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FLUIDITY PROJECT: FEATS ACCUMULATED EXPERTISE Your understanding with your weapon of choice is such that it’s fairly an extension of your body. Prerequisites: Greater Weapon Focus, Greater Weapon Specialization, Base Attack Bonus +12 or better. Benefit: Choose one type of weapon, such as greataxe, for which you have already selected the Greater Weapon Focus and Greater Weapon Specialization feats. You gain a +1 bonus to damage rolls with this weapon for each 4 points of Base Attack Bonus you have (therefore, a character with a Base Attack Bonus of +12 receives a +3 to damage). Special: You may select this feat multiple times. Each time you do, you must choose a different weapon with which you have weapon focus. ACROBATIC CHARGE Prerequisites: Base Attack Bonus +12, Skill Level 12, Tumble Rank: Mastered, Dodge, Mobility, Weapon Finesse. Benefit: You can charge in situations where others cannot. You may charge over difficult terrain that normally slows movement. Depending on the circumstance, You may still need to make appropriate checks to successfully move over the terrain. AGILE RIPOSTE You are able to exploit your enemy’s mistakes in combat. Prerequisites: Dodge, Combat Reflexes, Dex 13. Benefit: Once per round for each two points of base attack bonus you have, if your dodge target makes a melee attack or melee touch attack against you and misses, you may make an attack of opportunity with a light melee or monk weapon against that opponent. Resolve and apply the effects from both attacks simultaneously. ALIGNED KI STRIKE Your unarmed attacks are aligned with ki. Prerequisites: Base Attack Bonus +10, Flurry of Blows, Improved Unarmed Strike, Ki Strike Benefit: Choose an Alignment Component (Good, Evil, Lawful, Chaotic), your unarmed attacks are also treated as weapons of that type for the purpose of dealing damage to creatures with damage reduction. Special: You can only purchase this feat once. Once you have chosen an alignment component, that choice cannot be changed. ARM OF THE MAULER You rely on physically tearing your opponent apart; you can pull your opponent in directions they didn’t know existed. Prerequisites: Improved Grapple, Improved Unarmed Strike, Power Attack, Str 15, Con 15. Benefit: Whenever you succeed at a grapple check, your opponent suffers a –1 penalty to grapple checks for a number of rounds equal to your constitution bonus, and you gain a +1 to your grapple modifier for a number of rounds equal to your constitution bonus. These penalties and bonuses are cumulative. They also stack, but the total bonus you gain from this feat can’t exceed your Constitution modifier.

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Page 1: ACCUMULATED EXPERTISE - WordPress.com€¦  · Web viewACCUMULATED EXPERTISE . Your understanding with your weapon of choice is such that it’s fairly an extension of your body

FLUIDITY PROJECT: FEATSACCUMULATED EXPERTISE Your understanding with your weapon of choice is such that it’s fairly an extension of your body.

Prerequisites: Greater Weapon Focus, Greater Weapon Specialization, Base Attack Bonus +12 or better.

Benefit: Choose one type of weapon, such as greataxe, for which you have already selected the Greater Weapon Focus and Greater Weapon Specialization feats. You gain a +1 bonus to damage rolls with this weapon for each 4 points of Base Attack Bonus you have (therefore, a character with a Base Attack Bonus of +12 receives a +3 to damage).

Special: You may select this feat multiple times. Each time you do, you must choose a different weapon with which you have weapon focus.

ACROBATIC CHARGEPrerequisites: Base Attack Bonus +12, Skill Level

12, Tumble Rank: Mastered, Dodge, Mobility, Weapon Finesse.

Benefit: You can charge in situations where others cannot. You may charge over difficult terrain that normally slows movement. Depending on the circumstance, You may still need to make appropriate checks to successfully move over the terrain.

AGILE RIPOSTE You are able to exploit your enemy’s mistakes in combat.

Prerequisites: Dodge, Combat Reflexes, Dex 13.Benefit: Once per round for each two points of

base attack bonus you have, if your dodge target makes a melee attack or melee touch attack against you and misses, you may make an attack of opportunity with a light melee or monk weapon against that opponent. Resolve and apply the effects from both attacks simultaneously.

ALIGNED KI STRIKEYour unarmed attacks are aligned with ki.

Prerequisites: Base Attack Bonus +10, Flurry of Blows, Improved Unarmed Strike, Ki Strike

Benefit: Choose an Alignment Component (Good, Evil, Lawful, Chaotic), your unarmed attacks are also treated as weapons of that type for the purpose of dealing damage to creatures with damage reduction.

Special: You can only purchase this feat once. Once you have chosen an alignment component, that choice cannot be changed.

ARM OF THE MAULER

You rely on physically tearing your opponent apart; you can pull your opponent in directions they didn’t know existed.

Prerequisites: Improved Grapple, Improved Unarmed Strike, Power Attack, Str 15, Con 15.

Benefit: Whenever you succeed at a grapple check, your opponent suffers a –1 penalty to grapple checks for a number of rounds equal to your constitution bonus, and you gain a +1 to your grapple modifier for a number of rounds equal to your constitution bonus. These penalties and bonuses are cumulative. They also stack, but the total bonus you gain from this feat can’t exceed your Constitution modifier.

ARMOR PROFICIENCY (HEAVY)Prerequisites: Armor Proficiency (light), Armor

Proficiency (medium). Benefit: See Armor Proficiency (light). Normal: See 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 Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble 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.

ARMOR PROFICIENCY (MEDIUM)Prerequisite: Armor Proficiency (light). Benefit: See Armor Proficiency (light). Normal: See Armor Proficiency (light).

ARMOR FOCUSYou’re better at using a particular type of armor. Perhaps you’re familiar with the idiosyncrasies of your armor, or perhaps you’ve learned how to move in it more adeptly to avoid blows.

Benefit: Select one type of armor with which you are proficient. While wearing this type of armor, you gain an additional +2 dodge bonus to your AC.

Special: This feat may be taken multiple times. Each time, you must select a different type of armor with which you are proficient.

BARDIC KNOWLEDGEYou have a smattering of somewhat useful knowledge.Prerequisites: Int 13

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Benefit: You may make a special bardic knowledge check with a bonus equal to your skill level + your Intelligence modifier to see whether you know some relevant information about local notable people, legendary items, or noteworthy places. (If you have a rank in Knowledge (history) higher than Trained, you gains a +2 bonus on this check.) A successful bardic knowledge check will not reveal the powers of a magic item but may give a hint as to its general function. You may not take 10 or take 20 on this check; this sort of knowledge is essentially random.

DC Type of Knowledge 10 Common, known by at least a substantial

minority of the local population. 20 Uncommon but available, known by only a few

people legends. 25 Obscure, known by few, hard to come by. 30 Extremely obscure, known by very few,

possibly forgotten by most who once knew it, possibly known only by those who don’t understand the significance of the knowledge.

BERSERKER RAGEYou can will yourself into fits of berserker fury.

Benefit: Once per day, you can fly into a frothing rage.. While in a rage, you temporarily gains a +4 bonus to Strength, a +4 bonus to Constitution, and a +2 morale bonus on Will saves, but you take a -2 penalty to Armor Class. The increase in Constitution increases your hit points by 2 points per hit die, but these hit points go away at the end of the rage when your Constitution score drops back to normal. (These extra hit points are not lost first the way temporary hit points are.) While raging, you cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can you cast spells or activate magic items that require a command word, a spell trigger (such as a wand), or spell completion (such as a scroll) to function. You can use any feat you have except Combat Expertise, item creation feats, and metamagic feats. A fit of rage lasts for a number of rounds equal to 3 + your (newly improved) Constitution modifier. You may prematurely end your rage at any time. At the end of the rage, you lose the rage modifiers and restrictions and become fatigued (-2 penalty to Strength, -2 penalty to Dexterity, can’t charge or run) for the duration of the current encounter.

You can fly into a rage only once per encounter. Entering a rage takes no time itself, but a you can do

it only during your action, not in response to someone else’s action.

BLIND-FIGHTBenefit: In melee, every time you miss because of

concealment, you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however. You take only half the usual penalty to speed for being unable to see. Darkness and poor visibility in general reduces your speed to three-quarters normal, instead of one-half.

Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

BLINDING ATTACK The way you use your weapon is almost art – it can defeat an opponent before you’re even done drawing it.

Prerequisite: Base Attack Bonus +9, Quick Draw.Benefit: Once per day per each three points of base

attack bonus you have, as you draw your weapon, you may make a blinding attack that targets a single opponent within thirty feet of you as a standard action. The target must make a Fortitude save (DC 10 + 1/2 your hit dice + your Dexterity modifier). If they fail, they are dazed for a round, and dazzled for 1d6 rounds thereafter.

BLOODED ASSAULTYou’re willing to sacrifice anything to drive home damage – even your own life. Your attacks are made with such ferocity that they exhaust and injure you, sapping your ability to take hits.

Prerequisites: Improved Toughness, Power Attack, Base Attack +6, Con 15.

