| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
|
|
Heavy Armor Proficiency | Passive | Armor Proficiency: Medium | You are proficient with heavy armor, and do not suffer armor penalties to your attack rolls when wearing heavy armor. You also gain twice your base attack bonus in physical resistance when wearing heavy armor. Wearing armor can cause Arcane spells to fail to cast (known as Arcane Spell Failure). In general, the heavier the armor, the greater the chance of failure. |
|
|
Light Armor Proficiency | Passive | You are proficient with light armor, and do not suffer armor penalties to your attack rolls when wearing light armor. You also gain your base attack bonus in physical resistance when wearing light armor. Wearing armor can cause Arcane spells to fail to cast (known as Arcane Spell Failure). In general, the heavier the armor, the greater the chance of failure. |
|
|
|
Medium Armor Proficiency | Passive | Armor Proficiency: Light | You are proficient with medium armor, and do not suffer armor penalties to your attack rolls when wearing medium armor. You also gain one and a half times your base attack bonus in physical resistance when wearing medium armor. Wearing armor can cause Arcane spells to fail to cast (known as Arcane Spell Failure). In general, the heavier the armor, the greater the chance of failure. |
|
|
Proficiency: Bastard Sword | Passive |
Strength 13 BAB +1 |
You do not suffer a -4 penalty on attack rolls when using a bastard sword. Bastard swords can Strikethrough as if they were a two handed weapon if they are the only weapon wielded by a proficient user. (Sword and shield or single weapon attack styles.) Bastard Swords get 1.1x your Ability Score modifier to Damage on top of other boosts. |
|
|
Proficiency: Battleaxe | Passive | You do not suffer a -4 penalty on attack rolls when using a battleaxe. | |
|
|
Proficiency: Dwarven Waraxe | Passive |
Strength 13 BAB +1 |
You do not suffer a -4 penalty on attack rolls when using a dwarven waraxe. Dwarven waraxes can Strikethrough as if they were a two handed weapon if they are the only weapon wielded by a proficient user. (Axe and shield or single weapon attack styles.) Dwarven Waraxes get 1.1x your Ability Score modifier to Damage on top of other boosts. |
|
|
Proficiency: Falchion | Passive | You do not suffer a -4 penalty on attack rolls when using a falchion. | |
|
|
Proficiency: Great Crossbow | Passive | BAB +1 | You do not suffer a -4 penalty on attack rolls when using a great crossbow. Great crossbows may knock opponents to the ground on a confirmed attack roll of a natural 20. |
|
|
Proficiency: Greataxe | Passive | You do not suffer a -4 penalty on attack rolls when using a greataxe. | |
|
|
Proficiency: Greatclub | Passive | You do not suffer a -4 penalty on attack rolls when using a greatclub. | |
|
|
Proficiency: Greatsword | Passive | You do not suffer a -4 penalty on attack rolls when using a greatsword. | |
|
|
Proficiency: Handaxe | Passive | You do not suffer a -4 penalty on attack rolls when using a handaxe. | |
|
|
Proficiency: Handwraps | Passive | BAB +1 | You do not suffer a -4 penalty on attack rolls when using handwraps. |
|
|
Proficiency: Heavy Pick | Passive | You do not suffer a -4 penalty on attack rolls when using a heavy pick. | |
|
|
Proficiency: Kama | Passive | BAB +1 | You do not suffer a -4 penalty on attack rolls when using a kama. |
|
|
Proficiency: Khopesh | Passive | BAB +1 | You do not suffer a -4 penalty on attack rolls when using a khopesh. |
|
|
Proficiency: Kukri | Passive | You do not suffer a -4 penalty on attack rolls when using a kukri. | |
|
|
Proficiency: Light Hammer | Passive | You do not suffer a -4 penalty on attack rolls when using a light hammer. | |
|
|
Proficiency: Light Pick | Passive | You do not suffer a -4 penalty on attack rolls when using a light pick. | |
|
|
Proficiency: Longbow | Passive | You do not suffer a -4 penalty on attack rolls when using a longbow. | |
|
|
Proficiency: Longsword | Passive | You do not suffer a -4 penalty on attack rolls when using a longsword. | |
|
|
Proficiency: Maul | Passive | You do not suffer a -4 penalty on attack rolls when using a maul. | |
|
|
Proficiency: Rapier | Passive | You do not suffer a -4 penalty on attack rolls when using a rapier. | |
|
|
Proficiency: Repeating Heavy Crossbow | Passive | BAB +1 | You do not suffer a -4 penalty on attack rolls when using a repeating heavy crossbow. Repeating crossbows fire multiple times before reloading in the hands of a proficient wielder. |
|
|
Proficiency: Repeating Light Crossbow | Passive | BAB +1 | You do not suffer a -4 penalty on attack rolls when using a repeating light crossbow. Repeating crossbows fire multiple times before reloading in the hands of a proficient wielder. |
|
|
Proficiency: Scimitar | Passive | You do not suffer a -4 penalty on attack rolls when using a scimitar. | |
|
|
Proficiency: Short Sword | Passive | You do not suffer a -4 penalty on attack rolls when using a short sword. | |
|
|
Proficiency: Shortbow | Passive | You do not suffer a -4 penalty on attack rolls when using a shortbow. | |
|
|
Proficiency: Shuriken | Passive | BAB +1 | You do not suffer a -4 penalty on attack rolls when using a shuriken. |
|
|
Proficiency: Throwing Axe | Passive | You do not suffer a -4 penalty on attack rolls when using a throwing axe. | |
|
|
Proficiency: Throwing Hammer | Passive | You do not suffer a -4 penalty on attack rolls when using a throwing hammer. | |
|
|
Proficiency: Warhammer | Passive | You do not suffer a -4 penalty on attack rolls when using a warhammer. | |
|
|
