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 ====== Feats ====== ====== Feats ======
  
-Feats are divided into categories: General, FighterRogue, and Mage.  General feats can be selected anytime that a character can select a non-class specific feat.  Class specific feats can only be selected when gaining access to feats by adding an additional level of that class and must be drawn from the class specific category.+===== Prerequisites ===== 
 +Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he or she gains the prerequisite. 
 + 
 +A character can’t use a feat if he or she has lost a prerequisite. 
 + 
 +===== Types of Feats ===== 
 +Feats are divided into categories: General, WarriorExpert, and Spellcaster.  General feats can be selected anytime that a character can select a non-class specific feat.  Class specific feats can only be selected when gaining access to feats by adding an additional level of that class and must be drawn from the class specific category unless the feat description indicates that it may be selected as a class-specific bonus feat.
  
 ===== General Feats ===== ===== General Feats =====
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 ==== Armor Proficiency Light ==== ==== Armor Proficiency Light ====
-**Benefit:** When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to BalanceClimbEscape ArtistHide, Jump, Move Silently, Sleight of Hand, and Tumble checks.\\ +**Benefit:** When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to [[..:skills:acrobatics]][[..:skills:climb]][[..:skills:escape_artist]][[..skills:stealth]], and [[..:skills:sleight_of_hand]] checks.\\ 
-**Normal:** A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including Ride.\\+**Normal:** A character who is wearing armor with which she is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving, including [[..:skills:handle_animal]].\\
  
 ==== Armor Proficiency Medium ==== ==== Armor Proficiency Medium ====
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 **Benefit:** See [[#Armor Proficiency Light]].\\ **Benefit:** See [[#Armor Proficiency Light]].\\
 **Normal:** See [[#Armor Proficiency Light]]. **Normal:** See [[#Armor Proficiency Light]].
 +
 +==== Blind-Fight ====
 +**Benefit:** In melee, every time a character misses because of concealment, the character can reroll the miss chance percentile roll one time to see if the character actually hit. 
 +
 +An invisible attacker gets no bonus to hit the character in melee. That is, the character doesn't lose a Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus. The invisible attacker’s bonuses do still apply for ranged attacks, however. 
 +
 +The character suffers only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces the character's speed to three-quarters of normal, instead of one-half. 
  
 ==== Cleave ==== ==== Cleave ====
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 **Benefit:** If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.\\ **Benefit:** If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach. You cannot take a 5-foot step before making this extra attack. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.\\
  
-**Special:** A fighter may select Cleave as one of his fighter bonus feats. +**Special:** A warrior may select Cleave as one of his warrior bonus feats. 
  
 ==== Combat Casting ==== ==== Combat Casting ====
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 **Benefit:** When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.\\ **Benefit:** When you use the attack action or the full attack action in melee, you can take a penalty of as much as -5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.\\
 **Normal:** A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.\\ **Normal:** A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a -4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.\\
-**Special:** A fighter may select Combat Expertise as one of his fighter bonus feats.+**Special:** A warrior may select Combat Expertise as one of his warrior bonus feats.
  
 ==== Combat Reflexes ==== ==== Combat Reflexes ====
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 **Normal:** A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed. **Normal:** A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
-**Special:** A fighter may select Combat Reflexes as one of his fighter bonus feats. rogue may select Combat Reflexes as one of his rogue bonus feats.+**Special:** A warrior may select Combat Reflexes as one of his warrior bonus feats. expert may select Combat Reflexes as one of his expert bonus feats.
  
 ==== Deflect Arrows ==== ==== Deflect Arrows ====
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 Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons and ranged attacks generated by spell effects can’t be deflected.
-**Special:** A rogue may select Deflect Arrows as a rogue bonus feat.  A fighter may select Deflect Arrows as one of his fighter bonus feats.+**Special:** A expert may select Deflect Arrows as a expert bonus feat.  A warrior may select Deflect Arrows as one of his warrior bonus feats.
  
 ==== Diehard ==== ==== Diehard ====
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 A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike most other types of bonuses.
  
-**Special:** A fighter may select Dodge as one of his fighter bonus feats.+**Special:** A warrior may select Dodge as one of his warrior bonus feats.
  
 ==== Endurance ==== ==== Endurance ====
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 **Normal:** A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day. **Normal:** A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.
  
-**Special:** A fighter may select Endurance as one of his fighter bonus feats.+**Special:** A warrior may select Endurance as one of his warrior bonus feats.
  
 ==== Far Shot ==== ==== Far Shot ====
 **Prerequisite:** [[#Point Blank Shot]].\\ **Prerequisite:** [[#Point Blank Shot]].\\
 **Benefit:** When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1½). When you use a thrown weapon, its range increment is doubled.\\ **Benefit:** When you use a projectile weapon, such as a bow, its range increment increases by one-half (multiply by 1½). When you use a thrown weapon, its range increment is doubled.\\
-**Special:** A fighter may select Far Shot as one of his fighter bonus feats.+**Special:** A warrior may select Far Shot as one of his warrior bonus feats.
  
