: any Item Creation or Craft feat) As a Touch spell, if Target is UnCharmed & Willing of their own free will, they may "pay" any/all of the XP cost to create an item in addition/instead of You.
Tree Topper (reqs: Dex 14) You get a +2 bonus to all Climb checks and you may apply your Dex modifier to your AC while climbing
Trip, Improved (reqs: C Expertise, Int 13) +4, provokes no AoO, if successfull, make an Immediate Free AoO against the Target.
Turn/Rebuke Resistance: for T/R checks, treat your HD +2; stacks as +4, +6, +8, etc
Twin Parry (reqs: TWF, Expertise) +2 Dodge AC; FightDef +4, TotDef +8
Two Weapon Defense (reqs: Dex 15, TWF) +1 Shield AC, or +2 when FightDef or TotalDef.
Two Weapon Fighting, Greater (reqs: Dex 19, Improved TWF, TWF, BAB +11) gain a 3rd OHA at -10 ToHit
Two Weapon Fighting, Improved (reqs: Dex 17, TWF, BAB +6) 2nd OHA at -5 ToHit
Two Weapon Fighting, Perfect (reqs: Dex 25, Greater TWF, Improved TWF, TWF) Same number of PHA & OHA attacks & at Full BAB
Two Weapon Fighting, Superior (reqs: Str 15, Dex 15, TWF, BAB +3) You can use any one-handed weapon in your off hand as if it were a light weapon.
TWO WEAPON FIGHTING: Primary lessens by 2, & OHA by 6
Two Weapon Rend (reqs: Dex 15, BAB +9, Improved TWF, TWF) If you hit the same Target twice in the same Melee Round, add the smaller weapon's damage again using Double StrMod for the damage inflicted
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