Shield Proficiency (General) | Passive | You are proficient with bucklers, and small and large shields. Wearing a shield can cause Arcane spells to fail to cast (known as Arcane Spell Failure). In general, the larger the shield, the greater the chance of failure. |
|
|
|
Simple Weapon Proficiency | Passive | You do not suffer an attack penalty for simple weapons. | |
|
|
Tower Shield Proficiency | Passive | Shield Proficiency: General | You are proficient with tower shields and do not suffer extra penalties when using them. Wearing a shield can cause Arcane spells to fail to cast (known as Arcane Spell Failure). In general, the larger the shield, the greater the chance of failure. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
|
|
Greater Two Weapon Fighting | Passive |
Dexterity 17 BAB +11 Improved Two Weapon Fighting |
Increases the chance to produce off hand attacks when fighting with two weapons (or handwraps) by an additional 20% to 80%. Does not function in animal forms. Improves the Hit Point bonus of Heroic Durability. |
|
|
Improved Two Weapon Fighting | Passive |
Dexterity 17 BAB +6 Two Weapon Fighting |
Increases the chance to produce off hand attacks when fighting with two weapons (or handwraps) by an additional 20% to 60%. Does not function in animal forms. Improves the Hit Point bonus of Heroic Durability. |
|
|
Offhand Versatility | Passive |
BAB +8 Single Weapon Fighting |
You gain special bonuses for fighting with specific things in your offhand while Single Weapon Fighting. If you have nothing in your offhand, your ability score modifier contributes 25% more to your melee damage. If you have an Orb or Runearm in your Offhand, you gain +1 bonus Imbue Dice. |
|
|
Oversized Two Weapon Fighting | Passive |
Strength 12 Two Weapon Fighting |
When wielding a one handed weapon in your off-hand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off-hand. Does not function in animal forms. |
|
|
Two Weapon Defense | Passive | Two Weapon Fighting | Increases the amount of DR that blocking with two weapons grants you. Also grants you a +1 bonus to your AC and +5 physical resistance when you wield two weapons, as well as +10 Magical Resistance Rating cap. |
|
|
Two Weapon Fighting | Passive | Dexterity 15 | Reduces the penalty for fighting with two weapons, and increases the chance to produce off hand attacks when fighting with two weapons (or handwraps) by 20% to 40%. Does not function in animal forms. Improves the Hit Point bonus of Heroic Durability. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
|
|
Greater Two Handed Fighting | Passive |
Strength 17 BAB +11 Improved Two Handed Fighting |
While Two-Handed Fighting: +30% additional Strikethrough Chance. You also gain a +6 Combat Style bonus to Melee Power while Two-Handed Fighting. In addition, while using a Two Handed Weapon, you now apply +25% more of your appropriate ability score modifier to your damage. (This adds to their existing bonuses). When using a Bastard Sword or Dwarven Waraxe in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand, you now apply +25% more of your appropriate ability score modifier to your damage. (This adds to the existing 10% bonus for wielding a Hand-and-a-Half weapon). Neither bonus applies in Druid Animal Form. Improves the Hit Point bonus of Heroic Durability. |
|
|
Improved Two Handed Fighting | Passive |
Strength 17 BAB +6 Two Handed Fighting |
While Two-Handed Fighting: +30% additional Strikethrough Chance. You also gain a +4 Combat Style bonus to Melee Power while Two-Handed Fighting. In addition, while using a Two Handed Weapon, you now apply +25% more of your appropriate ability score to your damage. (This adds to their existing bonuses). When using a Bastard Sword or Dwarven Waraxe in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand, you now apply +25% more of your appropriate ability score modifier to your damage. (This adds to the existing 10% bonus for wielding a Hand-and-a-Half weapon. If you have bonuses to ability score modifier to damage from both Single Weapon Fighting and Two Handed Fighting feats, and are in a situation where both would apply, only the highest of the two applies). Neither bonus applies in Druid Animal Form. Improves the Hit Point bonus of Heroic Durability. |
|
|
Two Handed Fighting | Passive | Strength 15 | While Two-Handed Fighting: +60% Strikethrough Chance and a +2 Combat Style bonus to Melee Power. These bonuses also apply while wielding a Bastard Sword or Dwarven Waraxe in your main hand and a Shield, Orb, Rune Arm, or Nothing in your off-hand. You are not considered to be Two-Handed Fighting while in Druid Animal Forms or using handwraps. Strikethrough grants a chance for your melee attacks to attack a second target. Strikethrough begins at 20% while Two-Handed Fighting, and if Strikethrough is over 100%, you will always attack a second target with a chance to attack a third. If it is over 200%, you will always attack a third target with a chance to attack a fourth. If it is over 300%, you will always attack a fourth target with a chance to attack a fifth. If it is 500% or higher, you will always attack five targets. In addition, While using a Two Handed Weapon (not including Bastard Sword, Dwarven Waraxe, or Druid Animal Forms), your Ability Score Modifier bonus to damage improves by 25%. (This adds to the existing 50% for using a Two Handed Weapon). Improves the Hit Point bonus of Heroic Durability. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
|
|
Greater Single Weapon Fighting | Passive |
Balance 7 BAB +11 Improved Single Weapon Fighting |
Your Single Weapon Fighting bonus is increased to +30% Combat Style bonus to attack speed, +6 Combat Style bonus to Melee Power, and +50% more of your appropriate ability score to your damage. For Bastard Sword and Dwarven Waraxe, this adds to their existing 10% bonus. Does not function in animal forms. Improves the Hit Point bonus of Heroic Durability. |
