Feats
Class Feature Replacement Feats
Feat | Base | 1 Feat | 2 Feats | 3 Feats |
---|---|---|---|---|
Armor | Light | Medium | Heavy | |
Weapons | 1 Simple | All Simple | All Rogue or Laborer | All Martial |
Shields | None | All | ||
Extra Attacks | 1 Attack | 2nd attack -5 to hit, at BAB +6 | 3nd attack -10 to hit, at BAB +11 | 4th attack -15 to hit, at BAB +16 |
Arcane Caster | None | 4 cantrips, School Specialization | Even: +2 up to Caster Level N/2 | Odd: +1 LVL 0 and +2 up to Caster Level N/2 |
Armor Caster | Full Arcane spell failure | No Spell failure in Light Armor | No Spell failure in Medium Armor | No Spell failure in Heavy Armor |
Class Skills | Treat all skills as Class skills |
General Feats
Feat | Prerequisites and Notes | Benefit |
---|---|---|
Any class ability | should be available as 1 or more feats | Prerequisites may need to be spelled out. |
Spell Knowledge | Arcane Caster, select unlimited times | +2 Spells known from level you can cast |
Spell-like ability | Level >= SL*2-1 | 1 Spell, CL=character level, no armor fail |
Nimble | Can get multiple times 1 per 3 levels | +1 AC when lightly encumbered |
Companion | Record what level you get this feat | Familiar, animal companion, mount or Cohort |
Weapon Specialization | All Simple Weapons, Weapon Focus, BAB +4, Fort +4 | +2 Damage with Weapon |
Weapon Generalist | All Martial Weapon, Melee BAB +4 | +1 Dam with all melee weapons does not stack w/ Spec |
Weapon Generalist, Imp | All Martial Weapon, Melee BAB +8 | +1 Dam with all melee weapons does not stack w/ Spec |
Weapon Generalist, Gtr | All Martial Weapon, Melee BAB +12 | +1 Dam with all melee weapons does not stack w/ Spec |
Ranged Generalist | Dex 13, Int or Wis 13, Ranged BAB +4 | +1 Dam with all ranged weapons does not stack w/ Spec |
Ranged Generalist, Imp | Dex 13, Int or Wis 13, Ranged BAB +8 | +1 Dam with all ranged weapons does not stack w/ Spec |
Ranged Generalist, Gtr | Dex 13, Int or Wis 13, Ranged BAB +12 | +1 Dam with all ranged weapons does not stack w/ Spec |
Sneak Attack | Can get multiple times 1 per odd level | +1d6 |
Trap Sense | Reflex +2, Search +3 | As Trapfinding and when defending against a trap +1 AC and Reflex per 3 ranks in Search |
Uncanny Dodge | +2 Melee BAB | As Rogue Ability |
Imp. Uncanny Dodge | +5 Melee BAB | As Rogue Ability |
Evasion | +3 Reflex Save | As Rogue Ability |
Imp. Evasion | +7 Reflex Save | As Rogue Special Ability |
Slippery Mind | +7 Reflex Save | As Rogue Special Ability |
Defensive Roll | +7 Reflex Save | As Rogue Special Ability |
Crippling Strike | Level 10, BAB +7, sneak attack +2d6 | As Rogue Special Ability |
Opportunist | Level 10, BAB +7, sneak attack +2d6 | As Rogue Special Ability |
Skill Mastery | 100 total skill ranks | As Rogue Special Ability |
Single Skill Mastery | selected skill +10 | Can always take 10 with selected skill |
Enhanced Mobility | +9 BAB, Mobility, Fencing | As Deulist |
Grace | Ref +4, Fencing | As Deulist |
Precise strike | BAB +11, Fencing | +1d6 damage when other hand is empty |
Acrobatic Charge | Tumble +5, Mobility, Fencing | As Deulist |
Elaborate Parry | BAB+13, Combat Expertise, Fencing | Double AC bonus of Combat Expertise when also fighting defensively |
Parry Arrows | Fencing | As deflect arrows, but can use fencing weapon |
Imp. Initiative | Can get multiple times 1 per 6 levels | Normal |
Rage | +1 BAB, +2 Fort, (+2 Ref or Int < 10) | As Barbarian 1/day or 10SP |
Defensive Stance | +8 BAB, Dodge, Endurance | As Dwarven Defender Defensive Stance, 1/day or 10SP |
Resolute Stance | +1 BAB, +2 Fort, (+2 Will or Int < 10) | As Dwarven Defender Defensive Stance, but +4 Str no Con Bonus 1/day or 10SP |
Wild Empathy | Handle Animal +1 | As Druid Wild Empathy, but use Handle Animal skill |
Favored Enemy | Knowledge (by Type) +2, BAB +1 | As Ranger Ability |
