Fall Guy: Fall damage lessened by 10 feet; +5 on Balance/Jump/Tumble.
Feint, Improved (reqs: Int 13, C Expertise) You can make a Bluff check to feint in combat as a move action.
Flight, Aerobatics (reqs: Flight) +10 feet Fly speed & +1 Maneuverability step; if already Perfect, gain +20 feet instead; Stacks
Flight, Attack, Fly By (reqs: Flight) May move before & after Attack, up to full Move range; provokes an AoO
Flight, Attack, Fly By, Improved (reqs: Flight, Dodge, FBA, Mobility) Now provokes no AoO
Flight, Dive, Spirited (reqs: Flight, FBA) When making a Dive, deals Triple Damage, +2 ToHit, but -2 AC
Focus, Combat (reqs: Dodge, Improved Init, BAB +5) You may focus on one specific Target & gain +2 ToHit & AC versus them, but suffer a -2 AC against all other attackers.
Focus, Combat, Improved (reqs: Combat Focus) May focus on 2 Targets with no Penalties nor Bonuses on the 2nd.
Follow Up (reqs: BAB +6) drop the Target, make a FFS into their square; Provokes no AoO; only if you still have Movement left; can't move if Larger than the Target (ex: a Large into a Medium's square).
Force Against Force (reqs: Power Attack, BAB +12) Against Inanimate object, Add +2dam per 1 BAB given up; standard act or part of full, you may attempt to destroy a force Effect; if the attack hits, treat as Disintegrate spell of Caster Level = your BAB.
Fortitude, Fiercesome: (reqs: Con 15, Toughness) If killed by damage, Fort (DC HP below Death) to auto stabilize at -8 instead; if an Instant Death, DC 20; if there's nothing left of you or decapitation, you're toast.
Fortitude, Great: +2 Fort
Fortitude, Mental (reqs: Iron Will) +2 Will
Fortitude, Superior (reqs: Great Fort) +4 Fort
Fury of the Mountain (reqs: Str 15, Con 15, Great Fort, Iron Will, Toughness, Improved T, BAB +11) Sacrafice (ConMod) HP to add (HalfConMod, Round Down)d6 Melee Damage; if you don't lose the HP, you don't deal the damage.
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