Benefit: On your action, before making attack rolls for the round, you may sacrifice a number of hit points no greater than your Base Attack Bonus. Until the beginning of your next turn, whenever you make a melee attack, for each two hit points sacrificed this way, you gain a +1 bonus to hit and damage.

BODILY THROW You can throw your opponents.

Prerequisites: Improved Unarmed Strike, Improved Grapple, Str 15.

Benefit: You may use an attack to throw your opponent. You must have at least one hand free to

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use this feat, and you cannot throw an opponent who is a more than one size category larger than you. You must succeed at a normal unarmed attack roll, and must make a successful grapple check. If you succeed, you pick up and throw your opponent. You may choose where in your threatened area your opponent lands. When your opponent lands, they are prone. Other people who threaten your opponent may make attacks of opportunity if the foe’s movement provokes it.

CANNY DEFENSE Prerequisites: Base Attack Bonus +6, Skill Level

5, Tumble Rank: Trained, Dodge, Mobility, Weapon Finesse.

Benefit: When not wearing armor or using a shield, you add 1 point of Intelligence bonus (if any) to your Dexterity bonus to defense while wielding a melee weapon. If you are caught flat-footed or otherwise denied your Dexterity bonus, you also lose this bonus. For every two points of base attack bonus above +6, the Intelligence Bonus to Defense increase by +1 to a maximum of your full Intelligence Bonus.

CAPRICIOUS STEPYou have learned the secret of large steps

Prerequisites: Base Attack Bonus +10, Skill Level 16, Concentration Rank: Mastered, Dodge, Mobility, Spring Attack.

Benefit: You can take an extra 5-foot step in any round when you don’t perform any other movement (except for the first 5-foot step). Like the first, the second 5-foot step does not provoke attacks of opportunity. You can take the extra 5-foot step immediately after taking the first, or wait until the end of your other actions for the round. In all other ways, the rules for taking a 5-foot step apply.

CLEAR SHOT You only rarely miss. While even the best are known to miss one time in twenty, you are skilled enough that such odds are more akin to one time in four hundred.

Prerequisites: Precise Shot, Far Shot, Base Attack Bonus +11.

Benefit: Once a day, you may reroll a ranged attack roll. You may choose to make this reroll after determining whether or not you have successfully hit your opponent’s Armor Class.

Special: You may take this feat multiple times. Each time it is taken, you may reroll an attack roll an additional two times a day.

CLEAVE You can follow through with powerful blows.

Prerequisites: Str 13, Power Attack.

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.

COMBAT ARCHERYSome archers have the luxury of making their shots unmolested. Some archers aren’t as good as you are.

Prerequisites: Evading Shot, Base Attack Bonus +9.

Benefit: You do not incur any attacks of opportunity for using a ranged weapon.

COMBAT EXPERTISEYou are trained at using your combat skill for defense as well as offense.

Prerequisite: Int 13.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.

COMBAT REFLEXESYou can respond quickly and repeatedly to opponents who let their defenses down.

Benefit: When foes leave themselves open, you may make a number of additional attacks of opportunity equal to your Dexterity bonus. For example, a character with a Dexterity of 15 can make a total of three attacks of opportunity in 1 round—the one attack of opportunity any character is entitled to, plus two more because of his +2 Dexterity bonus. If four goblins move out of the character’s threatened squares, he can make one attack of opportunity each against three of the four. You can still make only one attack of opportunity per opportunity.

With this feat, you may also 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.

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Special: The Combat Reflexes feat does not allow a character to use her opportunist ability more than once per round.

CRIPPLING STRIKEYou can sneak attack opponents with such precision that your blows weaken and hamper them.

Prerequisites: Sneak Attack 6d6Benefit: An opponent damaged by one of your

sneak attacks also takes 2 points of Strength damage. Ability points lost to damage return on their own at the rate of 1 point per day for each damaged ability.

CRUSHING FISTYour unarmed blows, courtesy of practice and training, are even more devastating than they were before.

Prerequisites: Improved Unarmed Strike, base attack bonus +8.

Benefit: When you score a critical hit on an opponent with an unarmed strike, you deal triple damage.

Normal: An unarmed strike critical hit deals double damage.

DEFENSIVE STANCEWhen you adopt a defensive stance, you gains phenomenal strength and durability, but you cannot move from the spot you are defending.

Prerequisites: Base Attack Bonus: +7, Dodge, Endurance, Toughness.

Benefit: Once per day, you can adopt a defensive stance. When you adopt a defensive stance you gain +2 to Strength, +4 to Constitution, a +2 resistance bonus on all saves, and a +4 dodge bonus to defense. The increase in Constitution increases your hit points by 2 points per hit die, but these hit points go away at the end of the defensive stance when the Constitution score drops back 4 points. These extra hit points are not lost first the way temporary hit points are. While in a defensive stance, you cannot use skills or abilities that would require you to shift your position. A defensive stance lasts for a number of rounds equal to 3 + your (newly improved) Constitution modifier. You may end this defensive stance voluntarily prior to this limit.

At the end of the defensive stance, you are winded and take a -2 penalty to Strength for the duration of that encounter. Using the defensive stance takes no time itself, but a defender can only do so during his action.

DANCING BLADE STYLEYour combat style is based around light weapons moving quickly, serving on both an aggressive offense and an artful defense – it’s hard for

opponents to anticipate your attacks, and harder still for your opponents to pierce the wall of whirling steel.

Prerequisites: Dodge, Mobility, Improved Feint, Improved Two-Weapon Fighting, Two-Weapon Fighting, Two-Weapon Defense, Base Attack Bonus +12, Dex 19, Wis 13.

Benefit: When wielding a pair of matched light blades (shortswords or daggers) and wearing no armor, you gain a +1 dodge bonus to your AC for each 4 points of Base Attack Bonus you have.

Your unpredictable and quick-moving combat style makes it difficult for opponents to accurately predict how you’re going to strike, and makes it easier for you to catch them off guard. Opponents you face have their dodge bonus to Armor Class reduced by 1 for each 4 points of Base Attack Bonus you have. If they have no dodge bonus to Armor Class, instead their Dexterity modifier (if positive) to Armor Class is reduced.

DEATH ATTACKThrough observation, you can discern the perfect way to kill someone.

Prerequisites: Sneak Attack 4d6, Skill Level 8, Disguise Rank: Trained, Hide Rank: Skilled, Move Silently Ranks: Skilled.

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 hit dice + your Int modifier) against the kill effect, she dies. If the saving throw fails against the paralysis effect, the victim is rendered helpless and unable to act for 1d6+Int rounds. 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.

DEEP RESERVESYou have hidden reserves of energy and strength.

Benefit: You can heal yourself a number of hit points of damage equal to twice you current hit dice each day, and you can spread this healing out among several uses.

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DEFENSIVE ROLLYou can roll with a potentially lethal blow to take less damage from it than you otherwise would.

Prerequisites: Skill Level 12, Base Reflex Save +7, Dex 17

Benefit: Once per day, when you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell or special ability), the you can attempt to roll with the damage. To use this ability, you must attempt a Reflex saving throw (DC = damage dealt). If the save succeeds, you take only half damage from the blow; if it fails, you take full damage. You must be aware of the attack and able to react to it in order to execute your defensive roll—if you are denied your Dexterity bonus to Defense, you can’t use this ability. Since this effect would not normally allow a character to make a Reflex save for half damage, the evasion ability does not apply to the defensive roll.

Special: You can purchase this feat more than once. Each time you purchase this feat, you can use your defensive roll ability one additional time per day.

DEFLECT ARROWS You can deflect incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.

Prerequisites: Dex 13, Improved Unarmed Strike.Benefit: You must have at least one hand free

(holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons, such as boulders hurled by giants, and ranged attacks generated by spell effects can’t be deflected.

DEFENSIVE GENIUSYour mental acumen defends you even when your body does not.

Prerequisites: 2 Hit Dice, Base Will Save +3, Int, Wis or Cha 13

Benefit: When unarmored and unencumbered, you add your Charisma, Intelligence or Wisdom (choose one) bonus to your defense.

These bonuses to Defense apply even against touch attacks or when you are flat-footed. You lose these bonuses when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Special: You can only purchase this feat once. Once you have chosen which mental stat you add to your defense, that choice cannot be changed.

DICTATING STRIKEBy acting first, you’re able to set the pace and flow of battle. Your combat style punishes those who are less swift to react than yourself.

Prerequisites: Improved Initiative, Base Attack Bonus +1.

Benefit: You gain a +2 competence bonus to attack rolls made against opponents with an initiative total at least 1 lower than your own.

DIEHARD You can remain conscious after attacks that would fell others.

Prerequisite: Endurance.Benefit: When reduced to between –1 and –9 hit

points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.

When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you can take either a single move or standard action each turn, but not both, and you cannot take a full-round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action the DM deems as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately die.

Normal: A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying,

DISARMING EXPERTISE There is disarming, and there is disarming with style. Disarming your foe as punctuation to striking them anyway fits that category – as does leaving them bereft of their arms and hitting them with it.