|
|
Improved Single Weapon Fighting | Passive |
Balance 4 BAB +6 Single Weapon Fighting |
Your Single Weapon Fighting bonus is increased to +20% Combat Style bonus to attack speed and +4 Combat Style bonus to Melee Power. While Single Weapon Fighting, you now apply +25% more of your appropriate ability score modifier to your damage, instead of just your ability score. (For instance, you add 1.25x your Strength as damage, similar to Two-Handed Fighting. For Bastard Sword and Dwarven Waraxe, this adds to their existing 10% bonus. If you have bonuses to ability score modifier to damage from both Single Weapon Fighting and Two Handed Fighting feats, and are in a situation where both would apply, only the highest of the two applies.) Does not function in animal forms. Improves the Hit Point bonus of Heroic Durability. |
|
|
Single Weapon Fighting | Passive | Balance 2 | While Single Weapon Fighting, you gain +10% Combat Style bonus to attack speed and +2 Combat Style bonus to Melee Power. Single Weapon Fighting: Requires fighting with a single one-handed weapon, and wielding only an orb, runearm, or nothing in your offhand. Does not function in animal forms. Improves the Hit Point bonus of Heroic Durability. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
|
|
Bow Strength | Passive |
BAB +4 Weapon Focus: Ranged Point Blank Shot Any of: Power Attack Combat Expertise Weapon Specialization: Ranged or Zen Archery |
You can use your Strength bonus for damage with Longbows and Shortbows. (Most Longbows and Shortbows innately use your Dexterity bonus for damage. With this feat, you'll use Strength instead if it is higher.) |
|
|
Brutal Throw | Passive |
BAB +1 Strength 13 |
You grants a +1 bonus to damage for every 8 points of strength you have when using throwing axes or hammers. |
|
|
Improved Precise Shot | Active |
Dexterity 19 Point Blank Shot Precise Shot BAB +11 |
Offensive Ranged Stance: Your missile attacks may pass through friends and foes to strike your target. Foes between you and your target might be hit. You deal 20% less damage with ranged attacks while in this stance. Passive: While using a Longbow or Shortbow, your Ability Score Modifier bonus to damage improves by a further 50%, for a total of +100%. |
|
|
Manyshot | Active |
Dexterity 17 BAB +6 Point Blank Shot Rapid Shot |
Ranged Bow Attack: Expend one charge to fire three arrows in quick succession. This feat has 3 charges, you regain 1 charge every 12 seconds you don't use Manyshot (Requires a Longbow or Shortbow to use). Passive: You gain Doubleshot equal to 1.5x your Base Attack Bonus with Longbows and Shortbows. |
|
|
Multitude of Missiles | Active | For the next 20 seconds, while wielding a Simple Thrown Weapon add 100 to your Doubleshot and 2x your Base Attack Bonus to Ranged Power. | |
|
|
Point Blank Shot | Passive | You gain a +1 bonus to hit with ranged attacks within 15 meters, and your ranged weapons deal +1\. (A weapon that deals 1d6 damage per hit will deal 2d6 damage per hit instead, while a weapon that deals 2d8 damage per hit will deal 4d8 damage instead. This affects the base dice associated with a weapon any time they are rolled, including critical hits.) While wielding Longbows and Shortbows, you gain +1 Critical Threat Range. | |
|
|
Precise Shot | Passive | Point Blank Shot | Your missile attacks may pass through other characters and monsters to strike their target. This feat also grants you the Offensive Ranged Stance 'Archer's Focus', which lets you deal progressively more damage with ranged attacks while standing still. In addition, While using a Longbow or Shortbow, your Ability Score Modifier bonus to damage improves by 50%. |
|
|
Quick Draw | Passive | BAB +1 | You can draw and fire throwing weapons more rapidly. In addition, you re-draw your weapons much faster after casting Spells or Spell-Like Abilities, eliminating the delay between casting and attacking. |
|
|
Rapid Reload | Passive | Simple Weapon Proficiency: Light Crossbow | You reload Crossbows faster than normal. Great Crossbow: +50% Heavy Crossbow: +65% Dual Heavy Crossbow: +20% Repeating Heavy Crossbow: +40% Light Crossbow: +60% Dual Light Crossbow: +20% Light Repeating Crossbow: +35% |
|
|
Rapid Shot | Passive |
Dexterity 13 Point Blank Shot |
You can fire ranged attacks faster and reload faster when using a ranged weapon. With Longbows and Shortbows, you also gain Ranged Power equal to 1.5x your Base Attack Bonus. |
|
|
Shot on the Run | Passive |
Dexterity 13 BAB +4 Point Blank Shot Mobility |
You suffer no penalty to your attack roll when moving and shooting. +6 Ranged Power. |
|
|
Shuriken Expertise | Passive |
Dexterity 13 Shuriken Proficiency |
You are skilled with the use of the Shuriken, and gain Doubleshot equal to your Dexterity score while wielding one, up to a maximum of 100%. |
|
|
Simple Thrown Weapon Expertise | Passive | You are skilled with the use of Simple Thrown Weapons (Throwing Daggers and Darts) and while using one, you gain Doubleshot equal to your Dexterity. | |
|
|
Zen Archery | Passive |
BAB +1 Wisdom 13 |
You can use your Wisdom bonus instead of Dexterity bonus to determine bonus to attack with ranged missile weapons (but not thrown weapons) if it is higher. You treat shortbows and longbows as if they were ki weapons. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
|
|
Greater Shield Mastery | Passive |
BAB +13 Improved Shield Mastery |
