Class Feats in The Stopped World | World Anvil
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Class Feats

As you advance in level on any of your Archetype classes (or character level overall), you get able to get additional feats being normal feat or the following list of feats that grants you additional class traits to your character

Table: Class Feats

Feat Prerequisites Benefit
Animal Companion Any Archetype Class Lv1 You get the service of a loyal magical animal
Armor Training Proficiency with all
Armor Types and Shields
Armor penalty reduces by one and
Maximum Dexterity Bonus increases by 1
Armor Mastery Lv19, Armor Training,
Proficiency with all
Armor Types and Shields
Whenever you are wearing armor or using a shield,
gain Damage Reduction 5/-
Aura of Courage Base Will Save +2 You become immune to Fear effects,
your allies +4 bonus against Fear effects
Aura of Resolve Aura of Courage,
Base Will Save +5
You become immune to Charm effects,
your allies +4 bonus Against Compulsion effects
Aura of Rightfulness/
Unfairness
Aura of Courage,
Aura of Resolve,
Base Will Save +7,
Good or Evil Alignment
You gain Damage Reduction 5/Good/Evil
You become immune to Charm effects,
your allies +4 bonus Against charm effects
Defense Focus Intelligence, Wisdom or
Charisma 12
You are able to add
your Intelligence/Wisdom/Charisma
mod to your CA Bonus
Eternal Body lv17, Constitution or
Wisdom 18
You are unable to get penalties by aging
and magically age
Perfect Self Lv19, Eternal Body You turn into to an Outsider instead your normal Type
Evasion Base Reflex Save +3 You are able to avoid all the damage of an attack
that requires a Reflex Save the damage
Improved Evasion Evasion,
Base Relex Save +7
Even if you fail a Reflex Save you
will only take half of the damage
Fast Movement You move 3 mts fasters than other members of your Race
Favored Enemy Knowledge (Nature) 4 Ranks Gain bonuses against enemies of the chosen type
Swift Tracker Favored Enemy,
Knowledge
(Nature) 11 Ranks
You are able to track prey faster
and with less penalties
Quarry Favored Enemy,
Swift Track,
Knowledge (Nature) 14 Ranks
You become able to vehemently hunt a Favored Enemy as prey
Improved Quarry Quarry, Swift Track,
Favored Enemy,
Knowledge
(Nature) 20 Ranks
You become better at hunting enemies as Quarry
Favored Terrain Knowledge (Geography) 4 Ranks You gain a looseness while being on a specific terrain type
Camouflage Favored Terrain,
Knowledge (Geography) 10 Ranks,
Stealth 10 Ranks
You are able to hide on your Favored Terrain,
even if there is no form of concealment
Hide in Plain Sight Favored Terrain,
Camouflage,
Knowledge (Geography) 16 Ranks,
Stealth 16 Ranks
You are able to hide on your Favored Terrain,
even if other are watching
Improved Speed Lv9, Improved Initiative, 16 Dexterity You become able to make two turns per round
Overspeed Lv15, Improved Speed,
Improved Initiative, 18 Dexterity
You become able to make three turns per round
Godspeed Lv19, Improved Speed,
Overspeed,
Improved Initiative, 20 Dexterity
You become able to make four turns per round
Improved Unarmed Strike You no longer provoke Opportunity Attacks when
attacking with your Unarmed Strikes,
Choosing between dealing lethal or non-lethal damage,
and said attacks deals 1d6 damage
Greater Unarmed Strikes Improved Unarmed Strikes,
Base attack +6
Your unarmed Strikes deals 1d10 damage,
and now are considered as manufactured weapons
Master Unarmed Strikes Improved Unarmed Strikes,
Greater Unarmed Strikes,
Base attack +9
Your unarmed Strikes deals 1d10 damage,
and now you can make unarmed attacks with
other parts of the body,
even with the hands fulls and while grapping
Manifest Minor Psionics Lv1, Any Archetype Class
but Spellcaster
You become able to manifest low level Psionic Powers
Advanced Psionics Manifest Minor Psionics,
Psycraft 15 Ranks
You become able to manifest high level Psionic Powers
Minor Arcane Casting Lv1, Any Archetype Class
but Spellcaster
You become able to cast low level Arcane Magic
Arcane Armored Combat Minor Arcane Casting,
Proficiency with Light Amor and Shields
You can cast Arcane Spells without Arcane Failure
while wearing Light Armor
Improved Arcane
Armored Combat
Minor Arcane Casting,
Proficiency with Light and
Medium Amor, and Shields
You can cast Arcane Spells without Arcane Failure
while wearing Medium Armor
Minor Divine Casting Lv1, Any Archetype Class
but Spellcaster
You become able to cast low level Divine Magic
Channel Energy Minor Divine Casting,