Prerequisites: Improved Disarm, Base Attack Bonus +6.

Benefit: Whenever you use an attack to successfully disarm an opponent, you may make an immediate attack against that foe at the same attack bonus. You may use the weapon with which you made the disarm attempt, or, if you had an off-hand free when you made the disarm and chose to catch the disarmed weapon, you may make the attack with your foe’s (former) weapon.

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DODGE You are adept at dodging blows.

Prerequisite: Dex 13.Benefit: During your action, you designate an

opponent and receive a +1 dodge bonus to Armor Class against attacks from that opponent. You can select a new opponent on any action.

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.

ELABORATE PARRYPrerequisites: Base Attack Bonus +11, Skill Level

12, Tumble Rank: Trained, Canny Defense, Dodge, Mobility, Weapon Finesse.

Benefit: If you choose to fight defensively or use total defense in melee combat, you gains an additional +1 dodge bonus to defense for every 4 points of base attack bonus you have.

ENDURANCE You are capable of amazing feats of stamina.

Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage, Constitution checks made to continue running, Constitution checks made to avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Normal: A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.

ENHANCED MOBILITYPrerequisites: Base Attack Bonus +6, Skill Level

5, Tumble Rank: Trained, Dodge, Mobility, Weapon Finesse.

Benefit: When wearing no armor and not using a shield, you gain an additional +4 bonus to AC against attacks of opportunity caused when you move out of a threatened square.

EQUAL FORCE You are able to make every last hit count.

Prerequisite: Two-Weapon fighting, Base Attack Bonus +6, Str 15.

Benefit: You gain your full strength bonus to damage rolls with your off hand.

EVADING SHOTYou can focus your attentions on an opponent to avoid providing the same openings in combat.

Prerequisites: Dodge, Point-Blank Shot, Precise Shot, Base Attack Bonus +6.

Benefit: You do not provoke an attack of opportunity from your dodge target for firing a bow while in someone’s threatened area.

EVASIONYou are a slippery individual.

Prerequisites: Base Reflex Save +3Benefit: If you make a successful Reflex saving

throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can be used only if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

EVASIVE STYLEYour form of combat involves a lot of getting out of the way – moving so you’re harder to hit, or maybe to just exploit an opponent’s openings. Whatever the reason, you’re hard to hit, and it gets harder the further away you are.

Prerequisites: Dodge, Base Attack Bonus +1, Dex 13.

Benefit: You receive a +2 dodge bonus to your AC against ranged attacks and attacks from reach weapons.

EXTRA DEFENSIVE STANCEYou can use your defensive stance more times per day.

Prerequisites: Base Attack Bonus: +7, Defensive Stance, Dodge, Endurance, Toughness.

Benefit: You gain one extra use of your defensive stance per day.

Special: You can select this feat more than once.

FALLING PETAL STYLE Your style is based around the tenet that nothing perfect can be permanent. Therefore, the perfect strike must exist for only the barest of instants, and then be gone. This style relies on drawing your weapon, striking, and sheathing your weapon in one single motion.

Prerequisites: Combat Reflexes, Improved initiative, Quick Draw, Weapon Focus (Katana), Base Attack Bonus 8+.

Benefit: You gain a +4 bonus to initiative checks. You are considered to threaten an area, even with your weapon sheathed, provided it is on hand for you to draw. You may draw your katana at any time, even if it’s not your turn, as an immediate action.

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You may draw your katana, attack an opponent with it, and sheathe the weapon again as a standard action.

FAR SHOTYou can get greater distance out of a ranged weapon.

Prerequisite: Point Blank Shot.Benefit: When you use a projectile weapon, such

as a bow, its range increment increases by one-half (multiply by 1-1/2). When you use a thrown weapon, its range increment is doubled.

FAR THROW You can throw your opponent prodigious distances.

Prerequisite: Greater Bodily Throw, Improved Bull Rush.

Benefit: You may choose to throw your opponent to anywhere within 30 feet.

FAST MOVEMENT You are fleet of foot.

Prerequisites: Acrobatics Rank: Skilled, 2 Hit Dice, Base Reflex Save +2, Dex 11

Benefit: You gain a +10 foot enhancement bonus to your speed. If you are wearing armor heavier than light armor or carrying a medium or heavy load you lose this extra speed.

Special: You can purchase this feat up to six times. Each time you purchase this feat, the prerequisites increase by 2.

FIND THE FLAW No armor is perfect. Manmade armor is renowned for having weak points at the joints, and even the tough, stony hides of trolls and the thick, rubbery protections of beholders has some point where it tears, breaks, or shatters – and you have the training or the talent to find these places.

Prerequisites: Base Attack Bonus +3, Wis 11.Benefit: You gain a +2 to hit against an opponent

who has any Armor or Natural Armor bonus to his or her Armor Class. This bonus cannot exceed your opponent’s combined Armor and Natural Armor bonus to Armor Class.

If you attack an opponent and miss, you are able to discern by how much your attack roll failed.

Special: You may take this feat multiple times. Its effects stack.

FLANKER You can flank enemies from seemingly impossible angles.

Prerequisites: Base Attack Bonus +7, Skill Level 12, Concentration Rank: Skilled, Dodge, Mobility, Spring Attack.

Benefit: You can designate any adjacent square as the square from which flanking against an ally is determined (including the square where you stand, as normal). You can designate the square at the beginning of your turn or at any time during your turn. The designated square remains your effective square for flanking until you are no longer adjacent to it or until you choose a different square (at the start of one of your turns). You can even choose a square that is impassable or occupied.

FLURRY OF BLOWSYou have studied some form of martial art.

Prerequisites: Dex 13, Improved Unarmed StrikeBenefit: When unarmored, you may strike with a

flurry of blows at the expense of accuracy. When doing so, you may make one extra attack in a round at your highest base attack bonus, but this attack takes a -2 penalty, as does each other attack made that round. This penalty applies for 1 round, so it also affects attacks of opportunity you might make before your next action. You must use a full attack action to strike with a flurry of blows.

When using flurry of blows, a you may attack only with unarmed strikes or with special weapons (kama, nunchaku, quarterstaff, sai, shuriken, and siangham). You may attack with unarmed strikes and those special weapons interchangeably as desired. When using weapons as part of a flurry of blows, you apply your Strength bonus (not Str bonus × 1½ or ×½) to your damage rolls for all successful attacks, whether you wield a weapon in one or both hands. You can’t use any weapon other than the listed special weapons as part of a flurry of blows.

In the case of the quarterstaff, each end counts as a separate weapon for the purpose of using the flurry of blows ability. Even though the quarterstaff requires two hands to use, you may still intersperse unarmed strikes with quarterstaff strikes, assuming that you have enough attacks in her flurry of blows routine to do so.

FULL MOUNTED ATTACK You are able to land more telling blows, more often, despite your mount’s movement in combat.

Prerequisites: Weapon Focus, Weapon Specialization, Mounted Combat, Ride-By attack, Base Attack Bonus +12, Skill Level 10, Ride Rank: Mastered.

Benefit: You are able to make a full attack while mounted, even if your mount moves more than 5 feet in the round.

GRACE

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Prerequisites: Base Attack Bonus +6, Skill Level 5, Tumble Rank: Trained, Dodge, Mobility, Weapon Finesse.

Benefit: You gain an additional +2 competence bonus on all Reflex saving throws. This ability functions only when you are wearing no armor and not using a shield.

GREAT CLEAVEYou can wield a melee weapon with such power that you can strike multiple times when you fell your foes.

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.

GREATER FLURRY OF BLOWSYou improve your flurry of blows ability.

Prerequisites: Dex 19, Flurry of Blows, Improved Flurry of Blows, Improved Unarmed Strike

Benefit: In addition to the standard single extra attack you get from flurry of blows, you get a second extra attack at her full base attack bonus.

Special: You can only purchase this feat once.

GREATER RAGEYour rage grows even more terrible.

Prerequisites: 11 Hit Dice, Base Attack Bonus +11, Berserker Rage

Benefit: The bonuses to Strength and Constitution during your rage each increase to +6, and your morale bonus on Will saves increases to +3. The penalty to AC remains at -2.

GREAT FORTITUDEYou are tougher than normal.

Benefit: You get a +2 bonus on all Fortitude saving throws.

GREATER BODILY THROW You can throw an opponent without using your hands, and can throw opponents larger than yourself.

Prerequisites: Bodily Throw, Skill Level 5, Balance Rank Skilled.

Benefit: You may throw an opponent up to one size category larger than yourself, and may throw an opponent even without a hand free.

GREATER IRON WILL You have an exceptionally stronger will than normal.

Prerequisite: Iron Will.Benefit: You receive an additional +4 to all Will

saves. This stacks with Iron will.

GREATER KI STRIKE

Your unarmed attacks are harder than iron.Prerequisites: Base Attack Bonus +16, Aligned Ki

Strike, Flurry of Blows, Improved Unarmed Strike, Ki Strike

Benefit: Your unarmed attacks are treated as adamantine weapons for the purpose of dealing damage to creatures with damage reduction and bypassing hardness.

