Deceitfull )reqs: -) +2Disguise, +2 Forgery
Deft Hands (reqs: -) +2 Sleight of Hand, +2 Use Rope
Diligent (reqs: -) +2 Appraise, +2 Decipher Script
Disarm, Improved (FBF; reqs: Combat Expertise) +4, Target may not Counter, & provokes no AoO
Dodge (FBF; reqs: DEX 13) +1 Dodge AC
Dodge, Mobility (FBF; reqs: Dodge) +4 Dodge vs AoO
Dodge, Spring Attack (FBF; reqs: Mobility, BAB +4) Move before & after a Melee attack, provoking no AoO, up to full Speed range
Dodge, Whirlwind Attack (FBF; reqs: Spring Attack, Combat Expertise, BAB +4) Give up all Melee attacks this Round (including AoO's) to make 1 Full BAB Melee attack against every Target in Melee Range.
Endurance (reqs: -) +4 FORT vs NonLethal
Endurance, Die Hard (reqs: Endurance) when reduced to below 0HP (max -9), you Auto Stabilize & may make Partial Actions (non Combat) each Round.
Eschew Materials (reqs: -) you can cast some spells with no material components
Expertise, Combat (FBF; reqs: INT 13) take up to -5 from ToHit & add to AC for the Round
Familiar, Improved (reqs: ability to gain one) you can choose a better one (see Tables, Lists, Charts, & beg!)
Feint, Improved (FBF; reqs: Combat Expertise) make Bluff check as a Move Act
Forge Ring (reqs: 12th Level Caster) you can now create them
Fortitude, Great (reqs: -) +2 Fort
Grapple, Improved (FBF; reqs: Dex 13, IUAS) +4 & provokes no AoO
Initiative, Improved (FBF; reqs: -) +4 Init
Investigator (reqs: -) +2 Gather Information, +2 Search
Leadership (reqs: 6th Level) allows gathering Followers, Cohorts, Minions, Employees, etc
Magical Aptitude (reqs: -) +2 SpellCraft, +2 Use Magic Device
Mounted, Archery (FBF; reqs: M Combat) the penalty for firing while mounted is halved
Mounted, Combat (FBF; reqs: Ride 1 Rank) 1x/Round, if Mount would be Hit in combat, make a Ride check; if your Ride is higher than their ToHit roll, you dodge the attack
Mounted, Ride-By Attack (FBF; reqs: MCombat) When Charging, may Attack as if with a Standard Charge, then Move again (up to 2x Normal Speed) after the Charge; provokes no AoO
Mounted, Spirited Charge (FBF; reqs: MCombat, MRBA) When Charging while Mounted, deal Double Damage (or x3 with a Lance)
Mounted, Trample (FBF; reqs: MCombat) +4 to a Mounted OverRun; Target can't Avoid; Provokes no AoO; if you knock them prone, Mount gets a +4 ToHit Hoof Attack
Negotiator (reqs: -) +2 Diplomacy, +2 Sense Motive
Nimble Fingers (reqs: -) +2 Disable Device, +2 Open Locks
OverRun, Improved (FBF; reqs: Power Attack) +4, Target can't Avoid, & no AoO
Persuasive (reqs: -) +2 Bluff, +2 Intimidate
Quick Draw (FBF; reqs: BAB+1) can draw as a Free Act
Reflexes, Combat (FBF; reqs: -) May make AoO's while FF; make 1+(Dex) AoO/Round
Reflexes, Lightning (reqs: -) +2 REF
Reload, Rapid (FBF; reqs: WProf) can reload a L/1H CrossBow as a Free Act (fire as if a Bow), or a Heavy as a Move Act
Run (reqs: -) can move at 5x Normal Speed in No/Light/Medium Encumberance/Load, or 4x under Heavy; +4 Jump
Scroll, Scribe (reqs: 1st Level Caster) you can now create them
Self Sufficient (reqs: -) +2 Heal, +2 Survival
Shield Bash, Improved (FBF; reqs: SProf.) retain Shield AC while making a SBA
Shield Proficiency, Normal or Tower (reqs: -) you become proficient with the chosen shield; Fighters already have this Feat
Shot, Far (FBF; reqs: PBS) Range improves +50%
Shot, Many (FBF; reqs: Dex 17, PBS, Rapid Shot, BAB +6) Fire 2 Arrows at same Target (use 1 ToHit, 1 Crit if any) at a -4 ToHit
Shot, On the Run (FBF; reqs: Mobility, PBS, BAB +4) May Move before & after making a Ranged attack, up to Normal Speed, with no AoO
Shot, Point Blank ("PBS"; FBF; reqs: -) If Range is ~30 Feet, +1 ToHit/Dam with Ranged weapon
Shot, Precise (FBF; reqs: PBS) No -4 ToHit into Melee
Shot, Precise, Improved (FBF; reqs: Dex 19, PBS, Precise Shot, BAB +11) Ignore anything less than Total Cover/Concealment
Shot, Rapid (FBF; reqs: PBS) +1 Full BAB Ranged attack per Round
Skill Focus (reqs: -) +3 to chosen Skill; Does Not Stack.
