More House Rules.

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TOZ
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More House Rules.

Post by TOZ »

So houstonderek suggested I post up the house rules he and I play under when I manage to make it down to Houston, so you guys can pick apart any flaws. They are authored by Kirth Gersen of the Paizo forums, but unlike most of the people over there, he encourages criticism.

Due to the hazards of real life, they haven't managed to game in a few months, and we had only gotten to 4th level. So obviously the high level changes haven't been tested yet. I'll put them up in a few spoilered posts.
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TOZ
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Post by TOZ »

These are all based on Pathfinder, so that is your reference point.

Core Rules Variations.

CRITICALS
CRITICAL FAILURE

On a natural “1” on a skill or other check, rather than the task simply failing, some major blunder is committed in the process. Other than the usual “drop weapon on an attack roll of 1” commonly house ruled for D&D, skill checks can be adjudicated similarly.

For example, a character arrives in a shady bar to meet with an informant; unbeknownst to the player, there is a bad guy lurking there, too. The player rolls vs. Perception to notice; failure indicates that he fails to spot the bad guy. Total Failure results, on the other hand, might mean that the character doesn't even spot the informant (who might have stepped out for a moment) and thus blows the whole meeting.

A natural 1 also threatens a critical failure. Roll a second check. If this one fails, the Total Failure is even worse. The referee should then manipulate the situation disastrously for the character. In the example above, if the character rolled a critical failure for the Perception check, then not only would he fail to spot the bad guy AND the informant, but he would fail to notice that his wallet has just been lifted, and that a gang of kids outside is engaged in stealing his car. Referees can have lots of fun with critical failure results.

CRITICAL SUCCESS AND HERO POINTS

On the other end of the spectrum from Critical Failures (see above) are critical successes. In this option, skill checks have a crit range of 20 (much like weapons); on a confirmed critical success, in addition to automatic (and spectacular) success, outside of combat the character earns one "Hero Point"—a concept stolen from Victory Games' James Bond 007 rules. Hero Points allow the character to change the odds in his or her favor.

Instead of situations being manipulated to the character's detriment, as in Total Failure results, Hero Points allow the character to manipulate coincidence for his or her own benefit.

In game terms, one Hero Point can have any of the following effects:
• Allow a player to completely re-roll one die roll;
• Change the result of a d20 roll to a “10” (as if the character had Taken 10, but without any of the limitations of that mechanic);
• Add +1d6 to a d20 roll (+2d6 at 10th level, +3d6 at 15th);
• Allow an additional use of a “uses/day” ability such as Rage or Bardic Performance;
• Allow the character to disregard the effects of fatigue for a single encounter.

If referee and players can all agree on particulars, then Hero Points can also be used to cause remote but non-quantifiable possibilities to become likelihood or even certainty. For example, a Hero Point might allow a player to "remember" that his character bought more arrows at the end of the last adventure (even though the player himself forgot all about the need to restock ammo). The more reasonable the scenario, the fewer Hero Points would be required; less likely coincidences ("What are the chances that somebody recently lost a $100 bill near here?") should require a fairly large outlay. Judgment and compromise are often necessary here.

An unlimited number of Hero Points can be accumulated, with the restrictions that Combat rolls usually do not earn Hero Points, and that characters who sit around all day attempting pointless tasks just to try for excellent results should NOT earn any Hero Points—only tasks that are attempted as part of the ongoing game should count. On the other hand, tough adventures will start with a bonus Hero Point at the start of each adventure, to help ensure survival—the rationale being that the characters are aware a difficult task lies ahead, and are keyed up for it. In any case, each Hero Point can only be spent once.

Players should beware; in rare cases, major non-player characters encountered during an adventure may have one or more "survival points" (a kind of equivalent to hero points).
OPPOSED CHECKS

In the event that two checks are made in opposition to one another (for example, a Perception roll to notice a person using Stealth to sneak up on you), then there are 2 basic means of resoultion:

1. Standard opposed checks, as in D&D 3.5, with the higher results winning.

2. Bidding War: For ongoing contests, in which both parties are determined to outdo one another, one party declares a check DC; the opposing party then has three options: (a) give up; (b) "call," whereupon both parties roll against that DC; or (c) "raise" by declaring a higher DC. Raising can go back and forth until someone gives up or calls. Once both parties roll, the higher results win (as above); in the case of identical results, there is either a tie, or else throw again to determine a winner.

Generally, this is possible only if some means of “upping the ante” are actually present (running a red light against traffic while being chased, playing a more difficult song in a duelin’ banjoes competition, or whatever).

Examples of when this method is used: chases; music competitions between two musicians, or any analogous situation; any situations involving two similar or identical checks being made (two guys attempting to seduce the same girl, etc.).

A good example is the progressively more outrageous attempts made by Michael Caine's and Steve Martin's characters to con the girl, in the film Dirty Rotten Scoundrels.
COMBAT


BATTLE FATIGUE
This optional rule is a two-edged sword: it allows accumulated hit point damage to hinder combat effectiveness. This tends to slightly improve the overall effectiveness of melee and of evocation spells, vis-à-vis battlefield-control spells. However, it also inhibits “Die Hard” scenarios for PCs, by presenting them with penalties for wounds.

When using this rule, loss of half of a character’s normal (full) hp is considered a light wound. Upon incurring a light wound, any living creature with a discernable anatomy must save vs. Fortitude at DC 10 or be dazed one round. Thereafter (whether or not the save is successful), lightly wounded creatures are fatigued, suffering a –1 penalty to attacks, damage, AC, saves, and checks (to simplify applying the effects of the normal –2 attribute penalties for fatigue).

At one-fourth his or her normal total hp, a character is heavily wounded (DC 20 Fort or dazed 1 round) and exhausted, suffering a –3 penalty to attacks, damage, AC, saves, and checks (which simplifies the effects of the –6 attribute penalties).

Spells and effects that remove fatigue and/or exhaustion, but do not cure hp damage, ameliorate the penalties but do not otherwise restore hp.
Note: Barbarians are immune to the effects of fatigue while raging.

Fighters have optional talents that enable them to better withstand fatigue and/or exhaustion. Some paladins can cure fatigue or even exhaustion using the “mercy” mechanic in the final Pathfinder rules. Characters with exceptional ranks in Endurance might be able to ignore some of these penalties; see the Endurance skill for details.

COMBAT MANEUVERS

The unified CMB mechanic presented in the Pathfinder RPG rules is retained, and is broadened somewhat to include situational maneuvers not specifically listed (for example, pulling someone’s jacket down over his arms to inhibit him from attacking for 1 round).

CMD is calculated as in the Pathfinder rules, but also includes dodge and insight bonuses to AC, deflection bonuses, penalties due to blindness or fatigue, etc.

Nonstandard Maneuvers: In some cases, a character may attempt a maneuver that mechanically duplicates an existing maneuver, but uses a different feat or mechanism. For example, a character might attempt to force a fencing opponent back using dazzling swordplay, rather than brute force. Treat this as a Bull Rush maneuver, but allow Improved Weapon Maneuvers to apply, rather than Improved Forcing Maneuvers.
Additional maneuvers include the following.

Bind: As a melee attack, you can perform a combat maneuver to attempt to bind your opponent’s weapon. This maneuver is from Art of the Duel, (Sinister Adventures LLC), and was later included the Pathfinder Campaign Setting. A bound weapon cannot be used to make attacks, nor does it allow its wielder to threaten any space. A bound weapon can be wrenched free with a successful opposed maneuver check, or can be dropped as a free action. If your opponent does not free or drop his weapon he cannot move beyond your reach.

While binding your opponent, you suffer the same limitations, except you may end the bind as a free action. If you attempt to disarm your opponent or sunder the bound weapon, you do not provoke an attack of opportunity, and you get a +4 bonus on the CMB roll and the damage roll of the sunder attempt.

Check: Any time someone moves past an area you can reach, you can attempt to stop that creature in its tracks (its movement ends, and any remaining movement for the round is lost rather than being held as a preemptive action). Checking an opponent is an attack action, made by spending an attack of opportunity or a Preemptive Action (q.v.). Checking provokes an attack of opportunity unless you have the Improved Forcing Maneuvers feat (q.v.).

This maneuver supersedes the “Stand Still” feat in the final Pathfinder rules.

Metagame Note: Tripping an opponent also stops his or her movement; however, checking is sometimes preferable because (a) if you fail to check your opponent, he or she cannot attempt to trip you in return; (b) checking attempts can be made with any weapon, not just weapons specifically described as allowing it; and (c) with the proper feat (Greater Forcing Maneuvers, q.v.) you can deal damage and also make a Check attempt using the same attack of opportunity or preemptive action.

Distract: You use thrown sand, a tossed rock, a feint with your weapon, a sudden outburst, or virtually any similar tactic to distract an opponent. Make a combat maneuver check against a single adjacent opponent as an attack. If successful, your opponent is dazzled for 1 round, plus an additional round per point by which you beat its CMB, to a maximum number of rounds equal to your base attack bonus.

Unbalance: An off-balance opponent loses his Dexterity bonus to AC for 1 round. This maneuver supersedes the Unbalancing Strike feat from Oriental Adventures.

DEFENSIVE FIGHTING

You can fight defensively, gaining a +1 dodge bonus to AC, +1 per 4 points of your BAB (to a maximum bonus of +6 at BAB +20). You take a –2 penalty to your attack rolls for every +1 to AC; this applies to every attack you make during a round in which you fight defensively (even attacks of opportunity).

Using the total defense option works similarly, except that you give up your normal attacks for the round and instead gain a +2 bonus to AC, +2 per 4 points of BAB (this requires a full attack action). If you make an attack of opportunity, the penalty to attacks is –2 per +1 bonus to AC.
The Combat Expertise feat (q.v.) now reduces the attack penalties to half, and provides special options depending on your combat style—it functions as an “Improved Defensive Fighting” feat. The ratio of defense bonus to attack penalties can be further improved with the fighter’s Elaborate Defense talent (in effect, a “Greater Defensive Fighting” feat).

A summary table of various defensive fighting options and AC bonuses follows.


UNTRAINED
Base Attack / Attack Penalty / Fighting Defensively AC Bonus / Total Defense AC Bonus
+1 to +3 / -2 / +1 / +2
+4 to +7 / -4 / +2 / +4
+8 to +11 / -6 / +3 / +6
+12 to +15 / -8 / +4 / +8
+16 to +19 / -10 / +5 / +10
+20 / -12 / +6 / +12

COMBAT EXPERTISE
Base Attack / Attack Penalty / Fighting Defensively AC Bonus / 1-Handed Weapon / With Shield / Total Defense AC Bonus / 1-Handed Weapon / With Shield
+1 to +3 / -1 / +1 / +2 / +2 / +2 /+3 / +3
+4 to +7 / -2 / +2 / +3 / +4 / +4 / +5 / +6
+8 to +11 / -3 / +3 / +4 / +6 / +6 / +7 / +9
+12 to +15 / -4 / +4 / +5 / +8 / +8 / +9 / +12
+16 to +19 / -5 / +5 / +6 / +10 / +10 / +11 / +15
+20 / -6 / +6 / +7 / +12 / +12 / +13 / +18

ELABORATE DEFENSE FIGHTING DEFENSIVELY TOTAL DEFENSE
Base Attack / Attack Penalty / Fighting Defensively AC Bonus/ 1-Handed Weapon / With Shield / Total Defense AC Bonus / 1-Handed Weapon / With Shield
+8 to +11 / -3 / +6 / +7 / +9 / +9 / +10 / +12
+12 to +15 / -4 / +8 / +9 / +12 / +12 / +13 / +15
+16 to +19 / -5 / +10 / +11 / +15 / +16 / +18
+20 / -6 / +12 / +13 / +18 / +18 / +19 / +21

ECONOMY OF ACTION:
ROBBING PETER TO PAY PAUL

There are a number of instances in the core Pathfinder rules that require a character to “borrow” against the next round’s actions. The most prominent example involves taking an immediate action, which counts as a swift action the next round. Another example is the Step Up feat as written in the Pathfinder rules, which counts as the next round’s 5-ft. step.

These sorts of Faustian bargains disproportionately inhibit martial characters in these houserules, and are therefore abolished. Unless otherwise noted, actions from a future round do not need to be “borrowed against” in order to take actions in the current round.

PARRYING

If you have base attack bonus of at least +6, whenever you take a full attack action, you can elect not to take one of your attacks (as described under Preemptive Actions, below). At any time before your next turn you can attempt to parry an attack against you or an adjacent ally as an immediate action. To parry the attack, you make an attack roll, using the same bonuses as the attack you chose to forego during your previous action. If your attack roll is greater than the attack results of the attacking creature, your opponent’s attack automatically misses.

For each size category the attacking creature is larger than you, you take a –4 penalty on the roll. You also take a –4 penalty when attempting to parry an attack made against an adjacent ally. You declare the use of this ability after the attack is announced, but before the roll is made.

PREEMPTIVE ACTIONS

A combatant can choose to hold movement and/or attacks, to his normal limit, for use as immediate actions later in the round. For example, a ranger with attacks +6/+1 could attack once at +6, then choose to wait and take a 5-ft. step and an attack at +1 at any time before his next turn, even if his doing so interrupts someone else’s turn.

These rules supersede the normal Pathfinder rules for Readied Actions and Delay.

TACTICAL MOVEMENT

Characters with iterative attacks can trade attacks for movement. Each iterative attack given up can be used instead to make up to 10 ft. of movement, +/- 5 ft. per 10 ft. difference in base land speed from 30 ft. (e.g., a halfling with a 20-ft. movement merely takes additional 5-ft. steps for traded attacks, whereas a barbarian with a 40-ft. speed can move 15 ft. per attack traded in).

Iterative attacks can be taken and/or traded at will, as long as they are completed in order. For example, a character with Speed 30 ft. and BAB +16 could attack once at +16, move ten feet (losing his +11 attack), attack again at +6, then move ten more feet (losing his +1 attack).
An attack of opportunity can be traded for a 5-ft. step.

When using this option, two-weapon combatants keep or trade their attacks in pairs. For the example listed above, if the character in question had Two-Weapon Fighting and Improved Two-Weapon Fighting, he could choose to attack once with each weapon at +14, move ten feet, attack again with each weapon at +4, and then move ten more feet.


TAKING A BREATHER

Using this option from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press), once per encounter, any character can take a full round action to rest, regroup, and focus his or her thoughts. Taking a breather allows you to do one of the following:

• Heal up to your character level in lost hit points;
• Gain a bonus equal to +1, plus an additional +1 per 4 levels, to one attack or damage roll made during the next round; or
• Gain a +1 bonus to the save DC of one spell cast the next round.

Because taking a breather is an action, conditions that prohibit actions—such as being stunned or held—prevent you from taking a breather. Because you can only take a breather once per encounter, you cannot stand around between fights taking breathers until you are fully healed; rather, this gives all characters a chance to heal some damage during an adventure without the need for magic.
MAGIC
CASTING SPELLS IN COMBAT

Spells with a casting time of “1 standard action” require a full attack action to cast if they have somatic and/or material components—in other words, you may take a 5-ft. step while casting, but not a full move. Spells with a casting time of “1 standard action” with only verbal and/or focus components only can be cast as a standard action, allowing a full move in the same round.

Casting a spell in melee provokes an attack of opportunity unless you cast defensively. Casting defensively requires a special Concentration check, equal to a caster power check (1d20 + your caster level + your spellcasting ability modifier) against a DC equal to 10 + ½ the highest BAB of any opponent threatening you + (2 x the level of the spell you are attempting to cast). Failure means that you lose the spell. Multiple threatening opponents can use the “aid another” mechanic as a standard action to drive up the DC of your defensive casting.

A threatening opponent must have at least one attack of opportunity available that round, although merely threatening a spellcaster does not in itself require an action of any kind. Combatants who have used all of their attacks of opportunity for a given round do not force Concentration checks for casting within their reach, nor do they increase the check DC for casting defensively within their reach.

Disrupting spellcasting more reliably can be done by withholding an attack (see Preemptive Actions, below) and striking a caster as an immediate action. The check to retain a spell when struck in this manner has a DC of 10 + damage taken + (2 x the level of the spell you are attempting to cast).

The Combat Casting feat (q.v.) applies a +4 bonus to checks to cast defensively. The Disruptive feat (q.v.) increases the DC for casting defensively by +4.

Concentration checks to cast under other stressful circumstances (while on a galloping horse, etc.) are summarized in the following table.


TABLE: CONCENTRATION CHECK DCS
Situation / Concentration Check DC
Cast defensively / 10 + ½ opponent’s BAB + double spell level
Injured while casting / 10 + damage dealt + double spell level
Continuous damage while casting / 10 + ½ damage dealt + double spell level
Affected by a non-damaging spell while casting / DC of the spell + double spell level
Grappled or pinned while casting / 10 + grappler's CMB + double spell level
Vigorous motion while casting / 10 + double spell level
Violent motion while casting / 15 + double spell level
Extremely violent motion while casting / 20 + double spell level
Wind with rain or sleet while casting / 5 + double spell level
Wind with hail and debris while casting / 10 + double spell level
Entangled while casting / 15 + double spell level

CASTING SPELLS ON OTHER PLANES

The rules listed above apply to Aviona and the rest of the homebrew world. In other places, the rules might work differently: casting defensively might be easier, harder, or even impossible. On Golarion, for example, the casting defensively DC is a static 15 + (2 x spell level), as described in the Pathfinder core rules, and all standard-action spells are cast as standard actions.

Certain planes have wildly differing rules of magic; some types of spells might work at improved efficiency, or not at all. In general, arcane casters attempting to cast unmodified spells on planes with different magical laws fail automatically. Spontaneous casters can attempt a Knowledge (the planes) or Spellcraft check as part of the casting to cast normally (DC 15 + twice the level of the spell); this increases the casting of a standard-action spell to one full round, so that the spell takes effect on the caster’s next turn. Arcane casters who prepare spells make the checks while preparing their spells.

Clerical spells work normally on all planes, except those with special magic traits. However, not all clerics are in touch with their deities when away from their home worlds. Clerics out of touch with their deities cannot regain spells above 2nd level.

Druids’ connection to the natural world requires special adjudication. Unless specific guidelines have been developed for a given plane, treat druids as clerics.

COUNTERSPELLING

Counterspelling uses the preemptive action mechanics (q.v.); you hold a full attack action (or a standard action, if using a spell with no material or somatic components) to counterspell when an enemy caster begins to cast.

If the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spell's level). This check is a free action. If the check succeeds, you correctly identify the opponent's spell and can attempt to counter it. If the check fails, you can't do either of these things.

To complete the action, you must then cast an appropriate spell. You may use any spell to counterspell, but success is automatic only if you use the same spell as the one being cast. Use of any other spell requires a caster power check on your part (1d20 + caster level + spellcasting ability modifier) with a special bonus equal to the level of the spell you are using as a counterspell. The counterspelling DC is equal to 10 + level of the enemy caster + the enemy caster’s spellcasting ability modifier + the level of the spell you are attempting to counterspell.

Use of a spell from a school different from the one being cast results in a –4 penalty to your counterspelling attempt.

The Improved Counterspell feat, in addition to its normal effects, provides a +4 bonus on all counterspelling attempts.

RESURRECTION SURVIVAL

In an ongoing campaign, races with long life spans have a large advantage in their ability to wait out threats and to spend vast amounts of down time crafting items. Re-instituting the 1st edition D&D “resurrection survival” concept is a recommended means of balancing this. In this option, a character who wishes to be brought back from the dead must succeed at a Fortitude save at DC 5 + 1 per 10 years of the race’s “venerable” age up to 200, and +1 per 20 years thereafter. This translates to the following:

Race / Venerable Age / Resurrect DC
Half-orc / 60 / 11
Human / 70 / 12
Halfling / 100 / 15
Half-elf / 125 / 17
Gnome / 200 / 25
Dwarf / 250 / 27
Elf / 350 / 32
Dragon / 600 / 45

SPELL RESISTANCE

Spell resistance, as from a racial or class feature, can be selectively lowered against specific incoming spells at will. If you do not know what spell a dubious ally is casting on you (for example, by using the Spellcraft skill) you must decide blindly whether or not to allow the spell past your SR. This supersedes the normal rules regarding lowering spell resistance.

Spell resistance from an item can be lowered or raised again as an immediate action. This means that you can receive spells from allies without losing any actions, and instead of remaining vulnerable for the remainder of the round, you are vulnerable only while receiving the desired spell. To affect you during this time period, an enemy spellcaster must complete the spell as a held action.
I'll try to fix up those tables better later.
Last edited by TOZ on Sat Oct 09, 2010 3:41 pm, edited 1 time in total.
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TOZ
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Post by TOZ »

LIST OF SKILLS
Skill / Supercedes
Acrobatics / Balance and Tumble skills; Mobility feat
Appraise / Appraise, Forgery (detect forgeries) skills
Athletics / Climb, Jump, Swim skills; other (skiing, diving, etc.); Run feat
Bluff / Bluff, Intimidate, Sense Motive skills
Craft:
Alchemy / Craft (alchemy), Craft (brewer) skills; Brew Potion feat
Blacksmith / Craft (blacksmith), Craft (armorer), Craft (weaponsmith) skills
Construction / Craft (carpentry), Craft (stonemasonry), Knowledge (architecture & engineering) skills
Fine Art / Craft (painting, etc.), Forgery skills
Toxicology / Craft (poisonmaking), poison use class feature
Diplomacy / Diplomacy skill, Knowledge (nobility & royalty)
Disable Device / Craft (trapmaking), Disable Device, Open Lock, Perception (operate device or secret door)
Drive / Drive, Pilot
Endurance / Autohypnosis skill; Endurance, Diehard feats
Escape Artist / Escape Artist skill
Fly / Aerial maneuverability class
Handle Animal / Handle Animal, Ride skills
Heal / Heal skill
Knowledge:
Engineering / Knowledge (engineering), Knowledge (architecture)
Lore / Knowledge (arcana), Knowledge (ancient nobility), Knowledge (history)
The Planes / Knowledge (the planes), Knowledge (religion)
Warfare / Knowledge (military insignia), Knowledge (tactics & strategy / military history), Profession (soldier), Profession (siege engineer) skills
Linguistics / Decipher Script, Read Languages skills
Perception / Listen, Search, Spot skills
Perform:
Acting / Perform (act, comedy, oratory), Disguise skill
Dance / Perform (dance)
Music / Perform (keyboard, percussion, string, wind instuments, sing)
Profession:
Mining / Profession (miner), Knowledge (dungeoneering); Stonecunning
Sailing / Profession (sailor) skill
Sleight of Hand / Sleight of Hand, Escape Artist; Quick Draw feat
Spellcraft / Spellcraft, Use Magic Device, disarm magic traps
Stealth / Hide, Move Silently skills
Streetwise / Knowledge (local), Gather Information skills
Survival / Survival, Knowledge (nature) skills; Track feat

Superior Assist:
If you aid another with a skill check, you can attempt to provide a greater than normal bonus to the other character’s total skill check. This reflects the fact that a highly trained person can render better help than an untrained or fumbling assistant. In return for increasing the aid another skill check Difficulty Class by 5 (to DC 15), you boost the bonus you provide the other character by +1. There is no limit to how high you can push the Difficulty Class and the bonus, but remember that this is an all-or-nothing risk: if your check to aid another fails, you provide no bonus. This option is from Mike Mearls’ Iron Heroes (Fiery Dragon Productions).
ACROBATICS (DEX)
You can keep your balance while traversing narrow or treacherous surfaces. You can also dive, flip, and roll, avoiding attacks and confusing your opponents.
Check: This skill has several distinct uses. First, you can use it to move on narrow surfaces and uneven ground without falling. A successful check allows you to move at half speed through such situations. Only one check is needed per round to move across such surfaces. Use the following table to determine the base DC, which is then modified by the Acrobatics skill modif iers noted below. While you are using Acrobatics in this way, you are considered flat-footed and lose your Dexterity bonus to your AC (if any). If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.

Surface Width Acrobatics DC
Greater than 3 feet wide 0*
1–3 feet wide 5*
7–11 inches wide 10
2–6 inches wide 15
Less than 2 inches wide 20

* No Acrobatics check is needed to move across these surfaces unless the modifiers increase the DC to 10 or higher.

The following modifiers apply to all Acrobatics skill checks. The modifiers stack with one another, but only the most severe modifier for any given condition applies.

Acrobatics Modifiers DC Mod.
Lightly Obstructed (gravel, sand) +2
Severely Obstructed (cavern, rubble) +5
Slightly Slippery (wet) +2
Severely Slippery (icy) +5
Slightly Sloped (less than 45°) +2
Severely Sloped (greater than 45°) +5
Slightly Unsteady (boat in rough water) +2
Mildly Unsteady (boat in a storm) +5
Severely Unsteady (earthquake) +10
Move at normal speed or greater +10

More advanced uses of the Acrobatics skill include the following:

Task Acrobatics DC
Move through occupied square 5 + opponent's CMD
Move through threatened square Opponent’s CMD (+2 per additional threatening opponent)
Slow fall 10 + 10 per 10 ft. reduced
Kip up 35

Move through occupied or threatened square: When moving in this way, you move at half speed. You can move at full speed by increasing the DC of the check by 10. You cannot use Acrobatics to move past foes if your speed is reduced due to carrying a medium or heavy load or wearing medium or heavy armor. If an ability allows you to move at full speed under such conditions, you can use Acrobatics to move past foes. You can use Acrobatics in this way while prone, but doing so requires a full-round action to move 5 feet, and the DC is increased by 5. If you fail your check when moving past an opponent, you continue to move but provoke an attack of opportunity as normal. If you fail your check when moving through an opponent’s square, your movement ends before you enter the opponent’s space and you provoke an attack of opportunity as normal
Slow fall: When falling, you may make an Acrobatics check to reduce damage. Your results dictate the amount the fall is reduced, as shown in the table above.
Kip up: You may stand up from prone as a free action, instead of as a move-equivalent action.
Action: None. An Acrobatics check is made as part of another action or as a reaction to a situation.
Special: If you are proficient in the Acrobatics skill (5+ ranks), you gain a +3 dodge bonus to AC when fighting defensively instead of the usual +2, and a +6 dodge bonus to AC when taking the total defense action instead of the usual +4. If you have 15 or more ranks, these bonuses increase to +4 (fighting defensively) or +8 (total defense).
APPRAISE (INT)
With this skill, you can evaluate the value of any object or comestible, picking out priceless treasures from worthless junk. You might also be able to determine a place or culture of origin and/or some piece of information associated with the item in question.
Check: A DC 20 Appraise check determines the value of a common item. If you succeed by 5 or more, you also determine if the item has magic properties, although this success does not grant knowledge of the magic item's abilities. If your fail the check by less than 5, you determine the price of that item to within 20% of its actual value. If you fail this check by 5 or more, the price is wildly inaccurate, subject to GM discretion. Particularly rare or exotic items might increase the DC of this check by 5 or more.
You can also use this check to determine the most valuable-looking item in a treasure hoard. The DC of this check is generally 20, but can increase to as high as 30 for a particularly large hoard.
Action: Appraising an item takes 1 standard action. Determining the most valuable object in a treasure hoard takes 1 full-round action.
Try Again: Additional attempts to Appraise an item reveal the same result.
ATHLETICS (STR)
You know how to climb and swim, and are adept at other physical sports.
Check: With a successful Athletics check, you can advance up, down, or across a slope, a wall, or some other steep incline (or even a ceiling with handholds) at one-quarter your normal speed. A slope is considered to be any incline at an angle measuring less than 60 degrees; a wall is any incline at an angle measuring 60 degrees or more.
A Climb check that fails by 4 or less means that you make no progress, and one that fails by 5 or more means that you fall from whatever height you have already attained. The DC of the check depends on the conditions of the climb. Compare the task with those on the following table to determine an appropriate DC.

Example Surface or Activity DC
A slope too steep to walk up, or a knotted rope with a wall to brace against. 0
A rope with a wall to brace against, or a knotted rope, or a rope affected by the rope trick spell. 5
A surface with ledges to hold on to and stand on, such as a very rough wall or a ship’s rigging. 10
Any surface with adequate handholds and footholds (natural or artificial), such as a very rough natural rock surface or a tree, or an unknotted rope, or pulling yourself up when dangling by your hands. 15
An uneven surface with some narrow handholds and footholds, such as a typical wall in a dungeon or ruins. 20
A rough surface, such as a natural rock wall or a brick wall. 25
An overhang or ceiling with handholds but no footholds. 30
A perfectly smooth, flat, vertical surface cannot be climbed. —

Example Surface or Activity DC Mod*
Climbing a chimney (artificial or natural) or other location where you can brace against two opposite walls (reduces DC by 10). –10
Climbing a corner where you can brace against perpendicular walls (reduces DC by 5). –5
Surface is slippery (increases DC by 5). +5
Accelerated climbing (half speed) +5
Accelerated climbing (full speed) +10
*These modifiers are cumulative; use any that apply.

You need both hands free to climb or swim, but you may cling to a wall with one hand while you cast a spell or take some other action that requires only one hand. While climbing, you can’t move to avoid a blow, so you lose your Dexterity bonus to AC (if any). You also can’t use a shield while climbing or swimming.
Any time you take damage while climbing or swimming, make an Athletics check against the DC of the slope or wall. Failure means you fall from your current height and sustain the appropriate falling damage (if climbing), or begin to sink (if swimming).
Making Your Own Handholds and Footholds: You can make your own handholds and footholds by pounding pitons into a wall. Doing so takes 1 minute per piton, and one piton is needed per 3 feet of distance. As with any surface that offers handholds and footholds, a wall with pitons in it has a DC of 15. In the same way, a climber with a handaxe or similar implement can cut handholds in an ice wall.
Catching Yourself When Falling: It’s practically impossible to catch yourself on a wall while falling. Make a Climb check (DC = wall’s DC + 20) to do so. It’s much easier to catch yourself on a slope (DC = slope’s DC + 10).
Catching a Falling Character While Climbing: If someone climbing above you or adjacent to you falls, you can attempt to catch the falling character if he or she is within your reach. Doing so requires a successful melee touch attack against the falling character (though he or she can voluntarily forego any Dexterity bonus to AC if desired). If you hit, you must immediately attempt a Climb check (DC = wall’s DC + 10). Success indicates that you catch the falling character, but his or her total weight, including equipment, cannot exceed your heavy load limit or you automatically fall. If you fail your Climb check by 4 or less, you fail to stop the character’s fall but don’t lose your grip on the wall. If you fail by 5 or more, you fail to stop the character’s fall and begin falling as well.
Jumping: You can also use the Athletics skill to jump across gaps and pits, as well as soften your fall. Instead of determining the base DC by the surface width, the base DC is equal to the distance to be crossed (if horizontal) or four times the height to be reached (if vertical). These DCs double if you do not have at least 10 feet of space to get a running start. The only modifiers that apply are those concerning the surface you are jumping from. If you fail this check by 4 or less, you can attempt a DC 20 Reflex save to grab hold of the other side after having missed the jump. If you fail by 5 or more, you fail to make the jump and fall (or land prone, in the case of a vertical jump).

Long Jump Acrobatics DC
5 feet 5
10 feet 10
15 feet 15
20 feet 20
Greater than 20 feet +5 per 5 feet

High Jump Acrobatics DC
1 foot 4
2 feet 8
3 feet 12
4 feet 16
Greater than 4 feet +4 per foot

Jumping Down: If you intentionally jump from a height, you take less damage than if you just fall. The DC to jump down from a height is 15. You do not have to get a running start to jump down (the DC is not doubled if you do not get a running start). If you succeed on the check, you take falling damage as if you had dropped 10 fewer feet than you actually did.
Bounding climb: With a DC 50 Athletics check, you can climb to a height of up to 20 feet (as part of normal movement) by jumping and bouncing off walls or trees. You must have at least two vertical surfaces to bounce off, and the two must be within 10 feet of each other.
Running: When running, you move five times your normal speed (see Endurance skill) if wearing medium, light, or no armor and carrying no more than a medium load; or four times your speed (if wearing heavy armor or carrying a heavy load) if you succeed at a DC 20 Athletics check. If you make a jump after a running start with a successful run check (see Acrobatics skill description), you gain a +4 bonus on your Jump check.
Swimming: Make an Athletics check once per round while you are in the water. Success means you may swim at up to one-half your speed (as a full-round action) or at one-quarter your speed (as a move action). If you fail by 4 or less, you make no progress through the water. If you fail by 5 or more, you go underwater.
If you are underwater, either because you failed a Swim check or because you are swimming underwater intentionally, you must hold your breath. You can hold your breath for a number of rounds equal to your Constitution score, but only if you do nothing other than take move actions or free actions. If you take a standard action or a full-round action (such as making an attack), the remainder of the duration for which you can hold your breath is reduced by 1 round. (Effectively, a character in combat can hold his or her breath only half as long as normal.) After that period of time, you must make a DC 10 Constitution check every round to continue holding your breath. Each round, the DC for that check increases by 1. If you fail the Constitution check, you begin to drown.
The DC for the Swim check depends on the water, as given on the table below.

Water Swim DC
Calm water 10
Rough water 15
Stormy water 20*
* You can’t take 10 on a Swim check in stormy water, even if you aren’t otherwise being threatened or distracted.

Each hour that you swim, you must make a DC 20 Swim check or take 1d6 points of nonlethal damage from fatigue.
Diving depth (without equipment) is limited to 10 ft. per rank in this skill; with SCUBA gear or equivalent magical aids, this limit is tripled. If you have ranks in this skill and come from a modern setting, you are assumed to be able to use SCUBA gear.
Finally, Athletics skill is a catch-all for other rare tasks that involve physical coordination and muscular effort, but that are not sufficiently useful to merit the creation of separate skills in your campaign. Examples might include downhill skiing and rugby.
Action: Climbing is part of movement, so it’s generally part of a move action (and may be combined with other types of movement in a move action). Each move action that includes any climbing requires a separate check. Catching yourself or another falling character doesn’t take an action.
A successful check allows you to swim one-quarter of your speed as a move action or one-half your speed as a full-round action.
Special: You can use a rope to haul a character upward (or lower a character) through sheer strength. You can lift double your maximum load in this manner. A climber’s kit gives you a +2 circumstance bonus on Climb checks. The master of a lizard familiar gains a +3 bonus on Climb checks.
A creature with a climb speed has a +8 racial bonus on all Athletic checks involving climbing. The creature must make a Climb check to climb any wall or slope with a DC higher than 0, but it always can choose to take 10, even if rushed or threatened while climbing. If a creature with a climb speed chooses an accelerated climb (see above), it moves at double its climb speed (or at its land speed, whichever is slower) and makes a single Climb check at a –5 penalty. Such a creature retains its Dexterity bonus to Armor Class (if any) while climbing, and opponents get no special bonus to their attacks against it. It cannot, however, use the run action while climbing.
A creature with a swim speed can move through water at its indicated speed without making checks. It gains a +8 racial bonus on any Athletics check to perform a special action or avoid a hazard while swimming. The creature always can choose to take 10 on a swim check, even if distracted or endangered when swimming. Such a creature can use the run action while swimming, provided that it swims in a straight line.
Swim checks are subject to double the normal armor check penalty and encumbrance penalty.
Untrained: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load). You are unable to use SCUBA gear effectively, and are limited to 10 feet in diving depth without gear.
BLUFF (CHA)
You know how to tell a lie and how to notice when others are lying. You can also use your skill at bluffing to actively intimidate or even demoralize people. Games involving bluffing and the reading of “tells” (poker, etc.) can also be resolved using this skill.
Check: You can use the Bluff skill to accomplish the following tasks:

Task Bluff DC
Lie / Discern Lie Opposed check results
Assess level 15
Assess bonuses 25
Browbeat 10 + HD + Wis modifier
Demoralize 10 + HD + Wis modifier
Mass Demoralize +2 per creature
Feint CMD or 10+Bluff bonus
Innuendo (simple) 15
Innuendo (complex) 20
Pantomime 20 (30 if different type)
Sense Domination 15
Sense Enchantment 25
Sense Motive (normal) 15 + Wis modifier
Sense Motive (bluffing) Opposed check results

Lie: You can convince others that what you are saying is true. Bluff is an opposed skill check versus your opponent’s Bluff skill. If you are actively using Bluff to fool another, with a successful check you convince your opponent that what you are saying is true. Alternatively, if you are being deceived and your check succeeds, you can see through the lies that are being told to you by others. Bluff checks are modified depending upon the believability of the lie. The following modifiers are applied to the roll of the creature attempting to tell the lie.