 ==== Great Cleave ==== ==== Great Cleave ====
 **Prerequisites:** Str 13, [[#Cleave]], [[#Power Attack]], base attack bonus +4.\\ **Prerequisites:** Str 13, [[#Cleave]], [[#Power Attack]], base attack bonus +4.\\
 **Benefit:** This feat works like Cleave, except that there is no limit to the number of times you can use it per round.\\ **Benefit:** This feat works like Cleave, except that there is no limit to the number of times you can use it per round.\\
-**Special:** A fighter may select Great Cleave as one of his fighter bonus feats. +**Special:** A warrior may select Great Cleave as one of his warrior bonus feats. 
  
 ==== Great Fortitude ==== ==== Great Fortitude ====
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 **Prerequisites:** Str 13, [[#Power Attack]].\\ **Prerequisites:** Str 13, [[#Power Attack]].\\
 **Benefit:** When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.\\ **Benefit:** When you perform a bull rush you do not provoke an attack of opportunity from the defender. You also gain a +4 bonus on the opposed Strength check you make to push back the defender.\\
-**Special:** A fighter may select Improved Bull Rush as one of his fighter bonus feats.+**Special:** A warrior may select Improved Bull Rush as one of his warrior bonus feats.
  
 ==== Improved Disarm ==== ==== Improved Disarm ====
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 **Benefit:** You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.\\ **Benefit:** You do not provoke an attack of opportunity when you attempt to disarm an opponent, nor does the opponent have a chance to disarm you. You also gain a +4 bonus on the opposed attack roll you make to disarm your opponent.\\
 **Normal:** See the normal disarm rules.\\ **Normal:** See the normal disarm rules.\\
-**Special:** A fighter may select Improved Disarm as one of his fighter bonus feats. A rogue may select Improved Disarm as a bonus feat if his base attack bonus is +6.+**Special:** A warrior may select Improved Disarm as one of his warrior bonus feats. A expert may select Improved Disarm as a bonus feat if his base attack bonus is +6.
  
 ==== Improved Feint ==== ==== Improved Feint ====
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 **Benefit:** You can make a Bluff check to feint in combat as a move action.\\ **Benefit:** You can make a Bluff check to feint in combat as a move action.\\
 **Normal:** Feinting in combat is a standard action.\\ **Normal:** Feinting in combat is a standard action.\\
-**Special:** A fighter may select Improved Feint as one of his fighter bonus feats. +**Special:** A warrior may select Improved Feint as one of his warrior bonus feats.
  
 ==== Improved Grapple ==== ==== Improved Grapple ====
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 **Benefit:** You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.\\ **Benefit:** You do not provoke an attack of opportunity when you make a touch attack to start a grapple. You also gain a +4 bonus on all grapple checks, regardless of whether you started the grapple.\\
 **Normal:** Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.\\ **Normal:** Without this feat, you provoke an attack of opportunity when you make a touch attack to start a grapple.\\
-**Special:** A fighter may select Improved Grapple as one of his fighter bonus feats. A rogue may select Improved Grapple as one of his rogue bonus feats if his base attack bonus is +1.+**Special:** A warrior may select Improved Grapple as one of his warrior bonus feats. A expert may select Improved Grapple as one of his expert bonus feats if his base attack bonus is +1.
  
 ==== Improved Initiative ==== ==== Improved Initiative ====
 **Benefit:** You get a +4 bonus on initiative checks.\\ **Benefit:** You get a +4 bonus on initiative checks.\\
-**Special:** A fighter may select Improved Initiative as one of his fighter bonus feats.\\+**Special:** A warrior may select Improved Initiative as one of his warrior bonus feats.\\
  
 ==== Improved Overrun ==== ==== Improved Overrun ====
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 **Benefit:** When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.\\ **Benefit:** When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.\\
 **Normal:** Without this feat, the target of an overrun can choose to avoid you or to block you.\\ **Normal:** Without this feat, the target of an overrun can choose to avoid you or to block you.\\
-**Special:** A fighter may select Improved Overrun as one of his fighter bonus feats. +**Special:** A warrior may select Improved Overrun as one of his warrior bonus feats. 
  
 ==== Improved Shield Bash ==== ==== Improved Shield Bash ====
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 **Benefit:** When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.\\ **Benefit:** When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.\\
 **Normal:** Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.\\ **Normal:** Without this feat, a character who performs a shield bash loses the shield’s shield bonus to AC until his or her next turn.\\
-**Special:** A fighter may select Improved Shield Bash as one of his fighter bonus feats.+**Special:** A warrior may select Improved Shield Bash as one of his warrior bonus feats.
  