GREATER OPPORTUNISTIC STRIKEYou have an instinctive view of the battlefield, which allows you to make a cunning attack against distracted opponents.

Prerequisites: Base Attack Bonus +10, Skill Level 16, Concentration Rank: Mastered, Dodge, Improved Opportunistic Strike, Mobility, Opportunistic Strike, Spring Attack.

Benefit: The insight bonus from Opportunistic Strike increases to +6.

GREATER SNEAK ATTACKYou can deal extra damage with your sneak attacks.

Prerequisites: Skill Level 16, Hide Rank: Mastered, Move Silently Rank: Mastered

Benefit: When you successfully sneak attack, you deal an extra 1d6 points of damage.

Special: You can purchase this feat four times. Each time you purchase this feat, the Skill Level requirement increases by 2.

GREATER TWO-WEAPON FIGHTINGYou are a master at fighting two-handed.

Prerequisites: Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

Benefit: You get a third attack with your off-hand weapon, albeit at a –10 penalty.

GREATER WEAPON FOCUSYou are especially good at using your chosen weapon.

Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, base attack bonus +8, 8 hit dice.

Benefit: Choose one type of weapon, such as greataxe, for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.

Special: You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

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GREATER WEAPON SPECIALIZATIONYou deal extra damage when using your chosen weapon.

Prerequisites: Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, base attack bonus +12, 12 hit dice

Benefit: Choose one type of weapon, such as greataxe, for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.

Special: You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.

HEAVY ASSAILANT You employ a variety of techniques in an attempt to force damage through to your opponent, not the least of involves capitalizing on your own mistakes. You’ll often sacrifice accuracy for more chances to hit your opponent.

Prerequisites: Base Attack +6.Benefit: Once per round, when performing a full

attack action, if you attempt to attack an opponent and miss, you gain an additional attack against that enemy. This attack is at the same attack bonus, but all your attacks (including the extra attack) is made at a –5 penalty.

HEAVY TROOPER You’re comfortable moving and fighting in heavy armor; while some are confined overmuch by the weight and restricted movement heavy armor offers, you’re more than able to compensate.

Prerequisites: Base Attack Bonus +1, Con 13.Benefit: You suffer no penalties to movement for

wearing Heavy Armor. The maximum dexterity bonus of the armor you’re wearing increases by 1 when you’re wearing heavy armor, and the armor check penalty is decreased by 1.

HIDE IN PLAIN SIGHTYou can hide from anyone.

Prerequisites: Skill Level 17, Hide Rank: Mastered, Master of Camouflage

Benefit: You can use the Hide skill even while being observed.

IMPROVED BULL RUSHYou know how to push opponents back.

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.

IMPROVED COMBAT REFLEXES You can respond to any number of opponents who let down their defenses.

Prerequisites: Dex 17+, Combat Reflexes.Benefit: There is no limit to the number of attacks

of opportunity you may make in a round.

IMPROVED CRITICALWith your chosen weapon, you know how to hit where it hurts.

Prerequisite: Proficient with weapon, base attack bonus +8.

Benefit: Choose one type of weapon, such as longsword or greataxe. When using the weapon you selected, your threat range is doubled. For example, a longsword usually threatens a critical hit on a roll of 19–20 (two numbers). If a character using a longsword has Improved Critical (longsword), the threat range becomes 17–20 (four numbers).

Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

This effect doesn’t stack with any other effect that expands the threat range of a weapon

IMPROVED DEFENSIVE GENIUSYou have found the secret to a truly powerful defense.

Prerequisites: 4 Hit Dice, Base Will Save +5, Int, Wis or Cha 15

Benefit: When unarmored and unencumbered, you gain a +1 bonus to defense.

This bonus to Defense applies even against touch attacks or when you are flat-footed. You lose this bonus when you are immobilized or helpless, when you wear any armor, when you carry a shield, or when you carry a medium or heavy load.

Special: You can purchase this feat up to five times.

IMPROVED DISARMYou know how to disarm opponents in melee combat.

Prerequisites: Int 13, Combat Expertise.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.

IMPROVED DODGE

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You are even better at avoiding blows.Prerequisites: Dexterity 13, Dodge, base attack

bonus +6.Benefit: You gain a +1 Dodge bonus to AC and a

+1 Competence bonus to Reflex saves.

IMPROVED EVASIONYou are a slippery individual.

Prerequisites: Base Reflex Save +7, EvasionBenefit: Your evasion ability improves. You still

take no damage on a successful Reflex saving throw against attacks, but henceforth you take only half damage on a failed save. When you are helpless you do not gain the benefit of improved evasion.

IMPROVED FEINT You are skilled at misdirecting your opponent’s attention in combat.

Prerequisites: Int 13, Combat Expertise.Benefit: You can make a Bluff check to feint in

combat as a move action.Normal: Feinting in combat is a standard action.

IMPROVED FLURRY OF BLOWSTraining increases the accuracy of your unarmed strikes.

Prerequisites: Dex 15, Flurry of Blows, Improved Unarmed Strike

Benefit: The penalty to attacks from flurry of blows lessens to -1.

Special: You can purchase this feat twice. Each time you purchase this feat, the Dex prerequisite increases by 2.

IMPROVED GRAPPLE You are skilled at grappling opponents.

Prerequisites: Dex 13, Improved Unarmed Strike.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.

IMPROVED INITIATIVEYou can react more quickly than normal in a fight.

Benefit: You get a +4 bonus on initiative checks.

IMPROVED OPPORTUNISTIC STRIKEYou have an instinctive view of the battlefield, which allows you to make a cunning attack against distracted opponents.

Prerequisites: Base Attack Bonus +7, Skill Level 12, Concentration Rank: Skilled, Dodge, Mobility, Opportunistic Strike, Spring Attack.

Benefit: The insight bonus from Opportunistic Strike increases to +4.

IMPROVED OVERRUNYou are skilled at knocking down opponents.

Prerequisites: Str 13, Power Attack.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.

IMPROVED PRECISE SHOTYour ranged attacks can ignore the effects of cover or concealment.

Prerequisites: Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.

Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.

In addition, when you shoot or throw ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.

Normal: See the rules on the effects of cover and concealment. Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes.

IMPROVED PRECISE STRIKEPrerequisites: Base Attack Bonus +16, Skill Level

18, Tumble Rank: Mastered, Canny Defense, Dodge, Mobility, Precise Strike, Weapon Finesse.

Benefit: The extra damage on a precise strike increases to +2d6.

IMPROVED REACTION Prerequisites: Base Attack Bonus +6, Skill Level

5, Tumble Rank: Trained, Dodge, Mobility, Weapon Finesse.

Benefit: You gain a +2 bonus on initiative checks. Special if you purchase this feat a second time the

bonus increases to +4. This bonus stacks with the benefit provided by the Improved Initiative feat.

IMPROVED SHIELD BASHYou can bash with a shield while retaining its shield bonus to your Armor Class.

Prerequisite: Shield Proficiency.Benefit: When you perform a shield bash, you may

still apply the shield’s shield bonus to your AC.

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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.

IMPROVED SLOW FALLFalling holds no danger for you.

Prerequisites: Skill Level 27, Acrobatics Rank: Mastered, Tumble Rank: Mastered, Base Reflex Save +12, Slow Fall 90 ft.

Benefit: You can use a nearby wall to slow her descent and fall any distance without harm.

IMPROVED SNEAK ATTACKYou can deal extra damage with your sneak attacks.

Prerequisites: Skill Level 8, Hide Rank: Skilled, Move Silently Rank: Skilled

Benefit: When you successfully sneak attack, you deal an extra 1d6 points of damage.

Special: You can purchase this feat four times. Each time you purchase this feat, the Skill Level requirement increases by 2.

IMPROVED SUNDER You are skilled at attacking your opponents’ weapons and shields, as well as other objects.

Prerequisites: Str 13, Power Attack.Benefit: When you strike at an object held or

carried by an opponent (such as a weapon or shield), you do not provoke an attack of opportunity (see Sunder rules).

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.

IMPROVED TOUGHNESS You’re hardier and tougher than most.

Prerequisite: Toughness.Benefit: You gain an additional hit point for each

hit die you have, and each hit die you gain thereafter.Special: This feat may be taken multiple times. Its

effects stack.

IMPROVED TRIPYou are trained not only in tripping opponents safely but also in following through with an attack.

Prerequisites: Int 13, Combat Expertise.Benefit: You do not provoke an attack of

opportunity when you attempt to trip an opponent while you are unarmed. You also gain a +4 bonus on your Strength check to trip your opponent. If you trip an opponent in melee combat, you immediately get a melee attack against that opponent as if you hadn’t used your attack for the trip attempt.

Normal: Without this feat, you provoke an attack of opportunity when you attempt to trip an opponent while you are unarmed.

IMPROVED TWO-WEAPON FIGHTINGYou are an expert in fighting two-handed.

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, albeit at a –5 penalty.

Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.