Circumstances Bluff Modifier
The target wants to believe you +5
The deception is believable +0
The deception is unlikely –5
The deception is far-fetched –10
The deception is impossible –20
The target is drunk or impaired +5
You possess convincing proof up to +10

Assess Prowess: You can size up an opponent as a starndard action, making a DC 15 check to determine his approximate level of experience (characters have no notion of “level” as such, but can perform an assessment along the lines of “on a scale from 1 to 20, with 1 being a novice, and 20 being world-class”). If your check results are 25 or higher, you know the opponent’s total attack and damage bonuses with his primary weapon.
Browbeat: You can use this skill to frighten your opponents or to get them to act in a way that benefits you. This use of the skill includes verbal threats and displays of prowess. You can use Intimidate to force an opponent to act friendly to you for 1d6 x 10 minutes with a successful check. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. If successful, the target will give you information you desire, take actions that do not endanger it, or otherwise offer limited assistance. After the intimidation expires, the target treats you as unfriendly and may report you to local authorities. If you fail this check by 5 or more, the target attempts to deceive you or otherwise hinder your activities.
Demoralize: You can use this skill to cause your opponents to become shaken for a number of rounds. The DC of this check is equal to 10 + the target’s Hit Dice + the target’s Wisdom modifier. If you are successful, the target is shaken for one round. This duration increases by 1 round for every 5 by which you beat the DC. You can only threaten opponents in this way if they are within 30 feet and can clearly see and hear you. You can take 10 when making an demoralize check, but can’t take 20. A character immune to fear effects can’t be demoralized.
Mass Demoralize: You can attempt to intimidate more than one person at a time. In this case, one opponent of the referee’s choice makes a single check to resist you. This result stands for everyone in the group. However, you suffer a -2 penalty to your check for each opponent beyond the first. The referee may allow more than one person to make a check to resist you, with each checker representing a different subgroup of those you wish to intimidate.
Feint: You can also use Bluff to feint in combat, causing your opponent to be flat-footed against your next attack. The DC of this check is equal to the opponent’s CMD. If your opponent is also trained in Bluffing, the DC is instead equal to 10 + your opponent’s Bluff bonus, if higher than his or her CMD.
Innuendo: You can use Bluff to imply hidden messages to another character without others understanding your true meaning. The DC of this check is 15 for simple messages and 20 for complex messages. If you are successful, the target automatically understands you, assuming you are speaking in a language that it understands. If your check fails by 5 or more, you deliver the wrong message. Other creatures that hear the message can decipher the message by succeeding at an opposed Deception check.
You may use Bluff to detect that a hidden message is being transmitted by others you are observing. In this case, an opposed skill check is made against the character transmitting the message. For each piece of information relating to the message that you are missing, you take a –2 penalty on your check. If you succeed by 4 or less, you know that something hidden is being communicated, but you can't learn anything specific about its content. If you beat the DC by 5 or more, you intercept and understand the message. If you fail by 4 or less, you don't detect any hidden communication. If you fail by 5 or more, you might infer false information.
Pantomime: When you are faced with a creature whose language you do not understand, you can attempt to communicate with it by making a successful Bluff. This check requires that you spend at least 1 minute listening to the creature and watching its gestures and demeanor, or performing your own gestures. The check's base DC is 20. If the creature is not the same type as you, the DC is 30. With a successful check, you learn the basic gist of the creature's speech, or convey your own meaning. This ability gives you no special talent to speak the creature's tongue.
Sense Enchantment: You can tell that someone’s behavior is being influenced by an enchantment effect (by definition, a mind-affecting effect), even if that person isn’t aware of it. The usual DC is 25, but if the target is dominated (see dominate person), the DC is only 15 because of the limited range of the target’s activities.
Sense Motive: This use of the skill involves making a gut assessment of the social situation. You can get the feeling from another’s behavior that something is wrong, such as when you’re talking to an impostor. Alternatively, you can get the feeling that someone is trustworthy, or to intuit the person’s ulterior motives. This is an opposed check against the other person’s Bluff results; if he or she is not attempting to Bluff, the DC is 15 + the other person’s Wisdom modifier.
Action: Attempting to deceive someone takes at least 1 round, but can possibly take longer if the lie is elaborate. Feinting in combat is a standard action. Exchanging a secret message generally takes twice as long as the message itself would take to relay. Using intimidation to change an opponent’s attitude requires 1 minute of conversation. Demoralizing an opponent is a standard action.
Try Again: If you fail to bluff someone, any further checks made to bluff them are made at a –10 penalty and may be impossible (GM discretion). You can attempt to feint against someone again if you fail. Secret messages can be relayed again if the first attempt fails. You can attempt to Intimidate an opponent again, but each additional check increases the DC by +5. This increase resets after 1 hour has passed.
Special: You gain a +4 bonus on intimidation and demoralization checks if you are larger than your target, and a –4 penalty on such checks if you are smaller than your target.
CRAFT (VARIES)
You are skilled in making some object or class of objects. A Craft skill is specifically focused on creating something. If nothing is created by the endeavor, it probably falls under the heading of a Profession skill.
Examples might include alchemy (see separate entry below); blacksmith (see separate entry below); ceramics and pottery; construction (see separate entry below); shipbuilding; tanning and leatherworking; toxicology (see separate entry below), etc.
Check: You can practice your trade and make a decent living, earning about half your check result in gold pieces per week of dedicated work. You know how to use the tools of your trade, how to perform the craft’s daily tasks, how to supervise untrained helpers, and how to handle common problems. (Untrained laborers and assistants earn an average of 1 silver piece per day.)
The basic function of the Craft skill, however, is to allow you to make an item of the appropriate type. The DC depends on the complexity of the item to be created. The DC, your check results, and the price of the item determine how long it takes to make a particular item. The item’s finished price also determines the cost of raw materials.
In some cases, the fabricate spell can be used to achieve the results of a Craft check with no actual check involved. However, you must make an appropriate Craft check when using the spell to make articles requiring a high degree of craftsmanship. When casting the spell minor creation, you must succeed on an appropriate Craft check to make a complex item.
All crafts require artisan’s tools to give the best chance of success. If improvised tools are used, the check is made with a –2 circumstance penalty. On the other hand, masterwork artisan’s tools provide a +2 circumstance bonus on the check.
To determine how much time and money it takes to make an item, follow these steps.

1. Find the item’s price. Put the price in silver pieces (1 gp = 10 sp).
2. Find the DC from the table below.
3. Pay one-third of the item’s price for the cost of raw materials.
4. Make an appropriate Craft check representing one week’s work. If the check succeeds, multiply your check result by the DC. If the result × the DC equals the price of the item in sp, then you have completed the item. (If the result × the DC equals double or triple the price of the item in silver pieces, then you’ve completed the task in one-half or one-third of the time. Other multiples of the DC reduce the time in the same manner.) If the result × the DC doesn’t equal the price, then it represents the progress you’ve made this week. Record the result and make a new Craft check for the next week. Each week, you make more progress until your total reaches the price of the item in silver pieces.

If you fail a check by 4 or less, you make no progress this week. If you fail by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
Progress by the Day: You can make checks by the day instead of by the week. In this case your progress (check result × DC) is in copper pieces instead of silver pieces.
Creating Masterwork Items: You can make a masterwork item—a tool that conveys a bonus on its use through its exceptional craftsmanship, not through being magical. To create a masterwork item, you create the masterwork component as if it were a separate item in addition to the standard item. The masterwork component has its own price (300 gp for a weapon or 150 gp for a suit of armor or a shield) and a Craft DC of 20. Once both the standard component and the masterwork component are completed, the masterwork item is finished. Note: The cost you pay for the masterwork component is one-third of the given amount, just as it is for the cost in raw materials.
Repairing Items: Generally, you can repair an item by making checks against the same DC that it took to make the item in the first place. The cost of repairing an item is one-fifth of the item’s price.
When you use the Craft skill to make a particular sort of item, the DC for checks involving the creation of that item are typically as given on the following table.

Item Craft DC
Very simple item (wooden spoon) 5
Typical item (iron pot) 10
High-quality item (bell) 15
Complex or superior item (lock) 20

Action: Does not apply. Craft checks are made by the day or week (see above).
Try Again: Yes, but each time you miss by 5 or more, you ruin half the raw materials and have to pay half the original raw material cost again.
Special: You may voluntarily add +10 to the indicated DC to craft an item. This allows you to create the item more quickly (since you’ll be multiplying this higher DC by your Craft check result to determine progress). You must decide whether to increase the DC before you make each weekly or daily check.
The creation of most magic items requires an appropriate Craft skill, with a number of ranks equal to the caster level prerequisite. Single-use items can be created using the appropriate skill and caster level. Permanent items also require the Imbue Item feat. Unless otherwise noted, creation of items requires 1 day per 1,000 gp base value, expenditure of materials equal to half that cost, and an applicable Craft check at DC 25 + 1 per 10,000 gp of the base value. A partial list of applicable Craft skills is as follows:

Item Craft Skill
Armor, weapons, shields, horns, etc. Blacksmith
Amulets, figurines, jewels, lenses, rings, etc. Jeweler/ lapidary
Boots, cloaks, bags, robes, etc. Leatherworker/ tailor
Potions, oils, etc. Alchemy
Rods, staves, wands, pipes, etc. Woodworker
Scrolls, manuals, etc. Linguistics
CRAFT: ALCHEMY (INT)
You are able to concoct arcane substances, some with dubious qualities, others with wondrous properties. You are also capable of brewing beer, fermenting and aging wine, and distilling liquor.
Alchemy is an example of the Craft skill, and follows the basic rules listed for that entry. To make a special alchemical item using Craft (alchemy), you must have alchemical equipment and be a spellcaster. If you are working in a city, you can buy what you need as part of the raw materials cost to make the item, but alchemical equipment is difficult or impossible to come by in some places. Purchasing and maintaining an alchemist’s lab grants a +2 circumstance bonus on Craft (alchemy) checks because you have the perfect tools for the job, but it does not affect the cost of any items made using the skill.
Check: Mundane liquids (beer, etc.) require a DC 10 check (DC 15 for high-quality, and DC 20 for superior), and do not require any magical talent on the part of the alchemist. Other substances and items are summarized in the following table.

Item Craft DC
Acid, mild (1d6) 15
Acid, potent (2d6) 20
Acid, concentrated (3d6) 30
Alchemist’s fire, smokestick, or tindertwig 20
Antitoxin, gunpowder, sunrod, tanglefoot bag, or thunderstone 25
Potion (1st-3rd level spell) 15 + spell level
Potion (4th-6th level spell) 20 + spell level
Potion (7th-9th level spell) 25 + spell level
Magical elixir, oil, or dust 20 + 1/1,000 gp base cost

Potions: If you are a spellcaster of at least 3rd level, you can use this skill to create a potion of any 3rd level or lower spell that you know and that targets one or more creatures. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.
When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Creating magical oils or dusts requires all of the prerequisites listed in the description of the item in question and takes 1 day per 1,000 gp of the item’s base price. You use up ingredients worth half the base cost. Substances that can be crafted in this manner include, but are not limited to, the following: candle of invocation, candle of truth, dust of appearance (et al.), elixir of fire breath (et al.), sovereign glue, stone salve, universal solvent, etc.
Retry: Yes, but rolling a natural '1' during the process of making gunpowder can results in a catastrophe that results in a bad batch that either will not function at all or could destroy itself in dramatic fashion.
CRAFT: BLACKSMITH (STR)
You are a skilled metalworker. The Blacksmith skill is an example of a Craft skill (q.v.), and follows all the basic rules listed for that entry.
Check: The check DC depends on the item manufactured, according to the following table:

Item Craft DC
Simple repair (patch a kettle) 5
Typical item (iron pot, horseshoe) 10
Armor or shield 10 + AC bonus
Crossbow 15
Simple melee or thrown weapon 12
Martial melee or thrown weapon 15
Exotic melee or thrown weapon 18

When attacking an inanimate object crafted from metal, such as a sword, door, or statue, you can first make a Craft (blacksmith) check at DC 10 as a move action. If you succeed, you ignore 1 point of hardness thereafter per point above 10 by which your roll succeeds (DC 20 to ignore hardness 10, etc.). This bonus applies when you use the sunder action in combat.
When faced with a metal construct that possesses damage reduction (e.g., an iron golem), you can make a Blacksmithing check as a move action, and thereafter penetrate the creature’s damage reduction as if your weapon were of the appropriate material. The DC for this check is equal to 10 + the creature’s damage reduction. For example, on a DC 25 Craft (blacksmithing) check, you would penetrate an iron golem’s damage reduction (15/admantine) as if you had an adamantine weapon.
CRAFT: CONSTRUCTION (WIS)
This skill allows you to build wooden, concrete, or metal structures from scratch, including bookcases, desks, walls, houses, and so forth, and includes such handyman skills as plumbing, house painting, drywall, laying cement, and building cabinets.
Check: As per Craft skill (see above), and see below.

Type of Structure (Examples) Craft DC Time
Simple (bookcase, false wall) 15 12 hr.
Moderate (catapult, shed, deck) 20 24 hr.
Complex (bunker, domed ceiling) 25 60 hr.
Advanced (house) 30 600 hr.

When building a structure from scratch, the character describes the kind of structure he or she wants to construct; then the Gamemaster decides if the structure is simple, moderate, complex, or advanced in scope and difficulty.
When attacking an unattended inanimate object, wall, or structure, you may first make a DC 10 Craft (construction) check as a move action. For every point by which this check succeeds, you can ignore up to 1 point of hardness.
A successful Construction check related to woodworking in conjunction with the casting of the ironwood spell enables you to make wooden items that have the strength of steel.
Special: A character without a mechanical tool kit takes a –4 penalty on Craft (structural) checks.
CRAFT: FINE ART (DEX)
You can draw and sketch, and, with proper materials, produce works of fine art such as paintings and sculptures.

Check Result Effort Achieved
9 or lower Untalented amateur
10–19 Talented amateur
20–24 Professional
25–30 Expert
31 or higher Master

Create Forgeries: Forgery requires writing materials (such as ink, paper, and wax) appropriate to the document being forged. To forge a document on which the handwriting is not specific to a person, you need only to have seen a similar document before, and you gain a +8 bonus on your check. To forge a signature, you need an autograph of that person to copy, and you gain a +4 bonus on the check. To forge a longer document written in the hand of some particular person, a large sample of that person’s handwriting is needed.

Factor DC Base Time
Document Type:
Simple (typed letter, business card) 10 10 min.
Moderate (letterhead, form) 12 20 min.
Complex (driver’s license) 15 1 hr.
Difficult (passport) 20 4 hrs.
Extreme (military ID) 30 24 hrs.

Familiarity: DC Mod.
Unfamiliar (seen once for < 1 minute) +5
Fairly familiar (seen for several minutes) +0
Quite familiar (on hand or studied at leisure) -5
Forger has produced other documents of same type -5
Document includes specific signature +5

The forgery check is made secretly, so that you’re not sure how good your forgery is. As with disguise, you don’t even need to make a check until someone examines the work. Your check is opposed by the Appraise check of the person who examines the document to check its authenticity. The examiner gains modifiers on his or her check if any of the conditions on the table below exist.

Reader’s Condition Modifier
Type of document unknown to reader –2
Type of document somewhat familiar +0
Type of document well known to reader +2
Handwriting not known to reader –2
Handwriting somewhat known to reader +0
Handwriting intimately known to reader +2
Reader only casually reviews the document –2
Document contradicts orders or knowledge +2

Action: Creating a forgery takes time as shown in the table. Creating a work of fine art requires anywhere from 1d4 days to 1d4 weeks, depending on the complexity and type of art.
CRAFT: TOXICOLOGY (INT)
You are skilled in making poisons, like the Master Venefices of Sarkovy in Jack Vance’s The Palace of Love. Given a proper lab and the requisite materials (in many cases, a live monster or plant from which to extract or distill venom), you may craft poisons at the DCs listed.
When using these poisons, rather than simply using the poison DC as the Fortitude save DC to resist, you make an opposed check with this skill, with a bonus equal to the poison’s DC – 20 (if this number is below zero, it acts as a penalty to your check).
If you have 10 or more ranks in this skill, you are so certain in the use of poisons that you never risk poisoning yourself. Additionally, your long exposure to poisons has given you some measure of immunity. You receive a bonus on saving throws against poison equal to +1 per 4 ranks in this skill that you possess.
You can detect a substance or creature as poisonous by making a Perception check against the save DC of the poison. If you succeed by 5 or more, you identify the exact type of poison.
Special: This skill supercedes the assassin’s poison class features.
DIPLOMACY (CHA)
You can use this skill to persuade others and resolve differences. This skill is also used to negotiate conflicts, using the proper etiquette and manners suitable to the problem.
You cannot use Diplomacy against a creature that does not understand you or has an Intelligence of 3 or less. Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future.
Check: There are three specific usages of this skill: generally improving attitudes towards you (i.e., trying to make people like you); non-hostile negotations; and seduction.
Change Attitude: You can change the attitudes of nonplayer characters with a successful check. Your Diplomacy check is opposed to a Will save made by the NPC, modified by the NPC’s current attitude towards you.

Starting Attitude Diplomacy DC Modifier
Hostile +10
Unfriendly +5
Indifferent +0
Friendly –5
Helpful –15

If you succeed, the character’s attitude toward you is improved by one step. For every 5 by which your check result exceeds the DC, the character’s attitude toward you increases by one additional step. A creature’s attitude cannot be shifted more than two steps up in this way, although the GM can override this rule in some situations. If you fail the check by 4 or less, the character’s attitude toward you is unchanged. For every 5 by which your check fails, the character’s attitude toward you is decreased by one step.
Any attitude shift caused through Diplomacy generally lasts for 1d4 hours but can last much longer or shorter depending upon the situation (GM discretion).
If the creature’s attitude toward you is at least indifferent, you can make requests of the creature. This is an additional Diplomacy check, at the same DC with one of the following modifiers. Once a creature’s attitude is shifted to helpful, the creature gives into most requests without a check, unless that check is against their nature or puts them in serious peril.

Request Diplomacy Modifier
Give simple advice or directions -5
Give detailed advice +0
Give simple aid +0
Reveal an unimportant secret +5
Give lengthy or complicated aid +5
Give dangerous aid +10
Reveal secret knowledge +10 or more
Give aid that could result in punishment +15 or more
Additional requests +5 per request

Negotiation: When two characters with this skill are attempting to gain concessions in an ongoing negotiation, both roll opposed Diplomacy checks, with each check modified by the “Request” table according to the concessions desired. The winner gains that specific concession. Opposed checks also resolve cases where two advocates or diplomats plead opposing cases before a third party.
Seduction: This works as does improving attitude, but takes longer. Depending on the NPC’s attitude towards affairs, modify the Diplomacy DC based on “lengthy or complicated aid” (+5, if the NPC is fairly open) or on “dangerous aid” (+10, if more demure). A “loose” NPC might use the “give simple aid” (+0) modifier instead.
Etiquette: If you are trained in Diplomacy, you have an understanding of etiquette. If faced with a fine point of etiquette (correct address for a noble, for example, or proper way to use cutlery at a Grand Ball), you may roll a Diplomacy check to indicate your mastery of that particular point. As it is always impolite to fail to address nobles correctly, this function of Diplomacy subsumes the D&D 3.5 Knowledge (nobility & royalty) skill.
Action: Using Diplomacy to influence a creature’s attitude takes 1 minute of continuous interaction. Making a request of a creature or negotiating a specific concession takes 1 or more rounds of interaction, depending upon the complexity of the request. Seduction can take anywhere from hours to days.
Try Again: You cannot use Diplomacy to inf luence a given creature’s attitude more than once in a 24 hour period. If a request is refused, the result does not change with additional checks, although other requests might be made.
Special: Bribery. Offering money or another form of favor can, in the right situation, improve a character’s chances with a Diplomacy skill check. Bribery allows you to circumvent various official obstacles when a person in a position of trust or authority is willing to accept such an offering.
An illegal act, bribery requires two willing participants—one to offer a bribe and the other to accept it. When a character requires a bribe to render services, then your Diplomacy check automatically fails if a bribe isn’t attached to it. If a bribe isn’t requires, you can add a bribe to get a bonus on your skill check. This can backfire, as some characters will be insulted by a bribe offer (their attitude changes one step for the worse) and others will report you to the proper authorities.
To bribe a character, make a Wealth check. Typical DCs are shown on below, but the GM may modify the DC as he or she sees fit. If you succeed in the check, you gain a +2 bonus on the Diplomacy check. For every point by which you beat the DC, increase the bonus by +1 (to a total maximum bonus of +10).

Bribe Target Purchase DC
Bouncer 6
Bureaucrat 10
Informant 7
Police officer 10
DISABLE DEVICE (INT)
You can pick locks, bypass or disarm mechanical traps, and rig devices so that they fail. You can also set mechanical traps and construct simple devices yourself.
Check: Various tasks that can be accomplished with this skill, and the relevant time and check DCs, are summarized in the following table.

Example Time DC*
Detect/find a mechanical trap 1 round Varies by trap
Detect/find a concealed door 1 round 15+
Detect/find a hidden compartment 1 round 15+
Detect and operate a secret door 1 round 20+
Disarm a trap, reset a trap; circumvent cheap door alarm 2d4 rds 20
Disarm a complex trap, beat store security cameras, cleverly sabotage a clockwork device 2d4 rds 25
Disarm museum motion detector 2d4 rds 30
Disarm bank vault alarm 2d4 min 35
Disarm ultra-high security system 2d4 x 10 min. 40
Find an item Varies 10+
Jam a lock 1 round 10
Sabotage a wagon wheel 1d4 rds 15
Set a trap Hours to days DC of trap

* If you attempt to leave behind no trace of your tampering, add 5 to the DC.

Find Trap, Hidden Compartment, Item, Secret Door, etc.: You generally must be within 10 feet of the object or surface to be searched.
Disable Device: For disabling, the Disable Device check is made secretly, so that you don’t necessarily know whether you’ve succeeded. The DC depends on how tricky the device is. Disabling (or rigging or jamming) a fairly simple device has a DC of 10; more intricate and complex devices have higher DCs.
If the check succeeds, you disable the device. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the device is a trap, you spring it. If you’re attempting some sort of sabotage, you think the device is disabled, but it still works normally.
If you beat a trap’s DC by 10 or more, you can study a trap, figure out how it works, and bypass it (with your party) without disarming it.
You also can rig simple devices such as saddles or wagon wheels to work normally for a while and then fail or fall off some time later (usually after 1d4 rounds or minutes of use).
Open Lock: The DC for opening a lock depends on its quality. If you do not have a set of lockpicks, these DCs increase by +10.

Lock Quality (Example) DC
Simple (briefcase lock) 20
Average (home deadbolt) 25
Good (business deadbolt) 30
Amazing (branch bank vault) 40
Ultra-high security (bank headquarters vault) 50

Action: The amount of time needed to make a Disable Device check depends on the task, as noted above. It takes a full-round action to search a 5-foot-by-5-foot area or a volume of goods 5 feet on a side. Disabling a simple device takes 1 round and is a full-round action. An intricate or complex device requires 1d4 or 2d4 rounds. Attempting to open a lock is a full-round action.
Try Again: Varies. You can retry if you have missed the check by 4 or less, though you must be aware that you have failed in order to try again.
Special: You can take 10 when making a Disable Device check. You can take 20 to open a lock or to disable a security device, unless you are trying to prevent the tampering from being noticed.
Possessing the proper tools gives you the best chance of succeeding on a Disable Device check. Opening a lock requires a lockpick set (for a mechanical lock) or an electrical tool kit (for an electronic lock). Opening a locked car calls for a car opening kit. Disabling a security device requires either a mechanical tool kit or an electronic toll kit, depending on the nature of the device. If you do not have the appropriate tools, you take a –4 penalty on your check. A lock release gun can open a mechanical lock of cheap or average quality without a Disable Device check.
DRIVE (WIS)
Routine tasks, such as ordinary driving, don’t require a skill check. Make a check only when some unusual circumstance exists (such as inclement weather or an icy surface), or when the character is driving during a dramatic situation.
Checks: Whenever you make a Drive check, the vehicle's size modifier is added to your check (Medium –0, Large –1, Huge –2, Gargantuan –4, Colossal –8).
Avoid Collision: You can make a DC 15 Drive check as a reaction to reduce or negate the damage from a collision.
Dogfight: When operating a flying vehicle, you can make a Drive check as a standard action to engage in a dogfight.
Engage the Enemy (Trained Only): When driving a vehicle in combat, you may choose to make a Drive check instead of an Initiative check.
Escape Grapple (Trained Only): The pilot of a starship can make a Drive check to escape after being held or immobilized by another starship’s grapplers or tractor beam.
Increase Vehicle Speed (Trained Only): You can make a DC20 Drive check as a swift action to make your vehicle perform beyond its normal limits. You can't take 10 on this check.
Ram: You can make a Drive check as a full-round action to intentionally collide with your target.
Special: You can take 10 on a Drive check, except when attempting to increase a vehicle's speed. You can’t take 20 on a Drive check.
ENDURANCE (CON)
Through training, you are capable of feats of physical stamina.
Check: Use Endurance in place of Constitution checks when dealing with drowning and suffocation, starvation, thirst, overland movement, running in combat, and landslides and avalanches, as shown in the table on the next page.


Condition DC Frequency
Drowning and Suffocation 10 + 1 for each round since the first check Each round, starting after a number of rounds equal to twice your Con.
Starvation 10 + 1 for each day since the first check Each day, starting after 3 days without food.
Thirst 10 + 1 for each hour since the first check Each hour, starting 1 day plus a number of hours equal to your Con.
Forced March 10 + 2 for each hour since the first check Each hour, starting after 8 hours of walking.
Run, in Combat 10 + 1 for each round since the first check Each round, starting after running a number of rounds equal to your Con.
Sleep Deprivation 10 + 1 for each hour since the first check Each hour, starting after a number of hours equal to 20 + Con modifier.
Avalanche and Landslide, if pinned 15 Once, after falling unconscious.



Run: A character can run (4x normal speed) or otherwise maximally exert himself (such as fight) for a maximum number of rounds equal to 10 + his Endurance modifier. After this time, he or she is fatigued and must rest.
Hustle: A character can hustle (double normal speed) for a number of minutes equal to 10 + his Endurance modifier. Each additional hour of hustling in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued.
Walk: Eight hours a day is considered a standard march. Additional walking past this limit is a forced march. For each hour of marching beyond 8 hours, an Endurance check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It’s possible for a character to march into unconsciousness by pushing himself too hard.

Remain Awake: A character can stay awake a number of hours equal to 20 + his or her Endurance modifier. Each additional hour requires an Endurance check, starting at DC 10 (the DC increases by 1 per subsequent check). An untrained character makes Constitution checks instead of Endurance checks to remain awake. If in the midst of combat or a similar situation, the character need not make checks until the situation is over, but the DC increases by 1.
Trained Only: A trained character is capable of the following tasks:

Task DC
Diehard 20 + hp below 0
Ignore caltrop 20
Sleep in armor:
Light 15
Medium 25
Heavy 35
Stabilize 10 + hp below 0
Ignore fatigue Special
Reduce armor penalties Special

Diehard: If reduced to 0 hit points (disabled), you can make an Endurance check. If successful, you can take a normal action while at 0 hit points without taking 1 point of damage. You must make a check for each strenuous action you want to take; the DC of each such successive check increases by 1. A failed check in this circumstance carries no direct penalty—you can choose not to take the strenuous action and thus avoid the hit point loss. If you do so anyway, you drop to –1 hit points, as normal when disabled.
When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. This requires and Endurance check at DC 20 + the number of hp below 0 (i.e., DC 25 at –5 hp). You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.
When using this ability, you can take either a single move or standard action each turn, but not both, and you cannot take a full round action. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, swift actions, or immediate actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach -10 hit points, you immediately die.
Ignore Caltrop: If you are wounded by stepping on a caltrop, your speed is reduced to one-half normal. A successful Endurance check removes this movement penalty. The wound doesn’t go away—it is just ignored through self-persuasion.
Sleep in Armor: If you sleep in armor, you you do not become fatigued for doing so if you make an Endurance check at the listed DC upon awakening. (For obvious reasons, you cannot take 10 or take 20 on this check.)
Stabilize: When reduced below 0 hp, you can roll an Endurance check at DC 10 + the number of hp below 0 (i.e., DC 15 at –5 hp) to auto-stabilize.
Ignore Fatigue: By succeeding at an Endurance check, you can ignore the fatigued condition (and associated penalties) for a number of rounds equal to the margin by which your check succeeds. If you are exhausted, you might be able to similarly reduce or ignore penalties for the same length of time, as shown on the table below.

Endurance Check DC Results
20 Ignore fatigue
25 Reduce exhaustion to fatigue
35 Ignore exhaustion

Reduce Armor Penalties: You eliminate –1 worth of armor check penalties for any armor you wear for every 3 ranks in Endurance you possess (characters for whom Endurance is not a class skill subtract 3 from their total number of ranks for purposes of this calculation). If you reduce the armor check penalty to –0, then you suffer no penalties to your speed while wearing that armor. For example, a paladin with masterwork full plate (-5 check penalty) with 15 ranks in Endurance can wear that armor with no check penalty and no penalty to movement.
Untrained: The number of consecutive rounds a character can run or otherwise maximally exert him or herself is equal to the character’s constitution score. A character can hustle (double normal speed) for 1 hour. Checks to avoid nonlethal damage are Constitution checks. The chance to stabilize when below 0 hp is a flat 10%. An untrained character cannot ignore wounds or sleep in armor, and suffers full check and movement penalties for wearing armor.
Try Again: No, for most uses.
ESCAPE ARTIST (DEX)
The table below gives the DCs to escape various forms of restraints. For ropes, your check is opposed by the binder’s Escape Artist check. Since it’s easier to tie someone up than to escape from being tied up, the binder gets a +10 bonus on his or her check. For manacles, the DC for manacles is set by their construction.

Restraint Escape DC
Ropes Binder’s check at +10
Net, animate rope spell, command plants spell, control plants spell, or entangle spell 20
Snare spell 23
Manacles 30
Tight space 30
Masterwork manacles; handcuffs 35
Grappler Grapple check result

Squeeze Through Tight Space: The DC noted on the table is for getting through a space where your head fits but your shoulders don’t. If the space is long you may need to make multiple checks. You can’t get through a space that your head does not fit through.
When squeezing through a narrow space at least half as wide as your Facing (see Player's Handbook, page 148), or when moving through a low area (ceiling shorter than your height, but at least half your height above the floor), each space counts as 1 square of movement and you only suffer a -2 penalty on attack rolls if you have at least 5 ranks in this skill. You also retain your Dex bonus to AC under these conditions.
If a space is both narrow and low, you treat it as if only one of those conditions applied.
Escape Grapple: You can make an Escape Artist check opposed by your enemy’s grapple check to get out of a grapple or out of a pinned condition (so that you’re only grappling).
Action: Making an Escape check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net or an animate rope, command plants, control plants, or entangle spell is a full-round action. Escaping from a grapple or pin is a standard action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.
Try Again: You can make another check after a failed check if you’re squeezing your way through a tight space, making multiple checks. If the situation permits, you can make additional checks, or even take 20, as long as you’re not being actively opposed.
Untrained: You can try to escape as a Dexterity check. Squeezing causes spaces to count as 2 squares and and the squeezing character suffers a -4 penalty on attack rolls and loses its Dexterity bonus to Armor Class. In a space that is both narrow and low, speed is reduced to one-quarter normal.
FLY (DEX)
You are skilled at flying, either through the use of wings or magic, and can perform daring maneuvers while airborne. Note that this skill does not give you the ability to f ly.
Check: You can perform maneuvers while f lying. Without making a check, a flying creature can remain flying at the end of its turn so long as it moves a distance greater than half its speed, can turn up to 45 degrees by sacrificing 5 feet of movement, can rise at half speed at an angle of 45 degrees, and can descend at any angle at normal speed. Note that these restrictions only apply to movement taken during your current turn. At the beginning of the next turn, you can move in a different direction than you did the previous turn without making a check. Taking any action that violates these rules requires a check. The difficulty of these maneuvers varies, as noted on the following chart.

Flying Maneuver Fly DC
Move < half speed and remain flying 10
Hover 15
Turn > 45° by spending 5 ft. of movement 15
Turn 180° by spending 10 ft. of movement 20
Climb steeper than 45° 20

Attacked While Flying: You are not considered flat-footed while flying. If you are flying using wings and you take damage while flying, you must make a DC 10 Fly check to avoid losing 10 feet of altitude. This descent does not provoke an attack of opportunity and does not count against a creature's movement.
Collision While Flying: If you are using wings to fly and you collide with an object equal to your size or larger, you must immediately make a DC 25 Fly check to avoid plummeting to the ground, taking the appropriate falling damage.
Avoid Falling Damage: If you are falling and have the ability to fly, you can make a DC 10 Fly check to negate the damage. You cannot make this check if you are falling due to a failed Fly check or a collision.
High Wind Speeds: Flying in high winds adds penalties on your Fly checks as noted on Table: Wind Effects on Flight. “Checked” means that creatures of that size or smaller must succeed on a DC 20 Fly check to move at all so long as the wind persists. “Blown away” means that creatures of that size or smaller must make a DC 25 Fly check or be blown back 2d6 × 10 feet and take 2d6 points of nonlethal damage. This check must be made every round the creature remains airborne. A creature that is blown away must still make a DC 20 Fly check to move due to also being checked.