Knowledge (Theology) 4 Ranks
You can heal/deal 2d6 damage
to a group of living creatures/undead in 9mts radius
Improved Channel Energy Minor Divine Casting,
Channel Energy
Knowledge (Theology) 10 Ranks
Your Channel Energy heals/deals 4d6 damage to
living/undead creatures
Greater Channel Energy Minor Divine Casting,
Channel Energy,
Improved Channel Energy
Knowledge (Theology) 16 Ranks
Your Channel Energy heals/deals 6d6 damage to
living/undead creatures
Master Channel Energy Minor Divine Casting,
Channel Energy,
Improved Channel Energy
Greater Channel Energy,
Knowledge (Theology) 20 Ranks
Your Channel Energy heals/deals 8d6 damage to
living/undead creatures
Familiar Minor Arcane Casting
or Minor Divine Casting,
You summon the assistance of a tiny magical animal
Spell Book Minor Arcane Casting or Minor Divine Casting,
Spellcraft 4 Ranks
You become able to registry your knowledge in magic
Advanced Spell Casting Minor Arcane/Divine Casting,
Spellcaft 15 Ranks
You become able to cast high level Arcane/Divine Magic
Rage Lv1, Every Archetype Class less Spellcaster Upon call of your inner strength,
you gain additional battle prowers, gaining a bonus
on your Strength and Constitution, as your Will Saves
Greater Rage Lv11, Rage, Constitution 16 You get better bonus on while Raging
Tireless Rage Lv17, Rage, Greater Rage, Constitution 18 You can no longer be fatigued after raging
Indomitable Will Rage, Base Will Save +6 You gain a +4 bonus to your Saves against
enchantment effects while Raging
Slow Fall Acrobatics 9 Ranks You are able to treat a fall as shorter
if you had a wall to slide in it
Smite Evil/Good Good or Bad Alignment, Charisma 12 You deal Charisma mod plus Character level
to evil/good creatures
Sneak Atack Stealth 4 Ranks You are able to deal +2d6 to flat-footed opponents
Improved Sneak Attack Sneak Attack, Stealth 10 Ranks You are able to deal +4d6 to flat-footed opponents
Greater Sneak Attack Sneak Attack, Improved Sneak Attack,
Stealth 16 Ranks
You are able to deal +6d6 to flat-footed opponents
Master Sneak Attack Sneak Attack,
Improved Sneak Attack,
Greater Sneak Attack, Stealth 20 Ranks
You are able to deal +8d6 to flat-footed opponents
Trap Finding Perception 4 Ranks Add the half your level (minimum 1), to your Perception
and Disable Device Skills, to find and deactivate traps
Trap Senses Perception 7 Ranks You get a +2 to your CA a Reflex Saves
against attacks from traps
Tendy Knowledge Proficiency in 3 Knowledge Skills Add the half your level (minimum 1), to all Knowledge Skills
Lore Master Trendy Knowledge,
Any Knowledge Skil 8 Ranks
You can take 10 on any Knowledge skill that you had
ranks on it, and once in a day take a 20
Uncanny Dodge Reflex Save +7 You become unable to being flat-footed and flanked
Versatile Performance Perform (Any) 5 Ranks Your Perform skills benefacts other skills
Weapon Mastery Proficiency with Simple and
Martial Weapons
You deal more critical damage with your chosen weapon,
and you can't be disarmed while holding it

Advanced Psionics:

Requirements: Manifest Minor Psionics, Psycraft 15 Ranks
Benefit: You become able to manifest psionic powers from lv6 to lv9, able to discover more psi powers and increase your maximum power points reserve to use each day. all described on: Advanced Psionics table