Swift Tracker | Track | As Ranger Ability |
Stride, Woodland | Know: Nature +5 | As Druid Ability |
Stride, Urban | Know: Local +5 | As Druid Ability, but urban terrains only |
Stride, Subterranean | Know: Dungeoneering +5 | As Druid Ability, but subterranean terrains only |
-Trackless Step | Stride | As Druid Ability, but terrain matches Stride feat |
-Camouflage | Stride, Know: |
As Ranger Ability, but terrain matches Stride feat |
-Hide in Plain Sight | Camouflage, Know: |
As Ranger Ability, but terrain matches Camouflage feat |
Resist Nature's Lure | Wild Empathy | As Druid Ability |
Disease Immunity | Fort +3, Will +3 | As Paladin Divine Health |
Venom Immunity | Fort +6, Will +6 | As Druid Ability |
Timeless Body | Fort +9, Will +9, Venom Immunity | As Druid Ability |
Diamond Soul | Fort +8, Ref +8, Will +8, Venom Immunity | As Monk Ability |
Perfect Self | Fort Ref Will +12, Timeless Body, Diamond Soul | As Monk Ability |
Fencing
Fencing is a Meta-requirement meaning the character has a highly mobile intricate agility based fighting style. To be a fencer the character must meet these requirements:
- Dex 13
- One of these:
- Weapon Finesse
- Weapon Focus [A light melee weapon]
- Improved Unarmed Strike
- One of these:
- Combat Expertise
- Two Weapon Defense
- Dodge
- And two of these:
- Mobility
- Tumble +5
- 10 total ranks Climb, Jump, and Balance
Somatic Weaponry
You are adept at performing somatic spell components while your hands are occupied.
Prerequisite
Concentration 5 Ranks, Spellcraft 5 Ranks
Benefit
When holding a weapon (or object of comparable size) in one or both hands, you can use that item to trace the somatic component of a spell, rather than using your fingers. This allows you to cast spells with somatic components even while your hands are full or occupied, as long as at least one hand is holding an item of the proper size.
This feat doesn't allow you to use somatic components while carrying a load, restrained, etc or grappling, regardless of the size of your foe.
Normal
You must have a hand free to cast somatic components.
Shielded Casting
You are skilled at covering yourself with your shield when casting spells in combat.
Prerequisite
Combat Casting, Concentration 5 ranks, Shield Proficiency
Benefit
As long as you have a light shield, heavy shield, or tower shield ready, you do not provoke attacks of opportunity for casting spells in combat.
Arcane Channeling
Prerequisite
Combat Casting, Melee BAB +3
Benefit
You can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Normal
Touch spells must be delivered thru an unarmed touch attack or strike.
Arcane Channeling, Improved
Prerequisite
Arcane Channeling, Melee BAB +8
Benefit
You can cast any touch spell you know as part of a full attack action and deliver the spell through your weapon with your first melee attack that round. The spell must have a casting time of 1 standard action or less. If the melee attack is successful, the attack deals damage normally; then the effect of the spell is resolved.
Arcane Channeling, Greater
Prerequisite
Improved Arcane Channeling, Melee BAB +13
Benefit
When using Arcane Channeling to perform a full attack action, you may use one additional attack in the action to channel the same spell.
Arcane Channeling discharges the spell at the end of the round, in the case of a touch spell that would otherwise last longer than 1 round. Each additional successful strike consumes an equivalent number of spell points as the original casting. If you have insufficient spell points or when you choose to stop channeling the current and all remaining attacks in this round become ordinary attacks.
Special
You may select Greater Arcane Channeling an additional time for every 5 BAB ( i.e a second time at +18 and a third at +23 ).