Wind Speed (mph) Checked Blown Away Check Penalty
Light 0–10 — — —
Moderate 11–20 — — —
Strong 21–30 Tiny — –2
Severe 31–50 Small Tiny –4
Windstorm 51–74 Medium Small –8
Hurricane 75–174 Large Medium –12
Tornado 175+ Huge Large –16

Action: None. A fly check doesn’t require an action; it is made as part of another action or as a reaction to a situation.
Try Again: Varies. You can attempt a Fly check to perform the same maneuver on subsequent rounds. If you are using wings and you fail this check by 5 or more, you plummet to the ground, taking the appropriate falling damage.
Special: Creatures with a fly speed receive a bonus (or penalty) on all Fly checks depending on their maneuverability. Creatures with clumsy maneuver-ability take a –8 penalty on all Fly checks. Creatures with poor maneuverability take a –4 penalty on all Fly checks. Creatures with good maneuverability get a +4 racial bonus on all Fly checks. Creatures with perfect maneuverability get a +8 racial bonus on all Fly checks. Creatures without a maneuverability rating are assumed to have an average maneuverability.
You cannot take this skill without a natural means of flight or a reliable means of flying every day (either through a spell or other magical manner, such as a druid’s wild shape ability).
HANDLE ANIMAL (CHA)
You can train, care for, and ride domestic and even wild animals. If you are skilled enough, you can apply this skill to vermin or magical beasts as well.
Check: The DC depends on what you are trying to do.

Task DC
Handle an animal 10
“Push” an animal 25
Teach an animal a trick 15 or 20*
Train an animal for a general purpose 15 or 20*
Rear a wild animal 15 + HD of animal
* See the specific trick or purpose below.

Purpose DC Purpose DC
Combat riding 20 Hunting 20
Fighting 20 Performance 15
Guarding 20 Riding 15
Heavy labor 15

Handle an Animal: This task involves commanding an animal to perform a task or trick that it knows. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.
“Push” an Animal: To push an animal means to get it to perform a task or trick that it doesn’t know but is physically capable of performing. This category also covers making an animal perform a forced march or forcing it to hustle for more than 1 hour between sleep cycles. If the animal is wounded or has taken any nonlethal damage or ability score damage, the DC increases by 2. If your check succeeds, the animal performs the task or trick on its next action.
Teach an Animal a Trick: You can teach an animal a specific trick with one week of work and a successful Handle Animal check against the indicated DC. An animal with an Intelligence score of 1 can learn a maximum of three tricks, while an animal with an Intelligence score of 2 can learn a maximum of six tricks. Possible tricks (and their associated DCs) include, but are not necessarily limited to, the following.

• Attack (DC 20): The animal attacks apparent enemies. You may point to a particular creature that you wish the animal to attack, and it will comply if able. Normally, an animal will attack only humanoids, monstrous humanoids, giants, or other animals. Teaching an animal to attack all creatures (including such unnatural creatures as undead and aberrations) counts as two tricks.
• Come (DC 15): The animal comes to you, even if it normally would not do so.
• Defend (DC 20): The animal defends you (or is ready to defend you if no threat is present), even without any command being given. Alternatively, you can command the animal to defend a specific other character.
• Down (DC 15): The animal breaks off from combat or otherwise backs down. An animal that doesn’t know this trick continues to fight until it must flee (due to injury, a fear effect, or the like) or its opponent is defeated.
• Fetch (DC 15): The animal goes and gets something. If you do not point out a specific item, the animal fetches some random object.
• Guard (DC 20): The animal stays in place and prevents others from approaching.
• Heel (DC 15): The animal follows you closely, even to places where it normally wouldn’t go.
• Perform (DC 15): The animal performs a variety of simple tricks, such as sitting up, rolling over, roaring or barking, and so on.
• Seek (DC 15): The animal moves into an area and looks around for anything that is obviously alive or animate.
• Stay (DC 15): The animal stays in place, waiting for you to return. It does not challenge other creatures that come by, though it still defends itself if it needs to.
• Track (DC 20): The animal tracks the scent presented to it. (This requires the animal to have the scent ability)
• Work (DC 15): The animal pulls or pushes a medium or heavy load.

Train an Animal for a Purpose: Rather than teaching an animal individual tricks, you can simply train it for a general purpose. Essentially, an animal’s purpose represents a preselected set of known tricks that fit into a common scheme, such as guarding or heavy labor. The animal must meet all the normal prerequisites for all tricks included in the training package. If the package includes more than three tricks, the animal must have an Intelligence score of 2.
An animal can be trained for only one general purpose, though if the creature is capable of learning additional tricks (above and beyond those included in its general purpose), it may do so. Training an animal for a purpose requires fewer checks than teaching individual tricks does, but no less time.

• Combat Riding (DC 20): An animal trained to bear a rider into combat knows the tricks attack, come, defend, down, guard, and heel. Training an animal for combat riding takes six weeks. You may also “upgrade” an animal trained for riding to one trained for combat riding by spending three weeks and making a successful DC 20 Handle Animal check. The new general purpose and tricks completely replace the animal’s previous purpose and any tricks it once knew. Warhorses and riding dogs are already trained to bear riders into combat, and they don’t require any additional training for this purpose.
• Fighting (DC 20): An animal trained to engage in combat knows the tricks attack, down, and stay. Training an animal for fighting takes three weeks.
• Guarding (DC 20): An animal trained to guard knows the tricks attack, defend, down, and guard. Training an animal for guarding takes four weeks.
• Heavy Labor (DC 15): An animal trained for heavy labor knows the tricks come and work. Training an animal for heavy labor takes two weeks.
• Hunting (DC 20): An animal trained for hunting knows the tricks attack, down, fetch, heel, seek, and track. Training an animal for hunting takes six weeks.
• Performance (DC 15): An animal trained for performance knows the tricks come, fetch, heel, perform, and stay. Training an animal for performance takes five weeks.
• Riding (DC 15): An animal trained to bear a rider knows the tricks come, heel, and stay. Training an animal for riding takes three weeks.

Rear a Wild Animal: To rear an animal means to raise a wild creature from infancy so that it becomes domesticated. A handler can rear as many as three creatures of the same kind at once. A successfully domesticated animal can be taught tricks at the same time it’s being raised, or it can be taught as a domesticated animal later. Typical riding actions don’t require checks.
Ride an Animal: You can saddle, mount, ride, and dismount from a mount without a problem. The following tasks do require checks.

Task Ride DC
Guide with knees 5
Stay in saddle 5
Fight with warhorse 10
Cover 15
Soft fall 15
Leap 15
Spur mount 15
Control mount in battle 20
Fast mount or dismount
(armor check penalty applies) 20
Stand on mount 20
Quick turn 25

Guide with Knees: You can react instantly to guide your mount with your knees so that you can use both hands in combat. Make your Ride check at the start of your turn. If you fail, you can use only one hand this round because you need to use the other to control your mount.
Stay in Saddle: You can react instantly to try to avoid falling when your mount rears or bolts unexpectedly or when you take damage. This usage does not take an action.
Fight with Warhorse: If you direct your war-trained mount to attack in battle, you can still make your own attack or attacks normally. This usage is a free action.
Cover: You can react instantly to drop down and hang alongside your mount, using it as cover. You can’t attack or cast spells while using your mount as cover. If you fail your Ride check, you don’t get the cover benefit. This usage does not take an action.
Soft Fall: You can react instantly to try to take no damage when you fall off a mount—when it is killed or when it falls, for example. If you fail your Ride check, you take 1d6 points of falling damage. This usage does not take an action.
Leap: You can get your mount to leap obstacles as part of its movement. Use your Ride modifier or the mount’s Jump modifier, whichever is lower, to see how far the creature can jump. If you fail your Ride check, you fall off the mount when it leaps and take the appropriate falling damage (at least 1d6 points). This usage does not take an action, but is part of the mount’s movement.
Spur Mount: You can spur your mount to greater speed with a move action. A successful Ride check increases the mount’s speed by 10 feet for 1 round but deals 1 point of damage to the creature. For every 5 points by which you beat the check DC, add another 10 feet to the gain in movement (e.g., you can spur your mount to +60 ft. of additional movement speed on a DC 40 Handle Animal check). You can use this ability every round, but each consecutive round of additional speed deals twice as much damage to the mount as the previous round (2 points, 4 points, 8 points, and so on). This damage increases by a base of 1 point per additional 10 feet of spurred movement speed.
Control Mount in Battle: As a move action, you can attempt to control a light horse, pony, heavy horse, or other mount not trained for combat riding while in battle. If you fail the Ride check, you can do nothing else in that round. You do not need to roll for warhorses or warponies.
Fast Mount or Dismount: You can attempt to mount or dismount from a mount of up to one size category larger than yourself as a free action, provided that you still have a move action available that round. If you fail the Ride check, mounting or dismounting is a move action. You can’t use fast mount or dismount on a mount more than one size category larger than yourself.
Stand on Mount: You can stand on the saddle while your mount is moving by making a successful DC 20 check. Failure means you fall.
Quick Turn: You can make a DC 25 Ride check as a free action to cause your mount to turn up to 90 degrees while running or charging, provided it can move at least 10 ft. after the turn is made. This can be done only once in any given round. If the check fails, your mount moves 10 ft. in a straight line and then loses the rest of its actions that turn.
Action: Varies. Handling an animal is a move action, while pushing an animal is a full-round action. (If you have a special animal companion, you can handle your animal companion as a free action or push it as a move action.) For tasks with specific time frames noted above, you must spend half this time (at the rate of 3 hours per day per animal being handled) working toward completion of the task before you attempt the Handle Animal check. If the check fails, your attempt to teach, rear, or train the animal fails and you need not complete the teaching, rearing, or training time. If the check succeeds, you must invest the remainder of the time to complete the teaching, rearing, or training. If the time is interrupted or the task is not followed through to completion, the attempt to teach, rear, or train the animal automatically fails.
Mounting or dismounting normally is a move action. Other checks are a move action, a free action, or no action at all, as noted above.
Try Again: Yes, except for rearing an animal.
Special: You can use this skill on a creature with an Intelligence score of 1 or 2 that is not an animal, but the DC of any such check increases by 5. A non-intelligent creature (such as a vermin) is not trainable, but can be ridden (add 15 to the check DCs). Such creatures have the same limit on tricks known as animals do. If you attempt to ride a creature that is ill suited as a mount, you take a –5 penalty on your ride checks. If you are riding bareback, you take a –5 penalty on checks. If your mount has a military saddle you get a +2 circumstance bonus on Handle Animal checks related to staying in the saddle.
If you have a specific animal companion (Chapter 4), you gain a +4 circumstance bonus on Handle Animal checks involving your animal companion. In addition, your animal companion knows one or more bonus tricks, which don’t count against the normal limit on tricks known and don’t require any training time or Handle Animal checks to teach.
Untrained: If you have no ranks in Handle Animal, you can use a Charisma check to handle and push domestic animals, but you can’t teach, rear, or train animals.
HEAL (WIS)
Check: The DC and effect depend on the task you attempt.

Task Heal DC
First Aid 15
Revive 15
Stabilize 15
Long-term care 15
Treat wound from caltrop, spike growth, or spike stones 15
Treat ability damage 20
Perform field surgery 20
Perform CPR 20 + hp below 0
Treat poison Poison’s DC
Treat disease Disease’s DC
Perform autopsy 15 + 1/day since death

First Aid: If a character has lost hit points, you can restore some of them. A successful check, as a full-round action, restores a number of hit points equal to 1d4 + half your number of ranks in Heal. The number restored can never exceed the character’s full normal total of hit points. This application of the skill can be used successfully on a character only once per day.
If you choose to spend a full minute on the treatment, rather than one round, the damage healed is equal to your total number of ranks in the Heal skill. Increasing the treatment time to a full hour increases the damage healed to 1d6 + your number of ranks in Heal.
Revive: You can remove the dazed, stunned, or unconscious condition from a character. This check is a standard action. A successful check removes the dazed, stunned, or unconscious condition from an affected character. You can’t revive an unconscious character who is at –1 hit points or lower without first stabilizing the character.
Stabilize: You usually use first aid to save a dying character. If a character has negative hit points and is losing hit points (at the rate of 1 per round, 1 per hour, or 1 per day), you can make him or her stable. A stable character regains no hit points but stops losing them.
Long-Term Care: Providing long-term care means treating a wounded person for a day or more. If your Heal check is successful, the patient recovers hit points at a daily rate equal to your check results. Attribute score points (lost to ability damage) are recovered at twice the normal rate (2 for 8 hours’ rest, 4 for a full day’s rest).
You can tend as many as six patients at a time. You need a few items and supplies (bandages, salves, and so on) that are easy to come by in settled lands. Giving long-term care counts as light activity for the healer. You cannot give long-term care to yourself.
Treat Wound from Caltrop, Spike Growth, or Spike Stones: A creature wounded by stepping on a caltrop moves at one-half normal speed. A successful Heal check removes this movement penalty. A creature wounded by a spike growth or spike stones spell must succeed on a Reflex save or take injuries that reduce his speed by one-third. Another character can remove this penalty by taking 10 minutes to dress the victim’s injuries and succeeding on a Heal check against the spell’s save DC.
Treat Ability Damage: If you have at least 5 ranks in Heal, by spending an hour and succeeding at a DC 20 Heal check, you can restore 1 point of ability damage. A patient can receive only one Heal check per day to treat ability score damage. This healing is in addition to the patient’s natural healing.
If you have at least 13 ranks in Heal, you can increase the Difficulty Class to heal additional ability score damage. The DC of the check increases by +5 per additional point. You can also attempt to cure ability drain or permanent loss using the Heal skill as if it were temporary ability damage. There is no limit to the maximum DC you can set for yourself, but a patient still can only receive one attempt per day. If you heal multiple points of damage, you can distribute them among the six ability scores as you wish.
Perform Surgery: You can conduct field surgery. This requires 1d4 hours and appropriate tools; if the patient is at negative hit points, add an additional hour for every point below 0 the patient has fallen. Surgery restores 1d6 hit points for every character level of the patient (up to the patient’s full normal total of hit points) with a successful skill check. Surgery can only be used successfully on a character once in a 1-week period.
A character who undergoes surgery is exhausted for 24 hours, minus 2 hours for every point above the DC the surgeon achieves. The period of exhaustion can never be reduced below 6 hours in this fashion.
Perform CPR: You can try to resuscitate a dead ally if you start the attempt within 2 rounds of her death. You may attempt this procedure only if your patient died after entering the dying state and subsequently failing to stabilize. Allies slain in any other manner are beyond your help. You must make a Heal check (DC 20 + character’s negative hit point total) to bring your patient back from the brink. A success means you increase her hit points to –9 and stabilize her. Using Heal in this manner requires 1 full minute.
Treat Poison: To treat poison means to tend a single character who has been poisoned and who is going to take more damage from the poison (or suffer some other effect). Every time the poisoned character makes a saving throw against the poison, you make a Heal check. The poisoned character uses your check result or his or her saving throw, whichever is higher.
Treat Disease: To treat a disease means to tend a single diseased character. Every time he or she makes a saving throw against disease effects, you make a Heal check. The diseased character uses your check result or his or her saving throw, whichever is higher.
Perform Autopsy: You can examine a corpse to determine the cause and approximate time of death. The accuracy of the estimated moment of death decreases with elapsed time since the actual event. For instance, if the subject died an hour before the autopsy, the time of death can be fixed to within 1d4 rounds (after one day, the estimate is only accurate to within 1d4 hours, and so on).
A basic check allows you to determine what, in general, killed the victim (wounds, a fall, suffocation, disease, poison, a death spell, etc.). To determine a more specific poison or disease requires a check at a DC equal to the DC of the poison or disease, +1 per day since death. Determining a specific spell requires a Spellcraft check at a DC of 25 + the level of the spell + 1 per day since death.
Action: Providing first aid, treating a wound, or treating poison is a standard action. Treating a disease or tending a creature wounded by a spike growth or spike stones spell takes 10 minutes of work. Providing long-term care requires 8 hours of light activity. Performing an proper autopsy takes 30 minutes.
Try Again: Varies. Generally speaking, you can’t try a Heal check again without proof of the original check’s failure. You can always retry a check to provide first aid, assuming the target of the previous attempt is still alive.
Special: A healer’s kit gives you a +2 circumstance bonus on Heal checks.
You can take 10 when making a Treat Injury check. You can take 20 only when restoring hit points or attempting to revive dazed, stunned, or unconscious characters.
You can use the Treat Injury skill on yourself only to restore hit points, treat disease, or treat poison. You take a –5 penalty on your check any time you treat yourself.
KNOWLEDGE (INT)
Like the Craft, Perform, and Profession skills, Knowledge actually encompasses a number of unrelated skills. Knowledge represents a study of some body of lore, possibly an academic or even scientific discipline.
Typical fields of study include lore (history, legends, riddles, and unique items; see below); sociology (laws, lineages, heraldry, family trees, mottoes, personalities); religion and the planes (decribed below); and warfare (described below).
Check: Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions).
In many cases, you can use this skill to identify monsters and their special powers or vulnerabilities. In general, the DC of such a check equals 10 + the monster’s CR. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.
Action: Usually none. In most cases, making a Knowledge check doesn’t take an action—you simply know the answer or you don’t.
Try Again: No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.
Untrained: An untrained Knowledge check is simply an Intelligence check. Without actual training, you know only common knowledge (DC 10 or lower).
KNOWLEDGE: LORE (INT)
You are a scholar of history, legends, and old riddles.
Check: You can identify a unique historical magical item (artifact, relic, or weapon of legacy) or legendary place on a successful check. The amount of information you have on the item in question depends on the check results:

Information DC
Recent or historically significant event 10
Approximate date of specific event 15
Obscure or ancient historical event 20
Creature abilities/weaknesses 10 + CR
Name of item/place (e.g., “Sword of Kas”) 20
Rumored powers/effects 25
One specific fact about item or place (e.g., “cutting off the Hand will kill the host.”) 30
Each specific fact thereafter +5

Identify Creature Abilities and Weaknesses: With a scuccessful check, you can also identify dragons, giants, monstrous humanoids, and unique legendary creatures, and their abilities, weaknesses, and special powers. Success means that you learn one piece of information (usually the creature’s species name and purported abilities). For every 5 points by which your check result exceeds the DC you learn another piece of information.
Riddling contests (Cf. The Hobbit) are resolved using a series of opposed Knowledge: Lore checks.
KNOWLEDGE: THE PLANES (INT)
You have a working knowledge of the multiverse, including both the inner and outer planes. You are familiar with many of the conditions and entities found on different planes, from minor spirits to divine powers.
Check: You can identify items of information related to gods and goddesses, religions, ecclesiastic tradition, holy symbols, undead, and extraplanar beings.

Task Knowledge DC
Identify holy symbol/vestments 15
Identify ritual 20
Identify mythic event 30
Identify abilities and weaknesses 10 + CR
Identify a divine spell as it is being cast 15+ spell level
Identify a divine spell effect that is in place 20+ spell level
Identify materials of extra-planar origin or made by divine power 20+ spell level (if applicable)
Identify a divine spell or planar property that just targeted you 25+ spell level (if applicable)
Planar resistance (mild) 20
Planar resistance (strong) 30
Portal Intuition 20

Identify Ritual: You can deduce the significance, purpose, and patron deity of any religious ritual you observe. You can determine the sacrifices and/or prayers spproved by various deities.
Identify Mythic Event: Upon observing an actual event or a depiction of one in painting or sculpture, you can determine the religious or planar significance of the event. For example, if you see a carving of golden rain falling into a bronze cell, you can identify this as a depiction of the god Zeus entering the prison of the princess Danaë, and you know that the offspring of that union was Perseus, who slew Medusa.
Identify Abilities and Weaknesses: you can use this skill to identify elementals, outsiders, and undead and their special powers or vulnerabilities. A successful check allows you to remember a bit of useful information about that monster. For every 5 points by which your check result exceeds the DC, you recall another piece of useful information.
Planar Resistance (Mild): If you succeed at a DC 20 Knowledge (the Planes) check upon arriving on a mildly-aligned plane, you are immune to ability penalties due to alignment variance until you leave that plane.
Planar Resistance (Strong): If you succeed at a DC 30 Knowledge (the Planes) check upon arriving on a strongly-aligned plane, you are immune to ability penalties due to alignment variance until you leave that plane.
Portal Intuition: By examining any gate or other extraplanar portal, you can determine where it leads by succeeding at a DC 20 Knowledge (the planes) check.
KNOWLEDGE: WARFARE (INT)
You are trained in military tactics and strategy, and can direct troops and operate siege equipment. In addition to military uses, this skill governs your proficiency at chess and similar games of strategy.
Check: Basic drills in non-combat situations do not require checks. During an actual armed conflict, checks depend on the task attempted.
Battle Plan: Prior to an encounter you can develop a tactical battle plan. This task requires preparation and reasonable knowledge of the scenario and setting; you can’t perform this task when surprised or otherwise unprepared for a particular situation. Creating a plan requires 1 minute.
After creating the plan, make a Knowledge (warfare) check. The result of the check provides you and up to 1 ally per rank in Knowledge (warfare) you possess with a circumstance bonus to attacks and skill checks for that encounter. You can’t take 10 or 20 when making this check.

Check Result Bonus
9 or lower +0 (check failed)
10-19 +1
20–29 +2
30 or higher +3

Reduce the bonus by 1 point (to a minimum of +0) for every additional round the situation continues, as the vagaries of circumstance begin to unravel even the best-laid plans.
Large-Scale Tactics: By directing a unit of soldiers, your Warfare check as treated as an opposed check against the Warfare of the enemy leader. Assuming troops of approximately equal strength and arms and armor on each side, the difference between checks is the number of soldiers on the losing side dead per 20 combatants during that engagement.
Operate Siege Engine: Loading a catapult requires a series of full-round actions. It takes a DC 15 Strength check to winch the throwing arm down; most catapults have wheels to allow up to two crew members to use the aid another action, assisting the main winch operator. A DC 15 Warfare check latches the arm into place, and then another DC 15 Warfare check loads the catapult ammunition. It takes four full-round actions to re-aim a heavy catapult (multiple crew members can perform these full-round actions in the same round, so it would take a crew of four only 1 round to re-aim the catapult). Other, lighter siege engines can be reloaded more quickly, but the DC for the Warfare checks is similar.
Hitting a target rquires a Warfare check against the AC of the target, modified by the range penalty as appropriate.
Identify Enemy Command: Your military experience makes you comforable in a chain of command, and allows you to identify comparative rank and possibly even the meanings of military insignia.
Try Again: If you miss a target with a siege engine, you can try again after reloading and re-aiming the engine (just as, if you miss a target with a ranged attack, you can try again on your next attack). If you misinterpret insignia or a perceived chain of command, you can try again only if additional orders are given while you are observing.
LINGUISTICS (INT)
You are skilled at working with language, both in its spoken and written forms. You can speak multiple languages and can decipher nearly any tongue given the time.
This skill allows you to create short stories, novels, scripts and screenplays, newspaper articles and columns, and similar works of writing.
Check: When creating a work of writing, the player simply makes a Craft (writing) check, the result of which determines the quality of the work.

Check Result Effort Achieved
9 or lower Untalented amateur
10–19 Talented amateur
20–24 Professional
25–30 Expert
31 or higher Master

Other tasks that can be accomplished using this skill are described below.
Decipher Script: You can decipher writing in an unfamiliar language or a message written in an incomplete or archaic form. The base DC is 20 for the simplest messages, 25 for standard texts, and 30 or higher for intricate, exotic, or very old writing. If the check succeeds, you understand the general content of a piece of writing about one page long (or the equivalent). If the check fails, make a DC 5 Wisdom check to see if you avoid drawing a false conclusion about the text. (Success means that you do not draw a false conclusion; failure means that you do.)
Both the Linguistics check and (if necessary) the Wisdom check are made secretly by the GM, so that you can’t tell whether the conclusion you draw is true or false.
Learn Language: When you select this skill you immediately learn to read any language you can speak. For every even-numbered rank (2nd, 4th, etc.), you learn to speak an additional language. For every odd-numbered rank beyond the first, you learn to read the last language you learned to speak.
Place Accent: When listening someone speak a language you understand, you can place his or her region of origin from his or her accent. This check opposes the speaker’s Linguistics check (attempted in order to speak without an accent).
Decipher a Written Spell: This usage works just like deciphering a written spell with the Spellcraft skill, except that the DC is 5 points higher (DC 25 + spell level).
Create a Scroll or Magical Tome: To create a scroll requires a linguistics check at DC 15 + the level of the spell to be scribed. Scrolls of multiple spells require multiple checks. If a check fails by 4 or less, the inscriber is aware of his failure. On a failure of 5 or more, the spell appear to be scribed correctly, but fails when cast. Failure by 10 or more indicates that the spell appears correct, but has a reversed or harmful effect when read. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price.
Magical librams and tomes require 1 day per 1,000 gp of base cost, require materials (special inks, etc.) worth half that, and have a DC of 25 + 1 per 10,000 gp base price (round up).
Oratory and Debate: The linguistics skill can be used in a series of opposed checks, to simulate the swaying of an audience during a debate. You can use this function to potentially disrupt a language-dependent magical effect or skald’s bardic inspiration effect; this works as described under the “countersong” function of the Perform (Music) skill (q.v.).
Action: Varies. Creating a work of writing requires at least 1 hour, but usually takes a day, a week, or more, depending on the scope of the project. Deciphering a page of ordinary text takes 1 minute (10 consecutive rounds). Deciphering a written spell requires 1 minute of concentration.
Try Again: Yes.
PERCEPTION (WIS)
Your senses allow you to notice fine details and alert you to danger. Perception covers all five senses, including sight, sound, touch, taste, and smell.
Check: Perception has a number of uses, the most common of which is an opposed check versus an opponent’s Stealth check to avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you.
Perception is also used to notice fine details in the environment, and to resolve “hunches.”
Perception has a number of uses, the most common of which is an opposed check versus an opponent's Stealth check to notice the opponent and avoid being surprised. If you are successful, you notice the opponent and can react accordingly. If you fail, your opponent can take a variety of actions, including sneaking past you and attacking you.
Perception is also used to notice fine details in the environment. The DC to notice such details varies depending upon distance, the environment, and how noticeable the detail is. The following table gives a number of guidelines.

Detail DC
Hear the sound of battle –10
Smell stench of rotting garbage –10
Detect the smell of smoke 0
Hear the details of a conversation 0
Notice a visible creature 0
Determine if food is spoiled 5
Hear a creature walking 10
Hear details of whispered conversation 15
Find the average concealed door 15
Hear a key being turned in a lock 20
Find the average secret door 20
Hear a bow being drawn 25
Sense a burrowing creature underneath you 25
Notice a pickpocket Opposed check
Notice a creature using Stealth Opposed check
Identify potion through taste 15 + CL

Perception Modifiers Modifier
Distance +1/10 feet
Through a closed door +5
Through a wall +10/ft. of thickness
Favorable conditions1 –2
Unfavorable conditions1 +2
Terrible conditions2 +5
Distracted +5
Creature making the check is asleep +10
Creature or object is invisible +20
1 Favorable and unfavorable conditions depend upon the sense being used to make the check. For example, bright light might increase the DC of checks involving sight, while torchlight or moonlight might give a penalty. Background noise might reduce a DC involving hearing, while competing odors might penalize any DC involving scent.
2 As for unfavorable conditions, but more extreme. For example, candlelight for DCs involving sight, a roaring dragon for DCs involving hearing, and an overpowering stench covering the area for DCs involving scent.

Action: Most Perception checks are reactive, made in response to observable stimulus. Intentionally searching for stimulus is a move action.
Try Again: Yes. You can try to sense something you missed the first time, so long as the stimulus is still present.
Special: Elves, half-elves, gnomes, and halflings receive a +2 racial bonus on Perception checks. Creatures with the scent special quality have a +8 bonus on Perception checks made to detect a scent. Creatures with the tremorsense special quality have a +8 bonus on Perception checks against creatures touching the ground and automatically make any such checks within their range.
PERFORM (CHA)
Like Knowledge and Craft, Perform actually encompasses a number of separate skills. Obvious examples include acting, music, and dance (each described separately), but other Perform skills can be included.
Check: You can impress audiences with your talent and skill.

DC Performance
10 Routine performance. Trying to earn money by playing in public is essentially begging. You can earn 1d10 cp/day.
15 Enjoyable performance. In a prosperous city, you can earn 1d10 sp/day.
20 Great performance. In a prosperous city, you can earn 3d10 sp/day. In time, you may be invited to join a professional troupe and may develop a regional reputation.
25 Memorable performance. In a prosperous city, you can earn 1d6 gp/day. In time, you may come to the attention of noble patrons and develop a national reputation.
30 Extraordinary performance. In a prosperous city, you can earn 3d6 gp/day. In time, you may draw attention from distant potential patrons, or even from extraplanar beings.

Special: A bard must have at least 1 rank in a Perform skill to inspire courage in his allies, or to use his countersong or his fascinate ability. A bard needs 3 ranks in a Perform skill to inspire competence, 6 ranks to use his suggestion ability, 9 ranks to inspire greatness, 12 ranks to use his song of freedom ability, 15 ranks to inspire heroics, and 18 ranks to use his mass suggestion ability. See Bardic Performance in the bard class description.
PERFORM: ACTING (CHA)
When you take your first rank in the skill, choose one of the categories below (e.g., comedy); you have access to that entire category. For each additional rank, you may choose one specific example from a different category (e.g., drama). Gaining two examples from any category gives you access to that entire category. At 5 ranks in the skill, you are proficient in all of the categories listed.

• Acting (comedy, drama, mime, disguise)
• Comedy (buffoonery, limericks, joke-telling)
• Oratory (epic, ode, storytelling)

Disguise: Your Performance check result determines how good the disguise is, and it is opposed by others’ Perception check results. If you don’t draw any attention to yourself, others do not get to make Perception checks. If you come to the attention of people who are suspicious (such as a guard who is watching commoners walking through a city gate), it can be assumed that such observers are taking 10 on their Perception checks.
You get only one disguise check per use of the skill, even if several people are making Perception checks against it. The disguise check is made secretly, so that you can’t be sure how good the result is. The effectiveness of your disguise depends in part on how much you’re attempting to change your appearance.

Disguise Check Modifier
Minor details only +5
Disguised as different gender* –2
Disguised as different race* –2
Disguised as different age category* –2**
* These modifiers are cumulative; use any that apply.
** Per step of difference between your actual age category and your disguised age category. The steps are: young (younger than adulthood), adulthood, middle age, old, and venerable.

If you are impersonating a particular individual, those who know what that person looks like get a bonus on their Perception checks according to the table below. Furthermore, they are automatically considered to be suspicious of you, so opposed checks are always called for.

Familiarity Check Bonus
Recognizes on sight +4
Friends or associates +6
Close friends +8
Intimate +10

Usually, an individual makes a Perception check to see through your disguise immediately upon meeting you and each hour thereafter. If you casually meet many different creatures, each for a short time, check once per day or hour, using an average Spot modifier for the group.
Taunt: If you select the area of comedy performance, you may use Perform (acting) to disrupt an opponent’s focus and concentration. As a full-round action, pick a single foe who can see and hear you and who shares a language with you. Then make a Perform check opposed by your target’s Will save. If your check succeeds, your enemy suffers a –2 penalty to all attacks but gains a +1 bonus to melee damage. Your opponent knows that your are causing this effect, and may move to attack you if he can do so without provoking attacks of opportunity; your allies can forgo these attacks in such a manner as to signal the target that they will let him pass. This effect lasts for a number of rounds equal to 1 + your Charisma bonus.
Action: Varies. Trying to earn money by playing in public requires anywhere from an evening’s work to a full day’s performance. Creating a disguise requires 1d3×10 minutes of work. The bard’s special Perform-based abilities are described in that class’s description.
Try Again: Yes. Retries are allowed, but they don’t negate previous failures, and an audience that has been unimpressed in the past is likely to be prejudiced against future performances. (Increase the DC by 2 for each previous failure.) You may try to redo a failed disguise, but once others know that a disguise was attempted, they’ll be more suspicious.
Magic that alters your form, such as alter self, disguise self, polymorph, or shapechange, grants you a +10 bonus on Disguise checks (see the individual spell descriptions). You must succeed on a Disguise check with a +10 bonus to duplicate the appearance of a specific individual using the veil spell. Divination magic that allows people to see through illusions (such as true seeing) does not penetrate a mundane disguise, but it can negate the magical component of a magically enhanced one.
You must make a Perform (disguise) check when you cast a simulacrum spell to determine how good the likeness is.
PERFORM: DANCE (CHA)
When you take your first rank in the skill, choose one of the categories below (e.g., string instruments); you have access to that entire category. For each additional rank, you may choose one specific example from a different category (e.g., harpsichord). Gaining two examples from any category gives you access to that entire category. At 9 ranks in the skill, you are proficient in all of the categores listed.

• Ballroom (tango, waltz, marengue, salsa, etc.)
• Ballet
• Eastern folk/traditional (punjabi folk dance, Chinese ribbon dancing, etc.)
• Western folk/traditional (jig, polka, square dancing, line dancing, flamenco, etc.)
• Modern (cheerleading, contemporary, disco, breakdancing, krump, etc.)

Once you have acquired proficiency in a category, if you are exposed to a specific example in that category that you are unfamiliar with, you are able to quickly and easily master the steps.
PERFORM: MUSIC (CHA)
When you take your first rank in the skill, choose one of the categories below (e.g., string instruments); you have access to that entire category. For each additional rank, you may choose one specific example from a different category (e.g., harpsichord). Gaining two examples from any category gives you access to that entire category. At 9 ranks in the skill, you are proficient in all of the categories listed.

• Keyboard instruments (harpsichord, piano, pipe organ)
• Percussion instruments (bells, chimes, drums, gong)
• String instruments (fiddle, harp, lute, mandolin)
• Wind instruments (flute, pan pipes, recorder, shawm, trumpet)
• Singing (ballad, chant, melody)

Countersong: You can use your musical abilities to disrupt magical attacks or abilities that rely on song. You must have a Perform area that involves music and, if necessary, an instrument. Any creature within 30 feet of you (including yourself) that is affected by a sonic or language-dependent magical attack may use your Perform check result in place of a saving throw if, after the saving throw is rolled, the Perform check result proves to be higher. Creatures within range of the countersong who are already under the effect of a noninstantaneous sonic or language-dependent magical attack gain another saving throw against the effect each round they hear the countersong, but they must use your Perform check result for the save. Countersong offers no benefit against effects that don’t allow saves. You may start a countersong as a standard action and keep it up for a number of rounds equal to your ranks in Perform.
You can also use countersong to ruin another person’s performance. In this case, make an opposed check. If your results are greater than or equal to your opponent’s, then the performance is disrupted (this can prevent or end a minstrel’s bardic inspiration effect).
Special: A masterwork musical instrument gives you a +2 circumstance bonus on Perform checks that involve its use.
PROFESSION (WIS)
You are trained in some profession not associated with an adventuring class. Examples other than sailing (described below) might include Accountancy, Administrator (you can function in a bureaucracy), Cooking (you are a chef), Farming (including various agricultural subspecialties), Mining (see separate entry below); Sailing (see separate entry below); Tailor (including sewing, weaving, and dying of textiles); etc.
PROFESSION: MINING (WIS)
From training and experience, you are at home underground. You can conduct mining assays for valuable mineral deposits, and are skilled in excavating, traversing, and shoring up mine tunnels.
Check: The DC and effect depend on the task.