IMPROVED UNARMED STRIKEYou are skilled at fighting while unarmed.

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.

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.

IMPROVED WHIRLWIND ATTACK Your capacity to strike opponents when surrounded is nothing short of prodigious.

Prerequisites: Whirlwind Attack, Base Attack Bonus +11.

Benefit: When using a Whirlwind attack, you may attack every foe in your threatened area.

Normal: When using a Whirlwind attack, you may only attack foes within five feet of you, regardless of your threatened area.

INDOMITABLE WILL When you become angry, your mind becomes shrouded by your rage.

Prerequisites: 14 Hit Dice, Base Attack Bonus +11, Base Will Save +4, Berserker Rage

Benefit: While in a rage, you gain a +4 bonus on Will saves to resist enchantment spells. This bonus stacks with all other modifiers, including the morale bonus on Will saves you also receive during your rage.

IRON SKIN You’re a tough customer to hurt. You may be calloused and thick-skinned, or perhaps accumulated scar tissue has made your vitals harder to hit. Maybe you’re just plain-out tough. Whatever the reason, it’s

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harder for opponents to land telling blows against you.

Prerequisites: base defense bonus +1, Con 15.Benefit: Your natural armor bonus increases by

+1. If you didn’t already have a natural armor bonus, this feat gives you one.

Special: This feat can be taken multiple times. Its effects stack. Each time this feat is taken, its Base Defense Bonus requirement increases by +3.

IMPROVED UNCANNY DODGENot only are you hard to surprise, you rarely leave your back open in a melee.

Prerequisites: Uncanny Dodge, Dex 15Benefit: You can no longer be flanked. This

defense denies a character or monster the ability to sneak attack you by flanking you, unless the attacker's base attack bonus is at least four points higher than your base defense bonus.

IRON WILLYou have a stronger will than normal.

Benefit: You get a +2 bonus on all Will saving throws.

“KI” CRITICAL You are truly skilled with your weapon, and can land attacks that bite to the bone.

Prerequisites: Ki Damage, Base Attack Bonus +12, Weapon Focus, Improved Critical, and Weapon Specialization with the same weapon.

Benefit: Your critical threat with the weapon with which you have Weapon Focus, Improved Critical, and Weapon Specialization doubles, or increases by 2, whichever is less.

Special: This feat may be taken multiple times. Each time it is taken, it applies to a new weapon with which you have Weapon Focus, Improved Critical, and Weapon Specialization.

“KI” DAMAGE Your focus with your weapon is such that it is an extension of your body. Your very soul courses through it – and you can make it sing.

Prerequisites: Weapon Focus, Base Attack Bonus +6.

Benefit: Once per day per every 3 Base Attack Bonus you have, on a successful attack, you may choose to deal maximum weapon damage, rather than roll damage. This ability cannot be used on a successful critical hit, and can only be used with a weapon with which you have Weapon Focus.

KI STRIKEYour unarmed attacks are empowered with ki.

Prerequisites: Base Attack Bonus +4, Flurry of Blows, Improved Unarmed Strike

Benefit: Your unarmed attacks are treated as magic weapons for the purpose of dealing damage to creatures with damage reduction.

“KI” WHIRLWINDYou’re a true master of the whirlwind attack.

Prerequisites: Base Attack Bonus +16, Combat Reflexes, Ki Damage, Ki Critical, Whirlwind Attack.

Benefit: You may make a whirlwind attack as a standard action, and may therefore combine it with Spring Attack and Strike Once, Bleed Twice (or other, similar feats). You may only perform one Whirlwind Attack a round.

KNOCKDOWN STRIKE Your mightiest strikes unbalance your foes in combat.

Prerequisites: Base Attack Bonus +5, Power Attack, Str 15.

Benefit: When you deal more than **10** points of damage with a single blow, you may make a trip attempt against your opponent as a free action.

Special: This feat cannot be used in conjunction with Improved Trip.

LEAPING CHARGE You’re able to perform attacks that exploit the momentum that comes with throwing yourself bodily through the air.

Prerequisites: Skill Level 5, Jump Rank: Trained, Base Attack Bonus +1, Dex 13.

Benefit: Whenever you charge, if you incorporate a successful jump of 10 feet or more, you gain an additional +4 bonus to hit your opponent.

LESSONS LEARNED You’ve refined your fighting style to the point where you’ve learned one of the best lessons. Never forget what you already know.

Prerequisites: Power Attack, Find the Flaw, Base Attack Bonus 11+, Str 13.

Benefit: Whenever you miss an opponent in a round where you’ve declared the use of Power Attack, you may forgo all bonus damage from Power Attack until the beginning of your next turn. If you do, you don’t suffer the penalty to your To Hit. This does not apply to the attack that just missed.

LIGHTNING REFLEXESYou have faster than normal reflexes.

Benefit: You get a +2 bonus on all Reflex saving throws.

MANYSHOT

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You can fire multiple arrows simultaneously against a nearby target.

Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6

Benefit: As a standard action, you may fire two arrows at a single opponent within 30 feet. Both arrows use the same attack roll (with a –4 penalty) to determine success and deal damage normally (but see Special).

For every five points of base attack bonus you have above +6, you may add one additional arrow to this attack, to a maximum of four arrows at a base attack bonus of +16. However, each arrow after the second adds a cumulative –2 penalty on the attack roll (for a total penalty of –6 for three arrows and –8 for four).

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 (such as sneak attack damage) only once. If you score a critical hit, only the first arrow fired deals critical damage; all others deal regular damage.

MASTER OF CAMOUFLAGEYou can hide anywhere.

Prerequisites: Skill Level 11, Hide Rank: Mastered

Benefit: You can use the Hide skill in any sort of natural terrain, even if the terrain doesn’t grant cover or concealment.

MIGHTY RAGEWhen angry, you become a storm of fury.

Prerequisites: 20 Hit Dice, Base Attack Bonus +20, Berserker Rage, Con 19

Benefit: The bonuses to Strength and Constitution during your rage each increase to +8, and your morale bonus on Will saves increases to +4. The penalty to AC remains at -2.

MOBILE DEFENSEYou can adjust your position while maintaining a defensive stance.

Prerequisites: Base Attack Bonus: +7, Defensive Stance, Dodge, Endurance, Toughness.

Benefit: While in a defensive stance, you can take one 5-foot step each round without losing the benefit of the stance.

MOBILITYYou are skilled at dodging past opponents and avoiding blows.

Prerequisites: Dex 13, Dodge.Benefit: You get a +4 dodge bonus to Armor Class

against attacks of opportunity caused when you move out of or within a threatened area. A condition that

makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.

MOUNTED ARCHERYYou are skilled at using ranged weapons while mounted.

Prerequisites: Ride Rank: Trained, 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 (see Mounted Combat).

MOUNTED COMBATYou are skilled in mounted combat.

Prerequisite: Ride Rank: Trained.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 defense if it’s higher than the mount’s regular defense.)

OPPORTUNISTSometimes a combatant already in a melee lets her guard down. You know how to take advantage of that opening.

Prerequisite: Sneak Attack 5d6Benefit: Once per round, you can make an attack

of opportunity against an opponent who has just been struck for damage in melee by another character. This attack counts as your attack of opportunity for that round. Even if you have the Combat Reflexes feat you cannot use the opportunist ability more than once per round.

OPPORTUNISTIC STRIKEYou have an instinctive view of the battlefield, which allows you to make a cunning attack against distracted opponents.

Prerequisites: Base Attack Bonus +4, Skill Level 8, Concentration Rank: Skilled, Dodge, Mobility, Spring Attack.

Benefit: You gain a +2 insight bonus on your attack roll and your damage roll (if the attack hits) for the first attack you makes against an opponent that has been dealt damage in melee by another character since your last action.

OVERWHELMING ONSLAUGHT Your style of combat provokes openings. Perhaps you’re a full-bodied fighter, and a blow to the head is

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followed by a strike at the knee, or maybe your blows are so heavy they knock shields and armor aside. As long as you can focus yourself on an opponent, you can create your own openings to exploit.

Prerequisites: Base Attack Bonus +8, Str 13.Benefit: Whenever you successfully strike an

opponent in melee, you gain a bonus to your next attack roll this round equal to the amount by which your attack exceeded your opponent's AC. If your attack doesn’t deal damage (it is, for example, reduced to 0 by damage reduction, or you are fighting a creature immune to your strikes), you still gain the bonus to hit.

Example: Gyrghus the Dwarf has this feat, and an attack pattern of +12/+7. He makes a full attack against an opponent with an AC of 18, and his first attack roll is a 15, giving him a result of 27. Since he beat his opponent's AC by 9, he gains a bonus of +9 to his second attack (making it a +16, rather than a +7).

PARRY ARROWSPrerequisites: Base Attack Bonus +6, Skill Level

5, Tumble Rank: Trained, Dodge, Mobility, Weapon Finesse.

Benefit: You gain the benefit of the Deflect Arrows feat when using a light or one-handed piercing weapon.