 ==== Improved Sunder ==== ==== Improved Sunder ====
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 You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.\\ You also gain a +4 bonus on any attack roll made to attack an object held or carried by another character.\\
 **Normal:** Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.\\ **Normal:** Without this feat, you provoke an attack of opportunity when you strike at an object held or carried by another character.\\
-**Special:** A fighter may select Improved Sunder as one of his fighter bonus feats.+**Special:** A warrior may select Improved Sunder as one of his warrior bonus feats.
  
 ==== Improved Trip ==== ==== Improved Trip ====
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 **Normal:** Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.\\ **Normal:** Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.\\
-**Special:** At base attack bonus +6, a rogue may select Improved Trip as a bonus feat. A fighter may select Improved Trip as one of his fighter bonus feats. +**Special:** At base attack bonus +6, an expert may select Improved Trip as a bonus feat. A warrior may select Improved Trip as one of his warrior bonus feats. 
  
 ==== Improved Two-Weapon Fighting ==== ==== Improved Two-Weapon Fighting ====
 **Prerequisites:** Dex 17, [[#Two-Weapon Fighting]], base attack bonus +6.\\ **Prerequisites:** Dex 17, [[#Two-Weapon Fighting]], base attack bonus +6.\\
-**Benefit:** In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it. See the Two-Weapon Fighting special attack.\\+**Benefit:** In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty.\\
 **Normal:** Without this feat, you can only get a single extra attack with an off-hand weapon.\\ **Normal:** Without this feat, you can only get a single extra attack with an off-hand weapon.\\
-**Special:** A fighter may select Improved Two-Weapon Fighting as one of his fighter bonus feats.+**Special:** A warrior may select Improved Two-Weapon Fighting as one of his warrior bonus feats.
  
-A 6th-level ranger who has chosen the two-weapon combat style is treated as having Improved Two-Weapon Fighting, even if he does not have the prerequisites for it, but only when he is wearing light or no armor. 
 ==== Improved Unarmed Strike ==== ==== Improved Unarmed Strike ====
-**Benefit:** You are considered to be armed even when unarmed —that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.+**Benefit:** You are considered to be armed even when unarmed—that is, you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. However, you still get an attack of opportunity against any opponent who makes an unarmed attack on you.
  
 In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
  
 **Normal:** Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.\\ **Normal:** Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.\\
-**Special:** A fighter may select Improved Unarmed Strike as one of his fighter bonus feats.+**Special:** A warrior may select Improved Unarmed Strike as one of his warrior bonus feats
 + 
 +==== Improved Uncanny Dodge ==== 
 +**Prerequisite:** [[#Uncanny Dodge]]\\ 
 +**Benefit:** You can no longer be flanked.  This defense denies the ability to be sneak attacked by flanking, unless the attacker has at least four more character levels than you.
  
 ==== Iron Will ==== ==== Iron Will ====
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 Damage reduction and other resistances apply separately against each arrow fired. Damage reduction and other resistances apply separately against each arrow fired.
  
-**Special:** Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. A fighter may select Manyshot as one of his fighter bonus feats.+**Special:** Regardless of the number of arrows you fire, you apply precision-based damage only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage. A warrior may select Manyshot as one of his warrior bonus feats.
  
 ==== Mobility ==== ==== Mobility ====
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 Dodge bonuses stack with each other, unlike most types of bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
  
-**Special:** A fighter may select Mobility as one of his fighter bonus feats.+**Special:** A warrior may select Mobility as one of his warrior bonus feats.
  
 ==== Mounted Archery ==== ==== Mounted Archery ====
 **Prerequisites:** [[..:skills:Ride]] 1 rank, [[#Mounted Combat]].\\ **Prerequisites:** [[..:skills:Ride]] 1 rank, [[#Mounted Combat]].\\
 **Benefit:** The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.\\ **Benefit:** The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.\\
-**Special:** A fighter may select Mounted Archery as one of his fighter bonus feats.+**Special:** A warrior may select Mounted Archery as one of his warrior bonus feats.
  
 ==== Mounted Combat ==== ==== Mounted Combat ====
 **Prerequisite:** [[..:skills:Ride]] 1 rank.\\ **Prerequisite:** [[..:skills:Ride]] 1 rank.\\
 **Benefit:** Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.)\\ **Benefit:** Once per round when your mount is hit in combat, you may attempt a Ride check (as a reaction) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s Armor Class if it’s higher than the mount’s regular AC.)\\
-**Special:** A fighter may select Mounted Combat as one of his fighter bonus feats. +**Special:** A warrior may select Mounted Combat as one of his warrior bonus feats. 
  
 ==== Point Blank Shot ==== ==== Point Blank Shot ====
 **Benefit:** You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.\\ **Benefit:** You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.\\
-**Special:** A fighter may select Point Blank Shot as one of his fighter bonus feats.+**Special:** A warrior may select Point Blank Shot as one of his warrior bonus feats.
  
 ==== Power Attack ==== ==== Power Attack ====
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 **Special:** If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.) **Special:** If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can’t add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies. (Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)
  
-fighter may select Power Attack as one of his fighter bonus feats.+warrior may select Power Attack as one of his warrior bonus feats.
  