Advanced Spellcasting:

Requirements: Minor Arcane/Divine Casting, Spellcaft 15 Ranks
Benefit: You become able to cast spells (either Arcane or Divine) from Lv6 to Lv9 and modifying the quantity of spells you can cast and learn. all described on: Advanced Spellcasting Table

Animal Companion:

Requirements: Any Archetype class at Lv1
Benefit: You gain a bound to a loyal animal who will help you in your adventures. Unlike normal animals of its kind, an animal companion's Hit Dice, abilities, skills, and feats advance as the you advance in level. Most animal companions increase in size when their master reaches 4th or 7th level, depending on the companion. If you release your companion from service, you may gain a new one by performing a ceremony requiring 24 uninterrupted hours of prayer in the environment where the new companion typically lives, with the help of a Druid, this ceremony can also replace an animal companion that has perished. To see all the available animal companions how will develop as you do, see the Animal Companion Table
Special: This feat can be chosen up to three times, the new animal companion will have his bonuses treated as you are a lv1 character, to determinate their starting stats.

Arcane Armored Combat (Combat):

Requirements: Minor Arcane Casting, Proficiency with Light Amor and Shields
Benefit: You are able to cast arcane spells while wearing armor without risk of Arcane Failure while wearing Light Armor and/or using Shields, but unable to use the benefit if you wear medium and heavy armor, as tower shields

Armor Mastery (Combat):

Requirements: Lv19, Armor Training, Proficiency with all armor types (Light, Medium, Heavy), and all shields
Benefit: Whenever you are wearing armor or using a shield, you get Damage Reduction 5/-

Armor Training (Combat):

Requirements: Proficiency with all armor types (Light, Medium, Heavy), and all shields
Benefit: Whenever you are wearing armor, reduce the armor check penalty by 1 (to a minimum of 0) and increases the maximum Dexterity bonus allowed by his armor by 1. You become able to move at your normal speed while wearing medium armor
Special: You can choose this feat up to 4 times, each additional time you choose this feat, the armor penalty reduces in another 1 and the maximum dexterity bonus increases in 1. The second time you choose this feat, you are able to move at your normal speed while wearing heavy amor

Aura of Courage:

Requirements: Base Will Save +2
Benefit: You become Immune to fear (magical or otherwise), and while you are concisions, every ally within 3 mts at you gain a +4 morale bonus to their saves against fear effects

Aura of Resolve:

Requirements: Aura of Courage, Base Will Save +5
Benefit: You become immune to charm spells and spell-like abilities, and while you are concisions, every ally within 3 mts at you gain a +4 morale bonus to their saves against charm effects

Aura of Righteousness/Unfairness:

Requirements: Aura of Courage, Aura of Resolve, Base Will Save +7, Good or Evil Alignment
Benefit: You gain DR 5/evil or good (depending on your alignment) and immunity to compulsion spells and spell-like abilities, and while you concisions, every ally within 3 mts at you gain a +4 morale bonus to their saves against compulsion effects

Camouflage:

Requirements: Favored Terrain, Knowledge (Geography) 10 Ranks, Stealth 10 Ranks
Benefits: You are able to use the Stealth ability on your favored terrains, even if it does not offer cover or concealment

Channel Energy:

Requirements: Minor Divine Casting, Knowledge (Religion) 4 Ranks
Benefit: You can release a wave of energy from your faith from a divine symbol of your deity; A character who has a good alignment (or worships a good Deity), can channel positive energy, to heal living creatures or damaging undead creatures, and a character who is evil (or worships an evil Deity), can deal damage to living creatures or heal undead creatures, and neutral characters (or worships a neutral Deity), choose either channel positive or negative energy, and said choice is final. Channeling an energy burst will affect living and undead creatures (you included if desired) 9mts radius from the casters dealing/healing 2d6 damage, the affected must make an Will Save (DC= 10 + 1/2 your level + CHA modifier) to halve the damage received, you can use your channel energy a number of times a day, equal to your 3+charisma modifier (if is positive)

Defense Focus (Combat):

Requirements: Intelligence/Wisdom/Charisma 12
Benefit: You chose either intelligence, wisdom or charisma, and add the mod of the chosen attribute to your AC; this chose is permanently. This bonus can't be used if you are wearing armor
Special: You can choose this feat up to five times, adding a stackable +1 to your AC each additional time

Eternal Body:

Requirements: lv17, Constitution or Wisdom 18
Benefit: You can no longer takes ability score penalties for aging and cannot be magically aged. Any penalties you may have already incurred, however, remain in place. Bonuses still accrue, and you still die of old age when her time is up.