PERFECT VIGILANCE When resting, you can fall into an altered state of consciousness that doesn't hinder your perception of the world around you.

Prerequisite: Skill Level 5, Concentration Rank: Skilled.

Benefit: You may make Spot and Listen checks without penalty while asleep, and can choose to awaken as an immediate action when any living creature moves within five feet of you.

PIERCING SHOT Your skills with a bow are such that your critical hits can inflict truly devastating injuries.

Prerequisites: Base Attack Bonus +9, Precise Shot, Weapon Focus (any bow or crossbow), Improved Critical (any bow or crossbow), and Weapon Specialization (any bow or crossbow), Unhindered Aim, Superlative Range.

Benefit: Once a round, on a confirmed critical hit with a ranged weapon with which you have Weapon focus, Improved Critical and Weapon Specialization, you may increase the critical multiplier of the weapon by +1 before rolling damage. Therefore, a Longbow (normally ×3 on a crit), would deal ×4 damage on a critical hit.

Special: This feat may be taken multiple times. Each time it is taken, the Base Attack Bonus requirement rises by +5. Each time this feat is taken, you may increase your critical multiplier by an additional +1 (making a longbow ×5, for example).

POINT BLANK SHOTYou are skilled at making well-placed shots with ranged weapons at close range.

Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

POISON USEYou are trained in the use of poison.

Benefit: You never risk accidentally poisoning yourself when applying poison to a blade.

POWER ATTACKYou can make exceptionally powerful melee attacks.

Prerequisite: Str 13.Benefit: On your action, before making attack rolls

for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

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.)

POWER SHOT You can make exceptionally powerful shots at the expense of accuracy, striking at smaller chinks in the armor that protect more vulnerable areas.

Prerequisites: Point Blank Shot, Precise Shot, Base Attack Bonus +6, Dex 13.

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all ranged attack rolls and add the same number to all ranged damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next action.

PRECISE SHOTYou are skilled at timing and aiming ranged attacks.

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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 (see Shooting or Throwing into a Melee).

PRECISE STRIKEPrerequisites: Base Attack Bonus +11, Skill Level

12, Tumble Rank: Skilled, Canny Defense, Dodge, Mobility, Weapon Finesse.

Benefit: You gain the ability to strike precisely with a light or one-handed piercing weapon, gaining an extra 1d6 damage added to your normal damage roll.

When making a precise strike, you cannot attack with a weapon in your other hand or use a shield. A precise strike only works against living creatures with discernible anatomies. Any creature that is immune to critical hits is not vulnerable to a precise strike, and any item or ability that protects a creature from critical hits also protects a creature from a precise strike.

PREPARED Your style of combat is defensive and methodical. You can bide your time and protect yourself more ably than most.

Benefit: You gain an additional +1 dodge bonus to Armor Class when fighting defensively, and an additional +4 dodge bonus to Armor Class when making a total defense action.

PROJECTILE CLEAVE When using a ranged weapon, you’re able to fire with such force that blows travel clean through your opponents – and sometimes, into other opponents.

Prerequisites: Base Attack Bonus +4, Point Blank Shot, Weapon Focus (any bow or crossbow) and Weapon Specialization (any bow or crossbow).

Benefit: If you deal a creature enough damage to make it drop with a ranged attack (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra, ranged attack against another creature in a straight line with the creature you just dropped, within range. You cannot take a 5-foot step before making this extra attack.

This extra attack is with the same weapon and at the same bonus and roll as the attack that dropped the previous creature. You can use this ability once per round. This can’t be done at range greater than 30 feet.

PULLDOWNWhen knocked down, you can take your foes with you.

Prerequisite: Prone Fighting, Str 13, Dex 13.

Benefit: When you are knocked prone by a foe who is in your threatened area, they must make a Reflex saving throw against a DC of 10 + half your hit dice + your strength modifier or be knocked prone.

QUICK DRAWYou can draw weapons with startling speed.

Prerequisite: Base attack bonus +1.Benefit: You can draw a weapon as a free action

instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.

A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

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.

QUICKENED PULSEYour ability to set the pace of combat has improved, to the point where an opponent could risk death simply by not paying enough attention.

Prerequisites: Dictating Strike, Improved Initiative, Base Attack Bonus 9+, Dex 13+.

Benefit: If your initiative is at least 10 points higher than your opponent’s, you may make an additional attack against them at your highest attack bonus.

RAPID RELOADYou can reload a crossbow of your chosen type more quickly than normal.

Prerequisite: Weapon Proficiency (crossbow type chosen).

Benefit: Choose a type of crossbow (hand, light, or heavy). The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.

If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full attack action as you could attack if you were using a bow.

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.

RAPID SHOT

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You can use ranged weapons with exceptional speed.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.

RECEIVING STRIKEYou may anticipate attacks from all sides and strike out against them.

Prerequisites: Dodge, Combat Reflexes.Benefit: When you are fighting defensively or

taking a total defense action, foes provoke an attack of opportunity from you for entering your threatened area. Your dodge target always provokes an attack of opportunity for entering your threatened area

Normal: Foes only provoke an attack of opportunity for leaving your threatened area.

RETALIATORY STRIKE You’re not just able to defend yourself, you’ve made defending yourself into an aggressive art itself.

Prerequisites: Prepared, Base Attack Bonus 11+.Benefit: Whenever you’re fighting defensively, the

first attack made against you in a round provokes an attack of opportunity from you. When you’re making a total defense, all attacks made against you in the round provoke attacks of opportunity. You may take these attacks of opportunity as though you weren't making a Total Defense.

RIDE-BY ATTACKYou are skilled at making fast attacks for your mount.

Prerequisites: Ride Rank: Trained, 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.

RUNYou are fleet of foot.

Benefit: When running, you move five times your normal speed (if wearing light or no armor and carrying no more than a light load) or four times your speed (if wearing medium or heavy armor or carrying a medium or heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

Normal: You move four times your speed while running (if wearing light or no armor and carrying no more than a light load) or three times your speed (if wearing medium or heavy armor or carrying a medium or heavy load), and you lose your Dexterity bonus to AC.

RUNNING WATER STYLE It is said that a quarterstaff is best compared to a waterfall; despite its length, it is made of many parts, and of them, each has some different significance. So the followers of this style bring a quarterstaff to bear as many pieces of a whole.

Prerequisites: Weapon Focus (Quarterstaff), Weapon Specialization (Quarterstaff), Two Weapon Fighting, Improved Two-Weapon Fighting, Base Attack Bonus +9.

Benefit: Whenever you wield a quarterstaff, its base damage is 1d8 rather than 1d6, and its base critical threat range is increased to 19-20. Whenever you make a full attack action with a quarterstaff, you gain an additional attack at your highest attack bonus.

SCORPION’S MANEUVERYou’ve mastered the technique of forcing your opponent to deal with a threat that doesn’t even exist, making them overextend into your potentially crippling follow-up attacks.

Prerequisites: Combat Expertise, Disarming Expertise, Improved Disarm, Skill Level 6, Bluff Rank: Skilled, Base Attack Bonus +10, Int 13.

Benefit: If you successfully feint in combat, and attack the opponent you feinted while they are denied their dexterity bonus to AC, your attack is automatically a critical threat.

SECOND WINDDefeating a foe gives you a surge of strength and helps you push on.

Prerequisite: Base Attack Bonus +5, Con 13.Benefit: Whenever you fall a foe in combat, you

gain 5 temporary hit points that last for a number of minutes equal to your constitution modifier.

SHIELD PROFICIENCYYou are proficient with bucklers, small shields, and large shields.

Benefit: You can use a shield and take only the standard penalties.

Normal: When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.

SKILL FOCUSYou have a special knack with you chosen skill.

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Benefit: Choose a skill, such as Move Silently. You get a +5 bonus on all checks involving that skill.

Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

SKILL MASTERYYou becomes so certain in the use of certain skills that she can use them reliably even under adverse conditions.

Prerequisites: Skill Level 12, Any three skills at Rank: Mastered

Benefit: Select a number of skills equal to your Intelligence modifier. When making a skill check with one of these skills, you may take 10 even if stress and distractions would normally prevent you from doing so. Special: You can purchase this feat multiple times, select one additional skill for it to apply to each time.

SKIRMISHYou rely on mobility to deal extra damage and improve your defense.

Prerequisites: 2 Hit Dice, Base Attack Bonus +1, Base Reflex Save +3

Benefit: You deal an extra 1d6 points of damage on all attacks you make during any round in which you move at least 10 feet. The extra damage applies only to attacks taken during your turn.

The extra damage only applies against living creatures that have a discernible anatomy. Undead, constructs, oozes, plants, incorporeal creatures, and creatures immune to extra damage from critical hits are not vulnerable to this additional damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You can apply this extra damage to ranged attacks made while skirmishing, but only if the target is within 30 feet.

You lose this ability when wearing medium or heavy armor or when carrying a medium or heavy load.