You are exceptionally skilled with the use of a shield. Your existing Shield Mastery is improved: +10 physical resistance when using a buckler or small shield, 15 when using a large shield, or 20 when using a tower shield. +10% bonus to doublestrike while wielding a shield +9 Combat Style bonus to Melee Power Does not function in animal forms. Improves the Hit Point bonus of Heroic Durability. |
|
|
Improved Shield Bash | Passive | Shield Proficiency | You keep your shield bonus while bashing with a shield, and gain a 20% chance to make a secondary shield bash while attacking up to once a second. |
|
|
Improved Shield Mastery | Passive |
BAB +8 Shield Mastery |
You are exceptionally skilled with the use of a shield. Your existing Shield Mastery is improved: +5 physical resistance when using a buckler or small shield, 10 when using a large shield, or 15 when using a tower shield. +8% bonus to doublestrike while wielding a shield +6 Combat Style bonus to Melee Power Does not function in animal forms. Improves the Hit Point bonus of Heroic Durability. |
|
|
Shield Deflection | Passive | When actively blocking with any type of Shield you are proficient with, you gain a Competence bonus based on the type of shield to completely ignore Acid, Cold, Electric and Fire damage. Buckler: 20% Small Shield: 25% Large Shield: 30% Tower Shield: 40% |
|
|
|
Shield Mastery | Passive | Shield Proficiency: General | You are skilled with the use of a shield. While wielding a shield: +3 physical resistance when using a buckler or small shield, +5 when using a large shield, or +10 when using a tower shield. +3% Doublestrike +3 Combat Style bonus to Melee Power Does not function in animal forms. Improves the Hit Point bonus of Heroic Durability. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
|
|
Hamstring | Active | Tactical Melee Attack: Using this attack, you may reduce the target's movement rate by half for a short time. Some creatures may be immune to the hamstring effect. | |
|
|
Improved Feint | Active | Sneak Attack | Tactical Melee Attack: A melee attack which also Bluffs enemies, enabling sneak attacks for a short period of time. This attack deals +20% damage. |
|
|
Improved Sunder | Active |
Power Attack Sunder |
Tactical Melee Attack:(+20 on attack roll) Using this attack, you may reduce the target's Armor Class by 10% and Fortification by 25% for 12 seconds. Some creatures may be immune to the sunder effect. (DC 10 + STR Mod + Sunder Bonuses). Regardless of saving throw result, enemies will suffer the Trauma effect, which is a -3 penalty to Fortitude saving throws. Stacks 5 times. Lasts 24 seconds. This feat replaces your Sunder feat. |
|
|
Improved Trip | Active | Combat Expertise | Tactical Melee Attack: Using this attack, you may trip the target, rendering it prone for a longer time. Some creatures may be immune to this effect. A successful Balance check negates this effect. (DC 14 + Str mod) |
|
|
Sap | Active | Tactical Melee Attack: Using this attack, you may render the target briefly senseless, though it will become active if damaged again. Some creatures, such as those without intelligence or those immune to stun effects, may be immune to or resist the sap effect, and sap is more effective when performed as a successful sneak attack. (Whether or not your character can normally perform sneak attacks.) Successful saps last up to 18 seconds, or up to 30 seconds off a sneak attack. | |
|
|
Slicing Blow | Active | Tactical Melee Attack: Using this attack, you deal 1 point of Constitution damage to your target and deal 1 to 6 additional damage 2 seconds later as the target bleeds for 18 seconds. The target suffers an additional 1 to 6 damage per tick for every 3 player levels. Scales 100% with Melee Power and can stack 3 times. Some creatures may be immune to the bleeding or wounding effect. | |
|
|
Stunning Blow | Active | Tactical Melee Attack: Using this attack, you may stun the target for a few seconds. Some creatures may be immune to the stun effect. A successful Fortitude save negates this effect. (DC 14 + Str mod) | |
|
|
Tactical Combatant | Passive | +4 bonus to all Tactical DCs | |
|
|
Tactical Master | Passive | +6 bonus to all Tactical DCs | |
|
|
Tactical Supremacy | Passive | +8 bonus to all Tactical DCs | |
|
|
Tactical Training | Passive | +2 bonus to all Tactical DCs |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
|
|
Greater Weapon Focus: Bludgeoning Weapons | Passive |
Fighter Level 8 Weapon Focus: Bludgeoning Weapons |
Provides a +1 bonus to attack rolls when using a bludgeoning weapon, including attacks from a druid in animal form. This bonus stacks with the Weapon Focus feat. +2 Melee Power. |
|
|
Greater Weapon Focus: Piercing Weapons | Passive |
Fighter Level 8 Weapon Focus: Piercing Weapons |
Provides a +1 bonus to attack rolls when using a piercing weapon. This bonus stacks with the Weapon Focus feat. +2 Melee Power. |
|
|
Greater Weapon Focus: Ranged Weapons | Passive |
Fighter Level 8 Weapon Focus: Ranged Weapons |
Provides a +1 bonus to attack rolls when using a ranged weapon. This bonus stacks with the Weapon Focus feat. +2 Ranged Power. |
|
|
Greater Weapon Focus: Slashing Weapons | Passive |
Fighter Level 8 Weapon Focus: Slashing Weapons |
Provides a +1 bonus to attack rolls when using a slashing weapon. This bonus stacks with the Weapon Focus feat. +2 Melee Power. |
|
|
Greater Weapon Focus: Thrown Weapons | Passive |
Fighter Level 8 Weapon Focus: Thrown Weapons |
Provides a +1 bonus to attack rolls when using a thrown weapon. This bonus stacks with the Weapon Focus feat. +2 Ranged Power. |
|
|
Superior Weapon Focus: Bludgeoning Weapons | Passive |
Fighter Level 16 Greater Weapon Focus: Bludgeoning Weapons Greater Weapon Specialization: Bludgeoning Weapons |