Evasion:

Requirements: Reflex save +3
Benefit: You can avoid any magical or unusual damage when you succeed a Reflex saving throw, against an attack that require said saving throw to suffer the half the damage if succeed; but requires to wearing light armor, medium armor, or no armor, and not being defenseless (unconscious or paralyzed, as examples) won't give the benefit

Familiar:

Requirements: Minor Arcane Casting or Minor Divine Casting
Benefit: You gain a magical bound to a tiny animal who becomes a magical creature, who will serve you in your adventures and becomes stronger as you gain levels. See the list of available familiars and how they develop in the Familiar Table

Fast Movement:

Benefit: You move faster than other members of your race, you had +3 mts of land speed.
Special: You can choose this trait up to 3 times, each additional time you add a 6 mts to your current speed bonus

Favored Enemy:

Requirements: Knowledge (Nature) 4 Ranks
Benefit: You may select one creature type (or sub-type). You gain a +2 bonus on Bluff, Knowledge, Perception, Sense Motive and Survival checks, against creatures of the chosen type. Likewise, you gain a +2 on your weapon attack and damage against the chosen creature. See the list of favored enemies in the Favored Enemy Table

Special: You may choose this trait up 5 times, each time you choose another Type/Sub-type of creature as a favored enemy, and add a +2 to the bonuses against any chosen favored enemy (including the one just selected, if so desired)

Favored Terrain:

Requirements: Knowledge (Geography) 4 Ranks
Benefit: You may select one terrain type, while you are on your terrain type, you get a +2 bonus on initiative checks and Knowledge (geography), Perception, Stealth, and Survival skill checks, you won't leave trail when you are on your chosen favored terrain. See the list of favored terrains in the Favored Terrains Table
Special: You can choose this trait up to five times, each time after you can choose another terrain type, in addition, at each such interval, the skill bonus and initiative bonus in any one favored terrain (including the one just selected, if so desired), increases by +2.

Hide in Plain Sight:

Requirements: Favored Terrain, Camouflage, Knowledge (Geography) 16 Ranks, Stealth 16 Ranks
Benefit: You are able to use your Stealth ability on your favored terrains, even while being observed

Improved Arcane Armored Combat (Combat):

Requirements: Arcane Armored Combat, Minor Arcane Casting, Base Attack +5, Proficiency with Light and Medium Armor, and Shields
Benefit: Now you are able to cast arcane spells while wearing Medium Armor without penalty, but the arcane failure still applies when you wear a Heavy Armor or a Tower Shield

Improved Channel Energy:

Requirements: Minor Divine Casting, Channel Energy, Knowledge (Theology) 10 Ranks
Benefit: Your Channel Energy deals/heals 4d6 damage to living/undead creatures

Improved Evasion:

Requirements: Evasion, Reflex save +7
Benefit: You get the benefit of Evasion, but you are just reactive the half of the damage on a failed Reflex saving throw, against an attack that require said saving throw to suffer the half the damage if succeed

Improved Quarry:

Requirements: Quarry, Swift Track, Favored Enemy, Knowledge (Nature) 20 Ranks
Benefit: You can now select a quarry as a free action and can now take 20 while using Survival to track your quarry, while moving at normal speed without penalty. Your insight bonus to attack his quarry increases to +4. If you quarry is killed or dismissed, you can select a new one after 10 minutes have passed

Improved Sneak Attack:

Requirements: Stealth 10 Ranks, Sneak Attack
Benefit: You are able to deal +4d6 Damage to flat-footed opponents and any opponent that can benefit of their Dexterity mod to the AC

Improved Speed:

Requirements: Lv9, Improved Initiative, 16 Dexterity
Benefit: You are allowed to throw two times the Initiative Die in the beginning of every combat, allowing you act two times each round

Improved Unarmed Strike (Combat):

Benefit: You no longer provoke opportunity attacks while fighting unarmed, you deal 1d6 damage (or 1d4 if you are small; 1d8 if you are large) with your fists plus strength/dexterity mod, and you can deal lethal or non-lethal damage at choice
Normal: You are considered unarmed if you try to attack with your fist and provoke opportunity attacks, deal d3 damage, and damage dealt are non-lethal

Indomitable Will:

Requirements: Rage, Base Will Save +6
Benefit: While in rage, 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 receives during you rage.