 ==== Precise Shot ==== ==== Precise Shot ====
 **Prerequisite:** [[#Point Blank Shot]].\\ **Prerequisite:** [[#Point Blank Shot]].\\
 **Benefit:** You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.\\ **Benefit:** You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.\\
-**Special:** A fighter may select Precise Shot as one of his fighter bonus feats.+**Special:** A warrior may select Precise Shot as one of his warrior bonus feats.
  
 ==== Quick Draw ==== ==== Quick Draw ====
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 **Normal:** Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action. **Normal:** Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
  
-**Special:** A fighter may select Quick Draw as one of his fighter bonus feats. +**Special:** A warrior may select Quick Draw as one of his warrior bonus feats. 
  
 ==== Rapid Reload ==== ==== Rapid Reload ====
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 **Normal:** A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.\\ **Normal:** A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.\\
-**Special:** You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow. A fighter may select Rapid Reload as one of his fighter bonus feats.+**Special:** You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow. A warrior may select Rapid Reload as one of his warrior bonus feats.
  
 ==== Rapid Shot ==== ==== Rapid Shot ====
 **Prerequisites:** Dex 13, [[#Point Blank Shot]].\\ **Prerequisites:** Dex 13, [[#Point Blank Shot]].\\
 **Benefit:**You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.\\ **Benefit:**You can get one extra attack per round with a ranged weapon. The attack is at your highest base attack bonus, but each attack you make in that round (the extra one and the normal ones) takes a -2 penalty. You must use the full attack action to use this feat.\\
-**Special:** A fighter may select Rapid Shot as one of his fighter bonus feats.+**Special:** A warrior may select Rapid Shot as one of his warrior bonus feats.
  
 ==== Ride-By Attack ==== ==== Ride-By Attack ====
 **Prerequisites:** [[..:skills:Ride]] 1 rank, [[#Mounted Combat]].\\ **Prerequisites:** [[..:skills:Ride]] 1 rank, [[#Mounted Combat]].\\
 **Benefit:** When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.\\ **Benefit:** When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.\\
-**Special:** A fighter may select Ride-By Attack as one of his fighter bonus feats.+**Special:** A warrior may select Ride-By Attack as one of his warrior bonus feats.
  
 ==== Run ==== ==== Run ====
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 **Prerequisites:** Dex 13, [[#Dodge]], [[#Mobility]], [[#Point Blank Shot]], base attack bonus +4.\\ **Prerequisites:** Dex 13, [[#Dodge]], [[#Mobility]], [[#Point Blank Shot]], base attack bonus +4.\\
 **Benefit:** When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.\\ **Benefit:** When using the attack action with a ranged weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed.\\
-**Special:** A fighter may select Shot on the Run as one of his fighter bonus feats.+**Special:** A warrior may select Shot on the Run as one of his warrior bonus feats.
  
 ==== Skill Focus ==== ==== Skill Focus ====
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 You must have at least one hand free (holding nothing) to use this feat. You must have at least one hand free (holding nothing) to use this feat.
  
-**Special:** A fighter may select Snatch Arrows as one of his fighter bonus feats. +**Special:** A warrior may select Snatch Arrows as one of his warrior bonus feats. 
  
 ==== Snatch Arrows ==== ==== Snatch Arrows ====
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 You must have at least one hand free (holding nothing) to use this feat. You must have at least one hand free (holding nothing) to use this feat.
  
-**Special:** A fighter may select Snatch Arrows as one of his fighter bonus feats.+**Special:** A warrior may select Snatch Arrows as one of his warrior bonus feats.
  
 ==== Stunning Fist ==== ==== Stunning Fist ====
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 **Benefit:** You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. **Benefit:** You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned creature drops everything held, can’t take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
  
-**Special:** A fighter may select Stunning Fist as one of his fighter bonus feats.+**Special:** A warrior may select Stunning Fist as one of his warrior bonus feats.
  
 ==== Toughness ==== ==== Toughness ====
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 **Benefit:** You can use a tower shield and suffer only the standard penalties.\\ **Benefit:** You can use a tower shield and suffer only the standard penalties.\\
 **Normal:** A character who is using a shield with which he or she is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.\\ **Normal:** A character who is using a shield with which he or she is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.\\
-**Special:** Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it. +**Special:** Warriors automatically have Tower Shield Proficiency as a bonus feat. They need not select it.  
 + 
 +==== Track ==== 
 +**Ability Type:** (Ex)\\ 
 +**Prerequisitie:** [[..:skills:survival]] 1 Rank\\ 
 +**Benefit:** You may add half your level to [[..:skills:survival]] skill checks made to follow tracks.
  
 ==== Trample ==== ==== Trample ====
 **Prerequisites:** [[..:skills:Ride]] 1 rank, [[#Mounted Combat]].\\ **Prerequisites:** [[..:skills:Ride]] 1 rank, [[#Mounted Combat]].\\
 **Benefit:** When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.\\ **Benefit:** When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.\\
-**Special:**A fighter may select Trample as one of his fighter bonus feats.+**Special:**A warrior may select Trample as one of his warrior bonus feats.
  