Task Profession (mining) DC
Conduct mining assay 20
Detect stonework trap DC of trap
Determine slope 15
Identify abilities and weaknesses 10 + CR
Identify underground hazards 15 + CR
Identify mineral, rock, or metal 10
Intuit depth underground 20
Notice unsafe stonework 20
Penetrate hardness (or DR) 10 + hardness
Conduct Mining Assay: Given a week’s time, you can determine what types of mineral resources are likely available in a 4 square mile assay area, and the best locations to dig for them.
Detect Stonework Trap: You can substitute Profession (mining) checks for Perception checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. You can use the mining skill to find stonework traps as a rogue can.
If you merely come within 10 feet of unusual stonework, you can make a Perception check as if you were actively searching to notice that something is amiss, and then make a mining check to determine the nature of the feature that caused you to stop.
Identify Abilities and Weaknesses: With a successful check, you can also identify certain monsters associated with mines and the underdark, their abilities, weaknesses, and special powers. You can use this ability with aberrations, humanoids, and oozes. Success means that you learn one piece of information (usually its name and purported abilities). For every 5 points by which your check result exceeds the DC you learn another piece of information.
Intuit Depth: With a DC 10 Profession (mining) check, you can intuit depth, sensing your approximate depth underground. Successive successful checks allow you to determine the approximate slope of a passageway.
Notice Unsafe Stonework: This applies to unsafe ceilings, inadequate shorings, and the like. Noticing these features works as does detecting stonework traps, except that the default DC is 20.
Penetrate Hardness: If you study an inanimate stone object as a move action and succeed at a DC 10 Mining check, you ignore 1 point of hardness thereafter per point above 10 by which your roll succeeds (DC 18 to ignore the full hardness of 8).
When faced with a stone or earth creature that possesses damage reduction (e.g., a clay golem), you can make a Mining check as a move action, and thereafter penetrate the creature’s damage reduction as if your weapon were of the appropriate material. The DC for this check is equal to 10 + the creature’s damage reduction. For example, on a DC 20 Profession (mining) check, you would penetrate a stone golem’s damage reduction (10/admantine) as if you had an adamantine weapon.
Action: A mining assay requires 1 week per 4 square mile area. Actively searching for unusual or unsafe stonework, for stonework traps, or for weaknesses in a stone wall or creature is a move action.
Try Again: Yes.
PROFESSION: SAILING (WIS)
You are able to handle various watercraft, from small canoes to large sailing ships.

Task DC
Prepare for a voyage 15
Chart course 15
Follow course (in sight of coast) 8
Follow course (open sea) 17
Follow course (in swift current) 21
Weather storm:
Severe winds 20
Tropical storm 30
Hurricane 40
Recover course 25
Identify abilities and weaknesses 10 + CR
Avoid sinking (holed ship) 15 + 4 per hole after the first
Navigate unfamiliar reefs, etc. 30
Free ship 20

Prepare for a Voyage: With a successful check, you can secure a vessel and crew (if in a harbor city) at cost, and calculate and lade adequate supplies and cargo.
Follow Course: You can keep a ship generally on course; a check is made each day. Missing one piloting check doesn’t mean the expedition is lost, but it does increase the next day’s check to DC 10 (if in sight of the coast) or 19 (on the open sea). A second failed check increases the third day’s DC to 13 (22 if at sea). Three consecutive failures indicates that the ship is lost.
In a swift current, the base check is at DC 21 (DC 23 after one failed check; DC 27 after two days of failed checks). In general, three successful checks in a row steers clear of the current.
Weather Storm: A DC 20 Profession (sailing) check is required to maintain a course during a storm with severe winds; this check DC increases to 30 in a tropical storm, and 40 in an actual hurricane. Failure indicates the ship is blown off course. In addition, tropical storm conditions require a DC 15 check each hour to avoid washing or rolling 1d6 times. A wash or roll knocks overboard anything on deck that isn’t secured (DC 15 Acrobatics or Strength check to resist).
Recover Course: A lost ship requires a DC 25 Profession (sailing) check to regain its course; this costs a day of travel per day of being lost.
Identify Abilities and Weaknesses: With a successful check, you can identify marine creatures and hazards and possibly their abilities, weaknesses, and special powers. Success means that you learn one piece of information (usually the name and purported abilities). For every 5 points by which your check result exceeds the DC you learn another piece of information.
Avoid Sinking: If a section of your ship is holed, you can keep the ship afloat on a successful check. If this check fails, the ship sinks in 1d100 minues (1d6 minutes if 25% or more of its hull sections have been holed).
Free Ship: If you have run aground on a sandbar or reef, you can free the ship on a DC 20 check. The hull is likely to be holed in at least one place, but at least the ship is mobile.
Action: Preparing for a voyage takes a week. Checks to follow a charted course are made on a daily basis. Checks to identify marine creatures or hazards are a move action.
Try Again: Yes, within the limitations described above.
SLEIGHT OF HAND (DEX)
You are skilled at picking pockets. In addition, this skill lets you hide objects on your person, and ready objects and weapons (even concealed ones) more quickly than normal.
Check: The tasks that can be accomplished with this skill, and the checks and DCs for each, are described below.
Pick Pockets: You can use this skill to pick the pockets of an unaware creature. This is a DC 20 check, but the DC increases if the item is large or firmly attached (GM’s discretion). The target makes an opposed Perception check to notice your attempt. If the target succeeds, he notices the attempt, regardless of whether or not you succeed.
Hide Objects: Hiding an object on your person is a Sleight of Hand check opposed by a Perception check by those who are looking for the item (such as a guard watching out for weapons at a coronation). Hiding an object that is equal to or smaller than a short sword grants a +2 circumstance bonus on your check, whereas anything equal to or larger than a longsword imposes a –2 penalty on your check. A heavy cloak or other similar clothing grants a +2 circumstance bonus as well.
Quick Draw: With a successful DC 10 Sleight of Hand check, you can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon as a move action. A character skilled in Sleight of Hand may throw weapons at his full normal rate of attacks (much like a character with a bow).
Action: Hiding objects and picking pockets is a standard action. Quick draw times are discussed above. Making an Escape check to escape from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping from a net or an animate rope, command plants, control plants, or entangle spell is a full-round action. Escaping from a grapple or pin is a standard action. Squeezing through a tight space takes at least 1 minute, maybe longer, depending on how long the space is.
Try Again: You can retry checks made to hide objects and pick pockets. For escaping, you can make another check after a failed check if you’re squeezing your way through a tight space, making multiple checks. If the situation permits, you can make additional checks, or even take 20, as long as you’re not being actively opposed.
Untrained: You can try to hide objects or escape as a Dexterity check. Without this skill, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this skill, you can draw a hidden weapon as a standard action.
SPELLCRAFT (INT)
You have a working knowledge of magic and its various uses, and can identify spells as they are being cast or identify spell effects that are in place. You can also detect, bypass or disarm magical traps, and you can identify or even activate magic items that you would normally be unable to use. This skill also allows you to identify the powers and abilities of magical constructs.
Checks: Spellcraft is used whenever your knowledge and skill of the technical art of casting a spell comes into question. You can answer questions concerning magic, symbols, spells, and magic items with a successful check. The DC depends on the difficulty of the question: 10 for easy questions, 15 for basic questions, 20 for difficult questions, and 25+ for truly rare pieces of knowledge.
You can use this skill to activate a magic item. Spellcraft lets you use a magic item as if you had the spell ability or class features of another class, as if you were a different race, or as if you were of a different alignment. You make a check each time you activate a device such as a wand. If you are using the check to emulate an alignment or some other quality in an ongoing manner, you need to make the relevant check once per hour.
You must consciously choose which requirement to emulate. That is, you must know what you are trying to emulate when you make a Spellcraft check for that purpose.
The DCs for various tasks involving checks are summarized in the table below.

Task DC
Activate item or spell blindly 25
Detect a magical trap or latent spell 25 + spell level
Disarm a magical trap 25 + spell level
Emulate a class feature 20
Emulate an ability score See text
Emulate a race 25
Emulate an alignment 30
Learn arcane spell from a book/ scroll 10 + spell level
Identify auras while using detect magic 15 + spell level
Identify magic item properties 15 + item’s CL
Identify a spell as it is being cast 15 + spell level
Identify a spell effect that is in place 20 + spell level
Identify materials made by magic 20 + spell level
Identify a spell that just targeted you 25 + spell level
Identify construct abilities/weaknesses 10 + CR
Prepare spell from borrowed spellbook 15+ spell level
Use a scroll 20 + CL
Use a wand 20

Activate Blindly: Some spells or magic items are activated by special words, thoughts, or actions. You can activate such an item as if you were using the activation word, thought, or action, even when you’re not and even if you don’t know it. You do have to perform some equivalent activity in order to make the check. That is, you must speak, wave the item around, or otherwise attempt to get it to activate. You get a special +2 bonus on your check if you’ve activated the item in question at least once before. If you fail by 9 or less, you can’t activate the device. If you fail by 10 or more, you suffer a mishap. A mishap means that magical energy gets released but it doesn’t do what you wanted it to do. The default mishaps are that the item affects the wrong target or that uncontrolled magical energy is released, dealing 2d6 points of damage to you. This mishap is in addition to the chance for a mishap that you normally run when you cast a spell from a scroll that you could not otherwise cast yourself.
Detect/Disarm Magical Traps and Spells: For finding and disarming magical traps, the check is made secretly, so that you don’t necessarily know whether you’ve succeeded. The DC depends on how complex the spell is (DC 25 + spell level).
If the check succeeds, you detect the presence of a warding spell, or disable the magic. If it fails by 4 or less, you have failed but can try again. If you fail by 5 or more, something goes wrong. If the trap is an attack spell, you activate it. If you’re attempting some sort of sabotage, you think the magic is disabled, but it still works normally.
If you beat a warding spell’s DC by 10 or more, you can study a magic, figure out how it works, and bypass it (with your party) without disarming it.
Emulate an Ability Score: To cast a spell from a scroll, you need a high score in the appropriate ability (Intelligence for wizard spells, Wisdom for divine spells, or Charisma for sorcerer or bard spells). Your effective ability score (appropriate to the class you’re emulating when you try to cast the spell from the scroll) is your Use Magic Device check result minus 15. If you already have a high enough score in the appropriate ability, you don’t need to make this check.
Emulate an Alignment: Some magic items have positive or negative effects based on the user’s alignment. Use Magic Device lets you use these items as if you were of an alignment of your choice. You can emulate only one alignment at a time.
Emulate a Class Feature: Sometimes you need to use a class feature to activate a magic item. In this case, your effective level in the emulated class equals your Use Magic Device check result minus 20. This skill does not let you actually use the class feature of another class. It just lets you activate items as if you had that class feature. If the class whose feature you are emulating has an alignment requirement, you must meet it, either honestly or by emulating an appropriate alignment with a separate Use Magic Device check (see above).
Emulate a Race: Some magic items work only for members of certain races, or work better for members of those races. You can use such an item as if you were a race of your choice. You can emulate only one race at a time.
Identify Construct Weaknesses and Abilities: With a scuccessful check, you can also identify constructs, their abilities, weaknesses, and special powers. Success means that you learn one piece of information (usually its name and purported abilities). For every 5 points by which your check result exceeds the DC you learn another piece of information.
Identify Magic Item Proerties: This task requires the use of detect magic.
Use a Scroll: If you are casting a spell from a scroll, you have to decipher it first. Normally, to cast a spell from a scroll, you must have the scroll’s spell on your class spell list. Use Magic Device allows you to use a scroll as if you had a particular spell on your class spell list. The DC is equal to 20 + the caster level of the spell you are trying to cast from the scroll. In addition, casting a spell from a scroll requires a minimum score (10 + spell level) in the appropriate ability. If you don’t have a sufficient score in that ability, you must emulate the ability score with a separate Use Magic Device check (see above). This use of the skill also applies to other spell completion magic items.
Use a Wand: Normally, to use a wand, you must have the wand’s spell on your class spell list. This use of the skill allows you to use a wand as if you had a particular spell on your class spell list. This use of the skill also applies to other spell trigger magic items, such as staves.
Action: Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors. Learning a spell from a spellbook takes 1 hour per level of the spell (0-level spells take 30 minutes). Preparing a spell from a borrowed spellbook does not add any time to your spell preparation. Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object. The Use Magic Device check is made as part of the action (if any) required to activate the magic item.
Retry: You cannot retry checks made to identify a spell, monster, or item. If you fail to learn a spell from a spellbook or scroll, you must wait at least 1 week before you can try again. If you fail to prepare a spell from a borrowed spellbook, you cannot try again until the next day. For bypassing magic, you can retry if you have missed the check by 4 or less, though you must be aware that you have failed in order to try again. If you ever roll a natural 1 while attempting to activate a magic item and you fail, then you can’t try to activate that item again for 24 hours.
Special: You can take 10 when making a Disable Device check to disarm a magical trap. You can take 20 to bypass a warding spell, unless you are trying to prevent the tampering from being noticed. You cannot take 10 with use magic device checks. You can’t aid another on Use Magic Device checks. Only the user of the item may attempt such a check.
If you are a specialist wizard, you get a +2 bonus to identify, learn, and prepare spells from your chosen school. Similarly, you take a –5 penalty on similar checks made concerning spells from your opposed schools.
STEALTH (DEX)
You are skilled at avoiding detection, allowing you to slip past foes, strike from an unseen position, or tail someone without being spotted (or lose a tail).
Check: Your Stealth check is opposed by the Perception check of anyone who might notice you. You can move up to one-half your normal speed and use Stealth at no penalty. When moving at a speed greater than one-half but less than your normal speed, you take a –5 penalty. It’s impossible to use Stealth while attacking, running, or charging.
A creature larger or smaller than Medium takes a size bonus or penalty on Stealth checks depending on its size category: Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan –12, Colossal –16.
If people are observing you using any of their senses (but typically sight), you can’t use Stealth. Against most creatures, f inding cover or concealment allows you to use Stealth. If your observers are momentarily distracted (such as by a Bluff check), though, you can attempt to use Stealth. While the others turn their attention from you, you can attempt a Stealth check if you can get to an unobserved place of some kind. This check, however, is made at a –10 penalty because you have to move fast.
Sniping: If you’ve already successfully used Stealth at least 10 feet from your target, you can make one ranged attack, then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.
Creating a Diversion to Hide: You can use Bluff to allow you to use Stealth. A successful Bluff check can give you the momentary diversion you need to immeadiately attempt a Stealth check while people are aware of you.
Tailing: When tailing someone, your Stealth check is opposed to the tail’s Perception check to notice you; the target gets a –10 penalty to the check if he or she has no reason to suspect a tail and does not actively look for one. To lose a tail, the subject makes an opposed Stealth check. If the subject takes evasive maneuvers but is not actually aware of a tail, he or she declares a DC for his or her check; if this evasion check succeeds, any tail must succeed at the same Stealth DC to follow.
Concealing Scent: With a DC 20 Stealth check, you can conceal your scent. If successful, creatures cannot use the scent ability to track you (though they can still track you through standard means such as footprints). Creatures with scent can detect your presence by smell at half the normal distance, but cannot pinpoint your location with scent.
Action: Usually none. Normally, you make a Stealth check as part of movement, so it doesn’t take a separate action. However, using Stealth immediately after a ranged attack (see Sniping, above) is a move action.
Special: If you are invisible, you gain a +40 bonus on Stealth checks if you are immobile, or a +20 bonus on Stealth checks if you’re moving. Special senses such as blindsight and scent do not automatically defeat Stealth; rather, they apply a bonus to opposed Perception checks as follows:
Special Sense Bonus vs. Stealth
Blindsense/blindsight +15
Scent +5
Tremorsense +10
STREETWISE (CHA)
You know your way around towns and cities, are conversant with local customs and laws, and have an advantage over others when it comes to dealing with criminal elements. You can easily obtain directions, hail a taxi, find a hotel, get a decent meal, negotiate subways, etc. in strange cities. This skill is also used when attempting to gather information about persons or activities ranging from the Mayor to a Mafia boss; when attempting to recognize local people you come into contact with; and when attempting to locate or buy almost anything: legitimate but unusual items (an imported cuckoo clock from the Black Forest) or contraband ranging from drugs, through illegal arms, to child prostitutes or white slaves. Attempts to hire an assassin also fall under this heading.
Check: Basic city living skills, like how to use subway tokens or how to tell where not to park on street cleaning day, do not require a check. Streetwise has a number of more specialized uses described below, which do require checks.

Task DC
Identify accent or ethnicity 10
Know local laws, popular locations, etc. 10
Know common rumor or local tradition 15
Gather secret information 20
Identify/read graffiti and thieves’ marks 20
Identify local figure 20 or opposed Bluff check
Pass as native 20
Find Item See below
Urban tracking See below

Gather Information: You can use Streetwise to gather information about a specific topic or individual. To do this, you must spend at least 1d4 hours canvassing people at local taverns, markets, and gathering places. The DC of this check depends on the obscurity of the information sought, but for most commonly known facts or rumors, it is 10. For obscure or secret knowledge, the DC might increase to 20 or higher. The GM might rule that some topics are simply not known by the common folk.
Identify Marks: You can identify the common marks made by a thieves’ guild. Identifying the marks of a local thieves’ guild is a DC 20 Streetwise check, but this might be much higher if the guild is using specialized marks.
Identify Local Figures: You can use the Streetwise skill to identify underworld figures, police, and the like. Upon observing such a figure whom you do not know personally, roll a Streetwise skill at DC 20; if the person has the Bluff skill, roll an opposed check against his or her Bluff skill instead (this does not require an action on that person’s part, or on yours). If the person is in disguise (see Perform skill), you must first penetrate the disguise before you can attempt to identify the person.
Find Item: You can make a Streetwise check to track down an item that is normally too expensive to be purchased in the town or settlement where you are currently located. The DC of this check is 10 + (the item's gp cost minus the community's gp limit, divided by 1,000). If this check succeeds, you learn of a merchant who can supply the item to you. You must still purchase it as normal.
Pass as Native: On a DC 20 Streetwise check in an unfamiliar village, town, or city, you can get by without calling undue attention to yourself (unless you are of a race not seen in that locale, in which case a Perform (acting) check is needed). If actually questioned, you can use a Streetwise check (opposed to the questioner’s Buff skill check) to correctly answer questions regarding local geography and the like (“Hey, I’m from Philly, too! What high school did you say you went to?”). If you fail this check, you can still attempt to Bluff your way through the questioning, but the person questioning you receives a +4 bonus to his rolls to see through your bluff.
Urban Tracking: You can track down the location of missing persons or wanted individuals within communities. To find the trail of an individual or to follow it for 1 hour requires a Gather Information check. You must make another Gather Information check every hour of the search, as well as each time the trail becomes difficult to follow, such as when it moves to a different area of town. The DC of the check, and the number of checks required to track down your quarry, depends on the community size and the conditions:

Community Size DC Checks Required
Thorp, hamlet, or village 5 1d3
Small or large town 10 1d4+1
Small or large city 15 2d4
Metropolis 20 2d4+2

Conditions DC Modifier
Every three creatures in the group being sought -1
Every 24 hours party has been missing/sought +1
Tracked party "lies low" +5
Tracked party matches community's
primary racial demographic +2
Tracked party does not match community's primary or secondary racial demographic -2

If you fail a Streetwise check, you can retry after 1 hour of questioning. The referee should roll the number of checks required secretly, so that the player doesn't know exactly how long the task will require. You can cut the time between checks in half (to 30 minutes per check rather than 1 hour), but you take a -5 penalty on the check.
Action: Identifying marks and local figures does not require an action. Using Streetwise to gather information takes 1d4 hours of wandering the town, searching for rumors and informants.
Retry: You can retry Streetwise checks made to gather information.You cannot retry checks to identify marks or people, or know local landmarks/geography.
Untrained: A character without this feat can use Gather Information to find out information about a particular individual, but each check takes 1d4+1 hours and doesn't allow effective trailing.
SURVIVAL (WIS)
You are skilled at surviving in the wild and following the tracks left by others.
Check: You can keep yourself and others safe and fed in the wild. You can recognize the tracks of, and identify by sight, common creatures of the wilderness.

Task Survival DC
Get along in the wild 10
Resist weather 15
Avoid natural hazards 15
Predict weather 15
Follow tracks:
Very soft ground 5
Soft ground 10
Firm ground 15
Hard ground 20
Identify creature 10 + CR

Get Along in the Wild: On a successful check, you can move up to one-half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10.
Resist Weather: On a successful check, you gain a +2 bonus on all Fortitude saves against severe weather while moving up to one-half your overland speed, or gain a +4 bonus if you remain stationary. You may grant the same bonus to one other character for every 1 point by which your Survival check result exceeds 15.
Avoid Natural Hazards: On a successful check, you can keep from getting lost or avoid natural hazards such as quicksand.
Predict Weather: You can forecast the weather up to 24 hours in advance. For every 5 points by which your Survival check result exceeds 15, you can predict the weather for one additional day in advance.
Follow Tracks: To find tracks or to follow them for 1 mile requires a successful Survival check. You must make another Survival check every time the tracks become difficult to follow. If you are not trained in this skill, you can make untrained checks to find tracks, but you can follow them only if the DC for the task is 10 or lower.
Alternatively, you can use the Perception skill to find a footprint or similar sign of a creature’s passage using the same DCs, but you can’t use Perception to follow tracks, even if someone else has already found them.
You move at half your normal speed while following tracks (or at your normal speed with a –5 penalty on the check, or at up to twice your normal speed with a –20 penalty on the check). The DC depends on the surface and the prevailing conditions, as given on the table.
Very Soft Ground: Any surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of footprints.
Soft Ground: Any surface soft enough to yield to pressure, but firmer than wet mud or fresh snow, in which a creature leaves frequent but shallow footprints.
Firm Ground: Most normal outdoor surfaces (such as lawns, fields, woods, and the like) or exceptionally soft ordirty indoor surfaces (thick rugs and very dirty or dusty f loors). The creature might leave some traces (broken branches or tufts of hair), but it leaves only occasional or partial footprints.
Hard Ground: Any surface that doesn’t hold footprints at all, such as bare rock or an indoor f loor. Most streambeds fall into this category, since any footprints left behind are obscured or washed away. The creature leaves only traces (scuff marks or displaced pebbles).
Several modifiers may apply to the Survival check, as given on the table below.

Condition DC Modifier
Per 3 creatures in group being tracked –1
Size of creature(s) being tracked:
Fine +8
Diminutive +4
Tiny +2
Small +1
Medium +0
Large –1
Huge –2
Gargantuan –4
Colossal –8
Per 24 hours since the trail was made +1
Per hour of rain since the trail was made +1
Fresh snow cover since the trail was made +10
Poor visibility:
Overcast or moonless night +6
Moonlight +3
Fog or precipitation +3
Tracked party hides trail (while moving at half speed) +5

For a group of mixed sizes, apply only the modifier for the largest size category. Apply only one (the largest) modifier from the visibility category.
A check at the same DC for following tracks allows you to identify the type of creature (animal, giant, etc.) making them. If you succeed by 5 or more, you know the specific type of creature (e.g., ogres), and if you succeed by 10 or more you know how many of them there are. If you succeed by 20 or more, you are also able to determine how long ago the tracks were made, and additional information as determined by the GM (e.g., “three hill giants, probably Veng clan judging from the footwear, passed by here two days ago, and one of them is injured.”)
Identify Creature: Identifying creatures by sight by a Survival check has a DC of 10 + the creature’s CR. Success means that you learn one piece of information (usually its name and purported abilities). For every 5 points by which your check result exceeds the DC you learn another piece of information. This ability works with animals, fey, giants, magical beasts, and plants.
Action: Varies. A single Survival check may represent activity over the course of hours or a full day. A Survival check made to find or interpret tracks is at least a full-round action, and it may take even longer. Identifying creatures by sight does not require an action.
Try Again: Varies. For getting along in the wild or for gaining the Fortitude save bonus noted in the table above, you make a Survival check once every 24 hours. The result of that check applies until the next check is made. To avoid getting lost or avoid natural hazards, you make a Survival check whenever the situation calls for one. Retries to avoid getting lost in a specific situation or to avoid a specific natural hazard are not allowed. For finding tracks, you can retry a failed check after 1 hour (outdoors) or 10 minutes (indoors) of searching.
Special: If you are trained in Survival, you can automatically determine where true north lies in relation to yourself. A ranger gains a bonus on Survival checks when using this skill to find or follow the tracks of a favored enemy.
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TOZ
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FEATS

ABILITY FOCUS
Benefit: Choose one exceptional, spell-like, or supernatural ability you possess, whether through a feat or class or racial feature. Add +2 to the DC for all saving throws against that ability.
Special: You can gain this feat multiple times. Its effects do not stack. Each time, choose a different ability.

ALTITUDE AFFINITY
You have hardened your body to the grueling rigors of surviving at altitudes where the thin air is not conducive to normal life.
Prerequisites: Constitution 19, Endurance 1 rank.
Benefit: You are unaffected by altitude fatigue, altitude sickness, lack of oxygen, or any of their accompanying complications while at high altitudes, including the death zone above 26,000 feet. In addition, you gain a +4 bonus on all Survival checks made at high altitudes (above 5,000 feet).
Normal: Only creatures with the air or incorporeal subtypes, aberrations, constructs, dragons, oozes, outsiders, plants, or undead, as well as creatures that do not breathe, are immune to the harmful effects of high altitudes.
Source: Pathfinder Campaign Setting.

ARCANE DEFENSE
Benefit: Choose one school of magic. You gain a +3 bonus to all saving throws against spells and effects of that school.
Special: You may take this feat multiple times; each time, you may choose to select a new school, or to increase the bonus against an existing school by +3.
Elves and half-elves begin play with Arcane Defense (Enchantment) as a bonus feat. Gnomes have Arcane Defense (Illusion) as a bonus feat.
Source: Complete Arcane.

BOON COMPANION
Your bond with your animal companion or familiar is unusually close.
Prerequisites: Animal companion or familiar.
Benefit: The abilities of your animal companion or familiar are calculated as though your class were four levels higher, to a maximum effective druid level equal to your character level. If you have more than one animal companion or familiar, choose one to receive this benefit. If you lose or dismiss an animal companion or familiar, you may apply this feat to the replacement creature.
Special: You may select this feat more than once. The effects do not stack. Each time you take the feat, it applies to a different animal companion or familiar.
Source: Seekers of Secrets (Paizo Publishing).

CAREFUL SPEAKER
You are hyperaware of attempts to watch you.
Prerequisite: Wisdom 13.
Benefit: You are automatically aware of scrying attempts targeting you and you gain a +2 bonus on Perception checks made to locate a scrying sensor (if any) or to notice someone watching you. In addition, you gain a +2 bonus on Will saves made to resist spells and effects from the school of divination. Finally, the DC to intimidate or demoralize you increases by 2.
Source: Pathfinder Campaign Setting.

CHAOTIC MIND
The turbulence of your thoughts prevents others from gaining insight into your actions.
Prerequisites: Cha 15.
Benefit: Creatures and characters who have an insight bonus on their attack rolls, an insight bonus to their Armor Class, or an insight bonus on skill checks or ability checks do not gain those bonuses against you.
Special: You cannot take or use this feat if you have the ability to use psionic powers (if you have a power point reserve or psi-like abilities).
Source: 3.5 edition System Reference Document, “Psionic Feats.”

COMMANDING PRESENCE
Prerequisites: Charisma 13+, Leadership.
Benefit: NPC allies within sight and hearing of you automatically obey your orders. If they wish to disobey, they must first succeed at a Will save (DC 10 + half your character level + your Charisma modifier).
Special: If your orders run counter to those of another character with this feat, you and the other commander make opposed Charisma checks to see whose orders are first carried out.
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

COUNTRY BORN
You come from a rural region, where you were raised in an environment of rustic tradition, honest work, and common sense.
Prerequisites: 1st level character, from a rural region.
Benefit: A childhood of farm work, apprentice-ship, or similar toil has granted you reserves of endurance. Once per day, when an effect would normally leave you fatigued or exhausted, you may ignore the fatigue or exhaustion effect. This ability activates the first time you are affected by fatigue or exhaustion in a day — you cannot “save” it to apply it to a specific effect. Your traditional upbringing has sharpened your willpower as well, granting a +1 bonus on Will saves.
Source: Rise of the Runelords Player's Guide.

FEY FOUNDLING
You were found in the wilds bearing a mark of the fey.
Benefit: Your time among the fey grants you DR 1/cold iron and a +2 bonus on wild empathy checks. Cold iron weapons deal +1 point of damage to you.
Special: You may only gain this feat at 1st level.
Source: Pathfinder Chronicles Campaign Setting.

FEY LEGACY (HERITAGE)
The magical powers of your ancestors manifest in you.
Prerequisites: Arcane Defense (enchantment), character level 9th.
Benefit: You gain the following spell-like abilities, each usable once per day: confusion, dimension door, and summon nature's ally V. Your caster level equals your character level.
Source: Complete Mage.

FEY PRESENCE (HERITAGE)
You share your ancestors' knack for playing tricks on the minds of others.
Prerequisites: Arcane Defense (enchantment), character level 6th.
Benefit: You gain the following spell-like abilities, each usable once per day: charm monster, deep slumber, and disguise self. Your caster level equals your character level.
Source: Complete Mage.

FEY SKIN (HERITAGE)
Your fey heritage guards you against all weapons except those crafted from cold iron.
Prerequisites: Arcane Defense (enchantment).
Benefit: You gain damage reduction (overcome by cold iron) equal to 1 + the number of Fey heritage feats you have. For example, if you have Fey Skin and Fey Presence, you would have damage reduction 3/cold iron. This value stacks with any similar damage reduction you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.
Source: Complete Mage.

FIENDISH LEGACY (HERITAGE)
The magical powers of your ancestors manifest in you.
Prerequisites: Character level 9th.
Benefit: You gain the following spell-like abilities, each usable once per day: teleport (self plus 50 pounds of objects only), summon monster V (fiendish creatures only), and unholy blight. Your caster level equals your character level.
Source: Complete Mage.

FIENDISH PRESENCE (HERITAGE)
You share your ancestors' ability to tamper with the minds of weak-minded fools.
Prerequisites: Character level 6th.
Benefit: You gain the following spell-like abilities, each usable once per day: cause fear, detect thoughts, and suggestion. Your caster level equals your character level.

FIENDISH RESISTANCE (HERITAGE)
Your bloodline inures you against corrosion and fire.
Benefit: You gain resistance to acid and fire equal to three times the number of fiendish heritage feats you have (including such feats that you take after gaining this one). These values stack with any resistance to acid or fire you might have from your type, subtype, race, or class, but not from other sources, such as spells or magic items.
Source: Complete Mage.

FLEET
You are faster than most.
Benefit: Your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Special: You can take this feat multiple times. Its effects stack.

GREAT FORTITUDE
You are more resistant to poisons, diseases, and other deadly maladies.
Benefit: You get a +2 bonus on all Fortitude saving throws; this bonus increases to +3 if you are 9th level or higher.
Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

IGNORE CONDITION (COMBAT)
Benefit: Once per day, you can ignore one debilitating condition (shaken, sickened, paralyzed, etc.) for a maximum of 1 round per character level you possess. Once this time lapses, the condition returns, with its full remaining duration (for example, if a character paralyzed for 10 rounds ignores that condition for six rounds, he or she is paralyzed from the 7th through the 16th rounds).
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

IGNORE CONDITION, IMPROVED (COMBAT)
Prerequisite: Ignore Condition.
Benefit: Once per day, you can ignore all debilitating conditions affecting you (shaken, sickened, paralyzed, etc.) for a maximum of 1 round per character level you possess. Once this time lapses, the conditions return with their full remaining durations.
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

IMPROVED NATURAL ARMOR
Prerequisites: Natural armor, Con 13.
Benefit: Your natural armor bonus increases by +1.
Special: You can gain this feat multiple times. Each time, your natural armor bonus increases by another point.

INTIMIDATING PROWESS (COMBAT)
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Intimidate checks in addition to your Charisma modifier. If your Charisma modifier is –1 or worse, you may use your Strength modifier in place of your Charisma modifier.

IRON WILL
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws; this bonus increases to +3 if you are 9th level or higher.
Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

LEADERSHIP
You attract followers to your cause and a companion to join you on your adventures. This feat has been revised to allow much greater flexibility in terms of selecting numbers and types of followers.
Prerequisites: Character level 6th.
Benefits: Having this feat enables you to attract loyal companions and devoted followers, subordinates who assist you. You gain a Leadership score equal to your character level plus your Charisma modifier. Unaffiliated allies looking for leadership will naturally follow the orders of the person with the highest leadership score, in preference to other characters.
Followers: The number of followers you may attract is determined by the sum of all followers’ individual CR scores, as determined by the following formula (this total is your leadership potential):

Leadership Potential = (Leadership Score - 5) 2
2

For example, a 9th level character with a Charisma of 15 would have a leadership score of 12, and a leadership potential of 10. He could attract up to 30 first-level experts or warriors (CR 1/3 each x 30 = 10), or up to 20 first-level fighters (CR ½ each x 10 = 10), or a kennel of 5 riding dogs (CR 1 each) each with a 2nd level ranger handler (CR 1 each), etc. You may attract followers of any number and CR up to your leadership potential within the following limits:
Maximum CR: There are three types of followers you may maintain: cohorts (aides or close companions); retainers (servants or men-at-arms dedicated to your service); and hirelings (contractors with no particular loyalty to you beyond being paid). You may have up to one cohort of a maximum CR equal to your character level –1. If you still have leadership potential remaining, the maximum CR for additional retainers is equal to your character level –3. Hirelings do not count against your leadership potential.
Unusual Followers: In general, attracting followers of different races from one’s own should require some skill prerequisite. For example, attracting animal followers might require a number of ranks in Handle Animal or Wild Empathy equal to the highest CR animal. Attracting fey or magical beasts might require a number of ranks in Survival equal to the highest such CR.
As you gain experience, you can “level up” or advance your followers as you see fit, as long as their final CRs conform to the above restrictions.
Special: A fighter with the Leadership feat adds half his fighter level as a competence bonus to his Leadership score.

LIGHTNING REFLEXES
You have faster than normal reflexes.
Benefit: You get a +2 bonus on all Reflex saving throws; this bonus increases to +3 if you are 9th level or higher.
Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.

MIND OVER BODY
Your ability damage heals more rapidly.
Prerequisites: Con 13.
Benefit: You heal ability damage more quickly than normal. You heal a number of ability points per day equal to 1 + your Constitution bonus.
Normal: You heal ability damage at a rate of 1 point per day.
Source: 3.5 edition System Reference Document, “Psionic Feats.”

NIGHT STALKER
Prerequisites: Skill Synergy (Stealthy), darkvision, Large or larger.
Benefit: While you are in areas of shadowy illumination or natural darkness, you ignore all size penalties to Stealth checks.
Source: Classic Monsters Revisited.