Provides a +1 bonus to attack rolls when using a bludgeoning weapon, including attacks from a druid in animal form. This bonus stacks with the Weapon Focus and Greater Weapon Focus feats. +2 Melee Power. |
|
|
Superior Weapon Focus: Piercing Weapons | Passive |
Fighter Level 16 Greater Weapon Focus: Piercing Weapons Greater Weapon Specialization: Piercing Weapons |
Provides a +1 bonus to attack rolls when using a piercing weapon. This bonus stacks with the Weapon Focus and Greater Weapon Focus feats. +2 Melee Power. |
|
|
Superior Weapon Focus: Ranged Weapons | Passive |
Fighter Level 16 Greater Weapon Focus: Ranged Weapons Greater Weapon Specialization: Ranged Weapons |
Provides a +1 bonus to attack rolls when using a ranged weapon. This bonus stacks with the Weapon Focus and Greater Weapon Focus feats. +2 Ranged Power. |
|
|
Superior Weapon Focus: Slashing Weapons | Passive |
Fighter Level 16 Greater Weapon Focus: Slashing Weapons Greater Weapon Specialization: Slashing Weapons |
Provides a +1 bonus to attack rolls when using a slashing weapon. This bonus stacks with the Weapon Focus and Greater Weapon Focus feats. +2 Melee Power. |
|
|
Superior Weapon Focus: Thrown Weapons | Passive |
Fighter Level 16 Greater Weapon Focus: Thrown Weapons Greater Weapon Specialization: Ranged Weapons |
Provides a +1 bonus to attack rolls when using a thrown weapon. This bonus stacks with the Weapon Focus and Greater Weapon Focus feats. +2 Ranged Power. |
|
|
Weapon Focus: Bludgeoning Weapons | Passive | BAB +1 | Provides a +1 bonus to attack rolls when using a bludgeoning weapon, or when attacking from an animal form. +2 Melee Power. |
|
|
Weapon Focus: Piercing Weapons | Passive | BAB +1 | Provides a +1 bonus to attack rolls when using a piercing weapon. +2 Melee Power. |
|
|
Weapon Focus: Ranged Weapons | Passive | BAB +1 | Provides a +1 bonus to attack rolls when using a ranged weapon. +2 Ranged Power. |
|
|
Weapon Focus: Slashing Weapons | Passive | BAB +1 | Provides a +1 bonus to attack rolls when using a slashing weapon. +2 Melee Power. |
|
|
Weapon Focus: Thrown Weapons | Passive | BAB +1 | Provides a +1 bonus to attack rolls when using a thrown weapon. +2 Ranged Power. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
|
|
Greater Weapon Specialization: Bludgeoning Weapons | Passive |
Fighter Level 12 Weapon Focus: Bludgeoning Weapons Weapon Specialization: Bludgeoning Weapons |
Provides a +2 bonus to damage rolls when using a bludgeoning weapon, including attacks from a druid in animal form. This bonus stacks with the Weapon Specialization feat. +2 Melee Power. |
|
|
Greater Weapon Specialization: Piercing Weapons | Passive |
Fighter Level 12 Weapon Focus: Piercing Weapons Weapon Specialization: Piercing Weapons |
Provides a +2 bonus to damage rolls when using a piercing weapon. This bonus stacks with the Weapon Specialization feat. +2 Melee Power. |
|
|
Greater Weapon Specialization: Ranged Weapons | Passive |
Fighter Level 12 Weapon Focus: Ranged Weapons Weapon Specialization: Ranged Weapons |
Provides a +2 bonus to damage rolls when using a ranged weapon. This bonus stacks with the Weapon Specialization feat. +2 Ranged Power. |
|
|
Greater Weapon Specialization: Slashing Weapons | Passive |
Fighter Level 12 Weapon Focus: Slashing Weapons Weapon Specialization: Slashing Weapons |
Provides a +2 bonus to damage rolls when using a slashing weapon. This bonus stacks with the Weapon Specialization feat. +2 Melee Power. |
|
|
Greater Weapon Specialization: Thrown Weapons | Passive |
Fighter Level 12 Weapon Focus: Thrown Weapons Weapon Specialization: Thrown Weapons |
Provides a +2 bonus to damage rolls when using a thrown weapon. This bonus stacks with the Weapon Specialization feat. +2 Ranged Power. |
|
|
Weapon Specialization: Bludgeoning Weapons | Passive |
Fighter Level 4 Weapon Focus: Bludgeoning Weapons |
Provides a +2 bonus to damage rolls when using a bludgeoning weapon, or when attacking from an animal form. +2 Melee Power. |
|
|
Weapon Specialization: Piercing Weapons | Passive |
Fighter Level 4 Weapon Focus: Piercing Weapons |
Provides a +2 bonus to damage rolls when using a piercing weapon. +2 Melee Power. |
|
|
Weapon Specialization: Ranged Weapons | Passive |
Fighter Level 4 Weapon Focus: Ranged Weapons |
Provides a +2 bonus to damage rolls when using a ranged weapon. +2 Ranged Power. |
|
|
Weapon Specialization: Slashing Weapons | Passive |
Fighter Level 4 Weapon Focus: Slashing Weapons |
Provides a +2 bonus to damage rolls when using a slashing weapon. +2 Melee Power. |
|
|
Weapon Specialization: Thrown Weapons | Passive |
Fighter Level 4 Weapon Focus: Thrown Weapons |
Provides a +2 bonus to damage rolls when using a thrown weapon. +2 Ranged Power. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
|
|
Cleave | Active | Power Attack | Tactical Melee Cleave: Activate this ability to attack one or more enemies in an arc in front of you. |
|
|
Combat Expertise | Active | Intelligence 13 | Defensive Combat Stance: While using Combat Expertise mode, you suffer -5 to your attack rolls but gain +10% feat bonus to Armor Class. Spells have three times their normal cooldown when this mode is active. Cannot be used while raged. |
|
|
Deflect Arrows | Passive |
Dexterity 13 Monk Only |
Once every few seconds, you are able to block some projectiles that would otherwise hit you. |
|
|
Diehard | Passive | You automatically stabilize when incapacitated. | |
|
|
Dodge | Passive | Dexterity 13 | Grants you a 3% Dodge bonus. |
|
|
Great Cleave | Active |
BAB +4 Cleave |
Tactical Melee Cleave: Activate this ability to attack one or more enemies in a wide arc in front of you. |
|
|