Spell Focus (reqs: -) +1 DC to your chosen School; Does Not Stack
Spell Focus, Greater (reqs: Spell Focus) +1 DC; Does Not Stack
Spell Mastery (reqs: 1st Level Wizard) Choose your (IntMod) spells you already know, you can now prepare them without your Spell Book; Stacks with new spells each time
Spell Penetration (reqs: -) +2 Caster Level Checks
Spell Penetration, Greater (reqs: Spell Penetration) +2 CLC's; Stacks
Spell, Counter, Improved (reqs: -) may counter with a higher level spell
Spell, Empower (reqs: -) All numeric variables of the spell improve by +50%
Spell, Enlarge (reqs: -) the Range of a spell improves +100%
Spell, Extend (reqs: -) the Duration of the spell improves +100%
Spell, Heightened (reqs: -) increases the Spell Level of the chosen spell
Spell, Maximize (reqs: -) all Numerical values of the spell improve to their maximim possible values
Spell, Natural (reqs: WIS 13, Wild Shape ability) you may cast some spells while in your WS forms
Spell, Quicken (reqs: -) can cast some spells as a Quick/Swift Act
Spell, Silent (reqs: -) you can cast some spells silently
Spell, Still (reqs: -) you can cast some spells without moving
Spell, Widen (reqs: -) can alter a burst/emanation/line/spread shaped spell to increase its area; Any numeric measurements of the spell’s area increase by 100%.
Stealthy (reqs: -) +2 Hide, +2 Move Silently
Strike, UnArmed, Improved ("IUAS"; FBF; reqs: -) considered Armed even when Not; deals more damage with an UAS attack; provokes no AoO for an UAS attack
Stunning Fist (FBF; reqs: WIS 13, IUAS, BAB +8) 1x/Day per 4Levels (unless Monk), if IUAS hits, Target must Fort (DC 10 +HalfYourLevel +WisMod) or be Stunned 1 Round; either way they take the IUAS damage
Summon, Augment (reqs: Spell Focus: Conjuration) Summoned creatures gain +4 STR & +4 CON
Sunder, Improved (FBF; reqs: Power Attack) +4 & no AoO
Toughness (reqs: -) +3 HP; Stacks
Track (reqs: -) use Survival Skill to Track Targets
Trip, Improved (FBF; reqs: Combat Expertise) +4 & no AoO
Turning, Extra (reqs: Ability to Turn/Rebuke) +4 Uses per day; Stacks
Turning, Improved (reqs: Ability to Turn/Rebuke) +1 Level for T/R attempts
Two Weapon Defense (FBF; reqs: Dex 15, TWF) When wielding a Double W or TWF (but not Natural or IUAS), gain +1 Deflection AC; +2 FD/TD
Two Weapon Fighting ("TWF"; FBF; reqs: Dex 15) Your Primary Hand Attack & Off Hand Attack (OHA) penalties for fighting with a Double Weapon or Two Weapons reduces to -2/-6 respectively
Two Weapon Fighting, Greater (FBF; reqs: BAB +11, DEX 19, ITWF) 3rd OHA at -10 ToHit
Two Weapon Fighting, Improved (FBF; reqs: BAB +6, Dex 17, TWF) 2nd OHA at -5 ToHit
Weapon Finesse (FBF; reqs: BAB +1) if using a Natural/Light/1HW/Rapier/Whip/SpikedChain, may use Dex vs Str for Melee ToHit rolls
Weapon Focus (FBF; reqs: WProf, BAB +1) Choose a Weapon, IUAS, Grapple, or Ray; +1 ToHit; Does Not Stack
Weapon Focus, Greater (FBF; reqs: 8th Level, WFocus) +1 ToHit; Stacks with W.F., but not with itself.
Weapon Proficiency, Simple/Martial/Exotic (FBF; reqs: -) you become Proficient with the Chosen Weapon; Fighters already have S/M, but can take Exotic.
Weapon Specialization (FBF; reqs: WFocus, 4th Level) +2 Damage
Weapon Specialization, Greater (FBF; reqs: GWFocus, WSpec, 12th Level) +2 Damage; it stacks with W.Spec, but not with itself
Will, Iron (reqs: -) +2 WILL
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