OATH
Benefit: You can swear an oath to accomplish a specific task. Whenever you accomplish the task, you receive a small bonus. You do not have to complete the task by yourself, but you must contribute to the completion of the task to receive the bonus.
Whenever you complete an oath, you can swear another or you can keep the existing oath, if it is still applicable. You can abandon an oath, but cannot then swear a new oath to replace the abandoned oath for at least 24 hours. Some oaths require you to keep the oath to maintain the bonus and must be abandoned to select a different oath.
The following oaths are among the most common sworn by cavaliers. A character might swear other oaths that grant different bonuses, subject to the referee’s approval.
Oath of Chastity: You swear to avoid temptation. You must avoid all physical contact with members of a gender you are attracted to for 24 hours to complete this oath. Upon completion, you receive a +1 morale bonus on saving throws against enchantment (charm) spells and effects as long as you keeps this oath and continue to avoid contact. This bonus increases by +1 for every five character levels you possess.
Oath of Greed: You vow to garner as much wealth as possible. Whenever you gain possession of an item worth at least 1,000 gp per character level you possess, you receive a +1 morale bonus on Appraise and Bluff skill checks for 24 hours. You lose this bonus if you willing give away wealth or an object of value without receiving proper compensation. This bonus increases by +1 for every five character levels you possess.
Oath of Justice: You swear to bring a specific individual or creature to justice, be it through capturing individual or slaying him. Upon completing this oath, you receive a +1 morale bonus on saving throws for 1 day. This bonus increases by +1 for every 5 HD of the creature brought to justice.
Oath of Loyalty: You swear to remain loyal to your allies and friends. When you make this oath, you selects any number of allies that are within your line of sight. Whenever one of these allies calls for help and you respond with an Aid Another action, you receive a +1 morale bonus on saving throws against enchantment (compulsion) spells and effects for 1 day, as long as you keep this oath and remain faithful to your allies. This bonus increases by +1 for every five character levels you possess.
Oath of Protection: You vow to protect one individual and keep him from harm. When you make this oath, you nominate one creature. If that creature does not take any damage from melee or ranged attacks, lethal or nonlethal, for 24 hours, you receive a +1 morale bonus to his AC whenever you are adjacent to the target of this oath. This bonus lasts as long as you keep this oath and the target is protected from harm. This bonus increases by +1 for every five character levels you possess.
Oath of Purity: You swear to remain pure in both body and soul. You must remain free of alcohol, curses, diseases, drugs, and poisons for 24 hours to complete this oath (failing a saving throw against any one of these effects causes the duration to reset). Upon completion, you receive a +1 morale bonus on saving throws against curses, diseases, and poisons as long as you keep this oath and remains free from the listed impurities. This bonus increases by +1 for every five character levels you possess.
Oath of Vengeance: You swear to slay all creatures of a specific kind, such as goblins, mummies, or bone devils. Whenever you kill a creature of the selected type, you receive a +1 morale bonus on attack rolls made against the specific kind of creature for 1 hour. This bonus increases by +1 for every 5 HD of the creature slain. You can swear this oath more than once, if you have the Multiple Oaths feat.
Special: For every four character levels you possess beyond the 1st, you can swear an additional oath.
Source: This feat supersedes the Cavalier class feature of the same name, from the Advanced Player’s Guide playtest.

OPEN MINDED
You are naturally able to reroute your memory, mind, and skill expertise.
Benefit: You immediately gain an extra 5 skill points. You spend these skill points as normal. You cannot exceed the normal maximum ranks for your level in any skill.
Special: You can gain this feat multiple times. Each time, you immediately gain another 5 skill points.
Source: 3.5 System Reference Document, “Psionic Feats.”

PACKRAT
Prerequisites: Appraise 1 rank.
Benefit: You may carry up to 10 gp per character level worth of items without recording their exact nature. Instead, you can simply assume you have any needed item as long as it’s portable and within the cost limit remaining to you. Once your “floating inventory” is depleted, it takes you 8 hours of shopping in a town and 10 gp per level to replenish your stash.
Special: You must specify a maximum encumbrance before selecting specific items; if an item would cause you to exceed this load, it is not available to you at that time.
Source: Dragon magazine, issue 354.

POWER OVER SHADOW
You are descended from a Prince of Amber or a Lord of Chaos, and have a knack for finding your away between the interstices of various worlds.
Prerequisite: Knowledge (the Planes) 1 rank.
Benefit: When within 30 ft. of a planar boundary or gate, you are permitted a DC 10 Perception check to notice it. More importantly, you can gain ranks in the Shadow Walking skill, described below.

&#9827; SHADOW WALKING (SKILL)
Cha; trained only; no armor check penalty. You can use your Power over Shadow to accomplish the following tasks:

Task Check DC
Moving to very familiar inner plane 10
Moving to plane visited briefly 15
Moving to unfamiliar or distant plane 20
Moving into Amber or out of the Courts of Chaos 10
Moving into Shadow from Amber 30
Slightly change probabilities in surroundings 10 + 1 per 5% alteration
Blatantly alter clothing, cash, etc. to local equivalents 15
“Find” common item or creature 10
“Find” uncommon item/creature 15
“Find” rare item/creature 25
“Find” very rare or unique item or creature 30
Spontaneously alter spells to fit magic rules of other plane 10 + spell level
Allow use of magical or technological item on other plane 25

PRACTICED SPELLCASTER
Choose a spellcasting class that you possess. Your spells cast from that class are more powerful.
Prerequisite: Spellcraft 4 ranks.
Benefit: Your caster level for the chosen spellcasting class increases by +4. This can't increase your caster level beyond your HD. However, even if you can't benefit from the full bonus immediately, if you later gain noncaster-level HD you may be able to apply the rest of the bonus.
For example, a human 5th level cleric/3rd level fighter who selects this feat would increase his cleric caster level from 5th to 8th (since he has 8 HD). If he later gained a fighter level, he would gain the remainder of the bonus and his cleric caster level would become 9th (since he now has 9 HD).
A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat's effect.
This does not affect your spells per day or spells known, it only increases your caster level, which would help you cast defensively, penetrate SR, and increase the duration and other effects of your spells.
Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th level cleric/5th level wizard who had selected this feat twice would cast cleric spells as an 8th level caster and wizard spells as a 9th level caster.
A wizard may select this feat as one of his or her wizard bonus feats.
Source: Complete Arcane.

RAPID METABOLISM
Your wounds heal rapidly.
Prerequisites: Con 13.
Benefit: You naturally heal a number of hit points per day equal to the standard healing rate + double your Constitution bonus. You heal even if you do not rest. This healing replaces your normal natural healing. If you are tended successfully by someone with the Heal skill, you instead regain double the normal number of hit points + double your Constitution bonus.
Source: 3.5 System Reference Document, “Psionic Feats.”

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

SKILL FOCUS
Choose a skill. You are particularly adept at that skill.
Benefit: You get a +3 bonus on all checks involving that skill. If you have 10 or more ranks in the chosen skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.

SKILL SYNERGY
Benefit: Choose two related skills. You get a +2 bonus on all checks made using those skills. If you have 10 or more ranks in one or both of those skills, the bonus for that skill (or skills) increases to +4.
Examples of skill synergy feats (and the associated skills) include the following:
• Acrobatic (Acrobatics, Fly)
• Agile (Acrobatics, Escape Artist)
• Catlike Reflexes (Acrobatics, Stealth)
• City Slicker (Stealth, Streetwise)
• Cosmopolitan (Diplomacy, Streetwise)
• Courtesan (Diplomacy, Perform)
• Alertness (Appraise, Perception)
• Deceitful (Bluff, Perform: Acting)
• Deft Hands (Disable Device, Sleight of Hand)
• Diligent (Appraise, Linguistics)
• Mountaineer (Athletics, Survival)
• Ninja (Athletics, Stealth)
• Outdoorsman (Handle Animal, Survival)
• Persuasive (Bluff, Diplomacy)
• Physical Prowess (Acrobatics, Athletics)
• Self-Sufficient (Heal, Survival)
• Stealthy (Escape Artist, Stealth)
• Trapfinder (Disable Device, Spellcraft)
Special: The number of feats you may gain that provide bonuses to a particular skill might be limited by the referee. For example, a player wishing his character to take Skill Focus (Acrobatics) and Skill Synergy (Acrobatic, Agile, Physical Prowess) would need referee approval.

SKILLED
Prerequisite: Character level 1st.
Benefit: Pick an attribute (Str, Dex, etc). You get a +1 bonus on all skills tied to that ability.
Source: This feat supersedes the Hermean Blood feat, from the Pathfinder Campaign Setting.

SOW TERROR
Prerequisites: Skill Synergy (Stealthy).
Benefit: Anytime you win an opposed Stealth check by 5 or more you can choose to sow terror as a standard action. You do so by scraping your nails slightly on a solid surface, causing a board to creak ever so lightly, or rapping on a window pane. The victim cannot detect the source of the sound and dismisses it as the wind or some other mundane source, but the idea that something might be lurking nearby festers in the victim’s subconscious. The victim must roll a Will save (DC 10 + half your Hit Dice + your Charisma modifier) or become shaken for 1d4 rounds.
Source: Classic Monsters Revisited.

STORM-LASHED
Standing watch on deck in gales and storms has hardened your body to the elements.
Prerequisites: Profession (sailor) 1 rank.
Benefit: You can ignore many of the effects of severe weather.
• Rain: Your visibility is only reduced by one-quarter and you only take a –2 penalty on Perception checks.
• Fog: You can ignore the concealment granted to creatures by fog (but you are still limited to 5 feet of visibility).
• Winds: You are treated as one size category larger for the purpose of ignoring wind effects. You take half the normal penalty on Perception checks.
In addition, you gain a +2 bonus on all Constitution checks and Survival checks made to resist the effects of severe weather of any kind. If aboard a boat or ship, this bonus increases to +4.
Source: Pathfinder Campaign Setting.

SUREFOOTED
You can easily move over and through obstacles.
Prerequisite: Dex 15.
Benefit: Whenever you move, you may ignore up to 5 feet of difficult terrain each round. This feat allows you to take a 5-foot step into difficult terrain. For every 3 ranks in Acrobatics you possess, add another 5 feet to the effects of this feat. For example, if you have 9 ranks in Acrobatics, whenever you move, you may ignore up to 20 feet of difficult terrain each round.
Special: If your base attack bonus is at least +7, and you have the Dodge feat, you can charge through twice your normal distance worth of difficult terrain. This supersedes the duelist’s Acrobatic Charge prestige class feature, and also the Swashbuckler (Complete Warrior) class features of the same name.

TOUGHNESS
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess or gain, you gain an additional +1 hit point.

VEILED VILENESS (BLOODLINE)
Your human blood shows itself dominant.
Prerequisite: Half-Orc, 1st level character.
Benefit: You appear outwardly human, with no obvious signs of your orcish heritage (no disguise check needed). Your subtly menacing presence and strength grant a +1 bonus on Bluff checks and Will saves.
Source: Pathfinder Campaign Setting.

ARCANE FEATS
Note regarding action points and metamagic feats: You can use action points to spontaneously apply any metamagic feat you know without increasing the casting time and without increasing the spell level. For each level by which the spell level would normally be increased, this costs 1 action point.

ALACRITOUS COGITATION (ARCANE)
You can leave a prepared spell slot open to spontaneously cast a spell.
Prerequisite: Must prepare arcane spells.
Benefit: If you leave an arcane spell slot open when preparing spells, you can use that open slot to cast any arcane spell you know of the same level or lower. Casting the spell requires a full-round action. You can use this feat only once per day, regardless of the number of slots you leave open.
Source: Complete Mage.

AQUATIC BREATH (RESERVE)
Your reservoir of magic allows you to breathe normally even underwater.
Prerequisite: Ability to cast 3rd level water spells.
Benefit: As long as you have a water spell of 3rd level or higher available to cast, you can breathe normally in both air and water. This supernatural quality requires no activation.
Source: Complete Mage.

ARCANE ARMOR TRAINING (COMBAT)
You have learned how to cast spells while wearing armor.
Prerequisites: Armor Proficiency (Light), caster level 3rd.
Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast.
Special: This feat does not apply to armor and shields separately. If you wear armor and carry a shield, first total the arcane spell failure chance, then apply the effects of this feat.

ARCANE ARMOR TRAINING, GREATER (COMBAT)
You have mastered the ability to cast spells while wearing armor.
Prerequisites: Arcane Armor Training, Improved Arcane Armor Training, Armor Proficiency (Heavy), caster level 10th.
Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 30% for any spells you cast. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training and Improved Arcane Armor Training.
Special: This feat does not apply to armor and shields separately. If you wear armor and carry a shield, first total the arcane spell failure chance, then apply the effects of this feat.

ARCANE ARMOR TRAINING, IMPROVED (COMBAT)
You have mastered the ability to cast spells while wearing armor.
Prerequisites: Arcane Armor Training, Armor Proficiency (Medium), caster level 7th.
Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.
Special: This feat does not apply to armor and shields separately. If you wear armor and carry a shield, first total the arcane spell failure chance, then apply the effects of this feat.

ARCANE PREPARATION (ARCANE)
You can prepare an arcane spell ahead of time, just as a wizard does.
Prerequisite: Ability to cast arcane spells without preparation.
Benefit: Each day, you can use one or more of your spell slots to prepare spells you know, usually for the purpose of applying a metamagic feat to the spell-but without an increase in its casting time. Preparing a spell uses a spell slot of the appropriate level, and once prepared, that slot can't be used for anything else until the prepared spell is cast.
Normal: Spellcasters who cast arcane spells without preparation (such as sorcerers and bards) who apply a metamagic feat to a spell must cast it as a full-round action instead of a standard action.
Sources: Complete Arcane.

ARCANE REABSORPTION (ARCANE)
Benefit: Whenever you cast a targeted spell that fails to penetrate the target’s spell resistance (and has no effect at all) or is successfully counterspelled, you can immediately attempt to reabsorb the arcane energies as an immediate action. By making a spellcraft check (DC 20 + 3 x the level of the spell), you regain the spell (or slot) as if it were never cast.
You take 1 point of damage per spell level you attempt to reabsorb. This damage is internal and bypasses DR and resistances.
Source: Dragon magazine #348.

ARCANE STRIKE (COMBAT, RESERVE)
You draw upon your arcane power to enhance your weapons.
Prerequisites: Ability to cast arcane spells.
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage per level of the highest-level spell or spell slot you have available and uncast, and are treated as magic for the purpose of overcoming damage reduction.

BLADE OF FORCE (RESERVE)
You can surround a weapon with a short-lived aura of force.
Prerequisite: Ability to cast 3rd level spells.
Benefit: As long as you have a 3rd level or higher [force] spell available to cast, you can surround a melee weapon or a single piece of ammunition with a thin field of force. Activating this ability is a swift action; you must touch the weapon to be affected as part of the action.
The next attack made with that weapon, if taken before the end of your next turn, deals an extra 1 point of damage per level of the highest-level force spell you have available to cast. Furthermore, that weapon deals full damage against incorporeal creatures.
Source: Complete Mage.

BLISTERING SPELL (METAMAGIC)
Your fire spells sear the flesh from your enemies' bones, leaving them wracked with pain.
Benefit: This metamagic feat can be applied only to a spell that has the [fire] descriptor. A blistering spell deals an extra 1d6 points of fire damage per level of the spell. In addition to the spell's normal effect, any creature that fails its save against a blistering spell takes a –2 penalty on attack rolls and checks until the beginning of your next turn.
A blistering spell uses up a spell slot one level higher than the spell's actual level.
Source: Players Handbook II.

BREAK WARDS
Benefit: You gain a +4 bonus to caster level checks to dispel abjuration spells and magical traps. This bonus also applies to caster power checks to counterspell abjuration spells (see “Variations in the Core Rule Mechanics” for details).
Source: This feat supersedes the Initiate of the Sevenfold Veil’s ”unanswerable strike” prestige class feature, from Complete Arcane.

CHANNEL SPELL (METAMAGIC)
Prerequisites: Base attack +1, able to cast 1st level spells.
Benefit: A channeled spell can be discharged through a weapon. The attack and the casting of the channeled spell together constitute a full attack action. The channeled spell affects the next target you successfully hit with that weapon (saving throws and SR apply normally). Even if the spell effect is normally an area or a ray, it affects only the creature hit. This discharges the spell from the weapon. If the attack misses, you may Hold the Charge as normal for a touch spell.
A channeled spell takes up a slot 1 level higher than the target spell.
Source: This feat supersedes the Spellsword prestige class feature of the same name, from Complete Warrior, and the Duskblade class feature of the same name, from the Player’s Handbook II. It also takes the place of the Smiting Spell feat from the Player’s Handbook II.

CLAP OF THUNDER (RESERVE)
You can deliver a thunderous roar with a touch.
Prerequisite: Ability to cast 3rd level spells.
Benefit: As long as you have a sonic spell of 3rd level or higher available to cast, you can deliver a melee touch attack as a standard action that does not provoke an attack of opportunity. This attack deals ld6 points of sonic damage per level of the highest-level sonic spell you have available to cast. Additionally, the subject must succeed on a Fortitude save or be deafened for 1 round.
Special: The clap of thunder is a 3rd level spell-like ability, for purposes of the Quicken and/or Empower Spell-Like Ability feats.
Source: Complete Mage.

COMBAT CASTING
You are skilled at casting spells when threatened or distracted.
Benefit: You get a +4 bonus on Concentration checks made to cast a spell or use a spell-like ability while casting on the defensive or while grappled. This bonus stacks with any effective caster level increase from the Practiced Spellcaster feat (q.v.), if applicable.

COUNTERSPELL, IMPROVED
You are skilled at countering the spells of others using similar spells.
Prerequisite: Spellcraft 1 rank.
Benefit: You gain a +4 bonus to all counterspelling attempts. If you use a spell of the same school that is one or more spell levels higher than the target spell, your success is automatic, as if you had counterspelled using the target spell.
Normal: Without this feat, you must roll an opposed caster power check to counter a spell being cast.

DAUNTING VISAGE (RESERVE)
Prerequisite: Spellcaster level 1st.
Benefit: As a free action, arcane power surges through you, causing you to seemingly grow taller and more menacing. You gain a bonus to your next Bluff check to intimidate equal to the level of the highest-level unused spell or spell slot you have available to cast.
Source: This feat emulates the Arcanist aspect of power of the same name, from Mike Mearls’ Iron Heroes (Fiery Dragon Productions).

EMPOWER SPELL (METAMAGIC)
You can increase the power of your spells, causing them to deal more damage.
Benefit: All variable, numeric effects of an empowered spell are increased by one-half, so an Empowered fireball from a 10th level caster deals 10d6 x 1.5 damage. Range, duration, and other level- dependent parameters are not increased, but level-based bonuses to dice-driven effects are. For example, an Empowered cure light wounds from a 5th level caster heals (1d8+5) x 1.5 damage, not (1d8 x 1.5) x 5.
Saving throws and opposed rolls are not affected, nor are spells without random variables.
An empowered spell uses up a spell slot two levels higher than the spell’s actual level.

EMPOWER SPELL-LIKE ABILITY
One of your spell-like abilities is particularly potent.
Prerequisite: Spell-like ability at caster level 6th or higher.
Benefit: Choose one your spell-like abilities, subject to the restrictions below. You can use that ability as an empowered spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day). When you use an empowered spell-like ability, all variable, numeric effects of the spell-like ability are increased by half (+50%), as per the Empower Spell feat. Saving throws and opposed rolls are not affected. Spell-like abilities without random variables are not affected.
The maximum level of the spell-like ability is limited by your caster level; see the Quicken Spell-Like Ability feat for specifics. Details regarding the effective spell level of spell-like abilities without a designated spell level are described in the entry for that feat.
Special: This feat can be taken multiple times. Each time, apply it to a different spell-like ability.

ENLARGE SPELL (METAMAGIC)
You can increase the range of your spells.
Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell’s actual level.
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.
Source: Pathfinder Beta Playtest.

ESCHEW MATERIALS
You can cast spells without material components.
Benefit: You can cast any spell that has a material component costing 1 gp or less without needing that component.
The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, just as normal.

EXTEND SPELL (METAMAGIC)
You can make your spells last twice as long.
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell’s actual level.

FAMILIAR, IMPROVED (ARCANE)
This feat allows you to acquire a new familiar from a nonstandard list, but only when you could normally acquire a new familiar.
Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).
Benefit: When choosing a familiar, the creatures listed below are also available to you. You may choose a familiar with an alignment up to one step away on each of the alignment axis (lawful through chaotic, good through evil).

Familiar Caster Level Notes
Badger or dog 3rd
Celestial hawk 3rd 1
Dire rat 3rd
Viper, Medium 3rd
Viper, Tiny fiendish 3rd 2
Elemental, Small 5th
Stirge 5th
Formian worker 7th
Grig (without a fiddle) 7th
Homunculus 7th 3
Imp 7th
Mephit (any type) 7th
Pseudodragon 7th
Quasit 7th
1 Or other celestial animal from the standard familiar list.
2 Or other fiendish animal from the standard familiar list.
3 The master must first create the homunculus.

Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).

FAMILIAR, MORPHIC
Prerequisite: You must have a familiar.
Benefit: As a full-round action, your familiar can change into another type of familiar available to a 1st level wizard. You lose the previous familiar bonus feat and gain the bonus feat for your familiar’s new form instead.
Source: This feat supercedes the changeling wizard substitution feature from Races of Eberron.

FAMILIAR, OBTAIN
Prerequisite: Knowledge (arcana) 4 ranks.
Benefit: You can obtain a familiar in the same manner as a sorcerer or wizard. As with a sorcerer or wizard, obtaining a familiar cakes 24 hours and uses up magic materials worth 100 gp.
For the purpose of determining familiar abilities that depend on your arcane caster class level, use your level in any one class you choose (usually your favored class).
Source: Complete Arcane.

FIERY BURST (RESERVE)
You channel your magical talent into a blast of fire.
Prerequisite: Ability to cast 2nd level spells.
Benefit: As long as you have a fire spell of 2nd level or higher available to cast, you can spend a standard action to create a 5-ft.-radius burst of fire at a range of 30 feet. This burst deals ld6 points of fire damage per level of the highest-level fire spell you have available to cast. A successful Reflex save halves the damage (DC = 10 + spell level of highest-level fire spell in reserve + your spellcasting ability modifier).
Special: The fiery burst is a 2nd level spell-like ability, for purposes of the Quicken and/or Empower Spell-Like Ability feats.
Source: Complete Mage.

FLASH FROST SPELL (METAMAGIC)
Your spells that use cold and ice to damage your foes leave behind a thin layer of slippery frost.
Benefit: This metamagic feat can be applied only to spells that have the [cold] descriptor and that affect an area. A flash frost spell deals an extra 1d6 points of cold damage per level of the unmodified base spell to all targets in the area. When you cast such a spell, the area of the spell is covered with a slippery layer of ice for 1 round. Anyone attempting to move through this icy area must make a DC 10 Balance check or fall prone. A creature that runs or charges through the area must make a DC 20 Balance check to avoid falling.
A flash frost spell uses up a spell slot one level higher than the spell's actual level.
Source: Players Handbook II.

FORCEFUL SPELL (METAMAGIC)
Benefit: This metamagic can be applied to any spell that specifically targets one or more creatures. The target of a forceful spell must save vs. Fortitude (DC as the spell DC) or be knocked prone and stunned 1 round. If the spell affects more than one target, you choose which target must save against the forceful effect.
A foreceful spell uses up a slot 1 level higher than the base spell.
Source: Dragon magazine #358.

HEIGHTEN SPELL (METAMAGIC)
You can cast spells as if there were a higher level, increasing their potency.
Prerequisite: Spellcraft 1 rank.
Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs, damage caps, and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. Spells that provide a static bonus (such as bull’s strength or mage armor) have the bonus increased by +1 per level that the spell is Heightened. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Special: Heighten Spell metamagic does not require a feat. Rather, preparing or casting a heightened spell requires a Spellcraft check at DC 20 + the final (higher) level of the spell.

IMBUE ITEM
Prerequisites: Spellcaster or Master Craftsman feat.
Benefit: You can craft charged and permanent magical items, using the appropriate Craft skill.
Special: This feat supercedes the Pathfinder item construction feats.

INNATE SPELL
Prerequisite: Ability to prepare spells.
Benefit: You can use one of your spell slots to permanently prepare one of your spells as a spell-like ability that can be used twice per day. The spell-like ability normally occupies a spell slot of the spell’s level, although you can choose to make a spell modified by a metamagic feat into a spell-like ability at the appropriate spell level.
You may use an available higher-level spell slot in order to use the spell-like ability more often. For every spell level the slot used exceeds the level of the spell-like ability, you can use the ability an additional time per day. For example, using a slot three levels higher than the chosen spell allows you to use the spell-like ability five times per day.
Special: You can select this feat multiple times. Each time, select a different spell, or apply it to the same spell (filling another spell slot of the appropriate level) to gain additional uses per day.
Source: This feat supercedes the Hierophant and Archmage “spell-like ability” high arcana, from the 3.5 edition System Reference Document.

INVISIBLE NEEDLE (RESERVE)
You can create tiny darts of force.
Prerequisite: Ability to cast 3rd level spells.
Benefit: As long as you have a force spell of 3rd level or higher available to cast, you can use a standard action to hurl a tiny needle-shaped projectile created from pure force. This attack requires a successful ranged attack roll (not a ranged touch attack), and the dart has a range of 5 feet per level of the force spell. The needle deals ld4 points of force damage per level of the highest-level [force] spell you have available. Because it is composed of force, the needle can strike incorporeal creatures.
Special: The invisible needle is a 3rd level spell-like ability, for purposes of the Quicken and/or Empower Spell-Like Ability feats.
Source: Complete Mage.

KIN MASTERY (BLOODLINE)
You can channel the energies of your arcane bloodline to turn or rebuke creatures with which you share a common heritage.
Prerequisites: Sorcerer bloodline (other than non-applicable types such as arcane, destiny, etc.).
Benefit: Once per day, you can turn or rebuke creatures of the same type as your bloodline (aberrations, dragons, elementals, undead, etc.) as a cleric of half your sorcerer level.
Special: You may select this feat multiple times. Each time, you can use it an additional time per day.
Source: Dragon magazine, issue 311.

MAGIC DISRUPTION (RESERVE)
You can use your powers of abjuration to interfere with other casters' spells.
Prerequisite: Ability to cast 3rd level abjuration spells.
Benefit: As long as you have an abjuration spell of 3rd level or higher available to cast, you can attempt to interrupt another character's spellcasting with a tiny burst of magic. As an immediate action, you can force any character within 30 feet currently casting a spell to make a Concentration check (DC 15 + twice the level of the highest-level abjuration spell you have available to cast); if the check fails, the spell's save DC and caster level are reduced by 2 (to a minimum caster level of 1st).
Special: Magic disruption is a 3rd level spell-like ability, for purposes of the Quicken and/or Empower Spell-Like Ability feats.
Source: Complete Mage.

MASTER CRAFTSMAN
Your superior crafting skills allow you to create simple magic items. Choose one Craft skill in which you possess at least 5 ranks.
Prerequisites: 5 ranks in any Craft skill.
Benefit: You can create magic items, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15). You cannot use this feat to create any spell-trigger or spell-activation item.
Normal: Only spellcasters can create magical items.

MAXIMIZE SPELL (METAMAGIC)
Your spells have the maximum possible effect.
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables.
A maximized spell uses up a spell slot three levels higher than the spell’s actual level.
An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.

METAMAGIC SPELL TRIGGER
You can apply metamagic feats you know to spell effects from magic items you activate with a spell trigger.
Prerequisites: Any metamagic feat, Spellcraft 12 ranks.
Benefit: You can apply any one metamagic feat you know to a spell generated by a spell trigger item (such as a wand or staff) that you activate. You expend one extra charge for each change in spell level a metamagic feat normally requires. If the metamagic feat's level adjustment would normally increase the slot of the chosen spell's level above 9th, you can't apply the metamagic effect to the spell. For example, you can't apply Quicken Spell to an antimagic field generated by a staff (since that would take a 10th level spell slot to cast).
If sufficient charges aren't available in the item to power the application of metamagic feats (or if the item doesn't use charges), the item fails to activate and no charges are used, but the action used to activate the item is wasted.
Source: Complete Mage.

MINOR SHAPESHIFT (RESERVE)
Your mastery of shapeshifting magic allows you to reshape your flesh in small but significant ways.
Prerequisite: Ability to cast 4th level spells or wild shape 3/day.
Benefit: As long as you have a polymorph spell of 4th level or higher available to cast (or a wild shape usage), you can spend a swift action to grant yourself one of the following benefits:
Might: +2 bonus on melee damage rolls.
Mobility: +2 competence bonus on Acrobatics and Athletics checks.
Savagery: Primary claw attack dealing 1d6 points of damage (assuming Medium size).
Speed: +5-foot enhancement bonus to any one movement mode you already possess.
Vigor: Temporary hit points equal to your HD.
The chosen benefit lasts for a number of rounds equal to the level of the highest-level polymorph spell you have available to cast, or the number of wild shape uses you have left. If you activate this feat a second time while a previous benefit is still in effect, the first benefit ends immediately.
Source: Complete Mage.

NAMELESS
The fact that you have given up your real name makes you resistant to certain types of magic.
Prerequisites: You must give up your real name; you are thereafter addressed only by rank or by a generic nickname.
Benefit: Anyone who attempts to use magic in order to learn personal information about you, such as through divination, scrying, or similar magic, must make a caster level check with a DC equal to 10 plus your level to succeed. You are immune to spells that require the use of your name in order to function (such as trap the soul).
Special: If you ever choose a real name, you lose all benefits of this feat.
Source: Pathfinder Faction Guide.

NATURAL SPELL
You can cast spells even while in a form that cannot normally cast spells.
Prerequisites: Wis 13, wild shape ability.
Benefit: You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.

NEW ARCANA
Prerequisite: Able to cast spells.
Benefit: Add one spell to your list of spells known, of a spell level up to the maximum spell level you are able to cast. You can add a spell from another class’ list, but at a spell level one higher than the listing for that class (for example, a 7th level archivist could add fireball as a 4th level spell known).
Special: This ability does not allow other spellcasters to prepare, cast, or use spell trigger or spell completion items of spells not normally on their class list (such as a sorcerer using a cure light wounds scroll).

PERMANENT SPELL (METAMAGIC)
One of your spells is constantly active, without the need to prepare or cast it.
Prerequisites: Extend Spell, able to cast 6th level spells.
Benefit: Cast one spell you know, with duration longer than “instantaneous,” on yourself. This can be any spell with a range of personal, or any spell that targets you specifically or has a mobile emanation centered on you (it cannot be used on spells that are discharged). The effects of this spell become permanent. If successfully dispelled, the permanent spell is merely suppressed for 2d4 rounds.
You need not concentrate on spells such as detect magic or detect thoughts to be aware of the mere presence of absence of the things detected, but you must still concentrate to gain additional information as normal. Concentration on such a spell is a standard action that does not provoke an attack of opportunity.
This permanently uses up a spell slot six levels higher than the spell to be affected.
Special: You can apply the permanent spell to a willing person. In that case, the recipient of the spell selects this feat, but you still pay the spell slot cost. For example, a 13th level cleric could imbue a fighter companion with a permanent +4 luck bonus to attacks and damage (by means of a permanent divine favor spell) by permanently sacrificing a 7th level spell slot; the fighter would also have to select Permanent Spell as a feat in order to gain this effect.
Source: This feat subsumes the Permanent Emanation feat (3.5 edition System Reference Document, “Epic Feats”). It is also proposed as a means to allow somewhat the same effect as the Persistent Spell feat from Complete Arcane, without that feat’s seemingly limitless potential for abuse.

QUICKEN SPELL (METAMAGIC)
You can cast spells in a fraction of the normal time.
Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 full-round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.
Special: This feat can be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), allowing it to be cast as a swift action.

QUICKEN SPELL-LIKE ABILITY
You can use one of your spell-like abilities with next to no effort.
Prerequisite: Spell-like ability at caster level 10th or higher.
Benefit: Choose one of your spell-like abilities, subject to the restrictions described below. You can use the chosen spell-like ability as a quickened spell-like ability three times per day (or less, if the ability is normally usable only once or twice per day).
Using a quickened spell-like ability is a swift action that does not provoke an attack of opportunity. You can perform another action—including the use of another spell-like ability (but not another swift action)—in the same round that you use a quickened spell-like ability. You may use only one quickened spell-like ability per round.
The maximum level of the spell-like ability is dependent upon your caster level, as summarized in the following table.

Spell Level Minimum Caster Level to Quicken Minimum Caster Level to Empower
0 7h 3rd
1st 9th 5th
2nd 11th 7th
3rd 13th 9th
4th 15th 11th
5th 17th 13th
6th 19th 15th
7th — 17th
8th — 19th
9th — —

Spell-like abilities gained as class features that do not have a designated spell level are treated as if they were of a level equal to half the class level at which they are obtained (minimum 1st). For example, the various 1st level clerical domain spell-like abilities count as 1st level spells, for purposes of this feat. A sorcerer’s eldritch blast, gained at 2nd level, counts as a 1st level spell (even though its effects scale with the highest-level spell you have memorized).
A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.
Normal: The use of a spell-like ability normally requires a standard action (at the very least) and provokes an attack of opportunity.
Special: This feat can be taken multiple times. Each time it is taken, you can apply it to a different spell-like ability.

REACH SPELL (METAMAGIC)
Benefit: You may cast a spell that normally has a range of touch at any distance up to 30 feet. The spell effectively becomes a ray, so you must succeed at a ranged touch attack to bestow the spell upon the recipient. A reach spell uses up a spell slot two levels higher than the spell’s actual level.
Source: 3.5 edition System Reference Document, “Divine Feats.”

SHADOW VEIL (RESERVE)
You draw wisps of darkness across your enemy's eyes, obscuring the world around him.
Prerequisite: Ability to cast 2nd level spells.
Benefit: As long as you have a darkness spell of 2nd level or higher available to cast, you can obscure the vision of a subject within 30 feet as a standard action. If the subject fails a Will save, it treats all other creatures and objects as though they had concealment and takes a –5 penalty on Spot checks for 1 round.
Special: The shadow veil is a 2nd level spell-like ability, for purposes of the Quicken and/or Empower Spell-Like Ability feats.
Source: Complete Mage.

SILENT SPELL (METAMAGIC)
You can cast your spells without making any sound.
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell’s actual level.
Special: Bard spells cannot be used in conjunction with this metamagic feat.

SOMATIC WEAPONRY (COMBAT)
You are adept at performing somatic spell components while your hands are occupied.
Prerequisite: Spellcraft 5 ranks.
Benefit: When wielding a weapon (or holding an item 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 proper size.
This feat doesn't allow you to use somatic components while grappling, regardless of the size of your foe.
Normal: You must have a hand free to cast spells that have somatic components.
Source: Complete Mage.

SPELL FOCUS
Choose a school of magic. Any spells you cast of that school are more difficult to resist.
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.

SPELL FOCUS, GREATER
Choose a school of magic to which you already have applied the Spell Focus feat. Any spells you cast of this school are very hard to resist.
Benefit: Add +1 to the Difficulty Class for all saving
throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school to which you already have applied the Spell Focus feat.

SPELL MASTERY
You can prepare a limited number of spells without referencing your spellbooks.
Prerequisites: Wizard level 1st.
Benefit: Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.

SPELL SECRET
Benefit: Choose one spell known to you. When you cast it, it always functions as if modified by one of the following feats: Enlarge Spell, Extend Spell, Still Spell, or silent spell. You need not actually have the metamagic feat in question. The spell’s level does not change. Once you have selected the spell and feat to be affected, you cannot re-assign them.
Special: You may select this feat multiple times. Each time, choose a different spell and/or feat.
Source: This feat supercedes the Wu Jen class feature of the same name, from Complete Arcane.