 ==== Two-Weapon Defense ==== ==== Two-Weapon Defense ====
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 When you are fighting defensively or using the total defense action, this shield bonus increases to +2. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
  
-**Special:** A fighter may select Two-Weapon Defense as one of his fighter bonus feats. +**Special:** A warrior may select Two-Weapon Defense as one of his warrior bonus feats. 
  
 ==== Two Weapon Fighting ====  ==== Two Weapon Fighting ==== 
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 ==== Uncanny Dodge ==== ==== Uncanny Dodge ====
 **Ability Type:** (Ex)\\ **Ability Type:** (Ex)\\
-**Benefit:** You can react to danger before your senses would normally allow you to do so. You retains your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.+**Benefit:** You can react to danger before your senses would normally allow you to do so. You retain your Dexterity bonus to AC (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still lose your Dexterity bonus to AC if immobilized.
  
 ==== Weapon Finesse ==== ==== Weapon Finesse ====
 **Prerequisite:** Base attack bonus +1.\\ **Prerequisite:** Base attack bonus +1.\\
 **Benefit:** With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.\\ **Benefit:** With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.\\
-**Special:** A fighter may select Weapon Finesse as one of his fighter bonus feats. Natural weapons are always considered light weapons.+**Special:** A warrior may select Weapon Finesse as one of his warrior bonus feats. Natural weapons are always considered light weapons.
  
 ==== Weapon Focus ==== ==== Weapon Focus ====
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 **Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. **Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.
  
-fighter may select Weapon Focus as one of his fighter bonus feats. He must have Weapon Focus with a weapon to gain the [[#Weapon Specialization]] feat for that weapon.+warrior may select Weapon Focus as one of his warrior bonus feats. He must have Weapon Focus with a weapon to gain the [[#Weapon Specialization]] feat for that weapon.
  
 ==== Weapon Proficiency Axes ==== ==== Weapon Proficiency Axes ====
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 **Normal:** When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls. **Normal:** When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.
  
-==== Whirlwind Attack [General] ====+==== Whirlwind Attack ====
 **Prerequisites:** Dex 13, Int 13, [[#Combat Expertise]], [[#Dodge]], [[#Mobility]], [[#Spring Attack]], base attack bonus +4.\\ **Prerequisites:** Dex 13, Int 13, [[#Combat Expertise]], [[#Dodge]], [[#Mobility]], [[#Spring Attack]], base attack bonus +4.\\
 **Benefit:** When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach. **Benefit:** When you use the full attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.
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 When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
  
-**Special:** A fighter may select Whirlwind Attack as one of his fighter bonus feats.+**Special:** A warrior may select Whirlwind Attack as one of his warrior bonus feats.
  
 ==== Wild Empathy ==== ==== Wild Empathy ====
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 You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check.  You can also use this ability to influence a magical beast with an Intelligence score of 1 or 2, but you take a -4 penalty on the check. 
  
-===== Fighter ===== 
-==== Armor Training ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** Base Attack Bonus +3\\ 
-**Benefit:** You have learned to be more maneuverable while wearing armor. Whenever you are wearing armor, the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by your armor by 1.  In addition, you can also move at your normal speed while wearing medium armor. At Base Attack Bonus +6, the armor check penalty decreases by 1, the maximum Dexterity bonus allowed by your armor is increased by 1, and you can move at your normal speed while wearing heavy armor. 
  
-==== Bravery ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** Base Attack Bonus +2\\ 
-**Benefit:** You gain a +1 bonus on Will saves against fear. This bonus increases by +1 for when Base Attack Bonus becomes +6 
  
