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Because they might prove usefull for someone... by ShadowSystems2012-06-02 08:54:33
  Feats. (n/t) by ShadowSystems2012-06-02 10:05:58
    M's by ShadowSystems 2012-06-02 10:31:23
Magical Apptitude: +2 Spellcraft & Use Magic Device
Manual Technique: Use Int for Dex on Disable Device, Open Lock, Sleight of Hand, & Use Rope.
Martial Veteran (reqs: 6th Level) For Preqs, consider your Level/BAB +2
Mechanically Inclined (reqs: Int 13, Dex 13, Disable Device 4) You can fix a broken item with a successful Disable Device check; DM decides DC.
Metabolism, Rapid (reqs: Con 13) Heal Normal +(CON x2) HP per day; if Healed, double the normal healed HP; if Cured, use (CON x3)
Meticulous: +2 Forgery and Search checks.
Mind's Eye (reqs: Iron Will) +2 Will
Mind, Closed: +2 Will
Mind, Hostile (reqs: Cha 15) anyone attempting a Mental Effect against you must WILL save (DC 10 +HalfYourLevel +YourChaMod) or take (ChaMod)d6 damage
Mind, Open: Gain 5 Skill Points to spend as normal, keeping all Points rules in mind.
Mind, Over Body: (reqs: Con 13) Heal 1+(CON) Ability Damage per day
Missile Proof (reqs: C Ref, S Prof) 1+(DexMod)x/Round, using a shield, if you or an Ally behind you is Targeted by a Ranged Attack (Spell or Object), REF (DC Attacker's ToHit roll, minus your Shield's AC) to deflect the attack; if there's Splash damage, the Shield takes it
Mounted: Archery (reqs: Ride 1, Mounted Combat) firing penalties halved
Mounted: Attack, Wheeling (reqs: Mounted Combat, Ride 1) Move 2x normal distance & make a Melee attack anywhere along the path; provokes no AoO; this is not a Charge, this is the Hit & Run tactics of Light Cavalry.
Mounted: Combat (reqs: Ride 1) 1x/Round, Roll a Ride Check vs Target's ToHit to avoid the Melee attack.
Mounted: Combat, Improved (reqs: Mounted Combat, Ride 1) Evade +1 attack each round
Mounted: Combat, Improved (reqs: Mounted Combat, Ride 1) You may use your Ride skill and Mounted Combat feat to evade one additional attack each round.
Mounted: Dodge (reqs: Mounted Combat) 1x/Round, make a Ride check (DC is Target's ToHit roll) to avoid the Target's attack; basicly like a REF save to say "Can't touch this!"
Mounted: Over Run (reqs: Mounted Combat) Standard Act, OR any number of Targets in a straight line; Full Act, 2x Speed & may Trample them as well
Mounted: Ride By Attack (reqs: Ride 1, Mounted Combat) You may Move Before & After Melee Attack, up to 2x full move range with no AoO
Mounted: Rider, Legendary (reqs: Ride 10) +10 Ride; don't need a saddle; don't need to make Ride to Control the Mount in Combat; can Ride Untrained animals into Combat.
Mounted: Rider, Natural (reqs: Animal Handling 4, Ride 4) If your Mount has a Light Load, it gains +10 Feet Speed; if Medium, +5 feet; if Heavy, no bonus.
Mounted: Rider, Wild (reqs: Ride 1) Suffer no penalty for riding an ill suited or bare backed mount.
Mounted: Spirited Charge (reqs: Ride 1, Mounted Combat, Ride By Attack) When charging, deal Double Damage with a Melee weapon, or Triple with a Lance.
Mounted: Trample (reqs: Ride 1, Mounted Combat) When making a Mounted OverRun, Target can't avoid; Mount gets one Hoof attack at +4 ToHit.
Multitasker (reqs: 4 Ranks each in Hide, Listen, Move Silently, Spot) Combine H/MS into "Stealth" & L/S into "Perception" (ignore Max); from now on make a single Perc/Stealth check to cover both old skills; auto makes both old skill checks with the new skill.
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