Special: If you purchase this feat a second time, you gain a +1 competence bonus to defense during any round in which you move at least 10 feet. The bonus applies as soon as you have moved 10 feet, and lasts until the start of your next turn. This bonus to defense increases every other time you purchase this feat.

If you purchase this feat a third time, the extra skirmish damage increases by 1d6. This damage increases every other time you purchase this feat.

Each time you purchase this feat, the prerequisites increase by 2. You can purchase this feat a total of 10 times.

SLIPPERY MINDYou can wriggle free from magical effects that would otherwise control or compel you.

Prerequisites: 13 Hit Dice, Base Defense Bonus +9, Base Will Save +5

Benefit: If you are affected by an enchantment spell or effect and fail your saving throw, you can attempt it again 1 round later at the same DC. You get only this one extra chance to succeed on your saving throw.

SNAP SHOTYou can draw and fire a bow (or other ranged weapon) with stunning speed.

Prerequisites: Quick Draw, Point Blank Shot, Precise Shot.

Benefit: If you draw and fire your bow (or other ranged weapon) and strike a flat-footed opponent, that opponent must make a Fortitude saving throw (DC 10 + half your hit dice + your wisdom modifier) or be stunned for one round.

SLOW FALLYou can use your surroundings to slow your falls.

Prerequisites: Skill Level 6, Acrobatics Rank: Skilled, Tumble Rank: Skilled, Base Reflex Save +4

Benefit: When you are within arm’s reach of a wall (or other sufficiently large object), you can use it to slow your descent. When first using this ability, you take damage as if the fall were 20 feet shorter than it actually is.

Special: You can purchase this feat more than once, each time you purchase this feat your ability to slow her fall (that is, to reduce the effective distance of the fall when next to a wall) improves by 10 ft. Each time you purchase this feat the Skill Level requirements increase by 3

SNATCH ARROWSYou are adept at grabbing incoming arrows, as well as crossbow bolts, spears, and other projectile or thrown weapons.

Prerequisites: Dex 15, Deflect Arrows, Improved Unarmed Strike.

Benefit: When using the Deflect Arrows feat, you may catch the weapon instead of just deflecting it. Thrown weapons, such as spears or axes, can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat.

SNEAK ATTACKIf you catch an opponent when he is unable to defend himself effectively from her attack, you can strike a vital spot for extra damage.

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Prerequisites: Skill Level 6, Hide Rank: Trained, Move Silently Rank: Trained

Benefit: Your sneak attack deals and extra 1d6 points of damage any time her target would be denied a Dexterity bonus to Defense (whether the target actually has a Dexterity bonus or not), or when you flank your target. Should you score a critical hit with a sneak attack, this extra damage is not multiplied.

Ranged attacks can count as sneak attacks only if the target is within 30 feet.

With a sap (blackjack) or an unarmed strike, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty.

You can sneak attack only living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to critical hits is not vulnerable to sneak attacks. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment or striking the limbs of a creature whose vitals are beyond reach.

SPIRITED CHARGEYou are trained at making a devastating mounted charge.

Prerequisites: Ride Rank: Trained, Mounted Combat, Ride-By Attack.

Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

SPRING ATTACKYou are trained in fast melee attacks and fancy footwork.

Prerequisites: Dex 13, Dodge, Mobility, base attack bonus +4.

Benefit: When using the attack action with a melee weapon, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.

You must move at least 5 feet both before and after you make your attack in order to utilize the benefits of Spring Attack.

STILL MINDYou have trained yourself to be guarded against any metal intrusion.

Prerequisites: Skill Level 6, Concentration Rank: Skilled, Base Defense Bonus +3, Base Will Save +5

Benefit: You gain a +2 bonus on saving throws against spells and effects from the school of enchantment.

STRIKE ONCE, BLEED TWICE You are an accomplished master of striking fast and well.

Prerequisites: Base Attack Bonus +14, Whirlwind Attack, Spring Attack.

Benefit: You may make two attacks as a standard action, instead of one.

SUDDEN SURGEYour movements are swifter than the eye.

Prerequisites: Dash, ***Tumble 5+ ranks.***Benefit: Once per round, as a swift action, you

may make five feet of movement. This movement is not a five foot step and counts against your normal movement for the round. You may make use of this feet and take a five foot step in the same round.

STUNNING FISTYou know how to strike opponents in vulnerable areas.

Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

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 + 1/2 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 character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC.

You may attempt no more than one stunning attack per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special: You may purchase this feat more than once. Every time you purchase this feat, you may attempt one additional stunning attack per day. Each time you purchase this feat, the base attack bonus requirement increases by 2.

SUPERIOR UNARMED STRIKEYou unarmed strikes have become increasingly deadly, enabling you to strike your foes in the most vulnerable areas.

Prerequisites: Improved Unarmed Strike, base attack bonus +3.

Benefit: You deal more damage with your unarmed strike as shown on the table below.

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Hit Dice Unarmed Damage3 1d44 - 7 1d68 - 11 1d812 - 15 1d1016 - 20 2d6

SUPERLATIVE RANGE Your skill with a ranged weapon is such that what is considered ‘close range’ is a bit further than most would expect.

Prerequisites: Base Attack Bonus +6, Far Shot, Precise Shot, Weapon Focus (Any bow or crossbow).

Benefit: Your range increments with a ranged weapon with which you have Weapon Focus increase by +10 feet per +2 Base Attack Bonus. Thus, a character with a +16 Base Attack Bonus with the Far Shot feat would have a 260-foot range increment with a heavy crossbow (120 feet ×1.5 + 80 feet).

SUPERNATURAL GRACEYou are blessed with otherworldly grace and lead a charmed existence.

Benefit: You gains a bonus equal to your Charisma bonus (if any) on all saving throws. This ability is a supernatural ability.

SUPREME CLEAVE You’re able to follow through on your attacks to great effect, striking down multiple foes in a single strike – and occasionally cutting a path of carnage through a battlefield.

Prerequisites: Cleave, Power Attack, Base Attack Bonus +10.

Benefit: Once per round for each five points of base attack bonus you have, you may make five feet of your movement for the turn before taking a cleave attack. You may not move more than your normal movement for the round using this feat.

TAKE AIM You know the real truth of archery – a single shot to the right spot can do more than a thousand arrows aimed carelessly.

Prerequisites: Point Blank Shot, Precise Shot, Weapon Focus (Any Bow or Crossbow), Piercing Shot, Base Attack Bonus +16.

Benefit: You may Take Aim, as a full-round action that provokes an attack of opportunity. You must designate your target before declaring this action, and unless you are hiding or concealed in some way, your target is obviously aware of this. Provided your target does not move more than 5 feet after you declare this

action, you may then make a single attack as a standard action that is automatically a critical threat.

THICK SKINYou have thick skin.

Prerequisites: 7 Hit Dice, Con 15Benefit: You gain Damage Reduction 1/--.

Subtract 1 from the damage you take each time you are dealt damage from a weapon or a natural attack. Damage reduction can reduce damage to 0 but not below 0.

Special: You can purchase this feat up to five times. Every additional time you purchase this feat, your damage reduction increased by +1/--.

TIRELESS RAGEYour anger no longer tires you.

Prerequisites: 17 Hit Dice, Base Attack Bonus +11, Berserker Rage, Con 17

Benefit: You no longer become fatigued at the end of your rage.

TOUGHNESSYou are tougher than normal.

Benefit: You gain an additional 3 hit points.Special: A character may gain this feat multiple

times. Its effects stack.

TOWER SHIELD PROFICIENCYYou are proficient with tower shields.

Prerequisite: Shield Proficiency.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

TRAMPLEYou are trained in using your mount to knock down opponents.

Prerequisites: Ride Rank: Trained, 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 (see Overrun).

TRAP SENSEYou have an almost supernatural awareness of the danger traps pose.

Benefit: You gain a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to defense against attacks made by traps.

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Special: You can purchase this feat up to five times. Each additional time you purchase this feat, the bonus to Reflex saves increases by +1 and the bonus to defense increases by +1.

TRIUMPHANT The adage that too many cooks spoil the broth applies even more so than some would expect in combat. You know how to exploit multiple foes attacking you, using your enemies for cover and letting their momentum work for you.

Prerequisites: Spirited, Base Attack Bonus +4.Benefit: For each opponent in melee with you

beyond the first, you gain a +1 dodge bonus to AC. For each third opponent in melee with you, you gain a +1 circumstance bonus to damage rolls.

TWO-WEAPON DEFENSEYour two-weapon fighting style bolsters your defense as well as your offense.

Prerequisites: Dex 15, Two-Weapon Fighting.Benefit: When wielding a double weapon or two

weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.

When you are fighting defensively or using the total defense action, this shield bonus increases to +2.

TWO-WEAPON FIGHTINGYou can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

Prerequisite: Dex 15.Benefit: Your penalties on attack rolls for fighting

with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Normal: See Two-Weapon Fighting

TWO-WEAPON REND You can rend opponents when fighting with two weapons.

Prerequisites: Dex 15, Base Attack Bonus +9, Two-Weapon fighting, Improved Two-weapon fighting.