-==== Favored Enemy ==== 
-**Ability Type:** (Ex)\\ 
-**Benefit:** Choose a type of creature (or in the case of Humanoid or Outsider, also a subtype) from the following list: Aberration, Animal, Construct, Dragon, Elemental, Fey, Giant, Humanoid (aquatic), Humanoid (dwarf), Humanoid (elf), Humanoid (goblinoid), Humanoid (gnoll), Humanoid (gnome), Humanoid (halfling), Humanoid (human), Humanoid (orc), Humanoid (reptilian), Magical beast, Monstrous Humanoid, Ooze, Outsider (air), Outsider (chaotic), Outsider (earth), Outsider (evil), Outsider (fire), Outsider (good), Outsider (lawful), Outsider (native), Outsider (water), Plant, Undead, Vermin. 
- 
-You gain a +2 bonus on Bluff, Perception, Sense Motive, and Survival checks when using these skills against creatures of the selected type. Likewise, you gets a +2 bonus on weapon damage rolls against such creatures. May be chosen multiple times. If chosen again for the same type (or subtype in the case of Humanoid or Outsider), increase the bonus by 2. 
- 
-==== Improved Punishing Strike ==== 
-**Prerequisite:** Punishing Strike\\ 
-**Benefit:** Your Punishing Strike Improves to +2d6 
- 
-==== Punishing Strike ==== 
-**Benefit:** When the fighter makes an attack of opportunity, he 
-receives a +4 bonus to the attack roll and adds +1d6 to the damage dealt. 
- 
-==== Smite Evil ==== 
-**Ability Type:** (Su)\\ 
-**Prerequisite:** Good Alignment, [[..skills:knowledge]] (Religion) 1 Rank, Base Attack Bonus +1\\ 
-**Benefit:** Once per day, a you may attempt to smite evil with one normal melee attack. You add your Charisma bonus (if any) to your attack roll and deal 1 extra point of damage per character level. If you accidentally smites a creature that is not evil, the smite has no effect, but the ability is still used up for that day. At Character Level 5, you may smite evil one additional time per day. 
- 
-==== Weapon Specialization ==== 
- 
-Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon. 
- 
-**Prerequisites:** Proficiency with selected weapon, [[#Weapon Focus]] with selected weapon, fighter level 4th.\\ 
-**Benefit:** You gain a +2 bonus on all damage rolls you make using the selected weapon.\\ 
-**Special:** You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon. 
- 
-==== Weapon Training ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisite:** Base Attack Bonus +5\\ 
-**Benefit:** Select a weapon group in which you have proficiency.  Whenever you attack with a weapon from this group, you gain a +1 bonus on attack and damage rolls.  You also add this bonus to combat maneuver checks made with weapons from this group. This bonus also applies to the Combat Maneuver Defense when defending against disarm and sunder attempts made against weapons from this group. 
- 
-===== Mage ===== 
- 
-==== Channel Energy ==== 
-**Ability Type:** (Su)\\ 
-**Prerequisite:** [[..skills:knowledge]] (Religion) 1 Rank, Divine Spellcasting\\ 
-**Benefit:**  
-Regardless of alignment, you can release a wave of energy by channeling the power of your faith through your holy (or unholy) symbol. This energy can be used to cause or heal damage, depending on the type of energy channeled and the creatures targeted. 
- 
-A good character (or one who worships a good deity) channels positive energy and can choose to deal damage to undead creatures or to heal living creatures. An evil character (or one who worships an evil deity) channels negative energy and can choose to deal damage to living creatures or to heal undead creatures. A neutral character who worships a neutral deity (or one who is not devoted to a particular deity) must choose whether to channel positive or negative energy once this feat is taken. Once this choice is made, it cannot be reversed. 
- 
-Channeling energy causes a burst that affects all creatures of one type (either undead or living) in a 30-foot radius centered on the character. The amount of damage dealt or healed is equal to 1d6 points of damage. Creatures that take damage from channeled energy receive a Will save to halve the damage. The DC of this save is equal to 10 + 1/2 the cleric's level + the cleric's Charisma modifier. Creatures healed by channeled energy cannot exceed their maximum hit point total—all excess healing is lost. A character may channel energy a number of times per day equal to 3 + their Charisma modifier. This is a standard action that does not provoke an attack of opportunity. A character can choose whether or not to include themselves in this effect. A character must be able to present their holy symbol to use this ability. This decision also determines whether the cleric casts spontaneous cure or inflict spells (see [[#spontaneous casting]]). 
- 
-==== Energy Bolt ==== 
-**Ability Type:** (Su)\\ 
-**Benefit:** Using a standard action and at least one free hand, you blast a bolt of magical energy that inflicts 1d6 points of force damage + 1d6 points of force damage per three caster levels.  To use this ability, you must succeed at a ranged touch attack.  The bolt's range is 25 feet + 5 feet per 2 caster levels. 
- 
-==== Familiar ==== 
-**Ability Type:** (Ex) 
-**Prerequisites:** Arcane Spellcasting.\\ 
-**Benefit:** A familiar is an animal chosen by a spellcaster to aid him in his study of magic. It retains the appearance, Hit Dice, base attack bonus, base save bonuses, skills, and feats of the normal animal it once was, but is now a magical beast for the purpose of effects that depend on its type. Only a normal, unmodified animal may become a familiar. An animal companion cannot also function as a familiar. 
- 
-A familiar grants special abilities to its master, as given on the table below. These special abilities apply only when the master and familiar are within 1 mile of each other. 
- 