SPELL PENETRATION
Your spells break through spell resistance more easily than most.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Special: You can take this feat multiple times. Its effects stack.

SPELLSONG (COMBAT)
Prerequisites: Combat Casting, Acrobatics 2 ranks, Perform (dance) 2 ranks
Benefit: When wielding a light or one-handed weapon in one hand (and nothing in the other) you can take 10 when making checks to cast defensively.
Source: This feat supercedes the “Lesser Spellsong” Bladesinger prestige class feature, from Complete Warrior.

SPELLWARP (METAMAGIC)
You can alter the form of certain area spells into rays as you cast them.
Benefit: You can warp an area spell with instantaneous duration and a range greater than touch. The spell’s level, components, range, and damage (if any) remain unchanged. However, the spell’s area entry is replaced by an effect entry of “ray.” The spell acts in all ways as a ray, and is considered a ray for the purpose of effects that modify or depend on rays (such as the other abilities of this prestige class). You must succeed on a ranged touch attack to affect an opponent with the spell. Even if the original spell allowed a Reflex save to reduce or negate its effect, the ray does not. However, if the original spell allowed a Fortitude or Will save to reduce or negate the spell’s effect, the save still applies.
A warped spell uses up a spell slot of the same level as the spell’s actual level.
Source: This feat supercedes the Spellwarp Sniper prestige class feature of the same name, from Complete Scoundrel.

SPIRIT CHILL
Prerequisites: Ability to cast 4th level arcane spells; ability to cast at least one fear spell and at least one mind-affecting illusion spell.
Benefit: Creatures affected by a fear effect you cause (whether by a spell, class feature, or other effect) take nonlethal damage as well, depending on the potency of the fear created. Any creature that is shaken takes ld6 points of nonlethal damage. A creature that becomes frightened takes 2d6 points of nonlethal damage, while a creature that becomes panicked takes 3d6 points of nonlethal damage.
Source: This feat supercedes the Nightmare Spinner’s prestige class feature of the same name, from Complete Mage.

SPONTANEOUS SPELL
Benefit: Select a spell you can cast. You may spontaneously convert any prepared spell of the selected spell’s level into the selected spell, just as a cleric casts spontaneous cure spells.
At the referee’s option, this might be expanded to more than one spell, provided the spells to be affected form a continuous chain (for example, the summon nature’s ally I – IX spells). The druid’s spontaneous casting ability, and the cleric’s ability to spontaneously cast cure/inflict spells, therefore represent the acquisition of Spontaneous Spell as a bonus feat.
Special: You can gain this feat multiple times. Each time you take this feat, it applies to a different spell.
Source: 3.5 edition System Reference Document, “Epic Feats.”

STILL SPELL (METAMAGIC)
You can cast spells without moving.
Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell’s actual level.

STORM BOLT (RESERVE)
The electrical energy contained within your magic rages inside you, begging to be released.
Prerequisite: Ability to cast 3rd level spells.
Benefit: As long as you have an electricity spell of 3rd level or higher available to cast, you can fire a 20-ft. line of electricity as a standard action. This bolt deals ld6 points of electricity damage per level of the highest-level electricity spell you have available to cast.
Special: The storm bolt is a 3rd level spell-like ability, for purposes of the Quicken and/or Empower Spell-Like Ability feats.
Source: Complete Mage.

TELEPORT SENSE
Prerequisites: Wis 13.
Benefit: Whenever a creature uses a spell or effect from the conjuration (teleportation) school to appear within 60 feet of you, you may make a Perception check to detect the teleportation. The DC equals 10 + caster level of the effect. If you succeed on this check, you automatically are not surprised and can act in the surprise round if combat begins immediately. If combat against the creature that teleported near you begins within 1 minute of the teleportation, you gain a +4 bonus on the initiative check in that fight.
Source: Pathfinder Chronicles Campaign Setting.

UTTERCOLD SPELL (METAMAGIC)
Through careful study of the Elemental Planes and their interactions with the Negative Energy Plane, you have learned to wield the uttercold.
Prerequisites: Knowledge (the planes) 6 ranks, Energy Substitution (cold), ability to cast a spell with the cold descriptor.
Benefit: You can turn spells with the [cold] descriptor into uttercold spells. Half the damage dealt by an uttercold spell is cold damage, and the other half is negative energy damage. The spell's saving throw remains unchanged, but creatures can apply cold resistance or immunity to cold only to the cold portion of the damage. An undead creature can be healed by the negative energy damage of an uttercold spell, though if it doesn't have resistance to cold, the effects of damage and healing cancel each other out.
An uttercold spell uses a spell slot of the spell's normal level.
Source: This is the Lord of the Uttercold feat, from Complete Arcane.

WARPED MIND
Prerequisite: Wis 15.
Benefit: Anyone attempting to read your thoughts, communicate with you via telepathy, or otherwise contact your mind is dazed for 1d4 rounds (Will save DC 15 + your Cha modifier negates). In addition, you gain a +1 bonus on Will saves.
Special: You take a –1 penalty on all Intelligence-based skill checks.
Source: Pathfinder Campaign Setting.

WIDEN SPELL (METAMAGIC)
You can cast your spells so that they occupy a larger space.
Benefit: You can alter a burst, emanation, line, or spread shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. A widened spell uses up a spell slot three levels higher than the spell’s actual level. Spells that do not have an area of one of these four sorts are not affected by this feat.

WIND-GUIDED ARROWS (RESERVE)
Your mastery of the wind allows you to alter the flight of a ranged weapon.
Prerequisite: Ability to cast 3rd level [air] spells.
Benefit: As long as you have an air spell of 3rd level or higher available to cast, you can spend an immediate action to alter slightly the course of an arrow, crossbow bolt, spear, or other ranged weapon already in flight. You can't change the weapon's target, but you can apply a +2 bonus or –2 penalty on its attack roll.
You and the target can be no farther apart than 10 feet per level of the highest-level air spell you have available, since the guidance occurs at the end of the weapon's flight. This feat works only on thrown or projectile weapons; it can't affect spells, powers, energy attacks, or the like.
Source: Complete Mage.

WINTER’S BLAST (RESERVE)
The frozen magic within you can burst forth in a hail of frost.
Prerequisite: Ability to cast 2nd level spells.
Benefit: As long as you have a cold spell of 2nd level or higher available to cast, you can create a 15-ft. cone-shaped burst of cold. This cone deals ld4 points of cold damage per level of the highest-level cold spell you have available to cast. A successful Reflex save halves the damage.
Special: The winter’s blast is a 2nd level spell-like ability, for purposes of the Quicken and/or Empower Spell-Like Ability feats.
Source: Complete Mage.

WITCH SIGHT (RESERVE)
Prerequisite: Ability to cast 3rd level divination spells.
Benefit: As long as you have a divination spell of 3rd level or higher available to cast, you can see into the ethereal plane. The range of this vision is equal to 10 feet per level of the highest-level divination spell you have available to cast.
Source: This feat supercedes the Incantatrix’ see ethereal prestige class feature, from Magic of Faerun.
COMBAT FEATS, RANGED
BLOCK ARROW (COMBAT)
You can block incoming arrows with your shield.
Prerequisite: Dex 13, Shield Proficiency.
Benefit: To use this feat, you must be actively using a shield (not merely an animated shield or a shield spell). Once per round when you would normally be hit with a ranged weapon, you can deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Unusually massive ranged weapons, such as boulders hurled by giants, siege weapon attacks, and ranged attacks generated by spell effects (such as Melf's acid arrow) can't be deflected.
Source: Heroes of Battle.

COMBAT ARCHERY (COMBAT)
Prerequisites: Base attack bonus +7, Point-Blank Shot, Precise Shot, Ranged Threat.
Benefit: You do not provoke attacks of opportunity when firing a ranged weapon from a threatened square.
Normal: Ranged attacks provoke attacks of opportunity from threatening opponents.
Source: 3.5 edition System Reference Document, “Epic Feats.” This feat also supersedes the Order of the Bow Initiate “close combat shot” prestige class feature, the Exotic Weapon Master’s “close quarters ranged shot” and the Master Thrower’s “defensive toss” stunts, from Complete Warrior, and the Close-Quarter Fire feat, from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

DEADLY AIM (COMBAT)
You can make exceptionally deadly ranged attacks by pinpointing a target’s weak spot, at the expense of making the attack less likely to succeed.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You take a –1 penalty to ranged attacks, but gain a +1 bonus on damage with thrown weapons. For every 4 points of your base attack bonus, increase the attack penalty and the damage bonus by 1 (maximum –6/+6 at BAB +20).
If you are using this feat with a projectile weapon such as a bow or sling, you gain a +2 damage bonus per –1 to attacks. With crossbows and modern personal firearms, you gain +3 damage per –1 to attacks.
Special: Rays count as projectile weapons for purposes of this feat; orbs and other “thrown” ranged touch attacks count as thrown weapons.

DEADEYE SHOT (COMBAT)
By firing just as your ally connects with a blow, you take advantage of the distraction to strike the same enemy when his guard is ruined.
Prerequisite: Base attack bonus +4, Point-Blank Shot, Precise Shot, skirmish or sneak attack ability.
Benefit: If you ready a ranged attack to occur when an ally strikes a particular target within point-blank range, and your ally succeeds, that target loses his Dexterity bonus to AC against your attack.
Source: Players Handbook II.

DEFLECT ARROWS (COMBAT)
You can knock arrows and other projectiles off course, preventing them from hitting you.
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed.
Attempting to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by spell effects can’t be deflected.
Special: If your base attack bonus is +9 or higher, and you have at least one rank in Sleight of Hand, instead of simply deflecting a thrown weapon, you can catch it and immediately throw it back. This requires a Sleight of Hand check (DC = the results of the missile’s attack roll) and counts as an attack of opportunity.

DEVASTATING SHOT (COMBAT)
Your ranged attack hits with devastating accuracy.
Prerequisites: Base attack bonus +11, Deadly Aim, Point-Blank Shot, Precise Shot.
Benefit: As a full attack action, make a single ranged attack at a –5 penalty. If you hit, you score a critical hit. Special weapon abilities that activate only on a critical hit, such as vorpal and flaming burst, do not activate.
Source: This feat duplicates the effects of the Archer’s “critical shot” token ability, from Mike Mearls’ Iron Heroes (Fiery Dragon Productions).

DISTRACTING SHOT (COMBAT)
Prerequisite: Point-Blank Shot, Precise Shot.
Benefit: As a standard action, you can make a single ranged attack that deals no damage, but applies a –1 attack penalty to the opponent struck until the end of your next turn. This penalty increases by an additional –1 per 5 points of your base attack bonus.
Alternatively, you can interfere with a single enemy’s movement, reducing maximum ground movement by 10 ft. per –1 penalty you would normally apply. A Reflex save (DC 10 + half your base attack bonus + the magnitude of the penalty) applies to negate the movement penalty.
Source: This feat supersedes the Archer’s token ability of the same name, from Mike Mearls’ Iron Heroes (Fiery Dragon Productions).

FAR SHOT (COMBAT)
You are more accurate at longer ranges.
Prerequisite: Point-Blank Shot.
Benefit: You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon. If your base attack is +6 or higher, you suffer no penalties for firing into the first range category, and –1 per range increment thereafter. At a base attack of +11, you suffer no penalties for the first two range categories, and at a base attack of +16, you suffer no penalties for the first three range categories.
At a base attack bonus of +20, you can spend a full round action testing the wind and reading the conditions, then double all range increments the next round. This use reflects the Archer’s legendary shot class feature, from Mike Mearls’ Iron Heroes (Fiery Dragon Productions).
Normal: You suffer a –2 penalty per full range increment between you and your target.

FLANKING SHOT (COMBAT)
Prerequisites: Point-Blank Shot, Precise Shot.
Benefit: Whenever two of your allies have an opponent flanked in melee, you gain flanking bonuses against that enemy as well with ranged attacks made from within your point-blank range.
Normal: You can flank only in melee.
Source: This feat was inspired by the Distant Advantage feat, from the 4th edition Players Handbook II.

FOCUSED SHOT (COMBAT)
Your knowledge of simple anatomy allows you to place your shots more effectively.
Prerequisites: Int 13, base attack bonus +1, Heal 1 rank, Point-Blank Shot, Precise Shot.
Benefit: As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage dealt (to a maximum equal to your base attack bonus). You must be within point-blank range to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Source: Pathfinder Campaign Setting.

MANYSHOT (COMBAT)
Prerequisites: Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6
Benefit: When making a full-attack action with a bow, your first attack fires two arrows. You can also fire two arrows at a single target as a standard action. In each case, the extra attack uses the same attack roll as the first attack; if this attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
If your base attack bonus is +11 or higher, you can fire the extra arrow at a different target instead of firing both of them at the same target. Precision-based damage applies to each arrow fired, and, if you score a critical hit with more than one of the arrows, each critical hit deals critical damage.
Source: This feat now subsumes the Greater Manyshot feat, from the 3.5 edition System Reference Document, “Epic Feats.”

MANYSHOT, HAIL OF ARROWS (COMBAT)
Prerequisites: Dex 17, Manyshot, Point-Blank Shot, Rapid Shot, base attack bonus +15.
Benefit: In lieu of your regular attacks, you can fire an arrow at each and every target within range, to a maximum number of targets equal to half your base attack bonus. Each attack uses your primary attack bonus, and each enemy may only be targeted by a single arrow.
Source: This feat supersedes the Arcane Archer prestige class feature of the same name, and also the Swarm of Arrows epic feat from the 3.5 edition System Reference Document.

MANYSHOT, VOLLEY SHOT (COMBAT)
You can use an initial shot to guide your subsequent iterative attacks.
Prerequisites: Dex 17, base attack bonus +11, Manyshot, Point-Blank Shot, Rapid Shot.
Benefit: When making a full attack with a ranged weapon, roll at your normal full attack bonus for the first attack. Subsequent iterative attacks use the attack roll for the first attack, with a cumulative -3 penalty per iterative attack (-3/-6, and finally -9 if your base attack bonus is +16 or higher). These penalties supersede the normal iterative attack penalties (-5/-10/-15). You do not make separate attack rolls, so if the first attack misses, so do all the rest.
Special: You cannot use Manyshot in conjunction with a volley shot to gain additional attacks. You can, however, reduce the penalties for subsequent attacks normally using Multiattack (to -0/-3/-6).
Source: This feat emulates the Archer’s token ability of the same name, from Mike Mearls’ Iron Heroes (Fiery Dragon Productions).

MOUNTED ARCHERY (COMBAT)
You are skilled at making ranged attacks while mounted.
Prerequisites: Handle Animal 1 rank, Mounted Combat.
Benefit: The penalty you take when using a ranged weapon while mounted is halved: –2 if your mount is taking a double move, and –4 if your mount is running.
If you have at least 10 ranks in Handle Animal and a base attack bonus of +10 or higher, the penalty you take when using a ranged weapon if your mount is taking a double move is eliminated, and the penalty for using a ranged weapon when your mount is running is lessened from –4 to –2. You can attack at any time during your mount's move.
Normal: You take a –4 penalty when making ranged attacks on a mount making a double move, and –8 when the mount is running. You must attack halfway through the mount’s movement.
Source: This feat subsumes the Improved Mounted Archery feat, from Complete Warrior.

PENETRATING SHOT (COMBAT)
Prerequisite: Strength 15+, base attack bonus +10, Point-Blank Shot.
Benefit: When you make a ranged attack with a projectile weapon (such as a bow, crossbow, or sling), you can instead choose to unleash a single, mighty attack that blasts through multiple opponents. This attack requires a standard action, and your shot takes the form of a 60-foot line. Make a separate attack roll against each creature in the line. If struck, creatures along this line take damage from your shot, though any extra damage (such as from a sneak attack or a flaming weapon) is applied only against the first creature struck.
Source: Players Handbook II.

PINPOINT TARGETING (COMBAT)
You can target the weak points in your opponent’s armor.
Prerequisites: Base attack bonus +1, Point-Blank Shot, Precise Shot.
Benefit: By taking extra time to line up your next shot, you can ignore some measure of the target’s total armor, natural armor, and/or shield bonuses to AC. The maximum armor bonus ignored depends on your skill and the amount of time spent aiming, as shown in the following table

Minimum BAB:
Aiming Time +1 +10 +15
Swift Action +0 +1 +2
Move Action +1 +2 +4
Standard Action +2 +3 +6
Full-Round Action +4 +5 +10

For example, an archer with a base attack bonus of +12 would ignore 3 points of his opponent’s armor bonus with his next shot by spending a standard action lining up the shot. The next short must be made within 1 round of the time you finish aiming. If the opponent does not move from the time you begin aiming until the time you release the shot, you ignore an additional point of armor, shield, and/or natural armor bonus with that shot.
Source: This feat duplicates the Archer’s “armor-piercing shot” token ability, from Mike Mearls’ Iron Heroes (Fiery Dragon Productions).

POINT-BLANK SHOT (COMBAT)
You are especially accurate when making ranged attacks against close targets.
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. For every 6 points of your base attack bonus, this range increases by an additional 30 ft. Additionally, the damage bonus increases by +1 for every 6 points of your base attack bonus.

Base Attack Bonus Point-Blank Range Bonus to Atks, Damage
+0 to +5 30 ft. +1
+6 to +11 60 ft. +2
+12 to +17 90 ft. +3
+18 and up 120 ft. +4

The range at which you can make sneak attacks or skirmish attacks is equal your Point-Blank Range.
Readied Shot: If you use a held or readied action to fire a ranged weapon at point-blank range at any foe who charges you, the damage bonus from this feat is instead 1d6, plus 1d6 per 6 points of your base attack bonus (maximum 4d6 at BAB +18). Creatures immune to extra damage from critical hits are immune to this effect.
Source: This feat incorporates the Hyborian Ranger class feature of the same name, from Hyboria.Xoth.net, and has also been combined with the Ready Shot feat, from Heroes of Battle.

POWER THROW (COMBAT)
Prerequisites: Strength 13+.
Benefit: You can apply your Strength bonus, rather than your Dexterity bonus, to thrown weapon attacks. For any attacks made this way, you can apply the Power Attack feat.
Special: You cannot use the Deadly Aim feat in conjunction with this feat.
Normal: Ranged weapon attacks use your Dexterity modifier. Power Attack can be applied only to attacks with melee weapons.
Source: This feat subsumes both the Brtial Throw feat from and the Power Throw feat from Complete Adventurer (it also supersedes the Hulking Hurler’s ranged power attack prestige class feature, from Complete Warrior.

PRECISE SHOT (COMBAT)
You are adept at firing ranged attacks into melee.
Prerequisites: Point-Blank Shot.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
If your base attack bonus is at least +11, your ranged attacks also ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. In addition, when you shoot or throw ranged weapons at a grappling opponent, you run no risk of hitting the wrong target. Total cover and total concealment provide their normal benefits against your ranged attacks.
At a base attack bonus of +20, as a full-round action you can take a single shot against an opponent with full cover, by ricocheting the shot.
Normal: Firing into a melee has a –4 circumstance penalty; if you miss your intended target by a margin of 4 or less on the roll, the shot targets an adjacent creature instead.
Source: The advanced usages of this feat supersede the Improved Precise Shot feat from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press), and the Archer’s legendary shot class feature from Mike Mearls’ Iron Heroes (Fiery Dragon Productions).

RANGED MANEUVERS (COMBAT)
Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +11.
Benefit: You can apply any of the following feats to ranged attacks: Cleave, Follow-Through, Improved Feint, Improved Weapon Maneuvers, Improved Wrestling Maneuvers, Knock Back, Knock Down. You must have the feat to be applied and meet all of its prerequisites.
Source: This feat supersedes the Ranged Mastery feat from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press). The ranged feint function replaces the Master Thrower’s “sneaky shot” prestige class thrown weapon trick from Complete Warrior, and also can simulate the Archer’s “unerring shot” token ability, from Mike Mearls’ Iron Heroes (Fiery Dragon Productions).

RANGED THREAT (COMBAT)
Prerequisites: Point-Blank Shot, Precise Shot, base attack bonus +6.
Benefit: When armed with a ranged weapon, you threaten every square within 15 feet. If a target in this area takes an action that provokes an attack of opportunity, you may make one ranged attack of opportunity at your highest bonus. You may make only one ranged attack of opportunity in this manner per round, even if you are normally entitled to multiple attacks of opportunity due to Combat Reflexes.
Suppressive Fire: You can choose to forego threatening nearby squares and instead designate a straight line of squares to which you have a clear line of fire as a standard action. All of the squares must lie within the same range increment of you. Opponents moving through those squares provoke ranged attacks of opportunity from you; this effect ends when you move. Combat Reflexes allows you to make multiple attacks of opportunity when laying down suppressive fire.
Source: Dragon magazine, issue 350; the “suppressive fire” usage supercedes the feat of the same name, from Swashbuckling Adventures (Alderac Entertainment Group).

RAPID SHOT (COMBAT)
You can make an additional ranged attack.
Prerequisites: Dex 13, Point-Blank Shot.
Benefit: When making a full attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

RAPID SHOT, STORM OF ARROWS (COMBAT)
Prerequisites: Dex 13, Point-Blank Shot, Rapid Shot.
Benefit: As a full attack action, you fire a storm of missiles into the air. You gain a single normal ranged attack against a target within range. In addition, all creatures adjacent to the target take 1 point of damage per point of your base attack bonus.
You can use this ability as a standard action instead, but the damage to all secondary targets is reduced to half.
Source: This feat emulates the Archer’s token ability of the same name, from Mike Mearls’ Iron Heroes (Fiery Dragon Productions).

THROW ANYTHING (COMBAT)
You are used to throwing things you have on hand.
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

THROW, BRUTAL (COMBAT)
Prerequisite: Str 13.
Benefit: You apply your Strength bonus, rather than your Dexterity bonus, to attacks made with thrown weapons such as axes, javelins, etc.
Source: Complete Adventurer.

TUMBLING TOSS (COMBAT)
Prerequisites: Base attack bonus +6, Point-Blank Shot, Precise Shot, Weapon Focus (any thrown weapon); Acrobatics 5 ranks, Sleight of Hand 4 ranks.
Benefit: When wearing light, medium, or no armor, you can hurl a single thrown weapon as a standard action at any point while tumbling. If the results of your Acrobatics check is 25+, you do not provoke attacks of opportunity for this attack.
Source: This feat supersedes the Master Thrower prestige class thrown weapon trick of the same name, from Complete Warrior.

WEAK SPOT (COMBAT)
Prerequisites: Base attack bonus +10, Point-Blank Shot, Precise Shot, Weapon Focus (any thrown weapon); Sleight of Hand 10 ranks.
Benefit: Choose a throwing weapon for which you have the Weapon Focus feat. When throwing that weapon in combat, you can choose to make ranged touch attacks rather than standard ranged attacks. If you do so, your Strength bonus does not apply to damage.
Special: This feat supersedes the Master Thrower prestige class thrown weapon trick of the same name.

WING SHOT (COMBAT)
Prerequisites: Dex 13, Deadly Aim, Point-Blank Shot, Precise Shot.
Benefit: As a standard action, you can attack a flying creature with a ranged weapon (projectile or thrown weapon, not including ranged touch attacks such as orbs or rays). If you hit, compare your attack results against the creature’s CMD. If your attack results are higher, the creature immediately loses altitude equal to 10 ft. x (23 – its initiative count), to a minimum of 30 ft. If the total altitude loss is greater than flyer’s distance off the ground, it takes falling damage as appropriate. On its turn, it can regain flight, but provokes an attack of opportunity as if standing up from being prone.

COMBAT FEATS, MARTIAL ARTS
BANE OF THE CLOCKWORK (COMBAT)
Prerequisites: Improved Unarmed Strike, Stunning Fist, ki strike (+1).
Benefit: Constructs are no longer immune to your Stunning Fist, Gorgon’s Fist, or to any ki attack powers you possess that require a Fortitude save.
Normal: Constructs are immune to any effects requiring a Fortitude save.
Source: This feat supercedes the variant class feature of the same name, from Dragon magazine #351.

CATCH OFF-GUARD (COMBAT)
Foes are surprised by your use of unorthodox weapons.
Prerequisite: Base attack bonus +4.
Benefit: You do not suffer any penalties for using an improvised weapon. Unarmed opponents are flat-footed to any attacks you make with an improvised melee weapon.
Special: If your base attack bonus is +8 or higher and you have the Improved Unarmed Strike feat, increase the amount of damage you deal with improvised weapons by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.
Normal: You take a –4 penalty on attack rolls made with an improvised weapon.

DECISIVE STRIKE (COMBAT)
Prerequisites: Improved Unarmed Strike, Stunning Fist.
Benefit: As a full round action, you may make a single attack using an unarmed strike or a weapon with which you are proficient. If it hits, you do double damage and your Stunning Fist ability (if you use it) has a +2 bonus to the save DC. Starting at 11th level, you may attack twice per round when using this ability.
Source: This feat supercedes the variant Monk class feature of the same name, from the Players Handbook II.

ERRATIC STANCE (COMBAT)
Prerequisite: Improved Unarmed Strike.
Benefit: When you use this ability and make a charge attack, your target must succeed at a Will save (DC 10 + ½ your base attack bonus + your Wisdom modifier) or be dazed for 1 round. Resolve the potential dazing before rolling to hit with the charge attack. You may use this ability a number of times per day equal to your Wisdom modifier (minimum 1/day).
Source: This feat supercedes the Chaos Monk class feature of the same name, from Dragon magazine, issue 335.

GORGON’S FIST (COMBAT)
With one well-placed blow, you can leave your target reeling.
Prerequisites: Improved Unarmed Strike or Improved Weapon Maneuvers.
Benefit: Make a single melee attack as a standard action. If the attack hits, you deal damage normally and the target’s base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + ½ your character level + your Wis modifier).
If you base attack bonus is +6 or greater, the target is also staggered until the end of your next turn unless it succeeds at a Fortitude saving throw (DC 10 + half your character level + your Wis modifier). This feat has no effect on targets that are staggered. If the opponent struck is already stunned, the staggering lasts a number of rounds equal to half your base attack bonus.
Source: This feat now subsumes the Scorpion Style feat from the Pathfinder rules, and also the Staggering Blow feat from Dragon magazine, issue 279).

GRAPPLE, COUNTER (COMBAT)
Prerequisites: Dex 13, Improved Wrestling Maneuvers, Greater Wrestling Maneuvers, Improved Unarmed Strike, Escape Artist 5 ranks.
Benefit: If you fail a grapple check to escape a grapple or pin, you can immediately attempt an Escape Artist check to get free of the grapple or pin as a free action.
If your base attack bonus is +11 or higher, attempts to grapple you automatically provoke attacks of opportunity from you, even if this is not normally the case due to feats or special abilities.
Source: This feat supercedes the Reaping Mauler prestige class feature of the same name, from Complete Warrior, and also the Deflect Grappler feat from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

GRAPPLE, SLEEPER LOCK (COMBAT)
Prerequisites: Dex 13, Improved Wrestling Maneuvers, Greater Wrestling Maneuvers, Improved Unarmed Strike.
Benefit: If you pin an opponent and maintain the pin for at least 1 full round, the opponent must succeed at a Fortitude save (DC 10 + half your base attack bonus + your Wisdom modifier) or fall unconscious for 1d3 rounds. Creatures without discernable anatomies are immune to the effects of this feat.
Special: The reaping mauler’s “devastating grapple” prestige class feature is simulated by performing a coup de grâce on the unconscious victim of your sleeper lock on the next round.
Source: This feat supercedes the Reaping Mauler prestige class features of the same name, from Complete Warrior, and the Choke Hold feat from Oriental Adventures.

HAMATULATSU (COMBAT)
You have mastered a deadly fighting form inspired by the varying attacks of the barbed devil. You seek not just to defeat or kill your opponent but to first cripple him with memorable, scarring pain.
Prerequisites: Bluff 5 ranks, Improved Unarmed Strike, Versatile Unarmed Strike.
Benefit: Each round, your unarmed attacks may be treated as bludgeoning, piercing, or slashing damage. You decide which type of damage you deal, but you may only choose one type at a time. In addition, for each consecutive round that you change the type of damage selected from the previous round, the threat range of your unarmed attack increases by 1, to a maximum of 16-20/x2 after 5 rounds.
If you succeed in confirming a critical hit, the threat range of your attacks resets to normal and you may further make an opposed Intimidate check as an immediate action to attempt to demoralize your opponent.
Special: Hamatulatsu may be selected as a substitute bonus feat at 2nd level by a monk even if the monk does not otherwise meet the prerequisites.
Hamatulatsu does not stack with Improved Critical.
Source: Pathfinder Chronicles Campaign Setting.

INSIGHTFUL STRIKE (COMBAT)
Prerequisites: Wis 13, base attack bonus +6, Improved Unarmed Strike, Vital Strike.
Benefit: When executing a Vital Strike, add your Wisdom modifier to the damage dealt. If your base attack bonus is +11 or higher, add twice your Wisdom modifier; if your base attack bonus is +16 or higher, add three times your Wisdom modifier. This feat cannot be used in conjunction with the Mountain Hammer class feature.
Source: This feat has been modified from the strike of ther same name, from the Tome of Battle.

KNOCKOUT PUNCH (COMBAT)
Prerequisites: Base attack bonus +3, Improved Unarmed Strike.
Benefit: When making your first unarmed attack against a flat-footed opponent, treat a successful attack as a critical hit. This damage is nonlethal damage. If your base attack bonus is +6 or higher, increase the critical multiplier of this attack by one.
Special: Even if you have the ability to treat unarmed damage as lethal damage, the damage from a knockout punch is always nonlethal.
Source: d20 Modern.

MANEUVER TRAINING (COMBAT)
Prerequisites: Improved Unarmed Strike, Improved Combat Maneuvers (any).
Maneuver Training: Whenever you successfully perform a combat maneuver as a standard action, you may choose to deal damage as though you had hit the target with an unarmed strike attack as well.

MEDUSA’S WRATH (COMBAT)
You can take advantage of your opponent’s confusion, delivering multiple blows.
Prerequisites: Improved Unarmed Strike, Gorgon’s Fist, base attack bonus +11.
Benefit: As a full-attack action, make two additional unarmed strikes at your highest base attack bonus. All of your unarmed strikes must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.

ROUNDABOUT KICK (COMBAT)
You can follow up on a particularly powerful unarmed attack with a mighty kick, spinning in a complete circle before landing the kick.
Prerequisites: Str 15+, Power Attack, Improved Unarmed Strike.
Benefit: If you strike a successful critical hit with an unarmed attack, you can immediately make an additional unarmed attack against the same opponent, as if you hadn't used your attack for the critical hit. You use the same attack bonus that you used for the critical hit.
Source: Complete Warrior.

STUNNING FIST (COMBAT)
You know just where to strike a foe.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + half your character level + your Wisdom modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC.
You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk may select Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.

STUNNING, EXTRA (COMBAT)
Prerequisites: Improved Unarmed Strike, Stunning Fist.
Benefit: You gain the ability to make three extra stunning attacks per day.
Special: You may take this feat multiple times; the effects stack.
Source: Complete Warrior.

STUNNING, RAPID (COMBAT)
You can use your stunning attacks in rapid succession.
Prerequisite: Combat Reflexes, Stunning Fist, base attack bonus +6.
Benefit: You may use stunning attacks (or other special attacks that count against your daily limit of stunning attacks) on more than one attack per round.
Normal: You may only attempt a stunning attack (or any other special attack that counts against your daily limit of stunning attacks) once per round.
Source: Complete Warrior.

THROW, GREAT (COMBAT)
Prerequisites: Dex 13, base attack bonus +6, Combat Expertise or Improved Unarmed Strike, Greater Wrestling Maneuvers, Improved Wrestling Maneuvers.
Benefit: You must have both hands free to use this feat. As a full attack, you can perform a judo throw against one opponent, using his own momentum to add impetus to the throw. Resolve this as a trip attempt, but the opponent lands 10 feet away in any unoccupied square you choose. On landing, the opponent takes damage as if you had successfully hit it with an unarmed strike (use 1½ times your Strength modifier) and is prone.
If you throw the enemy into an occupied square, the creature in that square takes 2d6 impact damage, with a Reflex save for half (DC 10 + ½ your base attack bonus + your Strength modifier). If this saving throw is failed, that creature is also knocked prone.
If you instead throw your opponent into an unyielding surface (such as a wall), the thrown opponent takes this additional impact damage in addition to the base unarmed strike damage from the throw. If your base attack bonus it at least +11, the impact damage increases to 4d6; at a base attack bonus of +16, it increases again to 6d6.
For every 10 points by which your combat maneuver check exceeds the opponent’s CMD, you can add an additional 5 ft. to the maximum distance he or she is thrown. An enemy you throw with this feat does not provoke attacks of opportunities for movement while being thrown.
Source: This feat combines the Great Throw feat from Oriental Adventures with the various Swordsage “mighty throw” strikes from the Tome of Battle.

UNARMED STRIKE, IMPROVED (COMBAT)
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed. In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.
Your unarmed strike damage improves with your base attack bonus, according to the table below.

Base Attack Bonus Unarmed Strike Damage
+3 1d4
+4 1d6
+8 1d8
+12 1d10
+16 2d6

Special: If you also have the Improved Weapon Manuevers feat, you can make unarmed parry, bind, and disarm attempts (and sunder attempts against wooden weapons) as if you were armed.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack. Without this feat, your unarmed strike deals 1d3 damage (1d2 if you are Small).
Source: This feat now subsumes the Superior Unarmed Strike feat, from the Tome of Battle.

UNARMED STRIKE, ONE FINGER (COMBAT)
You can bring to bear the energies of your entire body in a single point, allowing you to strongly affect your foes with the slightest touch.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, Weapon Finesse, base attack bonus +8, ki strike class feature.
Benefit: You make Stunning Fist attacks as melee touch attacks. You may not use Power Attack in conjunction with this feat. You may choose to expend 1 use of Stunning Fist when attempting a combat maneuver to provide a bonus to your CMB equal to your Wisdom modifier. You may use this ability once per round on your turn. You may not use it to defend against combat actions attempted against you.
Source: Pathfinder Campaign Setting.

UNARMED STRIKE, VERSATILE (COMBAT)
You employ a variety of unarmed fighting styles, allowing you to alter the type of damage your attacks deal.
Prerequisite: Improved Unarmed Strike.
Benefit: As a swift action, you can opt for your unarmed strikes to deal your choice of bludgeoning, piercing, or slashing damage. Once you make this choice, your unarmed strikes continue to deal the chosen damage type until you use another swift action to change it.
Source: Players Handbook II.

COMBAT FOCUS FEATS
A fighter can gain combat focus at any time by taking a standard action and succeeding at a DC 20 Will save instead. Monks may do likewise as long as they have at least 1 point remaining in their ki pool; paladins if they have at least 1 use of Lay on Hands available; Psychic Warriors if they have at least 1 power point; and barbarians if they have at least 1 round of rage left.
Once you are focused, you remain focused until you expend your focus, become unconscious, or go to sleep. By expending your focus, you can accomplish more dramatic maneuvers using combat focus feats.