Improved Critical: Bludgeoning Weapons | Passive | BAB +8 | Increases the base critical hit threat range of any bludgeoning weapon you use. The increase is equal to the normal range of the weapon type you are wielding (1-3). This feat does not stack with item effects that double threat range like keen and impact. |
|
|
Improved Critical: Piercing Weapons | Passive | BAB +8 | Increases the base critical hit threat range of any piercing weapon you use. The increase is equal to the normal range of the weapon type you are wielding (1-3). This feat does not stack with item effects that double threat range like keen and impact. |
|
|
Improved Critical: Ranged Weapons | Passive | BAB +8 | Increases the base critical hit threat range of any ranged weapon you use. The increase is equal to the normal range of the weapon type you are wielding (1-3). This feat does not stack with item effects that double threat range like keen and impact. |
|
|
Improved Critical: Slashing Weapons | Passive | BAB +8 | Increases the base critical hit threat range of any slashing weapon you use. The increase is equal to the normal range of the weapon type you are wielding (1-3). This feat does not stack with item effects that double threat range like Keen and Impact. |
|
|
Improved Critical: Thrown Weapons | Passive | BAB +8 | Increases the base critical hit threat range of any thrown weapon you use. The increase is equal to the normal range of the weapon type you are wielding (1-3). This feat does not stack with item effects that double threat range like keen and impact. |
|
|
Knight's Training | Passive | You have undergone rigorous military training with traditional weapons of war. When wielding one of the following weapons, you are granted the following: Longswords you wield have a +1 Morale bonus to Critical Multiplier Battle Axes you wield have a +1 Morale bonus to Critical Threat Range, increasing to +2 Morale bonus if you have Improved Critical: Slashing Heavy Maces, Warhammers, and Morningstars you wield have a +2 Morale bonus to Critical Threat Range |
|
|
|
Mobility | Passive | Dodge | Increases the maximum dexterity bonus permitted by armor and tower shields by 2, and adds a +4 bonus to Armor Class while tumbling. You will also gain a 2% Dodge bonus and +1 maximum Tumble charges. |
|
|
Natural Fighting | Passive |
Level 3 Druid 3 |
You have grown accustomed to fighting with claws, paws, and jaws. While in a Druid animal form, such as Bear or Wolf, you receive +4 to Melee Power, Physical Resistance Rating, and Doublestrike. In Bear form, you gain +50% Strikethrough Chance the first time you take this feat, and an additional 30% each subsequent time. In Bear Form, while wielding a Two Handed Weapon, your Ability Score modifier to Damage increases by 25%. This feat can be taken up to three times. This feat gives no benefit to Druids in elemental forms. Improves the Hit Point bonus of Heroic Durability. |
|
|
Power Attack | Active | Strength 13 | Offensive Combat Stance: While using Power Attack mode, you trade up to 5 of your attack bonus for that much extra damage on melee attacks. While using a two-handed weapon or fighting in an animal form, you gain double the bonus to damage. |
|
|
Power Critical | Passive |
Weapon Focus: Any BAB +4 |
Provides a +2 bonus to confirm critical hits and a +2 bonus to critical hit damage (before multipliers are applied). |
|
|
Precision | Active |
Dexterity 13 BAB +1 |
Offensive Combat Stance: While using Precision mode, you gain +5% to hit and reduces the target's fortification against your attacks by 25%. Cannot be used while raged. |
|
|
Resilience | Active |
Constitution 13 BAB +1 |
Defensive Combat Stance: While using Resilience mode, you gain a +4 bonus to all saves. Spells have three times their normal cooldown when this mode is active. Cannot be used while raged. |
|
|
Spring Attack | Active |
Dexterity 13 BAB +4 Dodge Mobility |
You leap forward striking a target enemy and all those around them. Requires a visible target and that you are holding a melee weapon. |
|
|
Swords to Plowshares | Passive | You are an expert with the usage of traditionally nonviolent weapons in impressive ways. When wielding one of the following weapons, you are granted the following: Kamas, Handwraps, and Sickles you wield gain a +1 Morale bonus to Critical Threat Range. Quarterstaves instead gain a +2 Morale bonus to Critical Threat Range. |
|
|
|
Toughness | Passive | Increases your hit points by +3 at first level, and 1 additional hit point for each additional level. | |
|
|
Weapon Finesse | Passive |
BAB +1 Dexterity 13 |
Provides a +2 bonus on attack rolls and +10% fortification bypass. |
|
|
Whirling Steel Strike | Passive |
Weapon Focus: Slashing Martial Weapon Proficiency: Longsword |
You treat longswords as if they were monk weapons, remaining centered when you wield them. |
|
|
Whirlwind Attack | Active |
BAB +4 Mobility |
Tactical Melee Cleave: Activate this ability to attack all enemies in a 360 degree arc around you twice. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
|
|
Heavy Armor Champion | Passive | While wearing heavy armor: +12 Physical Resistance +12 Magical Resistance |
|
|
|
Heavy Armor Combatant | Passive | While wearing heavy armor: +6 Physical Resistance +6 Magical Resistance |
|
|
|
Heavy Armor Master | Passive | While wearing heavy armor: +9 Physical Resistance +9 Magical Resistance |
|
|
|
Heavy Armor Training | Passive | While wearing heavy armor: +3 Physical Resistance +3 Magical Resistance |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
|
|
Accelerate Spell | Active | 12 Alchemist or 12 Artificer levels | While this Metamagic feat is active, Admixture Spells fly faster, arc lower, and can't be interrupted by enemy attacks, but consume 5 additional spell points. |
|
|