-Levels of different classes that are entitled to familiars stack for the purpose of determining any familiar abilities that depend on the master's level. 
- 
-If a familiar is dismissed, lost or dies, it can be replaced 1 week later through a specialized ritual that costs 200 sp per wizard level. The ritual takes 8 hours to complete. 
- 
-^ Familiar ^ Special Ability ^ 
-|Bat | Master gains a +3 bonus on Fly checks| 
-|Cat | Master gains a +3 bonus on Stealth checks| 
-|Hawk | Master gains a +3 bonus on sight-based and opposed Perception checks in bright light| 
-|Lizard | Master gains a +3 bonus on Climb checks| 
-|Monkey | Master gains a +3 bonus on Acrobatics checks| 
-|Owl | Master gains a +3 bonus on sight-based and opposed Perception checks in shadows or darkness| 
-|Rat | Master gains a +2 bonus on Fortitude saves| 
-|Raven* | Master gains a +3 bonus on Appraise checks| 
-|Viper | Master gains a +3 bonus on Bluff checks| 
-|Toad | Master gains +3 hit points| 
-|Weasel | Master gains a +2 bonus on Reflex saves| 
-|*A raven familiar can speak one language of its master's choice as a supernatural ability.|| 
- 
-**Familiar Basics:** Use the basic statistics for a creature of the familiar's kind, but with the following changes. 
- 
-//Hit Dice:// For the purpose of effects related to number of Hit Dice, use the master's character level or the familiar's normal HD total, whichever is higher. 
- 
-//Hit Points:// The familiar has half the master's total hit points (not including temporary hit points), rounded down, regardless of its actual Hit Dice. 
- 
-//Attacks:// Use the master's base attack bonus, as calculated from all his classes. Use the familiar's Dexterity or Strength modifier, whichever is greater, to calculate the familiar's melee attack bonus with natural weapons. 
- 
-Damage equals that of a normal creature of the familiar's kind. 
- 
-//Saving Throws:// For each saving throw, use either the familiar's base save bonus (Fortitude +2, Reflex +2, Will +0) or the master's (as calculated from all his classes), whichever is better. The familiar uses its own ability modifiers to saves, and it doesn't share any of the other bonuses that the master might have on saves. 
- 
-//Skills:// For each skill in which either the master or the familiar has ranks, use either the normal skill ranks for an animal of that type or the master's skill ranks, whichever is better. In either case, the familiar uses its own ability modifiers. Regardless of a familiar's total skill modifiers, some skills may remain beyond the familiar's ability to use. Familiars treat Acrobatics, Climb, Fly, Perception, Stealth, and Swim as class skills. 
- 
-**Familiar Ability Descriptions:** All familiars have special abilities (or impart abilities to their masters) depending on the master's combined level in classes that grant familiars, as shown on the table below. The abilities are cumulative.  
- 
-^ Master Class Level ^Natural Armor Adj. ^ Int ^Special^ 
-|1st–2nd          | +1                 | 6 | Alertness, improved evasion, share spells, empathic link | 
-|3rd–4th          | +2                 | 7 | Deliver touch spells | 
-|5th–6th                 | +3                 | 8 | Speak with master | 
- 
-//Natural Armor Adj.:// The number noted here is in addition to the familiar's existing natural armor bonus. 
- 
-//Int:// The familiar's Intelligence score. 
- 
-//Alertness (Ex):// While a familiar is within arm's reach, the master gains the Alertness feat. 
- 
-//Improved Evasion (Ex):// When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. 
- 
-//Share Spells:// The wizard may cast a spell with a target of “You” on his familiar (as a touch spell) instead of on himself. A wizard may cast spells on his familiar even if the spells do not normally affect creatures of the familiar's type (magical beast). 
- 
-//Empathic Link (Su):// The master has an empathic link with his familiar to a 1 mile distance. The master can communicate emphatically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does. 
- 
-//Deliver Touch Spells (Su):// If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master would. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates. 
- 
-//Speak with Master (Ex):// If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help. 
- 
-==== Greater Channel Energy ==== 
-**Ability Type:** (Su)\\ 
-**Prerequisite:** [[..skills:knowledge]] (Religion) 5 Ranks, [[#Channel Energy]], [[#Improved Channel Energy]], Divine Spellcasting\\ 
-**Benefit:**  Your channeled energy damage dice increases to +3d6.  
- 
-==== Improved Channel Energy ==== 
-**Ability Type:** (Su)\\ 
-**Prerequisite:** [[..skills:knowledge]] (Religion) 3 Ranks, [[#Channel Energy]], Divine Spellcasting\\ 
-**Benefit:**  Your channeled energy damage dice increase to +2d6.  
- 
-==== Turn Undead ==== 
-**Ability Type:** (Su)\\ 
-**Prerequisites:** [[#Channel Energy|Channel Positive Energy]] \\ 
-**Benefit:** You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your caster level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). 
- 
-==== Wild Shape ==== 
-**Ability Type:** (Su)\\ 
-**Prerequisites:** [[#Wild Empathy]], Base Magic Bonus +4\\ 
-**Benefit:** You gain the ability to turn yourself into any Small or Medium animal and back again once per day. Your options for new forms include all creatures with the animal type. This ability functions like the [[..spells:beast_shape]] spell, except as noted here. The effect lasts for 1 hour per caster level, or until you change back. Changing form (to animal or back) is a standard action and doesn't provoke an attack of opportunity. The form chosen must be that of an animal with which the character is familiar. 
- 
