Damage Reduction (reqs: Con 21) You gain DR 3/-; Stacks
Deceitful: +2 Disguise checks and Forgery checks.
Deceptive: +2 Bluff and Disguise
DEFENSE SPECIALIZATION (reqs: W Focus, W Spec, Level 12) +2 Dodge AC
Defense, Acrobatic (reqs: Dex 13, Tumble 8) +2 Fighting Defensively, +4 Total Defense
Defense, Aggressive (reqs: Dex 13, BAB +1) +2 Dodge for the Round, but -2 Damage inflicted as well
Defense, Blade: (reqs: W Focus) +2 Fighting Defensively, +4 Total Defense
DEFENSIVE ARTS: +1 Dodge
Defensive Refocus (reqs: Mobility, Wis 13) refocus on the defensive, granting +2 dodge AC on the round in which you refocus; following round your init is set to 20 plus any modifiers you may have (see Refocus in the PhB)
Defensive Study (reqs: Int 13, Wis 13) Use Int vs Dex for determining AC; No MaxDex or ACP since you're working with the Armor/Shield instead of brute forcing it around; no effect on ASF or Encumberence.
Deft Hands: +2 Sleight of Hand checks and Use Rope
Determined Soul (reqs: Iron Will) add WisMod to HP.
Dilligent: +2 Appraise checks and Decipher Script
Disarm, Improved (reqs: Int 13, C Expertise) +4 & provokes no AoO
Disarm, Master (reqs: Improved Disarm, W Focus) +2 Disarm
Disguise, Improved (reqs: Disguise 4, Cha 13) +5; can make an Amazing quality disguise in the normal time, or a normal one in only 1d3 Minutes work.
Dispell Mastery: Gain +4 on dispel checks, and the Max improves by +4; Stacks & improves by +4 each time.
Dodge (reqs: DEX 13) +1 Dodge AC; stacks.
Dodge, Attack, Spring (reqs: Dex 13, Dodge, Mobility, BAB +4) Move before & after Melee attack, up to Full Move range, with no AoO.
Dodge, Attack, Whirlwind (reqs: Dex 13, Int 13, C Expertise, Dodge, Mobility, Spring Attack, BAB +4) give up all your attacks this round (including AoO's) to make one Full BAB Melee attack against each Target you threaten.
Dodge, Avoidance: (reqs: Dex 15, BAB +6, Tumble 8, Dodge, Expertise, Mobility, Spring Attack) You do not draw attacks of opportunity for moving through threatened squares.
Dodge, Combat Focus (reqs: Dodge, Improved Initiative, BAB +5)+2 Dodge
Dodge, Combat Focus, Improved(reqs: Combat Focus) +2 Dodge AC
Dodge, Cunning (reqs: Int 13)Use Int vs Dex for REF & Tumble; 1x/Round, make REF save (DC = Target's ToHit roll) to avoid one Melee attack.
Dodge, Defense, WhirlWhind (reqs: Dex 13, Dodge, Mobility, Spring Attack, BAB +4) Flankers lose bonus; can only be Sneak Attacked by someone of higher level than you.
Dodge, Deflecting Move (reqs: Dex 13, Dodge, Mobility) Avoid 1 AoO per Round, per point of DexMod.
Dodge, Dexterous: For determining AC, consider Dex +2; Stacks; grants Dodge FTA.
Dodge, Immediate (reqs: Dodge, Dex 13) As an Immediate act, give up next turn's actions (including AoO's) to gain Total Defense to AC for this Round.
Dodge, Improved (reqs: Dex 13, Dodge) The dodge bonus to Armor Class that you receive from the Dodge feat now applies against all attacks, not only those of one specific opponent.
Dodge, MOBILITY: (reqs: Dex 13, Dodge) +4 Dodge AC vs AoO
Dodge, Quick Silver: (reqs: Dex 13, Dodge, BAB +3) +2 Dodge; stacks
Double Step: (reqs: Dex 15, Dodge, Mobility, Tumble 6 , Jump 12) Move 10 feet instead of 5 for your FFS
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