ALIGNED ATTACK (COMBAT FOCUS)
Your melee or ranged attack overcomes your opponent’s alignment-based damage reduction and deals additional damage.
Prerequisites: Base attack bonus +6.
Benefit: When you take this feat, choose either chaos, good, evil or law. (Your choice must match one of your alignment components.) Once you’ve made this alignment choice, it cannot be changed.
To use this feat, you must expend your combat focus. When you make a successful melee or ranged attack, you deal an extra 1d6 points of damage, and your attack is treated as either a good, evil, chaotic, or lawful attack (depending on your original choice) for the purpose of overcoming damage reduction.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your combat focus.
Source: 3.5 edition System Reference Document, “Psionic Feats.”

CHARGE, FOCUSED (COMBAT FOCUS)
You can charge in a crooked line.
Prerequisites: Dex 13, Speed of Thought.
Benefit: To use this feat, you must expend your combat focus. When you charge, you can make one turn of up to 90 degrees during your movement. All other restrictions on charges still apply; for instance, you cannot pass through a square that blocks or slows movement, or that contains a creature. You must have line of sight to the opponent at the start of your turn.
Source: 3.5 edition System Reference Document, “Psionic Feats.”

DEEP IMPACT (COMBAT FOCUS)
You can strike your foe with a melee weapon as if making a touch attack.
Prerequisites: Str 13, Focused Weapon, base attack bonus +5.
Benefit: To use this feat, you must expend your combat focus. You can resolve your attack with a melee weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your combat focus.
Source: 3.5 edition System Reference Document, “Psionic Feats.”

FAST MOVEMENT (COMBAT FOCUS)
Prerequisites: Wis 13.
Benefit: As long as you have combat focus and not wearing heavy armor, you gain an insight bonus to your speed of 10 feet.
Source: 3.5 edition System Reference Document, “Psionic Feats.”

FELL SHOT (COMBAT FOCUS)
You can strike your foe with a ranged weapon as if making a touch attack.
Prerequisites: Dex 13, Point Blank Shot, Focused Shot, base attack bonus +5.
Benefit: To use this feat, you must expend your combat focus. You can resolve your ranged attack as a ranged touch attack.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your combat focus.
Source: 3.5 edition System Reference Document, “Psionic Feats.”

FOCUS MEDITATION (COMBAT FOCUS)
You can focus your mind faster than normal, even under duress.
Prerequisites: Wis 13, Concentration 7 ranks.
Benefit: You can take a move action to gain combat focus.
Normal: A character without this feat must take a standard action to gain combat focus.
Source: 3.5 edition System Reference Document, “Psionic Feats.”

FOCUSED FIST (COMBAT FOCUS)
You can charge your unarmed strike or natural weapon with additional damage potential.
Prerequisites: Str 13.
Benefit: To use this feat, you must expend your combat focus. Your unarmed strike or attack with a natural weapon deals an extra 2d6 points of damage.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your combat focus.
Source: 3.5 edition System Reference Document, “Psionic Feats.”

FOCUSED FIST, GREATER (COMBAT FOCUS)
You can charge your unarmed strike or natural weapon with additional damage potential.
Prerequisites: Str 13, Psionic Fist, base attack bonus +5.
Benefit: When you use the Focused Fist feat, your unarmed attack or attack with a natural weapon deals an extra 4d6 points of damage instead of an extra 2d6 points.
Source: 3.5 edition System Reference Document, “Psionic Feats.”

FOCUSED SHOT (COMBAT FOCUS)
You can charge your ranged attacks with additional damage potential.
Prerequisites: Point Blank Shot.
Benefit: To use this feat, you must expend your combat focus. Your ranged attack deals +2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your combat focus.
Source: 3.5 edition System Reference Document, “Psionic Feats.”

FOCUSED SHOT, GREATER (COMBAT FOCUS)
You can charge your ranged attacks with additional damage potential.
Prerequisites: Point Blank Shot, Focused Shot, base attack bonus +5.
Benefit: When you use the Psionic Shot feat, your ranged attack deals an extra 4d6 points of damage instead of an extra 2d6 points.
Source: 3.5 edition System Reference Document, “Psionic Feats.”

FOCUSED WEAPON (COMBAT FOCUS)
You can charge your melee weapon with additional damage potential.
Prerequisites: Str 13.
Benefit: To use this feat, you must expend your combat focus.
Your attack with a melee weapon deals an extra 2d6 points of damage. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your combat focus.
Source: 3.5 edition System Reference Document, “Psionic Feats.”

FOCUSED WEAPON, GREATER (COMBAT FOCUS)
You can charge your melee weapon with additional damage potential.
Prerequisites: Str 13, Focused Weapon, base attack bonus +5.
Benefit: When you use the Focused Weapon feat, your attack with a melee weapon deals an extra 4d6 points of damage instead of an extra 2d6 points.
Source: 3.5 edition System Reference Document, “Psionic Feats.”

GHOST ATTACK (COMBAT FOCUS)
Your deadly strikes against incorporeal foes always find their mark.
Prerequisites: Base attack bonus +3.
Benefit: You must be combat focused to use this feat. When you make a melee attack or a ranged attack against an incorporeal creature, the attack is treated as if it were made with a ghost touch weapon for the purpose of affecting the creature.
Source: 3.5 edition System Reference Document, “Psionic Feats.”

NARROW MIND (COMBAT FOCUS)
Your ability to concentrate is as keen as an arrowhead, allowing you to gain your combat focus even in the most turbulent situations.
Prerequisites: Wis 13.
Benefit: You gain a +4 bonus on Concentration checks (or Will saves) you make to gain combat focus.
Source: 3.5 edition System Reference Document, “Psionic Feats.”

SUNDER, FOCUSED (COMBAT FOCUS)
You can sense the stress points on others’ weapons.
Prerequisites: Str 13, Power Attack, Improved Weapon Maneuvers.
Benefit: To use this feat, you must expend your combat focus.
When you strike at an opponent’s weapon, you ignore half of the weapon’s total hardness (round down). Total hardness includes any magical or psionic enhancements possessed by the weapon that increase its hardness.
Special: You can also sense the stress points in any hard construction, such as wooden doors or stone walls, and can ignore half of the object’s total hardness (round down) when attacking that object.
Source: 3.5 edition System Reference Document, “Psionic Feats.”

UNAVOIDABLE STRIKE (COMBAT FOCUS)
You can make an unarmed strike or use a natural weapon against your foe as if delivering a touch attack.
Prerequisites: Str 13, Focused Fist, base attack bonus +5.
Benefit: To use this feat, you must expend your combat focus. You can resolve your unarmed strike or attack with a natural weapon as a touch attack. You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your combat focus.
Source: 3.5 edition System Reference Document, “Psionic Feats.”

WOUNDING ATTACK (COMBAT FOCUS)
Prerequisites: Base attack bonus +8.
Benefit: To use this feat, you must expend your combat focus. You can make an attack with such vicious force that you wound your opponent. A wound deals 1 point of Constitution damage to your foe in addition to the usual damage dealt.
You must decide whether or not to use this feat prior to making an attack. If your attack misses, you still expend your combat focus.
Source: 3.5 edition System Reference Document, “Psionic Feats.”

CRITICAL FEATS
All feats designated as “critical” are also combat feats, and can therefore be selected as Fighter bonus feats.

AVOID CRITICAL HIT (COMBAT)
Prerequisite: Dex 13+, Dodge, base attack bonus +8, Acrobatics 8 ranks.
Benefit: You can attempt to cancel any critical hit made against you. Note the modified attack roll that confirmed that a critical hit has been scored against you, and make an Acrobatics skill check. If your check result equals or exceeds the confirming roll (with modifications) then the critical hit is instead treated as a normal hit.
Source: Dragon magazine, issue 292.

BLEEDING CRITICAL (CRITICAL)
Prerequisites: Critical Focus, base attack bonus +11.
Benefit: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on their turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

BLINDING CRITICAL (CRITICAL)
Prerequisites: Critical Focus, base attack bonus +15.
Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, depending on the referee’s discretion). This blindness can be cured by heal, regeneration, remove blindness, or a similar ability.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

CLEAVING CRITICAL (CRITICAL)
Prerequisites: Cleave, Critical Focus, base attack bonus +11.
Benefit: You gain a Cleave attack when you score a critical hit, in addition to when you drop an opponent. You may make this Cleave attack against any foe within reach (including but not limited to the one you critically hit). If the critical hit drops the foe, you still gain only one Cleave attack.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Source: This feat duplicates the expanded mastery ability of the Cleave feat from Mike Mearls’ Iron Heroes (Fiery Dragon Productions).

CRIPPLING CRITICAL (CRITICAL)
Prerequisites: Critical Focus, base attack bonus +14
Benefit: Your critical hits deal 1d6 points of Strength damage. Creatures immune to critical hits are immune to this effect.
If your base attack bonus is at least +16, when you confirm a critical hit, you also deal 1d6 points of Dexterity damage and reduce all of the target's speeds by 10 feet (minimum 5 feet). The speed penalties last for 1 minute; ability damage must be healed normally.
If your base attack bonus is at least +18, Your confirmed critical hits also deal 1d6 points of Constitution damage, in addition to the Strength and Dexterity damage.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Source: This feat supersedes the duelist prestige class feature of the same name, and also the Swashbuckler’s weakening critical and wounding critical class features, from Complete Warrior.

CRITICAL FOCUS (COMBAT)
Prerequisites: Base attack bonus +9.
Benefit: You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

CRITICAL MASTERY (COMBAT)
Your critical hits cause two additional effects.
Prerequisites: Base attack bonus +14, Critical Focus, any two critical feats.
Benefit: Whenever you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.
Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt.

DEAFENING CRITICAL (CRITICAL)
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

DEVASTATING CRITICAL (CRITICAL)
Prerequisites: Str 25, Critical Focus, Critical Mastery, Improved Critical, Power Attack, Powerful Critical, Weapon Focus.
Benefit: Choose a single weapon type (not a group) for which you have the Weapon Focus and Improved Critical feats. Whenever you score a critical hit with the chosen weapon, the target must make a Fortitude save (DC 10 + your base attack bonus) or die instantly. Creatures immune to critical hits can’t be affected by this feat.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different type of weapon.
Source: 3.5 Edition System Reference Document, “Epic Feats.”

IMPROVED CRITICAL (COMBAT)
Prerequisites: Proficient with weapon, base attack bonus +8.
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

POWERFUL CRITICAL (CRITICAL)
Your critical hits cause an amazing amount of damage. Choose one type of weapon that you have already selected for Improved Critical.
Prerequisites: Critical Focus, Improved Critical, base attack bonus +13.
Benefit: Whenever you score a critical hit with the selected weapon, the damage multiplier increases by 1, to a maximum of x4.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Note: This feat supercedes the Master Thrower prestige class’s “Deadeye Shot” thrown weapon trick, from Complete Warrior.

SICKENING CRITICAL (CRITICAL)
Prerequisites: Critical Focus.
Benefit: Whenever you score a critical hit, your opponent must succeed at a Fortitude save (DC 10 + your base attack bonus) or be nauseated 1 round and sickened for 1 minute. A successful saving throw negates the nausea, but not the sickness. The effects of multiple crits do not stack; additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

STAGGERING CRITICAL (CRITICAL)
Prerequisites: Critical Focus, base attack bonus +13.
Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. If your base attack bonus is +17 or higher, your opponent is stunned instead of staggered. In either case, a successful Fortitude save (DC 10 + your base attack bonus) reduces the duration to 1 round. The effects of multiple crits do not stack; additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

TELLING BLOW (CRITICAL)
When you strike an opponent's vital areas, you draw on your ability to land crippling blows to make the most of your attack.
Prerequisite: Critical Focus, skirmish or sneak attack ability.
Benefit: When you score a critical hit against a target, you deal your sneak attack and/or First Strike damage, in addition to the damage from your critical hit. Your critical multiplier applies only to your normal damage, not your bonus damage. This benefit affects both melee and ranged attacks.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Source: Players Handbook II.

TIRING CRITICAL (CRITICAL)
Prerequisites: Critical Focus.
Benefit: Whenever you score a critical hit, your opponent becomes fatigued. If your opponent is already fatigued (due to damage or some other fatiguing effect) he or she becomes exhausted instead. If your base attack bonus is +15 or higher, your opponent is automatically exhausted instead. This feat has no effect on exhausted creatures.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.

DIVINE FEATS
CHANNEL SMITE (COMBAT)
You can channel your divine energy through your weapon.
Prerequisites: Ability to channel energy.
Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability (or lay on hands ability, if you have it) as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage.
If your attack misses, you can Hold the Charge, per the rules for touch spells.

CHANNELING, EXTRA
You can channel divine energy more often.
Prerequisite: Channel energy class feature.
Benefit: You can channel energy two additional times per day.
Special: If a paladin with the ability to channel positive energy takes this feat, he or she can use lay on hands four additional times a day, but only to channel positive energy.

CHANNELING, IMPROVED
Prerequisites: Ability to channel energy.
Benefit: Add +2 to the DC of your channel energy ability. This stacks with the benefit from Ability Focus (channeling), if applicable.

CHANNELING, PLANAR
Prerequisite: Ability to channel energy.
Benefit: When you channel positive energy, evil outsiders within the area also take damage as if they were undead.
If you also have the ability to turn undead, you gain the ability to dismiss evil outsiders by channeling positive energy. To attempt this, you spend a channel energy use. The total number of Hit Dice you can dismiss with one channeling attempt is equal to your channeler level + your Charisma modifier. Evil outsiders are entitled to a Will save to negate the effect.
If the outsiders in question have been summoned, you instead make a level check against a DC of 11 + the caster level of the summoner (saving throws do not apply in this case). If the summoning creature doesn't have a caster level, use its Hit Dice instead. Success indicates that the summoned creature(s) are returned to their home plane.
Special: If you channel negative energy and can command undead (q.v.), you can dismiss good outsiders the way a cleric who channels positive energy dismisses evil outsiders.
Source: This feat supercedes the variant class feature of the same name, from the Planar Handbook, and also the Aligned Channeling feat from the Pathfinder core rules.

CHANNELING, PRACTICED
Prerequisite: Ability to channel energy.
Benefit: Your cleric level for purposes of channeling energy is 4 higher than normal, to a maximum effective level equal to your total number of Hit Dice.

CHANNELING, SELECTIVE
You can choose whom to affect when you channel energy.
Prerequisites: Cha 13, ability to channel energy.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.

CHANNELING, VERSATILE
Prerequisite: Channel energy class feature, elemental domain.
Benefit: You can channel both elemental energy (appropriate to your domain) and either positive or negative energy (appropriate to your deity’s alignment). Each time you channel, select one of those types of energy. You cannot channel both types of energy at once—choose which type is channeled each time you channel. Likewise, you do not gain additional channel uses per day.
If your deity is neutral with regards to good and evil, you can select this feat to gain the ability to channel both positive and negative energy (choose which each time you channel).
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new elemental subtype.

COMMAND/TURN ELEMENTAL
Prerequisites: Channel elemental energy.
Benefit: As a standard action, you can use one of your uses of channel elemental energy to enslave extraplanar creatures of the your Domain’s elemental subtype within 30 feet. Elementals receive a Will save to negate the effect. The DC for this Will save is equal to 10 + ½ your caster level + your Charisma modifier. Elementals that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead (but affecting elementals instead of undead). Intelligent elementals receive a new saving throw each day to resist your command. You can control any number of elementals, so long as their total Hit Dice do not exceed your cleric level.
Elementals of other types are turned instead of commanded (see Turn Undead for details).
If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an elemental creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

COMMAND UNDEAD
Using foul powers of necromancy, you can command undead creatures, making them into your servants.
Prerequisite: Channel negative energy
Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + ½ your caster level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.

DIVINE ACCURACY (DIVINE)
You can channel positive energy to give your allies' melee attacks another chance to strike true against incorporeal creatures.
Prerequisite: Ability to channel positive energy, Knowledge (the planes) 4 ranks.
Benefit: As a standard action, spend one of your channel uses to grant all your allies (including yourself) within a 60-foot burst the ability to deal full damage to incorporeal targets, as if weilding ghost touch weapons. This effect lasts for a number of rounds equal to the number of channeling dice you would normally receive.
Source: Libris Mortis: The Book of the Dead.

DIVINE ARMOR (DIVINE)
You call upon your deity to protect you in your hour of need by wreathing you in divine power that wards off your enemies' attacks.
Prerequisites: Divine caster level 5th, ability to channel energy.
Benefit: As a swift action, you can expend a channel energy use to gain damage reduction for a number of rounds equal to your Charisma modifier (minimum 1 round). The damage reduction is 1/– per two channeling dice you would normally receive (maximim 5/– at 19th level).
Source: Player's Handbook II.

DIVINE CLEANSING (DIVINE)
You can channel energy to improve you and your allies' ability to resist poison and curses.
Prerequisite: Ability to channel positive energy, Cha 13, Extra Channeling.
Benefit: As a standard action, spend one of your channel uses to grant all allies within a 60-foot burst (including yourself) a sacred bonus on Fortitude saving throws equal to the number of channeling dice you would normally receive (i.e., +1 at 1st level, +2 at 3rd, etc.). This bonus lasts for a number of rounds equal to your Charisma modifier.
Source: Complete Warrior.

DIVINE MIGHT (DIVINE)
Prerequisites: Str 13, ability to channel energy, Power Attack.
Benefit: As a free action, spend one of your channel energy uses to gain a bonus to your weapon damage for 1 full round equal to the number of dice you would normally channel (i.e., +1 at 1st level, +2 at 3rd, etc.). This does not stack with the additional damage from a paladin’s smite evil ability.
Source: Complete Warrior.

DIVINE SHIELD (DIVINE)
You can channel energy to make your shield more effective for either offense or defense.
Prerequisite: Ability to channel energy, proficiency with a shield.
Benefit: As a standard action, spend one of your channel energy uses to channel divine energy into your shield. For a number of rounds equal to your divine caster level, as long as you actively use this shield (an animated shield or shield spell doesn’t count) it grants you a sacred or profane bonus to AC equal to your number of channeling dice (+1 at 1st level, +2 at 3rd, etc.).
Source: Complete Warrior.

FELL DRAIN (METAMAGIC)
Living foes damaged by your spell also gain a negative level.
Benefit: You can alter a spell that deals damage to foes so that any living creature that is dealt damage also gains a negative level. If the subject has at least as many negative levels as Hit Dice, it dies. Assuming the subject survives, the negative level disappears (without requiring a Fortitude save) after a number of hours equal to your caster level (maximum 15).
A fell draining spell uses up a spell slot two levels higher than the spell's actual level.
Source: Libris Mortis.

FELL FRIGHTEN (METAMAGIC)
Living foes damaged by your spell are also shaken.
Benefit: You can alter a spell that deals damage to foes so that any creature subject to fear effects and mind-affecting spells and abilities that is dealt damage also becomes shaken for 1 minute.
A fell frightening spell uses up a spell slot two levels higher than the spell's actual level.
Source: Libris Mortis.

FELL WEAKEN (METAMAGIC)
Living foes damaged by your spells are also weakened.
Benefit: You can alter a spell that deals damage to foes so that any living creature that is dealt damage also takes a -4 penalty to Strength for 1 minute. Strength penalties from multiple spells enhanced by the Fell Weakening feat do not stack.
A fell weakening spell uses up a spell slot one level higher than the spell's actual level.
Source: Libris Mortis.

GODHAMMER (COMBAT, RESERVE)
You draw upon your divine power to enhance your weapons.
Prerequisites: Ability to cast divine spells.
Benefit: As a swift action, you can imbue your deity’s favored weapon with a fraction of your power. For 1 round, this weapon deals +1 damage per level of the highest-level spell or spell slot you have available and uncast, and is treated as magic for the purpose of overcoming damage reduction. You must wield the weapon yourself to gain this bonus.
Special: The Holy Warrior domain feat (see Cleric), available only to those with access to the War domain, works similarly except it does not require a swift action to activate, and automatically applies to all weapons you wield.
Source: Monte Cook’s Book of Experimental Might (Malhavoc Press).

IMBUED HEALING (METAMAGIC)
You imbue your healing spells with additional benefits based on the power of your belief.
Prerequisites: Ability to cast conjuration (healing) spells; access to one or more domains.
Benefit: Whenever you cast a 1st level or higher conjuration (healing) spell, you not only heal your subject of hit point damage, but you also confer on it a carrier effect deriving from a domain to which you have access. If you have access to more than one of the following domains, choose which carrier effect to use each time you use this ability. Each of these carrier effects has a duration of 1 minute per level of the conjuration (healing) spell cast and an equivalent spell level.

• Air: Electricity resistance 5.
• Animal: Scent ability.
• Chaos: +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on a randomly determined ability score.
• Death: +4 on saving throws against death effects.
• Destruction: +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on melee damage rolls.
• Earth: Acid resistance 5.
• Evil: DR 3/good.
• Eire: Fire resistance 5.
• Good: DR 3/evil.
• Healing: 1 temporary hit point per level or HD. These temporary hit points last for up to 1 hour.
• Knowledge: +2 insight bonus on skill and ability checks.
• Law: +4 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on saving throws against mind-affecting spells or spell-like abilities.
• Luck: When rolling for damage, treat any die roll result of 1 as 2, unless 1 is the maximum result possible.
• Magic: +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on saves against spells and spelllike abilities.
• Plant: Light fortification (25% chance to avoid extra damage from critical hits and sneak attacks).
• Protection: +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus to AC when fighting defensively.
• Strength: +2 on damage rolls with any melee attack.
• Sun: Low-light vision; +2 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Spot checks.
• Travel: +5-foot bonus to base land speed.
• Trickery: +6 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Bluff checks.
• War: +1 on attack rolls with weapons (not natural weapons).
• Water: +6 sacred (if your deity is good or neutral) or profane (if your deity is evil) bonus on Swim checks.

Special: When you use a conjuration (healing) spell to deal damage to a target, you cannot confer one of these carrier effects on that target. Different carrier effects can affect the same target concurrently, even if the domains are normally opposed in nature (Law/Chaos, Good/Evil, and so forth). If your conjuration (healing) spell affects multiple creatures, you can choose only one carrier effect per casting. All targets are subject to that same effect.
Source: Complete Champion.

LAMASHTU'S MARK
You have been marked as one of Lamashtu’s favored minions.
Prerequisites: Con 13, Lamashtu (or similar god) as patron deity.
Benefit: Your abdomen bears several ugly scars, as if your belly had been torn open by a clawed hand. Lamashtu’s Mark identifies you as favored of the Mother of Monsters, and if it is visible, you gain a +2 bonus on Intimidate checks but a –2 penalty on Diplomacy checks.
Once per day as a free action, you may invoke Lamashtu’s name as you strike a non-evil foe with any melee attack. As you do, you cause the creature struck to become deformed in some hideous manner (cloven hoof, horns, forked tongues, and vestigal limbs like wings and tails are common deformities). The deformity imparts a penalty of 1d4 points to the target’s Charisma score for 1 hour; the target can resist this effect by making a Fortitude save (DC 10 + your character level + your Charisma modifier). The physical deformity vanishes as soon as the Charisma penalty fades.
Any offspring you sire or give birth to gain the fiendish template.
Source: Pathfinder Campaign Setting.

MITIGATE SUFFERING (RESERVE)
You can temporarily relieve ability damage.
Prerequisite: Ability to cast 2nd level cure spells.
Benefit: As long as you have any restoration spell or another conjuration (healing) spell that cures ability damage available to cast, you can temporarily relieve lost ability points on yourself or an ally. As a standard action, you can mitigate 1 point per level of the highest-level such spell you have available to cast. These ability points can be applied to any single damaged ability, raising it to a maximum of its starting score.
Temporary ability points granted in this way disappear after 10 minutes, returning the subject to its previous damaged state unless some other effect restores the lost ability points first. You can use this effect on the same individual as many times as you wish.
Source: Complete Champion.

PROFANE LIFELEECH (DIVINE)
Prerequisite: Ability to channel negative energy.
Benefit: When you channel negative energy, you can spend an additional use of your channeling to heal youreself 1d6 points of damage for each creature that is damaged by the negative energy you channel. This healing does not allow you to exceed your full normal hit point total.
Source: Libris Mortis.

RESURRECTION SENSE
Prerequisites: Ability to cast 2nd level spells, sneak attack +2d6.
Benefit: You become supernaturally sensitive to the movement of the souls of those you kill. This allows you a chance to notice if anyone slain by you within the last year is brought back to life. If such an event occurs, you notice the resurrection unless it takes place on another plane or in an area that prevents scrying effects, and even then, you can sense the previously assassinated life the instant it returns to the Prime Material Plane or steps out of the protected area. The sensation does not tell you where the resurrected victim is located, only which victim has returned to life.
Source: This feat duplicates the Red Mantis prestige class feature of the same name, from Pathfinder Adventure Path vol. 9, “Escape from Old Korvosa.”

RETRIEVE SPELL (DIVINE)
You can channel raw divine energy to recharge a previously cast spell.
Prerequisite: Any two divine feats, ability to turn or rebuke undead.
Benefit: As a standard action, you can expend channeling uses to recover a spell you have already cast that day. You must spend a number of daily uses equal to 1 + the level of the spell you wish to recover. You can recover only spells within the class that grants your channeling ability (you cannot, for example, use this ability to regain a previously cast wizard spell).
Source: Complete Champion.

SACRED RADIANCE (DIVINE)
Prerequisites: Divine caster level 9th, ability to channel positive energy.
Benefit: As a standard action, you can expend a channel use to bathe yourself in light. This light provides bright illumination in a 60-foot-radius emanation centered on you and an additional 60 feet of shadowy illumination beyond that area. The light moves as you move, keeping you at the center of its area. It temporarily negates areas of magical darkness created by spells of 3rd level or lower.
Any non-evil creature within 60 feet of you gains a +2 morale bonus on saves against fear, poison, disease, and death effects; evil creatures take a -2 penalty on saves against fear effects. This benefit lasts for 10 minutes.
Source: Player's Handbook II.

SACRED SPELL (METAMAGIC)
Benefit: Half of the damage dealt by a sacred spell results directly from divine power and is therefore not subject to being reduced by protection from energy or similar magic. The other half of the damage dealt by the spell is as normal. A sacred spell uses up a spell slot two levels higher than the spell’s actual level. Only divine spells can be cast as sacred spells.
Source: 3.5 edition System Reference Document, “Divine Feats.”

TURN UNDEAD
Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.
Prerequisite: Channel positive energy
Benefit: When you channel positive energy to damage undead, you also cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + ½ your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect.

TACTICAL FEATS
Tactical feats grant large bonuses, but they only function under specific circumstances. In most cases, these feats require an ally who also possesses the feat to be positioned carefully on the battlefield. Tactical feats provide no bonus if the listed conditions are not met. Note that allies who are paralyzed, stunned, unconscious, or otherwise unable to act do not count for the purposes of these feats.

ALLIED SPELLCASTER (TACTICAL)
With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Prerequisite: Caster level 1st.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all level-dependent variables, such as duration, range, and effect.
Source: Pathfinder Advanced Players Guide playtest.

COORDINATED DEFENSE (COMBAT, TACTICAL)
You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.
Source: Pathfinder Advanced Players Guide playtest.

COORDINATED MANEUVERS (COMBAT, TACTICAL)
You are skilled at working with your allies to perform dangerous combat maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.
Source: Pathfinder Advanced Players Guide playtest.

DUCK AND COVER (TACTICAL)
Your allies assist you in avoiding certain attacks.
Benefit: Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Reflex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take).
If you take your ally’s result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.
Source: Pathfinder Advanced Players Guide playtest.

LOOKOUT (COMBAT, TACTICAL)
Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally – 1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full round action) during the surprise round.
Source: Pathfinder Advanced Players Guide playtest.

OUTFLANK (COMBAT, TACTICAL)
You look for every edge when f lanking an enemy.
Prerequisite: Base attack bonus +4.
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
Source: Pathfinder Advanced Players Guide playtest.

PAIRED OPPORTUNISTS (COMBAT, TACTICAL)
You know how to make an enemy pay for lax defenses.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
Source: Pathfinder Advanced Players Guide playtest.

PRECISE STRIKE (COMBAT, TACTICAL)
You are skilled at striking where it counts, as long as an ally distracts your foe.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Source: Pathfinder Advanced Players Guide playtest.

SHIELD WALL (COMBAT, TACTICAL)
You are skilled at working together with those around you for protection.
Prerequisite: Shield Proficiency.
Benefit: Whenever you are wielding a shield and are adjacent to an ally who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally. If your ally is wielding a buckler or a light shield, your shield bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2. You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack. If an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield (see page 153 of the Pathfinder RPG Core Rulebook).
Source: Pathfinder Advanced Players Guide playtest.

SHIELDED CASTER (TACTICAL)
Your allies are skilled at covering for you while you cast complicated spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If you ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy that is threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
Source: Pathfinder Advanced Players Guide playtest.

SWAP PLACES (COMBAT, TACTICAL)
You are skilled at changing places with your ally during a chaotic melee.
Benefit: Whenever you are adjacent to an ally who also has this feat, you can move into your ally’s square as part of a normal movement (including a 5-foot step). At the same time, your ally moves into your previous space. Both you and your ally must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this feat. Your ally does not provoke an attack of opportunity from this movement, but you provoke as normal. This movement does not count against your ally’s movement on his next turn.

COMBAT FEATS
Note: A number of combat feats, including Combat Expertise and Power Attack, apply bonuses and/or penalties equal to +/-1, with an additional +/-1 per 4 points of base attack bonus. For convenience, a summary table is included here:

Base Attack Bonus Feat Bonus/Penalty
+1 to +3 +1
+4 to +7 +2
+8 to +11 +3
+12 to +15 +4
+16 to +19 +5
+20 or above +6

ADVANCE (COMBAT)
You can move up to a foe with reach without provoking an attack, and you can close the distance when a foe tries to move away.
Prerequisites: Dex 15, Dodge.
Benefit: You do not provoke attacks of opportunity by moving through a creature’s threatened area, so long as you end your movement adjacent to that creature. This benefit only applies to one creature. If your move takes you through the threatened area of two or more creatures, you still provoke an attack of opportunity from the other creatures (even if you end your turn adjacent to more than one).
If you start you turn inside an opponent’s threatened area, you do not provoke attacks of opportunity from that opponent for moving within that area. This use supersedes the
Finally, whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. This ability can be used against only one opponent per turn.
Source: Pathfinder Beta Playtest, “New Feats for Playtesting.” This feat also subsumes the Step Up feat, and also the Running Circles feat from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

ARMOR PROFICIENCY, HEAVY
You are skilled at wearing heavy armor.
Prerequisites: Light Armor Proficiency, Medium Armor Proficiency.
Benefit: See Armor Proficiency, Light.
Normal: See Armor Proficiency, Light.
Special: Fighters and paladins automatically have Heavy Armor Proficiency as a bonus feat. They need not select it.

ARMOR PROFICIENCY, LIGHT
You are skilled at wearing light armor.
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Normal: A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.
Special: All characters except monks, sorcerers, and wizards automatically have Armor Proficiency (light) as a bonus feat. They need not select it.

ARMOR PROFICIENCY, MEDIUM
You are skilled at wearing medium armor.
Prerequisites: Light Armor Proficiency.
Benefit: See Armor Proficiency, Light.
Normal: See Armor Proficiency, Light.
Special: Barbarians, bards (skalds only), clerics, druids, fighters, and paladins automatically have Medium Armor Proficiency as a bonus feat. They need not select it.

ARMOR SKIN (COMBAT)
Benefit: You gain a +1 natural AC, or your existing natural armor bonus increases by 1.
Special: You can gain this feat multiple times. Its effects stack.
Source: Modified from the 3.5 edition System Reference Document, “Epic Feats.”

ATTACK WITH OPPOSITION (DUELING)
You are skilled at controlling your opponent’s weapons to avoid attacks of opportunity and counter-attacks. This action has had many names historically, including jam and prix de fer (“taking the iron”)
Prerequisites: Dex 13, Dodge, Improved Weapon Maneuvers, Weapon Finesse.
Benefit: When fighting with rapier, longsword, short sword, smallsword, or dueling sword, you gain a +2 dodge bonus to AC against counterattacks and attacks of opportunity. This bonus increases by an additional +1 per 4 points of your base attack bonus (to a maximum of +7 at BAB +20).
Special: If you also possess the Greater Weapon Maneuvers feat, this bonus to AC improves by an additional +2.
Source: Art of the Duel (Sinister Adventures LLC).

AVALANCHE OF BLOWS (COMBAT)
Prerequisites: Base attack bonus +13.
Benefit: As a full attack action, make a single melee attack. If this attack hits, you may immediately make a second attack against the same opponent, albeit at a –4 penalty. As long as you continue to hit the opponent, you can continue to make additional attacks against that same target, but each additional attack suffers an additional –4 penalty (-8 for the third attack, -12 for the fourth, -16 for the fifth, etc.). Any miss breaks the tempo and ends you chain of attacks. You cannot use the Vital Strike or Follow-Through feat in conjunction with this feat.
Source: This feat simulates the avalanche of blades strike, from the Tome of Battle.

AWESOME BLOW (COMBAT)
Prerequisites: Str 25, Power Attack, Improved Forcing Maneuvers, size Large or larger.
Benefit: As a standard action, make one melee attack against a corporeal creature smaller than you (or the same size as you, if you have the Powerful Build racial trait or the Giant’s Stance feat). If successful, the attack deals normal damage, and the opponent must succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet in a direction of your choice and fall prone. You can only push the opponent in a straight line, and the opponent can’t move closer to you than the square it started in. If an obstacle prevents the completion of the opponent’s move, the opponent and the obstacle each take 1d6 points of damage, and the opponent stops in the space adjacent to the obstacle.

AXEFIGHTING (COMBAT)
Prerequisite: Dex 13, Weapon Focus (any axe).
Benefit: Whenever you drop a foe (i.e., reduce him below 0 hp) with an axe (battleaxe, greataxe, hand axe, war axe, ice axe, glaive, halberd, or lajatang), with which you have Weapon Focus, you gain a +2 morale bonus to attacks and damage with your weapon for 1 round, plus 1 round per 5 points of your base attack bonus (e.g., 5 rounds total at BAB +20).
Special: It you take this feat as a fighter bonus feat and your base attack bonus is +15 or above, the morale bonus to attacks and damage increases to +3.
Source: Monte Cook’s Collected Book of Experimental Might.

BANZAI CHARGE (COMBAT)
Prerequisite: Base attack bonus +6, Str 15, Power Attack.
Benefit: To use this feat, you must charge an opponent on foot while using the Power Attack feat. If the charge attack is successful, you double the additional damage inflicted by your Power Attack feat. Even if you are normally permitted more than one attack on a charge, you gain the benefits of the Banzai Charge only on the first attack.
Normal: A charge inflicts no additional damage.
Source: This feat supersedes the Ronin prestige class feature of the same name, from Complete Warrior.

BLIND-FIGHT (COMBAT)
You are skilled at attacking opponents that you cannot clearly perceive.
Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Special: If your base attack bonus is at least +9 and you have 9 or more ranks in Perception, the effects of this feat extend to ranged attacks up to point blank range.
If your base attack bonus is at least +16 and you have at least 16 ranks in Perception, your senses are so keen that you ignore any concealment of 20 percent or less. Concealment with a higher miss chance functions without change.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.