-You lose the ability to speak while in animal form because you are limited to the sounds that a normal, untrained animal can make, but you can communicate normally with other animals of the same general grouping as your new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.) 
- 
-An additional use per day is permitted at caster level 6. 
- 
-==== Scribe Scroll (Item Creation) ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** Caster level 1st.\\ 
-**Benefit:** You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 sp or less, otherwise scribing a scroll takes 1 day. 
- 
-==== Spontaneous Casting ==== 
-**Ability Type:** (Su)\\ 
-**Prerequisites:** Divine Spellcasting \\ 
-**Benefit:** A good character (or a neutral character of a good deity) can channel stored spell energy into healing spells that they did not prepare ahead of time. The character can “lose” any prepared spell that is not an 0 level spell or domain spell in order to cast any cure spell of the same spell level or lower (a cure spell is any spell with “cure” in its name). 
- 
-An evil character (or a neutral character who worships an evil deity) can't convert prepared spells to cure spells but can convert them to inflict spells (an inflict spell is one with “inflict” in its name). 
- 
-A character who is neither good nor evil and whose deity is neither good nor evil can convert spells to either cure spells or inflict spells (player's choice). Once the player makes this choice, it cannot be reversed. This choice also determines whether the character channels positive or negative energy (see [[#channel energy]]). 
- 
-===== Rogue ===== 
- 
-==== Combat Tactics ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** [[#Sneak Attack]]\\ 
-**Benefit:** You are more dangerous when combat conditions favor your fighting style. Your base attack bonus becomes equal to your level any time your target would be denied a Dexterity bonus to AC (whether the target 
-actually has a Dexterity bonus or not), or when you flank an opponent. 
- 
-==== Death Attack ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** [[#Sneak Attack]], [[..skills:stealth]] 5 Ranks, [[..skills:disguise]] 2 Ranks\\ 
-**Benefit:** If you study your victim for 3 rounds and then make a sneak attack with a melee weapon that successfully deals damage, the sneak attack has the additional effect of possibly either paralyzing or killing the target (your choice). While studying the victim, you can undertake other actions so long as your attention stays focused on the target and the target does not detect you or recognize you as an enemy. If the victim of such an attack fails a Fortitude save (DC 10 + your class level + your Int modifier) against the kill effect, the target dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6 rounds plus 1 round per level. If the victim’s saving throw succeeds, the attack is just a normal sneak attack. Once you have completed the 3 rounds of study, you must make the death attack within the next 3 rounds. 
- 
-If a death attack is attempted and fails (the victim makes her save) or if you do not launch the attack within 3 rounds of completing the study, 3 new rounds of study are required before you can attempt another death attack.  
- 
-==== Evasion ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** Base Reflex Save +3\\ 
-**Benefit:** You can avoid even magical and unusual attacks with great agility.  If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful saving throw, you instead take no damage.  Evasion can only be used if you are wearing light armor or no armor.  If you are helpless, you do not gain the benefit of evasion. 
- 
-==== Greater Sneak Attack ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** [[..skills:stealth]] 5 Ranks, [[#Improved Sneak Attack]]\\ 
-**Benefit:** Your Sneak Attack damage increases to +3d6 
- 
-==== Improved Evasion ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** [[#Evasion]], Base Save Bonus +5\\ 
-**Benefit:** This ability works like evasion, except that while you still take no damage on a successful Reflex saving throw against attacks, you henceforth take only half damage on a failed save. You do not gain the benefit of improved evasion if you are helpless. 
- 
-==== Improved Sneak Attack ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** [[..skills:stealth]] 3 Ranks, [[#Sneak Attack]]\\ 
-**Benefit:** Your Sneak Attack damage increases to +2d6 
- 
-==== Improved Trap Sense ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** [[..skills:perception]] 1 Rank, [[#Trap Sense]]\\ 
-**Benefit:** Your Trap Sense improves the bonus on Reflex saves made to avoid traps to +2 and the dodge bonus to AC against attacks made by traps improves to +2. 
- 
-==== Poison Use ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisite:** [[..attributes#dexterity|Dexterity]] 13\\ 
-**Benefit:** You are trained in the use of poison and never risk accidentally poisoning yourself when applying poison to a blade. 
- 
-==== Sneak Attack ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** [[..skills:stealth]] 1 Rank\\ 
-**Benefit:** If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for an extra 1d6 damage.  You deal extra damage anytime your target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the you flank your target. 
- 
-==== Trap Sense ==== 
-**Ability Type:** (Ex)\\ 
-**Prerequisites:** [[..skills:perception]] 1 Rank\\ 
-**Benefit:** You are exceptional at finding traps.  You can use the Search skill to find traps with Difficulty Class greater than 20.  You can also use the [[..:skills:disable_device]] skill to disarm magical traps. You gain a +1 Bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. 
  
  
basic20/feats/start.1354877986.txt.gz · Last modified: 2012/12/07 10:59 by cedwards

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