Empower Healing Spell | Active | Able to cast healing spells | While this metamagic feat is active, you gain 75 Spell Power while casting spells affected by Empower Healing, but they consume 10 additional spell points. |
|
|
Empower Spell | Active | Able to cast spells | While this metamagic feat is active, you gain 75 Spell Power while casting spells affected by Empower Spell, but they consume 15 additional spell points. |
|
|
Enlarge Spell | Active | Able to cast spells | While this metamagic feat is active, spells have twice the range, but they consume 10 additional spell points. |
|
|
Eschew Materials | Active | Able to cast spells | While this metamagic feat is active, normal material components are not required, but spells consume 2 additional spell points. |
|
|
Extend Spell | Active | Able to cast spells | While this metamagic feat is active, spells with durations last twice as long, but they consume 10 additional spell points. |
|
|
Heighten Spell | Active | Able to cast 2nd level spells | Requires: Ability to cast 2nd level spells While this metamagic feat is active, your spells are raised to the highest spell level your character can cast, making them more difficult to resist, but increasing their spell point cost by 5 per level raised. |
|
|
Maximize Spell | Active | Able to cast spells | While this metamagic feat is active, you gain 150 Spell Power while casting spells affected by Maximize Spell, but they consume 25 additional spell points. |
|
|
Quicken Spell | Active | Able to cast spells | While this metamagic feat is active, spells cast twice as fast and cannot be interrupted by enemy attacks, but they consume 10 additional spell points. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
|
|
Force of Personality | Passive | Charisma 13 | Adds your Charisma modifier to your Will Saves instead of your Wisdom modifier. |
|
|
Great Fortitude | Passive | Grants you a +2 bonus on your Fortitude saves. | |
|
|
Insightful Reflexes | Passive | Intelligence 13 | Adds your Intelligence modifier to Reflex Saves instead of your Dexterity modifier. |
|
|
Iron Will | Passive | Grants you a +2 bonus on your Will saves. | |
|
|
Lightning Reflexes | Passive | Grants you a +2 bonus on your Reflex saves. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
|
|
Acrobatic | Passive | You have excellent body awareness and coordination. You receive a +2 bonus on Jump checks and Tumble checks. | |
|
|
Alertness | Passive | You have finely tuned senses. You receive a +2 bonus on Listen checks and Spot checks. | |
|
|
Athletic | Passive | You have a knack for athletic endeavors You receive a +2 bonus on Balance checks and Swim checks. | |
|
|
Bullheaded | Passive | You are exceptionally headstrong and difficult to sway. You receive a +1 to Will saves and a +2 bonus on Intimidate checks. | |
|
|
Discipline | Passive | You are difficult to distract with spell or blow. You receive a +1 to Will saves and a +2 bonus on Concentration checks. | |
|
|
Luck of Heroes | Passive | You survive when no one expects you to come through. You receive a +1 to all saves. | |
|
|
Negotiator | Passive | You have a knack for gauging and swaying attitudes. You receive a +2 bonus on Diplomacy checks and Haggle checks. | |
|
|
Nimble Fingers | Passive | You are adept at manipulating small, delicate objects. You receive a +2 bonus on Disable Device checks and Open Locks checks. | |
|
|
Resist Poison | Passive | You are especially resistant to poison thanks to years of training. You receive a +4 bonus to saves against poison. | |
|
|
Self Sufficient | Passive | You can take care of yourself, and frequently others too. You receive a +2 bonus on Heal checks and Repair checks. | |
|
|
Skill Focus: Balance | Passive | Grants a +3 bonus to all Balance skill checks. | |
|
|
Skill Focus: Bluff | Passive | Grants a +3 bonus to all Bluff skill checks. | |
|
|
Skill Focus: Concentration | Passive | Grants a +3 bonus to all Concentration skill checks. | |
|
|
Skill Focus: Diplomacy | Passive | Grants a +3 bonus to all Diplomacy skill checks. | |
|
|
Skill Focus: Disable Device | Passive | Grants a +3 bonus to all Disable Device skill checks. | |
|
|
Skill Focus: Haggle | Passive | Grants a +3 bonus to all Haggle skill checks. | |
|
|
Skill Focus: Heal | Passive | Grants a +3 bonus to all Heal skill checks. | |
|
|
Skill Focus: Hide | Passive | Grants a +3 bonus to all Hide skill checks. | |
|
|
Skill Focus: Intimidate | Passive | Grants a +3 bonus to all Intimidate skill checks. | |
|
|
Skill Focus: Jump | Passive | Grants a +3 bonus to all Jump skill checks. | |
|
|
Skill Focus: Listen | Passive | Grants a +3 bonus to all Listening skill checks. | |
|
|
Skill Focus: Move Silently | Passive | Grants a +3 bonus to all Move Silently skill checks. | |
|
|
Skill Focus: Open Lock | Passive | Grants a +3 bonus to all Open Lock skill checks. | |
|
|
Skill Focus: Perform | Passive | Grants a +3 bonus to all Perform skill checks. | |
|
|
Skill Focus: Repair | Passive | Grants a +3 bonus to all Repair skill checks. | |
|
|
Skill Focus: Search | Passive | Grants a +3 bonus to all Search skill checks. | |
|
|
Skill Focus: Spellcraft | Passive | Grants a +3 bonus to all Spellcraft skill checks. | |
|
|
Skill Focus: Spot | Passive | Grants a +3 bonus to all Spot skill checks. | |
|
|
Skill Focus: Swim | Passive | Grants a +3 bonus to all Swim skill checks. | |
|
|
Skill Focus: Tumble | Passive | Grants a +3 bonus to all Tumble skill checks. | |
|
|
Skill Focus: Use Magic Device | Passive | Grants a +3 bonus to all Use Magic Device skill checks. | |
|
|
Snake Blood | Passive | The taint of the serpent-like yuan-ti runs in your veins. You receive a +1 to Reflex saves and a +2 bonus to saves against poison. | |
|
|