Imbue Arrow
Prerequisite
Point Blank Shot, Precise Shot, Weapon Focus(appropriate ranged weapon), Caster Level 1, Ranged BAB +8
Benefit
You have the ability to place an area spell upon a piece of ammunition. When the ammunition is fired, the spell's area is centered on where the ammunition lands, even if the spell could normally be centered only on the caster. This ability allows the archer to use the weapon's range rather than the spell's. It takes a standard action to cast the spell and fire the ammunition. The ammunition must be fired in the round the spell is cast, or the spell is wasted.
Battle Casting
You have a knack for staying out of harm's way when casting spells.
Prerequisite
Dodge, Combat Casting, Concentration 5 ranks, DEX 13
Benefit
While casting a spell, you gain a +2 dodge bonus to your Armor Class. The bonus lasts until the beginning of your next turn. You cannot make attacks of opportunity while claiming the dodge bonus from this feat.
Spirit Strike
You can channel your personal energy into your melee attacks. Replaces Smite Evil, Ki Strike, and Arcane Strike.
Prerequisite
Melee base attack bonus +4 or higher
Benefit
You may spend SP to attempt to spirit strike with one normal melee attack. You gain a bonus to your attack roll and extra damage as listed in the table below based on your Spirit Type, you current base attack bonus and Spell points spent. Succeed or fail the SP the effect is disipated after the attack.
When you choose this feat choose a spirit type: Fire, Acid, Electricity, Sonic, Cold, Positive(only affects evil), Negative(Only affects good), Earth(boosts weapons enhancement bonus and material type)
Energy Spirit Types
BAB | SP | Bonus Hit | Damage | Type |
---|---|---|---|---|
+4 | 5 | +1 +CHA | +1d6 | Magic |
+8 | 10 | +2 +CHA | +2d6 | |
+12 | 15 | +3 +CHA | +3d6 | Aligned |
+16 | 20 | +4 +CHA | +4d6 | |
+20 | 30 | +5 +CHA | +5d6 |
Earth Spirit Types
BAB | SP | Bonus | Type |
---|---|---|---|
+4 | 2 | +1 | Magic |
+8 | 5 | +2 | Cold Iron |
+12 | 10 | +4 | Aligned, Silver |
+16 | 15 | +6 | Adamantine |
+20 | 25 | +8 | Ignore Any DR |
Spirit Strike, Improved
The energy from spirit strikes lingers after the initial attack.
Prerequisite
Spirit Strike, BAB +8
Benefit
When you Spirit Strike, your attacks remained charged for a full round after the initial attack. Maintaining the Type modifiers of the original Spirit Strike, but getting the bonus hit and damage from one lower on the table. The Charisma modifier only effects the initial attack.
Multi Hit Combo, Aggregate wounds, Attack Focus (Under development)
The fighter is able to press a chain of successful attacks to open up additional weakness in the target's defenses.
Prerequisite
BAB +5
Benefit
Each successive successful melee attack against an opponent does a cumulative +1d6 damage. This bonus is reset if you go a full round without a successful attack or you make an attack against anyone else.
Close Pole Arm Combat (under development)
You can choke up on a pole arm to use it more effectively in close quarters
Prerequisite
BAB +1, weapon focus (any pole weapon)
Benefit
On your action, before making attack rolls for a round, you may choose to treat a pole weapon you are proficient in as a double weapon. The off hand side of the weapon is treated as a quarterstaff (1d6 Bludgeoning/ x2).
A reach weapon used like this temporarily loses its reach property. This allows the weapon to be used against adjacent foes and with two weapon fighting.
Normal
A pole weapon may be used as a untrained improvised double weapon. (-4 to hit, etc.)
Pole Arm Mastery (under development)
You can choke up on a pole arm to use it more effectively in close quarters
Prerequisite
BAB +4, Close Pole Arm Combat, weapon focus (any pole weapon with Reach)
Benefit
When using a polearm you are proficient in with reach, the weapon can be used against an adjacent foe.
Ranged Damage Boost (under development)
TBD Ranged spirit strike (Flat 2SP not +to hit) Ranged Bypass DR (ignore 5 points DR, precise shot) Improved Ranged Bypass DR (ignore 15 points DR, Imp precise shot)
Prerequisite
BAB +TBD, TBD
Benefit
TBD +1d6 damage flat.