Combat Tactician (reqs: Wis 13, Int 13) You may give up all attacks (including AoO's) this Round to study the enemy & gain +2 ToHit & Damage on your next Melee attack.
Combat Veteran (reqs: 15th level) Immediately choose +2 Fighter Bonus Feats; you must meet Preqs; you only do this once & this feat can't be taken twice.
Combat, Anything Goes (reqs: Dex 13, Int 13) Use Improvised Melee weapons with +1 Damage step.
Combat, Anything Goes, Long (reqs: Anything Goes Combat) As AGC but for Ranged Improvised Weapons.
Combat, Close Order (reqs: BAB +1) If you & an adjacent Ally with this feat wish, you can switch places with a FFS & no AoO; you can also have one reloading crossbows while the other fires; teamwork tactics can be used.
Combat, Precision (reqs: DEX 13, BAB +1) add +4 ToHit, but Damage is Halved (Round Down, Min 1) for the Round
Combat, Prone: You suffer no attack or AC penalties for being prone.
Concentration, Disrupting (reqs: BAB +2) any you threaten in Melee suffers -5 Concentration
Concentration, Mastery (reqs: Dodge, Concentration 8) +5 Concentration; can always "Take Ten" even in Combat
Concentration, MEDDLESOME (reqs: BAB +4) any Target you threaten takes a -5 to Concentration checks
Concentration, Spellcasting Harrier (reqs: Combat Ref) Any Caster you Threaten in Melee, you can make an Immediate +4 ToHit AoO if they attempt to Cast.
Craft MagicArms&Armor/Potion/Ring/Rod/Staff/Wand/WonderousItem (reqs: 5th Level Caster) Create any (Chosen Type) item whose spells you can cast; 1 day per 1K GP; 1/25th of cost as XP; raw materials are Half the Cost; the Item to be Enhanced is not included in this factoring; or Mend such an item for Half normal Values.
Craft MagicArms&Armor/Potion/Ring/Rod/Staff/Wand/WonderousItem, Epic (reqs: CMA&A/P/R/R/S/W/WI, K arcana 28, Spellcraft 28) Can create items which exceed the normal +5 enchantment limitation
Craftsman (reqs: 5 Ranks in any two Craft Skills) gain +5 to all Craft skills
Creation Only: Abused Child: Hit die improves +1 Step
Creation Only: Ambidexterity (reqs: Dex 15) When dual, double or multi-weapon fighting you may add your full strength bonus to all attacks.
Creation Only: Amphibious: can breathe normally in or out of water.
Creation Only: Aura of Protection: gain Half total BAB modifier (Round Down, Min 1) to AC as a Divine/Profane Bonus; counts against Incorporeal & Touch Attacks; ONLY works if you remain true to your original Alignment & Deity.
Creation Only: Beastfolk Blooded: Choose a Race to add to your SubType; All Abilities/Qualities/Bonuses/Penalties are added; Any Feats/Skills/Effects/etc that req that Race, you now meet the req to qualify for or be effected by; stacks, choosing a new Race each time.
Creation Only: Blind: Auto fail all Spot, but +5 Listen, Listen becomes Class, can "Take Ten" on Listen, & gain Blind Fight Feat.
Creation Only: Build, Superior: +1 CON & Con based skill checks
Creation Only: Draconic Bloodline: Treat Sorcerer as a Favored Class in addition to any other's you may have; if you already are a Sorcer, add +ChaMod to your Number Per Day; not Number Known, but Number Per Day.
Creation Only: Dwarfism: -1 Size catagory.
Creation Only: Expert Learning: Pick 4 Skills; they become Class Skills for you.
Creation Only: Gigantism: +1 Size Catagory.
Creation Only: Immunity, Natural: Immune to Poison
Creation Only: Intellectual: +2 Int, Wis, or Cha
Creation Only: Invoker, Talented: gain an additional invocation each time you'd normally gain an Invocation; +2 Spell Craft
Creation Only: Life Learned: You use Wis instead of Int for Skill Point calculations.
Creation Only: Lungs of Steel: for Holding Breath purposes, use Double ConMod & +4 vs Gases/Clouds/Dusts/Airborne Poisons/etc.
Creation Only: Natural Skill: You gain 1 extra skill point per level (and 4x skill points at first level).
Creation Only: Nimble: +1 Dex & Dex based Skill Checks
Creation Only: Spoon, Golden: multiply starting gold by 10
Creation Only: Stipend: roll 2d10 x10; you gain this amount of gold at the Start, & begining of each Game Month; it must be picked up at a Guild, Bank, CraftHall, Castle, or some other permanent establishment to be collected, or it accumulates until you do.
Creation Only: Tail, Prehensile: Your Tail can function as a Limited Use Additional Limb;can Lift/Carry objects -1 Size Cat than you; can weild Light Weapons at BAB -5; +2 Dex based Skill Checks.
Creation Only: Unicorn’s Blessing: You grow a 1d6 inch Unicorn Horn out of your forehead; +10 Cha based Skill checks with Good aligned Beings or -10 with Evil ones; the Glory of a Unicorn infuses you, & everyone knows it.
Creation Only: Work Horse: for Encumberence/Lift/Carry calculations, consider STR +4
Critical, Devestating (reqs: Str 25, Cleave, GrCl, ImpCrit, OveCrit, Power Attack, W Focus) On a Crit, Target must Fort save (DC 10 +HalfYourLevel +yourStrMod) or die instantly.
Critical, Enable: Choose (construct/Objects, elemental, ooze, plant, undead) that you can now Crit/SneakAttack as if it weren't immune to such attacks.
Critical, Greater (reqs: W Prof, BAB +16) CritMod improves +1 Step (x2 to x3, x3 to x4, etc)
Critical, Improved (reqs: W Prof, BAB +8) double threat range
Critical, Overwhelming: (reqs: Str 23, Improved Critical, Power Attack, W Focus) the Crit Mod improves 1 step.
Critical, Power: (reqs: W Focus, BAB +4) +4 to confirm a Crit; stacks
Critical, SAVAGE (reqs: Str 13, Power Attack, BAB +5, W Focus) Crit Mod improves 1 step (x2 to x3, x3 to x4, etc)
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