Godspeed:

Requirements: Lv19, Overspeed, Improved Initiative, 20 Dexterity
Benefit: You are allowed to throw four times the Initiative Die in the beginning of every combat, allowing you act four times each round

Greater Channel Energy:

Requirements: Minor Divine Casting, Knowledge (Theology) 16 Ranks, Improved Channel Energy
Benefit: Your Channel Energy deals/heals 6d6 damage to living/undead creatures

Greater Sneak Attack:

Requirements: Stealth 16 Ranks, Improved Sneak Attack
Benefit: You are able to deal +6d6 Damage to flat-footed opponents and any opponent that can benefit of their Dexterity mod to the AC

Greater Rage:

Requirements: Lv11, Rage, Constitution 16
Benefit: While in rage, the bonuses on your Strength and Constitution bonus increases to +6, and your Will Save bonus will increase in +3

Greater Unarmed Strikes (Combat):

Requirements: Improved Unarmed Strikes, Base attack +6
Benefit: You no longer provoke opportunity attacks while fighting unarmed, you deal 1d10 damage (or 1d6 if you are small; 2d8 if you are large) with your fists plus strength/dexterity mod, you can deal lethal or non-lethal damage at choice, your fists are considered both natural weapons and manufactured weapons
Normal: You are considered unarmed if you try to attack with your fist and provoke opportunity attacks, deal d3 damage, and damage dealt are non-lethal

Lore Master:

Requirement: Trendy Knowledge, any knowledge skill 8 ranks
Benefit: You are able to take 10 on any knowledge skill that you had ranks on it (You can choose not to take 10 and roll normally). In addition, once in a day you can take 20 in any knowledge skill as standard action.
Special: You can take this trait up to three times, each additional time allows you to take 20 on any knowledge skill an additional time each day

Manifest Minor Psionics:

Requirements: Lv1, Every Archetype Class less Spellcaster
Benefit: You are able to use Psionic Powers (From the Psionic spell list) up to lv5 and cast Talents (Lv0 spells) unlimitedly per day and learn and knowing them by memory. You choose any Attribute mod for your Attribute that your spells depend for their DC and to learn them (but psionic powers depend on one specific Attribute to cast them) and said Attribute must 11 or over, once the chouse is made can be undone. Also, you are able to learn any Psionic Feat if you meet the requirements and become proficient with the Psycraft skill (no available for most classes). To see how many spells, you are able to learn and cast each day, see the Minor Psionics Casting Table

Master Channel Energy:

Requirements: Minor Divine Casting, Knowledge (Theology) 20 Ranks, Greater Channel Energy
Benefit: Your Channel Energy deals/heals 8d6 damage to living/undead creatures

Master Sneak Attack:

Requirements: Stealth 20 Ranks, Greater Sneak Attack
Benefit: You are able to deal +8d6 Damage to flat-footed opponents and any opponent that can benefit of their Dexterity mod to the AC

Master Unarmed Strikes (Combat):

Requirements: Greater Unarmed Strikes, Base attack +10
Benefit: You no longer provoke opportunity attacks while fighting unarmed, you deal 2d6 damage (or 1d10 if you are small; 3d6 if you are large) with your fists plus strength/dexterity mod, you can deal lethal or non-lethal damage at choice, your fists are considered both natural weapons and manufactured weapons, and you can attack with your elbows, knees, and feet, even attaching with your hands full, no unarmed attack is considered off-handed and even deal damage while grappling
Normal: You are considered unarmed if you try to attack with your fist and provoke opportunity attacks, deal d3 damage, and damage dealt are non-lethal

Minor Arcane Casting:

Requirements: Lv1, Every Archetype Class less Spellcaster
Benefit: You are able to cast Arcane Spells (From the Wizard/Sorcerer spell list) up to lv5 and cast Cantrips (Lv0 spells) unlimitedly per day and learn and knowing them by memory. You choose either your Intelligence mod or Charisma mod for your attribute that your spells depend for their DC and to learn them. To see how many spells, you are able to learn and cast each day, see the Minor Arcane Casting Table

Minor Divine Casting:

Requirements: Lv1, Every Archetype Class less Spellcaster
Benefit: You are able to cast Divine Spells (From the Cleric or Druid spells list) up to lv5 and cast Prayers (Lv0 spells) unlimitedly per day, you know every spell by memory, but you still need to pray to your god (or any supernatural force) each day or night to get your daily spell usage, you depend on your Wisdom mod for the DC your spells and to learn them. To see how many spells, you are able to learn and cast each day, see the Minor Divine Casting Table

Overspeed:

Requirements: Lv15, Improved Speed, Improved Initiative, 18 Dexterity
Benefit: You are allowed to throw three times the Initiative Die in the beginning of every combat, allowing you act three times each round

Perfect Self:

Requirements: Eternal Body, Lv19
Benefit: Forevermore you had changed into to Outsider instead of your current type for propose of spells and magical effects, you gain Damage Reduction 10/ Magic. If you die, you can still revive as you were a creature of your previous type

Psi Crystal (Psionic):

Requirements: Manifest Minor Psionics, Psicraft 4 Ranks
Benefit: You are able to encode a Psi Crystal, by spending a day of work and materials worth for a Wealth check DC 10. The crystal has 3 centimeters of diameter and has a personality shard created from its user mind, which both can interrelate empathically and share benefits. You choose which personality shard you want to encode on your Psi Crystal, and you Psi Crystal improves as you as leveling up. The choosing of a personality shard is final, and you can only have one Psi Cystal at time, and if yours is destroyed, you can replace it after 6 months. See the Psi Crystal Table to know more about the Psi Crystals

Quarry:

Requirements: Favored Enemy, Swift Track, Knowledge (Nature) 14 Ranks
Benefit: As a Standard Action, you can choose on Favored Enemy on your line of sight as a Quarry. Whenever you are following the tracks of your quarry, you can take 10 on your Survival skill checks while moving at normal speed without penalty. In addition, you receive a +2 insight bonus on attack rolls made against your quarry. You can have no more than one quarry at a time and the creature's type must correspond to one of your favored enemy types. You can dismiss this effect at any time as a free action but cannot select a new quarry for 24 hours. If you see proof that your quarry is dead, you can select a new quarry after waiting 1 hour.

Rage:

Requirements: Lv1, Every Archetype Class less Spellcaster
Benefit: Upon a call of your inner strength and anger, you gain additional combat prowess. As a free action you can enter in rage state, and while raging you gain a +4 Strength and Constitution bonus as a +2 on you will saves, a -2 penalty to your AC, and a temporal bonus HP of 2 points per hit dice, your rage last a total of rounds equal to your (recently modified) Constitution mod + 4 (no counting other bonuses applied round after), and you rage for 2 additional rounds each level after you chose this feat, you can rage whenever you still had rounds to rage left.
After rage, your character will become Fatigued (-2 Strength and Dexterity, unable to run or charge) until a number of rounds 2 times the rounds you had been in rage, and you can't rage while you are Fatigued or Exhausted, and Rage immediately ends when you are unconscious.
While raging you are unable to use items, spells, feats, any ability or skill that requires patience or concentration, and Charisma, Dexterity and Intelligence based skills

Slow fall:

Requirements: Acrobatics 9 Ranks
Benefit: You can treat a fall like is 9 mts shorter if you are using a wall to sliding.
Special: You can choose this feat up to three times, every additional time you get add 9 mts to the distance of the falling that you are able to ignore

Smite Evil/Good:

Requirements: Good or Bad Alignment, Charisma 12
Benefit: Once in a day, as a swift action, you chose one target within sight to smite, if this target is evil/good (based on your alignment), you add your Character level to you attack rolls and adds your character level your Charisma bonus (if positive) to all damage rolls made against the target of the smite. If the target of smite is an outsider with the evil/good subtype, an evil/good-aligned dragon, or an undead creature (if you are smiting the evil), the bonus to damage on the first successful attack increases to 2 points of damage per level you possess. Regardless of the target, smite evil/good attacks automatically bypass any DR the creature might possess. If you try to smite a creature who isn't evil/good, the smite is wasted with no effect

Sneak Attack:

Requirements: Stealth 4 Ranks
Benefit: You are able to deal +2d6 Damage to flat-footed opponents and any opponent that can't benefit of their Dexterity mod to the AC

Spell book:

Requirement: Minor Arcane/Divine Casting, Spellcraft 4 Ranks
Benefit: Upon selecting this feat you are able to registry in a book (or any other form of record) all the spells you know and prepare them at the beginning of each day and not rely on your memory to cast them. You are able to start your spell book with all lv0 spells on it and 3 + Intelligence mod lv1 spells, and every time you level up, you are able to add 2 spells of any level/s that you are able to cast on your current character level. To get a spell book you must make a Wealth check DC 15. If you choose this feat after the lv1, you must take 8 hours per spell you know to record them on your spell book, apart from the initial lv0 and lv1 spells registered. And any given time, you are able to record on your spell book, any spell from a magic scroll or another spell book, but you must make a Spellcraft check DC 15 + Spell level taking 8 hours to record the spell, if you fail the check, you are unable to learn the failed spell until you get another rank on your Spellcraft skill

Swift Tracker:

Requirements: Tack, Knowledge (Geography or Nature) 11 Ranks
Benefit: Tou can move at his normal speed while using Survival to follow tracks without taking the normal –5 penalty. You take only a –10 penalty (instead of the normal –20) when moving at up to twice normal speed while tracking.

Tireless Rage:

Requirements: Lv17, Rage, Greater Rage, Constitution 18
Benefit: You can no longer become Fatigued after ragging

Trap Finding:

Requirements: Perception 4 Ranks
Benefit: You are able to add the half of your character level to your Perception checks to find traps, and same to your Disable Device checks to disarm them (minimum +1). And you are able to disarm magical traps with your Disable Device skill

Trap Senses:

Requirements: Perception 7 Ranks
Benefit: You get a +2 to your Reflex save throws and CA to avoid them and their attacks. This feat can be chosen upon 3 times and add another +2 to your Reflex save throws and your CA

Trendy Knowledge:

Requirements: Proficiency in three knowledge skills
Benefit: You are able to able to add the half of your level (minimum 1), to all your knowledge checks, even if they are untrained

Uncanny Dodge:

Requirements: Reflex Save +7
Benefit: You can react to danger even if you normally don't, retaining the Dexterity mod to the CA (if positive), avoiding being flat-footed or getting attack by an invisible enemy; And become unable to be flanked reacting to both enemies at both sides and they get not bonus while attacking you, and you aren't able to get a sneak attacked by a flanking opponent if they aren't four levels adobe you, all Class level stacks to determinate the minimum level of an opponent to deal a sneak attack against you

Versatile Performance:

Requirements: Perform (Any) 5 Ranks
Benefit: Choose any Perform skill that has 5 Ranks on it, you can use your bonus in that skill in place of his bonus in associated skills. When substituting in this way, you use your total Perform skill bonus, including class skill bonus, in place of its associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill
The types of Perform and their associated skills are: Act (Bluff, Disguise), Comedy (Bluff, Intimidate), Dance (Acrobatics), Keyboard Instruments (Diplomacy, Intimidate), Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), String (Bluff, Diplomacy), and Wind (Diplomacy, Handle Animal).
Special: You can choose this feat up to 5 times, each time you choose this feat you must choose another Perform skills that has at least 5 Ranks on it

Weapon Mastery:

Requirements: Lv19, Proficiency with at least 2 large weapon groups (Simple, Martial, Exotic or Firearms)
Benefit: You chose one weapon, such as the longsword, great axe, or longbow, any attacks made with that weapon have their damage multiplier increased by 1 (×2 becomes ×3, for example). In addition, you cannot be disarmed while wielding the chosen weapon

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