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Investigator
Prerequisite(s): None
Infers a +3 bonus to all Search checks.
Iron Will
Prerequisite(s): None
Infers a +2 bonus to all Will saves.
Lightning Reflexes
Prerequisite(s): None
Infers a +2 bonus to all Reflex saves.
Martial Weapon Proficiency
Prerequisite(s): Barbarian Level 1, Fighter Level 1, Paladin Level 1, Psychic Warrior Level 1, Ranger Level 1
Allows the character to use all martial weapons without penalty, including the Battleaxe, Throwing Axe, Handaxe, Greataxe, Falchion, Scimitar, Longsword, Greatsword, Light Hammer, Warhammer, Greatclub, Flail, Heavy Flail, Light Pick, Heavy Pick, Kukri, Short Sword, Rapier, Glaive, Guisarme, Halberd, Lance, Ranseur, Trident, Shortbow, and Longbow.
Nimble Fingers
Prerequisite(s): None
Infers a +2 bonus to all Disable Device and Open Lock checks.
Point Blank Shot
Prerequisite(s): None
Infers a +1 bonus to all ranged attacks and damage within 30'.
Power Attack
Prerequisite(s): Minimum Strength 13
Allows the character to make power attacks in melee, trading attack bonus for damage. Up to 5 points of attack bonus can be traded for up to +5 extra damage.
Power Penetration
Prerequisite(s): Ability to manifest psionic powers
Infers a +4 bonus to defeat power resistance.
Precise Shot
Prerequisite(s): Point Blank Shot
Removes the -4 penalty for firing a ranged weapon into melee.
Psionic Dodge
Prerequisite(s): Minimum Dexterity 13, Dodge, Ability to manifest psionic powers
Infers a +1 dodge bonus to Armor Class.
Psionic Fist
Prerequisite(s): Minimum Strength 13, Ability to manifest psionic powers
Unarmed attacks or natural weapons deal an extra +2d6 damage.
Psionic Shot
Prerequisite(s): Point Blank Shot, Ability to manifest psionic powers
Ranged weapons deal an extra +2d6 damage.
Psionic Weapon
Prerequisite(s): Minimum Strength 13, Ability to manifest psionic powers
Melee weapons deal an extra +2d6 damage.
Quick Draw
Prerequisite(s): Base Attack Bonus +1
Draw your weapon as a free action.
Rapid Shot
Prerequisite(s): Minimum Dexterity 13, Point Blank Shot
Allows for one extra ranged attack each round when making a full-round attack.
Shield Proficiency
Prerequisite(s): None
Removes the AC check penalty on attack rolls when using a shield.
Silent Spell
Prerequisite(s): Ability to cast spells
Cast a spell with a verbal component silently. Spells such as Silence cannot stop the casting.
Simple Weapon Proficiency
Prerequisite(s): None
Allows the character to use all simple weapons without penalty, including the Dagger, Sickle, Club, Dart, Light Mace, Heavy Mace, Javelin, Morningstar, Longspear, Shortspear, Spear, Quarterstaff, Light Crossbow, Heavy Crossbow, and Sling.
Speed of Thought
Prerequisite(s): Minimum Wisdom 13
Grants the character a +10' bonus to speed in light or medium armor.
Spell Penetration
Prerequisite(s): Ability to cast spells
Infers a +2 bonus to all caster level checks to defeat spell resistance.
Spring Attack
Prerequisite(s): Base Attack Bonus +4, Dodge
The character can move before and after a melee attack. This feat cannot be used while wearing heavy armor.
Stealthy
Prerequisite(s): None
Infers a +2 bonus to all Hide and Move Silently checks.
Still Spell
Prerequisite(s): Ability to cast spells
Cast a spell with a somatic component without the need for gestures. Allows spellcasters to cast spells when their hands are full.
Stunning Fist
Prerequisite(s): Minimum Dexterity 13, Minimum Wisdom 13, Base Attack Bonus +8, Improved Unarmed Strike
Stun an opponent with an unarmed strike.
Toughness
Prerequisite(s): None
Infers a +3 bonus to the character's maximum Hit Points.
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