Stealthy | Passive | You are particularly good at avoiding notice. You receive a +2 bonus on Hide checks and Move Silently checks. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
|
|
Augment Summoning | Passive | Your summoned creatures, charmed minions, pets, and hirelings have +4 to all ability scores, increased health, and increased fortification. | |
|
|
Combat Casting | Passive | Able to cast spells | You gain a +4 bonus on Concentration checks when you are being damaged in combat. You are less likely to have your spells interrupted by enemies. |
|
|
Greater Spell Focus: Abjuration | Passive | Able to cast spells | Your spells from the Abjuration school of magic are harder to resist, receiving an additional +2 bonus on save DCs. |
|
|
Greater Spell Focus: Conjuration | Passive | Able to cast spells | Your spells from the Conjuration school of magic are harder to resist, receiving an additional +2 bonus on save DCs. |
|
|
Greater Spell Focus: Enchantment | Passive | Able to cast spells | Your spells from the Enchantment school of magic are harder to resist, receiving an additional +2 bonus on save DCs. |
|
|
Greater Spell Focus: Evocation | Passive | Able to cast spells | Your spells from the Evocation school of magic are harder to resist, receiving an additional +2 bonus on save DCs. |
|
|
Greater Spell Focus: Illusion | Passive | Able to cast spells | Your spells from the Illusion school of magic are harder to resist, receiving an additional +2 bonus on save DCs. |
|
|
Greater Spell Focus: Necromancy | Passive | Able to cast spells | Your spells from the Necromancy school of magic are harder to resist, receiving an additional +2 bonus on save DCs. |
|
|
Greater Spell Focus: Transmutation | Passive | Able to cast spells | Your spells from the Transmutation school of magic are harder to resist, receiving an additional +2 bonus on save DCs. |
|
|
Greater Spell Penetration | Passive |
Spell Penetration Able to cast spells |
Adds +4 to your caster level check for defeating spell resistance (in addition to the +2 from the Spell Penetration feat). |
|
|
Improved Mental Toughness | Passive |
Mental Toughness Able to cast 3rd-level spells |
Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. Also increases your spell critical chance by 1%. (You must be able to cast 3rd-level spells to take this feat) |
|
|
Magical Training | Passive | Increases your maximum spell points by 80, increases your spell critical chance by 5%, and grants Echoes of Power if you drop below 12 spell points. (Granted automatically by Alchemist, Artificer, Cleric, Druid, Favored Soul, Sorcerer, Warlock, or Wizard level one.) |
|
|
|
Mental Toughness | Passive | Able to cast spells | Increases your maximum spell points by 10 at first level, and 5 spell points for each additional level. Also increases your spell critical chance by 1%. |
|
|
Mobile Spellcasting | Passive |
Dexterity 13 Combat Casting Able to cast 2nd-level spells |
You now move at nearly standard movement speed when casting spells. |
|
|
Piercing Acid | Active | An enchantment that neutralizes immunity or absorption for this damage type on your target. This does not affect resistance flat reduction. | |
|
|
Piercing Cold | Active | An enchantment that neutralizes immunity or absorption for this damage type on your target. This does not affect resistance flat reduction. | |
|
|
Piercing Electricity | Active | An enchantment that neutralizes immunity or absorption for this damage type on your target. This does not affect resistance flat reduction. | |
|
|
Piercing Fire | Active | An enchantment that neutralizes immunity or absorption for this damage type on your target. This does not affect resistance flat reduction. | |
|
|
Piercing Negativity | Active | An enchantment that neutralizes immunity or absorption for this damage type on your target. This does not affect resistance flat reduction. | |
|
|
Piercing Poison | Active | An enchantment that neutralizes immunity or absorption for this damage type on your target. This does not affect resistance flat reduction. | |
|
|
Spell Focus: Abjuration | Passive | Able to cast spells | Your spells from the Abjuration school of magic are harder to resist, receiving a +1 bonus on save DCs. |
|
|
Spell Focus: Conjuration | Passive | Able to cast spells | Your spells from the Conjuration school of magic are harder to resist, receiving a +1 bonus on save DCs. |
|
|
Spell Focus: Enchantment | Passive | Able to cast spells | Your spells from the Enchantment school of magic are harder to resist, receiving a +1 bonus on save DCs. |
|
|
Spell Focus: Evocation | Passive | Able to cast spells | Your spells from the Evocation school of magic are harder to resist, receiving a +1 bonus on save DCs. |
|
|
Spell Focus: Illusion | Passive | Able to cast spells | Your spells from the Illusion school of magic are harder to resist, receiving a +1 bonus on save DCs. |
|
|
Spell Focus: Necromancy | Passive | Able to cast spells | Your spells from the Necromancy school of magic are harder to resist, receiving a +1 bonus on save DCs. |
|
|
Spell Focus: Transmutation | Passive | Able to cast spells | Your spells from the Transmutation school of magic are harder to resist, receiving a +1 bonus on save DCs. |
|
|
Spell Penetration | Passive | Able to cast spells | Adds +2 to your caster level check for defeating spell resistance. |
| Name | Type | Prerequisites | Description | |
|---|---|---|---|---|
|
|
Extra Turning | Passive | Turn Undead | Allows you to turn undead or use other Channel Divinity abilities four more times per rest period. |
|
|
Improved Turning | Passive | Turn Undead | Gives you the ability to turn undead as if you were one cleric level higher. |