Benefit: If you hit an opponent with a weapon in each hand in the same round, you may automatically rend the opponent. This deals additional damage equal to the base damage of the smaller weapon plus 1 ½ times your strength modifier. Base weapon damage includes an enhancement bonus on damage, if any. You can only rend once per round, regardless of how many successful attacks you make.

UNCANNY DODGEYou are very hard to surprise.

Benefit: You retain your Dexterity bonus to Defense (if any) even if you are caught flat-footed or struck by an invisible attacker. However, you still loses your Dexterity bonus to Defense if immobilized.

UNHINDERED AIM You are able to ignore and overcome normal hindrances to striking a concealed target.

Prerequisites: Base Attack Bonus +7, Precise Shot, Weapon Focus (Any bow or crossbow), Skill Level 6, Spot Rank: Skilled

Benefit: Your miss chance against opponents with concealment drops by 10% per +4 Base Attack Bonus you have. A character with +14 Base Attack Bonus with this feat would have a 20% chance to miss an opponent with full concealment (normally a 50% miss chance). A character with +16 Base Attack Bonus would only have a 10% chance to miss the same opponent. This only applies when using a ranged weapon with which you have Weapon Focus.

Special: This does not affect any other miss chance (such as is granted by the Blink spell).

UNSEEN PATHYou move with such speed on the battlefield, you are almost unseen.

Prerequisite: Dodge, Mobility, Spring Attack, Dash, The Sudden Surge, Base Attack Bonus +12.

Benefit: As a full round action, you move in such a way that you seem to disappear. During this action, you must move your full movement, and you must move in a straight line. Any foes you face are flat-footed unless they succeed at a Sense Motive check (DC 10 + ½ your hit dice + your Dexterity modifier) to anticipate where you will stop. This may be used in conjunction with a charge, or with a spring attack.

WEAPON FINESSEYou are especially skilled at using weapons that can benefit as much from Dexterity as from Strength.

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.

Natural weapons are always considered light weapons.

WEAPON FOCUSYou are especially good at using your chosen weapon.

Prerequisites: Proficiency with selected weapon, base attack bonus +1.

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Benefit: Choose one type of weapon, such as greataxe. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat. You gain a +1 bonus on all attack 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 GROUP (AXES)You understand how to use axes and axe-like weapons.

Benefit: You make attack rolls with the following weapons normally: handaxe, battleaxe, greataxe, and dwarven waraxe (two-handed use).

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

WEAPON GROUP (BASIC WEAPONS)You understand how to use a few basic weapons.

Benefit: You make attack rolls with the following weapons normally: club, dagger, and quarterstaff.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

WEAPON GROUP (BOWS)You understand how to use bows.

Benefit: You make attack rolls with the following weapons normally: shortbow, longbow, composite shortbow, and composite longbow.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

WEAPON GROUP (CROSSBOWS)You understand how to use crossbows.

Benefit: You make attack rolls with the following weapons normally: heavy crossbow, light crossbow, repeating heavy crossbow, and repeating light crossbow.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

WEAPON GROUP (EXOTIC DOUBLE WEAPONS)You understand how to use the exotic double weapons associated with the weapon groups that you have mastered.

Prerequisite: Base attack bonus +1.Benefit: Whenever you take a Weapon Group

proficiency feat, you also gain proficiency in the exotic double weapons associated with that group. When you take this feat, you gain proficiency in the exotic double weapons associated with the weapon groups that you already know how to use.

Some exotic double weapons require you to be proficient with two weapon groups to gain proficiency in their use from this feat.

Axes: Orc double axe, dwarven urgrosh (must also have Weapon Group [spears and lances]).

Flails and Chains: Dire flail, gyrspike (must also have Weapon Group [heavy blades]).

Heavy Blades: Double scimitar, gyrspike (must also have Weapon Group [flails and chains]), two-bladed sword.

Maces and Clubs: Double macePicks and Hammers: Double hammer, gnome

hooked hammer.Spears and Lances: Dwarven urgrosh (must also

have Weapon Group [axes]).Normal: When using a weapon with which you are

not proficient, you take a -4 penalty on attack rolls.Special: If you include exotic double weapons

from sources other than the basic d20 system rules, the game master should assign those weapons to a weapon group as appropriate for the campaign.

WEAPON GROUP (EXOTIC WEAPONS)You understand how to use the exotic weapons associated with the weapon groups that you have mastered.

Prerequisite: Base attack bonus +1.Benefit: When you take this feat, you gain

proficiency in the exotic weapons associated with the weapon groups that you already know how to use. Whenever you take a Weapon Group proficiency feat, you also gain proficiency in the exotic weapons (but not the exotic double weapons) associated with that group.

Axes: Dwarven waraxe (one-handed use).Bows: Elven double bow, greatbow, composite

greatbow.Clubs and Maces: Warmace (one-handed use),

tonfa.Crossbows: Great crossbow, hand crossbow.Flails and Chains: Chain-and-dagger, scourge,

spiked chain, three-section staff, whip, whipdagger.Heavy Blades: Bastard sword (one-handed use),

khopesh, mercurial longsword, mercurial greatsword.Light Blades: Kukri, sapara, triple dagger, war fan.Monk Weapons: Butterfly sword, tonfa.Picks and Hammers: Dire pick, gnome battlepick,

maul (one handed use).Polearms: Heavy poleaxe.Slings and Thrown Weapons: Bolas, chakram,

gnome calculus, halfling skiprock, orc shotput, shuriken, throwing iron.

Spears and Lances: Duom, greatspear, harpoon, manti, spinning javelin.

Normal: When using a weapon with which you are not proficient, you take a -4

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penalty on attack rolls.Special: If you include exotic weapons from

sources other than the basic d20 system rules, the game master should feel free to assign those weapons to a weapon group as appropriate for the campaign.

WEAPON GROUP (FLAILS AND CHAINS)You understand how to use flails and chain weapons.

Benefit: You make attack rolls with the following weapons normally: light flail and heavy flail.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

WEAPON GROUP (HEAVY BLADES)You understand how to use large bladed weapons.

Benefit: You make attack rolls with the following weapons normally: longsword, greatsword, falchion, scimitar, and bastard sword (two-handed use).

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

WEAPON GROUP (LIGHT BLADES)You understand how to use light bladed weapons.

Benefit: You make attack rolls with the following weapons normally: dagger, punching dagger, rapier, and short sword.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

WEAPON GROUP (MACES AND CLUBS)You understand how to use maces and clubs.

Benefit: You make attack rolls with the following weapons normally: club, light mace, heavy mace, greatclub, maul, quarterstaff, sap, and warmace (two-handed use).

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

WEAPON GROUP (MONK WEAPONS)You understand how to use weapons normally favored by monks.

Prerequisite: Improved Unarmed Strike.Benefit: You make attack rolls with the following

weapons normally: kama, nunchaku, quarterstaff, sai, shuriken, and siangham.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

WEAPON GROUP (PICKS AND HAMMERS)You understand how to use picks and hammers.

Benefit: You make attack rolls with the following weapons normally: light pick, heavy pick, light hammer, lucerne hammer, warhammer, scythe, and maul (two handed use).

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

WEAPON GROUP (POLEARMS)You understand how to use polearms.

Benefit: You make attack rolls with the following weapons normally: glaive, guisarme, halberd, and ranseur.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

WEAPON GROUP (SERF WEAPONS)You understand how to use weapons favored by serfs.

Benefit: You make attack rolls with the following weapons normally: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear.

Normal: when using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

WEAPON GROUP (SLINGS AND THROWN WEAPONS)You understand how to use slings and handheld thrown weapons.

Benefit: You make attack rolls with the following weapons normally: dart and sling.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

WEAPON GROUP (SPEARS AND LANCES)You understand how to use spears and javelins.

Benefit: You make attack rolls with the following weapons normally: javelin, lance, longspear, shortspear, and trident.

Normal: When using a weapon with which you are not proficient, you take a -4 penalty on attack rolls.

WEAPON SPECIALIZATIONYou deal extra damage when using your chosen weapon.Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon, base attack bonus +4, 4 Hit DiceBenefit: Choose one type of weapon, such as greataxe, 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 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.

WHIRLWIND ATTACKYou can strike nearby opponents in an amazing, spinning attack.

Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.

Page 23: ACCUMULATED EXPERTISE - WordPress.com€¦  · Web viewACCUMULATED EXPERTISE . Your understanding with your weapon of choice is such that it’s fairly an extension of your body

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.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities (such as the Cleave feat or the haste spell).

WILD EMPATHYAnimals do not fear you. In fact, some might consider you a friend.

Benefit: You can improve the attitude of an animal. This ability functions just like a Diplomacy check made to improve the attitude of a person. You roll 1d20 and add your skill level and your Charisma modifier to determine the wild empathy check result.

The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.

To use wild empathy, you and the animal must be able to study each other, which means that you must be within 30 feet of one another under normal conditions. Generally, influencing an animal in this way takes 1 minute but, as with influencing people, it might take more or less time.

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.