BLINDING STRIKE (COMBAT)
Prerequisite: Base attack bonus +7.
Benefit: As a full attack action, you can make a single melee or ranged attack that inflicts normal damage. If you damage an opponent with a discernable anatomy, the foe must succeed at a Fortitude save (DC 10 + ½ your base attack bonus + your Wisdom modifier) or be blinded 1 round, plus an additional round per 3 points of your base attack bonus.
Creatures with multiple eyestalks are not blinded. However, creatures with eye-related powers (such as gaze attacks) may be unable to use those attacks until the blindness wears off.
Special: It you take this feat as a fighter bonus feat and your base attack bonus is +11 or above, you can use this feat as part of a standard action or iterative attack up to 3 times per day.
You cannot use this feat in conjunction with the Vital Strike feat.
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

BRUTAL STRIKE (COMBAT)
Prerequisites: Str 13, base attack bonus +6, Power Attack, Weapon Focus with a bludgeoning weapon.
Benefit: As a standard action, make a single attack with a qualifying bludgeoning weapon using the Power Attack feat. If the attack hits and your opponent takes damage, he must make a Fortitude save (DC 10 + your extra damage from the Power Attack feat on the attack) or be sickened for 1 round (multiply this duration on a confirmed critical hit).
If your base attack bonus is +12 or higher, you can use this feat as part of your first attack during a full attack action. If you strike an affected creature again with the same weapon in the same round, the foe must succeed at a Fortitude saving throw (DC 10 + half your base attack bonus + your Str modifier) or be nauseated, rather than sickened, by the pain for 1 round instead.
Special: This feat cannot be used against a creature that is not subject to extra damage from critical hits.
Source: This feat subsumes the feat of the same name from the Players Handbook II, and also the Three Mountains Style feat from Complete Warrior. It also supersedes the Foe Hammer feat, from Mike Mearls’ Iron Heroes (Fiery Dragon Productions).

BULWARK OF DEFENSE (COMBAT)
Prerequisites: Base attack bonus +3
Benefit: Any opponent that begins its turn in your threatened area treats all the squares that you threaten as difficult terrain. Your strict vigilance and active defensive maneuvers force your opponents to move with care.
Source: This feat supersedes the Knight class feature of the same name, from Player’s Handbook II.

CLEAVE (COMBAT)
Prerequisites: Str 13, Power Attack.
Benefit: If you deal a creature enough damage to make it drop (typically by dropping it to below 0 hit points or killing it), you get an immediate attack of opportunity against another creature within reach. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature.
Special: If you also have the Combat Reflexes feat, you can use Cleave multiple times in a round.
If your base attack bonus is +8 or higher, you can take a 5-ft. step between each attack when cleaving. The maximum number of such steps you can take is limited by your speed (e.g., 4 steps maximum for a character with a speed of 20 ft.). This does not give you the ability to take a 5-ft. step when you would normally be unable to (such as due to difficult terrain). This supersedes the Supreme Cleave prestige class feature of the Knight Protector and Frenzied Berserker, from Complete Warrior.
Source: 3.5 edition System Reference Document. The Pathfinder version of Cleave has been renamed “Follow-Through” to allay confusion and to better reflect how it works.

CLEAVE, IMPRESSIVE (COMBAT)
Prerequisites: Str 15, Cleave or Follow-Through, Power Attack, base attack bonus +4.
Benefit: You gain a +2 bonus to Cleave and Follow-Through attacks. You also deal an additional +1d6 damage per 5 points of your base attack bonus when making a Cleave or Follow-Through attack (maximum +4d6 at BAB +20). Do not multiply this damage in the case of a critical hit.
Special: The effects of this feat do not stack with any other ability or feat that provides sneak attack or similar damage on attacks of opportunity.
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

CLEAVE, TERRIFYING WARRIOR (COMBAT)
Your follow-up attacks can strike fear into the hearts of opponents.
Prerequisite: Str 13, Cleave, Staredown.
Benefit: If you make an additional attack thanks to Cleave and drop your target with that attack, all other opponents within your reach must make a Will save (DC 10 + half your base attack bonus + your Charisma modifier) or become panicked for 1d4 rounds. Foes with HD equal to or greater than yours are immune to this effect. This is an extraordinary mind-affecting fear effect.
Source: Dragon magazine #343.

CLEVER POSITIONING (COMBAT)
With the proper setup, you can pull an opponent towards you during an attack while spinning past him, thus switching places with him.
Prerequisite: Improved Forcing Maneuvers.
Benefit: If you hit a creature of your size or smaller with an attack of opportunity, you can spend an immediate action to exchange places with that creature. You can also initiate this feat as a standard action.
Both you and the target must be able to move into and legally occupy the new space in order for this feat to function. For example, an incorporeal character inside a solid object couldn't exchange places with a corporeal character, nor could a non-flying creature exchange places with an airborne flying creature.
Source: This feat subsumes the Clever Opportunist feat from Drow of the Underdark, and also the clever positioning maneuver from the Tome of Battle.

CLOAKED DUELIST (DUELING)
You use the very cloak on your back against an enemy, befuddling their attacks.
Prerequisites: Dex 15, Dodge, Improved Weapon Maneuvers.
Benefit: When fighting with a cloak on and at least one hand empty, you may as a free action sweep your cloak into your hand to aid you in a fight. You may perform Bind maneuvers with your cloak, and you may parry with your cloak as well. If you fight defensively the cloak grants you a 20% miss chance. If you opt for total defense, your cloak grants you a 50% miss chance.
Source: Art of the Duel (Sinister Adventures LLC).

CLOSE-QUARTERS FIGHTING (COMBAT)
You are skilled at fighting at close range and resisting grapple attempts.
Prerequisites: Base attack bonus +3, Improved Wrestling Maneuvers.
Benefit: You gain an attack of opportunity whenever an enemy attempts to grab or grapple you, even if the enemy has a feat or special ability that would normally bypass the attack. If you deal damage with this attack, the enemy fails to start the grapple unless it has the Improved Wrestling Maneuvers feat or a special ability such as improved grab. If the enemy has such an ability, you may add the damage you deal as a bonus on your opposed check to resist being grappled. This feat does not give you extra attacks of opportunity when you would be denied one for being surprised, helpless, or in a similar situation.
Normal: Creatures with Improved Wrestling Maneuvers, improved grab, or similar feats or special abilities do not provoke attacks of opportunity when they attempt to start a grapple.
Source: Complete Warrior.
Combat feats continued in next post.
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COMBAT ADVANTAGE (COMBAT)
Prerequisites: Base attack bonus +10.
Benefit: You deal +1d6 damage with weapon or unarmed attacks against climbing, cowering, flanked, helpless, kneeling, flat-footed, off-balance, prone, sitting, or stunned opponents. You also gain this bonus if you are invisible (and the opponent cannot see you) or are attacking from higher ground. If your base attack bonus is +15 or higher, this bonus damage increases to +2d6. Do not multiply bonus damage in the case of a critical hit.
Special: This bonus damage overlaps (does not stack with) sneak attack damage.
Source: This feat duplicates the “Using the Advantage” feat, from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

COMBAT AWARENESS (COMBAT)
You have an uncanny ability to sense the ebb and flow of your opponents’ vitality.
Prerequisite: Wis 13, Blind-Fight, base attack bonus +12.
Benefit: During melee combat, you automatically know the current hit point total of each adjacent creature. During non-combat situations, gaining this knowledge requires a standard action.
Source: Players Handbook II.

COMBAT EXPERTISE (COMBAT)
You can increase your defense at the expense of your accuracy.
Benefit: You can only choose to use this feat when you declare that you are making an attack or full-attack action with a melee weapon. You gain a +1 dodge bonus to your armor class for 1 round. For every 4 points of your base attack bonus, the bonus to AC increases by +1. You take a penalty on all attack rolls that round equal to the AC bonus gained.
If you choose to give up all of your normal attacks for the round, the attack penalty (for resolving attacks of opportunity) and bonus to AC are doubled (+2, +2 for every 4 points of BAB).
Special: If you are using a light or one-handed weapon in one hand, and have nothing in your other hand, the AC bonus from this feat improves by an additional +1. If you are actively defending yourself with a shield (not a buckler, an animated shield, or a shield spell), the bonus to AC is doubled, but the penalty to attack rolls does not increase. A summary table is provided in the Houserules section.
Normal: Fighting defensively provides a +1 dodge bonus to AC, +1 per 4 points of BAB, but the attack penalty is double the AC bonus.
Note: In essence, this feat doubles the effectiveness of fighting defensively, and should logically be renamed Improved Defensive Fighting. The name “Combat Expertise” is retained for the convenience of interaction with 3.5 and Pathfinder rules that reference this feat.

COMBAT INSIGHT (COMBAT)
Prerequisites: Int 13, Epic Prowess, Combat Expertise, base attack bonus +15.
Benefit: When wielding a melee weapon, add your Intelligence modifier (in addition to your Strength modifier) to the weapon's damage rolls.
Source: 3.5 edition System Reference Document, “Epic Feats.”

COMBAT REFLEXES (COMBAT)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity equal to your Dexterity bonus or your normal number of iterative attacks from your base attack bonus, whichever is higher. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use his opportunist ability more than once per round.
If you selected this feat as a fighter bonus feat and your base attack is at least +17, your successful attacks of opportunity interfere with the actions that provoked them. Those actions are not completed, but are not lost, either; they can be re-attempted immediately (which likely provokes an additional attack of opportunity from you).

COMBAT REFLEXES, EPIC (COMBAT)
Prerequisites: Dex 21, Combat Reflexes.
Benefit: There is no limit to the number of attacks of opportunity you can make in one round. You still can’t make more than one attack of opportunity for a given opportunity, however.
Source: 3.5 edition System Reference Document, “Epic Feats.”

COMBAT REFLEXES, IMPROVED (COMBAT)
You react to any drop in your opponents' guard with blinding speed.
Prerequisite: Dex 15, Combat Reflexes, base attack bonus +6
Benefit: For any given opportunity in melee combat, you can make iterative attacks of opportunity. The second attack is at a –5 penalty, just like your second normal attack in any given round. The third attack (if you have BAB +11 or better) is at a –10 penalty, just like your third normal attack in any given round, etc. Each iterative attack counts against your total number of attacks of opportunity for the round.
Special: Feats and abilities that improve your iterative attack bonuses (such as the Multiattack feat and the Onslaught of Blows fighter talent) do not apply in conjunction with this feat.
Source: Polyhedron magazine, #159. This feat is also identical to the Full Opportunity feat in Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

COME TO GRIPS (DUELING)
You are trained at tripping and grappling while fighting with a sword or rapier. Historical Note: Wrestling was often used as a foundation for weapon training, and many sword instructors integrated swordplay with wrestling, especially in Germany and Italy.
Prerequisites: Dex 13, Improved Weapon Maneuvers, Improved Wrestling Maneuvers, Weapon Finesse.
Benefit: After a successful parry or bind, you may immediately make a trip attempt or initiate a grapple as a free action that does not provoke an attack of opportunity.
Source: Art of the Duel (Sinister Adventures LLC)

CRUSHING STRIKE (COMBAT)
Your bludgeoning attacks are powerful enough to damage even heavily armored foes.
Prerequisites: Weapon Focus and Weapon Specialization with a bludgeoning weapon, base attack bonus +3.
Benefit: When using one of the specified weapons with which you have Weapon Focus, you ignore 1 point of your opponent’s armor bonus (but not shield bonus). This increases by an additional point per 5 points of your base attack bonus. Additionally, if you miss with a bludgeoning weapon by a margin less than your opponent’s shield bonus, you batter the foe for half normal damage.
If your base attack bonus is +11 or higher, when you use a full attack action while fighting with any bludgeoning weapon, each attack that connects beats down your foe's defenses, granting a cumulative +2 bonus on attack rolls until the end of your current turn.
Source: Players Handbook II. This feat also subsumes the Foe Hammer expanded mastery (4) effect, from Mike Mearls’ Iron Heroes (Fiery Dragon Productions) and the Macefighter feat from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

DAZING STRIKE (COMBAT)
Prerequisite: Base attack bonus +9.
Benefit: As a standard action, make a single weapon attack or unarmed strike. If this attack hits and deals damage, the opponent struck must succeed at a Fortitude save (DC 10 + ½ your base attack bonus + your Strength modifier) or be dazed for 1 round. Creatures immune to critical hits cannot be dazed.
If you make this attack as a full attack action rather than a standard action, the dazing lasts an additional round per 5 points of your base attack bonus (to a maximum of 5 rounds at BAB +20).
Source: Tome of Battle. This is also equivalent to the Low Blow feat, from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

DEADLY DEFENSE (DUELING)
You are at your most dangerous when forced to protect yourself.
Prerequisite: Weapon Finesse
Benefit: When fighting defensively (or using the Combat Expertise feat, if you have it), you deal an extra 1d6 points of damage with any light weapon or with any weapon to which the Weapon Finesse feat applies. This feat’s benefit applies only when you are unarmored or wearing light armor and not using a shield.
Source: Complete Scoundrel.

DEADLY STROKE (COMBAT)
With a well-placed strike, you can bring a swift and painful end to most foes.
Prerequisites: Staredown, Shatter Defenses, Weapon Focus, proficiency with the selected weapon, base attack bonus +11.
Benefit: As a standard action, make a single attack with the weapon for which you have Weapon Focus against a stunned or flat-footed opponent. If you hit, the target takes 1 point of Constitution bleed (see Conditions) in addition to normal damage. This bleed damage multiplies on a confirmed critical.

DEBILITATING STRIKE (COMBAT)
Benefit: Any melee or ranged weapon or unarmed attack you make that deals damage also hampers the opponent struck for 1 round, forcing a –1 penalty to the victim’s attack rolls until your next turn. The effects of multiple hits do not stack.
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

DEFENSIVE COMBAT TRAINING (COMBAT)
You have been trained to defend yourself from a variety of combat maneuvers.
Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense. If your base attack bonus is equal to your Hit Dice, then add +4 to the DC of performing combat maneuvers against you, such as bull rush, grapple, and trip.

DEFENSIVE REBUKE (COMBAT)
You are better able to defend your allies against a designated enemy whose mettle you have tested.
Prerequisites: Defensive Stance, Shield Ally, or Challenge class feature
Benefit: Designate one opponent you have damaged with a melee attack as the target of this feat. For the remainder of the encounter, any time that enemy attacks one of your allies, he or she provokes an attack of opportunity from you by doing so.
Source: This feat duplicates the Crusader’s maneuver of the same name, from the Tome of Battle.

DEFENSIVE STANCE (COMBAT)
Benefit: When you fight defensively, you can apply that bonus to AC as a shield bonus to the AC of one ally you designate within your reach (you gain no AC bonus yourself, in this case). Improvements to fighting defensively (such as Combat Expertise and Elaborate Defense) can also be applied.
Source: This feat supersedes the Knight Protector prestige class feature of the same name, from Complete Warrior.

DEFT STRIKE (COMBAT)
Prerequisite: Int 13, base attack bonus +1, Combat Expertise, Weapon Finesse.
Benefit: When using a slashing or piercing weapon to which Weapon Finesse applies, your melee attacks ignore 1 point of your opponent’s armor or shield bonus. This amount increases by 1 point per 3 additional points of your base attack bonus, as summarized in the following table.

Base Attack Armor Bonus Ignored
+1 to +3 +1
+4 to +6 +2
+7 to +9 +3
+10 to +12 +4
+13 to +15 +5
+16 to +18 +6
+19 and above +7

Source: This feat supersedes the feat of the same name from Complete Adventurer.

DIRTY FIGHTING (COMBAT)
Prerequisite: Base attack bonus +10.
Benefit: If a melee opponent in your threatened area does anything other than attack you or use full defense on his turn, you may attack him on your next turn as though you were flanking him—with a +2 bonus to attack rolls and the possibility of a sneak attack.
Source: This feat supercedes the “Domain of Fighting Dirty” bonus power, from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

DISARMING SWORDSMAN (COMBAT)
Prerequisites: Dex 13, Combat Expertise, Weapon Focus (longsword, short sword, greatsword, bastard sword, scimitar, falchion, rapier, or khopesh), Improved Weapon Manuevers.
Benefit: Declare the use of this feat before making an attack with any sword with which you have the Weapon Focus feat. On a successful hit you can make an immediate disarm attempt as a free action. You can use this feat once per day, plus an additional time for every 5 points of your base attack bonus (maximum 5/day at BAB +20), but never more than once in a single round.
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

DISRUPTIVE (COMBAT)
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Prerequisites: Base attack bonus +6.
Benefit: The DC to cast spells defensively increases by 4 for all enemies within your threatened area. This increase only applies if you are aware of the enemy’s location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.
If you hold an action to attack a spellcaster while he or she is casting, you deal double damage if the attack hits. Precision-based damage (as from Sneak Attack) and other forms of bonus damage expressed in dice (such as from a flaming weapon) are not doubled.
Special: If your base attack bonus is at least +11, enemies in your threatened area that fail their checks to cast spells defensively also provoke attacks of opportunity from you.
Normal: Enemies that fail to cast spells defensively lose their spells, but do not provoke attacks of opportunity.
Source: This feat now subsumes the Spellbreaker feat from the Pathfinder core rules, and also the Occult Slayer’s “vicious strike” prestige class feature, from Complete Warrior.

DISRUPTIVE, OCCULT OPPORTUNIST (COMBAT)
Your knowledge of the supernatural allows you to exploit most attempts to manipulate magical energies.
Prerequisite: Disruptive, Spellcraft 5 ranks.
Benefit: You may make an attack of opportunity against any opponent you threaten who dismisses a spell, directs or redirects an active spell, casts a quickened or swift spell, or attempts to turn or rebuke undead or channel energy. If your attack is successful, your opponent must succeed at a Concentration check (DC 10 + damage dealt) or lose the action that provoked the attack of opportunity.
Source: Dragon magazine, issue 340.

DISRUPTIVE, SPELLCASTING HARRIER (COMBAT)
Prerequisites: Combat Reflexes, Disruptive.
Benefit: Any spellcaster you threaten in melee provokes an attack of opportunity if he or she tries to cast defensively, whether or not the attempt is successful. You get a +4 bonus on this attack roll.
Source: 3.5 edition System Reference Document, “Epic Feats.”

DODGE (COMBAT)
You have mastered a defensive stance that allows to you easily react to your opponents.
Prerequisites: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. If your base attack bonus is +11 or better, the dodge bonus increases to +2. Any condition that makes you lose your Dexterity bonus to AC also makes you lose the benefits of this feat.

DODGE CRITICAL (COMBAT)
You can turn even the luckiest blow into a grazing strike.
Prerequisites: Uncanny Dodge, Improved Uncanny Dodge.
Benefit: Once per day, you can make a Reflex saving throw (DC 20 + the enhancement bonus, if any, of the weapon attacking you) to turn a critical hit against you into a normal hit. You must be aware of the attack and not flat-footed, and you must declare the attempt before damage is rolled.
Source: This feat supersedes the Darkwood Stalker prestige class feature of the same name, from Complete Warrior.

DRIVING ATTACK (COMBAT)
When you strike an opponent with a spear, the brutal impact of your strike sends him sprawling.
Prerequisites: Weapon Focus with spear or longspear, Weapon Specialization with spear or longspear, base attack bonus +14.
Benefit: If you use a full-round action to make a single melee attack with a spear (including a trident) or longspear (including a pike, ranseur, partisan, or spetum) and succeed in hitting, you can initiate a special bull rush attempt against the target. This bull rush uses your total bonus on damage rolls in place of your Strength modifier. You do not provoke an attack of opportunity with this bull rush, and you cannot move forward with your opponent.
If you succeed in pushing an opponent back 10 feet or more, you can reduce the distance you push him by 10 feet. In return, your foe falls prone in the square where he ends his movement. Note that by reducing the distance you push your opponent, you can have him fall prone in his current space.
Source: Players Handbook II.

EXHAUSTING DEFENSE (COMBAT)
You coax your opponents into wasting their strength on wild, uncontrolled strikes.
Prerequisite: Base attack bonus +5, Combat Expertise, Dodge.
Benefit: Designate one foe per round as the target of this feat. The target must attempt a Will save (DC 10 + half your base attack bonus + your Constitution modifier) each round when attacking you in melee or suffer an amount of nonlethal damage equal to 1d4 + your Constitution modifier. The target suffers this damage a maximum of once per round, no matter how many times you are attacked.
Special: If you use Combat Expertise against the target for more than 3 consecutive rounds, your opponent must save vs. Fort (DC 10 + half your base attack bonus + your Constitution modifier) each round after the third or be fatigued. A fatigued opponent must save each round or become exhausted instead. Any interruption in the combat before the opponent succumbs means that you must start over to use this feat.
If you use Combat Expertise against a fatigued or exhausted foe for 1 round, then attack the next round without using Combat Expertise, your opponent is flat-footed for 1 round and you gain an additional +2 bonus to attack him until your next turn.
Source: This feat combines the feat of the same name from Dragon magazine, issue 345, and also the Armiger’s “draining defense” class feature, from Mike Mearls’ Iron Heroes (Fiery Dragon Productions).

FEIGNED OPENING (COMBAT)
You seemingly leave an opening in your defenses that draws your opponent off-balance in order to take advantage of it.
Prerequisite: Int 13, Combat Expertise, Improved Feint, base attack bonus +5.
Benefit: As a move action, you intentionally provoke an attack of opportunity from one melee opponent. If your enemy takes advantage of this opportunity and hits you, you gain an immediate counterattack. If the opponent misses, you gain no advantage, but the opponent’s strike provokes attacks of opportunities from all of your allies threatening that opponent.
The target of this feat is permitted an opposed Bluff check to see the feigned opening for what it is.
Source: This feat simulates the Swordsage counter of the same name, from the Tome of Battle.

FEINT, IMPROVED (COMBAT)
You are skilled at fooling your opponents in combat.
Prerequisites: Int 13, Combat Expertise.
Benefit: You can make a Bluff check to feint in combat as a move action.
Special: If you have at least 10 ranks in Bluff and also possess the Greater Feint feat, you may feint in combat as a swift action. This supersedes the Invisible Blade’s Uncanny Feint prestige class feature, from Complete Warrior.
Normal: Feinting in combat is a standard action.

FEINT, GREATER (COMBAT)
You are skilled at making enemies overreact to your maneuvers.
Prerequisites: Int 13, Combat Expertise, Improved Feint, Bluff 6 ranks, base attack bonus +6.
Benefit: Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn in addition to losing his Dexterity bonus against your next attack.
You can take 10 when making a Bluff check to feint in combat, even if stress and distraction would normally prevent you from doing so.
Normal: Creatures you feint lose their Dexterity bonus against your next attack. You may not take 10 when feinting.

FIRST STRIKE (COMBAT)
Prerequisites: Dex 13, Improved Initiative, Sleight of Hand 1 rank.
Benefit: When you strike a foe who is flat-footed at the beginning of combat, the attack inflicts +1d6 points of damage. This damage bonus stacks with sneak attack damage and faces the same limitations as sneak attack (creatures immune to critical hits and sneak attacks are immune to this ability). You can make ranged attacks using this ability, but only at point-blank range.
Special: You can take this feat up to three times; each time, add an additional +1d6 to the bonus damage (to a maximum total of +3d6).
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press)

FLANKING, IMPROVED (COMBAT)
Prerequisite: Combat Reflexes.
Benefit: Your attack bonus from flanking improves by +1. For every 4 points of your base attack bonus, this bonus improves by an additional +1. Others who are flanking with you gain a +1 bonus, plus one-third of the additional bonus you receive, rounded down (as shown in the table below).

Base Attack Bonus Total Flanking Bonus For:
You Allies
+0 to +3 +3 +3
+4 to +7 +4 +3
+8 to +11 +5 +4
+12 to +15 +6 +4
+16 to +19 +7 +4
+20 or above +8 +5

Normal: Flanking provides a flat +2 bonus on attacks, for you and your flanking ally or allies.
Source: This feat supercedes the Swashbuckler class feature of the same name, from Complete Warrior, the Vexing Flanker feat from Player’s Handbook II, and the Superior Flanking feat from Dragon magazine, issue 343.

FLANKING, ADAPTABLE (COMBAT)
Prerequisites: Base attack bonus +4, Combat Reflexes, Improved Flanking.
Benefit: As a swift action, designate a single opponent as the target of this feat. When you are adjacent to the chosen target, you can choose to count as occupying your square or any square you threaten for purposes of determining flanking bonuses for you and your allies. Further, the designated opponent is treated as flanked by all opponents adjacent to it.
Source: Player’s Handbook II. This feat also subsumes the Superior Flanking feat, from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press) and the Dedicated Nuisance feat from Dragon magazine, issue 343.

FOLLOW-THROUGH (COMBAT)
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: As a full-round action, make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an attack of opportunity (at the same bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat, unless you also have the Combat Reflexes feat. You cannot attack an individual foe more than once in a round with this feat.
Special: If your base attack bonus is +8 or higher, you can take a 5-ft. step between each attack when following through. The maximum number of such steps you can take is limited by your speed (e.g., 4 steps maximum for a character with a speed of 20 ft.). This does not give you the ability to take a 5-ft. step when you would normally be unable to (such as due to difficult terrain). This supercedes the Supreme Cleave prestige class feature of the Knight Protector and Frenzied Berserker, from Complete Warrior.
Source: This feat subsumes the Pathfinder “Cleave” and “Great Cleave” feats, renamed to avoid confusion with the 3.5 edition Cleave feat.

GIANT-SLAYER (COMBAT)
Prerequisites: Base attack bonus +5, Acrobatics 5 ranks.
Benefit: You gain a +4 dodge bonus to your Armor Class against giants, or a +2 dodge bonus against any non-giant creature two or more size categories larger than yourself. This benefit does not apply if you lose your Dex bonus to AC, or if you are wearing heavy armor.
If your base attack bonus is +11 or higher and you have at least 11 ranks in Acrobatics, and you successfully use the Acrobatics skill enter the space of a creature at least one size larger than you are without provoking an attack of opportunity, then while you and that opponent continue to occupy the same space, you gain 50% cover against all attacks (+4 cover bonus to AC, +2 cover bonus to Reflex saves), including those made by the creature whose space you’re in.
Special: Gnomes and dwarves receive Giant-Slayer as a bonus feat, and receive the benefits even when wearing heavy armor. They can select this feat an additional time, subject to the prerequisites and conditions listed, in order to double the AC bonus provided.
Source: This feat supercedes the Gnome Giant-Slayer “Crafty Fighter” prestige class feature. The expanded use of the feat simulates the wolf climbs the mountain strike, from the Tome of Battle.

GIANT’S STANCE (COMBAT)
Prerequisite: Power Attack.
Benefit: As a swift action, you can adopt a stance allowing you to put extra leverage into your blows. As long as you remain in this stance, you deal damage in melee as if any weapon you wield (or any unarmed strike) was one size greater than actual. You gain no size modifiers; only base damage changes.
This stance immediately ends if you move more than 5 feet for any reason (including being targeted by a bull rush or telekinesis, etc.).
Source: Tome of Battle.

GRANT MOVE ACTION (COMBAT)
Prerequisites: Base attack bonus +3, Knowledge (warfare) 4 ranks, Improved Marshal’s Command, Marshal’s Command.
Benefit: Once per day as a standard action, you can assess the tactical situation and maneuver your allies advantageously. Each ally (not including you) within 30 ft. who can hear you can take an immediate move action on your turn. This movement provokes attacks of opportunity normally.
This extra action does not affect the allies' initiative count; the round continues normally after your turn is over. (This may mean, for example, that an ally whose initiative count immediately follows yours may get an extra move action from the you, followed directly by a full round worth of actions on the ally's turn.)
For every additional +3 to your base attack bonus and 4 additional ranks in Knowledge (warfare), you gain an additional daily use of this ability, per the following table.

Base Attack Bonus Ranks in Knowledge (Warfare) Uses per Day
+3 4 1
+6 8 2
+9 12 3
+12 16 4
+15 20 5

If your base attack bonus is +11 or higher, you can activate this feat as a move action, rather than a standard action.
Special: A character can take only one extra move action per round. (In other words, two characters can't use this ability on the same ally in the same round.) If an ally chooses not to take the extra move action, it is lost.
Source: This feat superecedes the Marshal class feature of the same name, from the Miniatures Handbook, and also simulates the order forged from chaos maneuver, from the Tome of Battle.

HAMATULA STRIKE (COMBAT)
You can catch your opponents on your weapon and hold them in place.
Prerequisites: Improved Wrestling Maneuvers, Strength 13, Base Attack Bonus +7.
Benefit: Whenever you damage an opponent with a piercing weapon, you can immediately make a grapple check; success means the opponent is impaled on your weapon and you both gain the grappled condition. While the opponent is impaled, as an attack action you may make a grapple check on your turn at a –4 penalty to damage the opponent with your weapon, even if your weapon cannot normally be used in a grapple.
If you also have the Greater Wrestling Maneuvers feat, when attacking an impaled opponent with the weapon that impales them, you only suffer a –2 penalty to your grapple check. If the check succeeds, you deal an extra 1d6 damage.
Normal: You can only attack with an unarmed strike, natural weapon, or light weapon against opponents you are grappling.
Source: Cheliax: Empire of Devils. This feat also subsumes the Hamatula Grasp feat.

HAMPER DEFENSE (COMBAT)
Your allies can easily follow up on your successful attacks. Maybe your skill at arms hampers the opponent’s defenses, or perhaps your allies are simply emboldened by the ferocity you display.
Prerequisite: Base attack bonus +1.
Benefit: A number of times per day equal to your base attack bonus, you can declare a single weapon attack a hampering attack. If this attack hits and deals damage, all allies who see it gain a +1 circumstance bonus to attack rolls against that foe until your next turn. This bonus increases by an additional +1 per 6 additional points of your base attack bonus, according to the following table:

Base Attack Bonus Bonus to Allies
+1 to +6 +1
+7 to +12 +2
+13 to +18 +3
+19 or higher +4

Special: This bonus does not stack with itself, so multiple hampering attacks do not increase the bonus.
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

HOLD THE LINE (COMBAT)
Prerequisite: Base attack bonus +2, Combat Reflexes.
Benefit: You can make an attack of opportunity against a charging opponent who enters the area you threaten. Your attack of opportunity happens immediately before the charge attack is resolved. If you use a weapon with the brace property, this attack deals double damage as if you had set it to receive the charge.
Normal: You only get an attack of opportunity against a character that exits a square you threaten.
Source: Complete Warrior.

IMPACT REDUCTION (COMBAT)
Prerequisites: Base attack bonus +8, proficiency in heavy armor and/or shields.
Benefit: While wearing heavy armor or actively using a shield (not an animated shield or a shield spell), you gain damage reduction 1/piercing. This increases by +1 per 4 points of your base attack bonus above +8, according to the following table.

Base Attack Bonus Damage Reduction
+8 to +11 1/Piercing
+12 to +15 2/Piercing
+16 to +19 3/Piercing
+20 or higher 4/Piercing

Special: The effects of this feat overlap with (do not stack with) the effects of the fighter’s Armor Training talent.
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

INCREASED VIGOR (COMBAT)
You summon deep reserves of might to continue fighting.
Benefit: Once per day when your current hit point total is less than 10, you can grant yourself 1d8 temporary hit points, plus an additional 1d8 temporary hit point per 5 points of your base attack bonus (e.g., 5d8 at BAB +20). These temporary hit points last up to 1 minute per character level you possess, or until lost.
Special: If you select this feat as a fighter bonus feat, you heal the indicated amount, rather than gaining it as temporary hit points.
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

INCREASED VIGOR, MAXIMIZED (COMBAT)
Prerequisite: Increased Vigor.
Benefit: When using the Increased Vigor feat, you gain the maximum possible number of temporary hit points or healing (8 hp, plus 8 per 5 points of your base attack bonus, to a maximum of 48 hp at 20th level).
Source: This feat supersedes the Greater Increased Vigor feat, from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

INITIATIVE, IMPROVED (COMBAT)
Your quick reflexes allow you to react quickly to danger.
Benefit: You get a +4 bonus on initiative checks.
Special: If you selected this feat as a Fighter bonus feat and you have at least 15 levels in Fighter, the bonus automatically improves to +6. You can still take the Superior Initiative feat (q.v.).

INITIATIVE, SUPERIOR (COMBAT)
Benefit: You gain a +2 bonus on initiative checks, which stacks with the bonus from Improved Initiative.
Special: You may select this feat multiple times. The effects stack.
Source: 3.5 edition System Reference Document, “Epic Feats.” This feat also supercedes the duelist’s Improved Reaction prestige class feature.

INSPIRATIONAL VICTORY (COMBAT)
Prerequisites: Base attack bonus +5, Knowledge (warfare) 5 ranks
Benefit: Once per day, you may designate an opponent of CR at least equal to yours as an important threat. If you reduce that enemy to fewer than 0 hp, your allies are heartened, and gain a +1 morale bonus on all damage rolls for 1 round. This bonus increases by +1 per 4 points of your base attack bonus (to a total of +6 at BAB +20).
Source: This feat simulates the lion’s roar boost, from the Tome of Battle.

INTIMIDATING SMASH (COMBAT)
Prerequisites: Power Attack, Bluff 6 ranks.
Benefit: When you damage an opponent with a Power Attack, you may make an immediate Bluff check as a free action to attempt to demoralize your opponent.
Source: Pathfinder Companion: Cheliax, Empire of Devils (“Cornugon Smash”).

IRON GUARD (COMBAT)
Benefit: As a swift action, you can adopt a stance that causes any opponent you threaten to take a –1 penalty to all attack rolls against creatures other than you. For every 4 points of your base attack bonus, this penalty increases by –1 (to a total of –6 at BAB +20). Opponents you threaten are immediately aware of the effects of your stance, and can adjust their tactics accordingly.
Source: This feat simulates the iron guard’s glare stance, from the Tome of Battle.

KNOCK BACK (COMBAT)
Prerequisites: Str 15, base attack bonus +6, Greater Forcing Maneuvers, Improved Forcing Maneuvers, Power Attack.
Benefit: Whenever you deal damage (in hit points) greater than a melee opponent’s CMD in a single blow, you immediately gain a special bull rush attack against that opponent as a free action. If successful, the opponent is pushed back 5 feet; you do not move with him unless you choose to take a 5-ft. step into the space he was formerly in.
Knocking a target back into a solid surface (such as a wall) inflicts 1d6 points of bludgeoning damage on the target, plus your Strength modifier.
If your base attack bonus is +18 or higher, you can knock your opponent back 10 feet, and his impact with a solid surface deals 2d6 damage + 1½ times your Strength modifier.
Source: Versions of this feat appeared in Races of Stone and in Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

KNOCK DOWN (COMBAT)
Prerequisites: Str 15, base attack bonus +6, Greater Wrestling Maneuvers, Improved Wrestling Maneuvers.
Benefit: Whenever you deal damage (in hit points) greater than a melee opponent’s CMD in a single blow, you immediately gain a trip attack against that opponent as a free action. You do not gain an attack of opportunity with Greater Wrestling Maneuvers when tripping an opponent through the use of this feat.
Source: 3.5 edition System Reference Document, “Divine Feats.”

KNOCK DOWN, JUGGERNAUGHT CHARGE (COMBAT)
Prerequisites: Str 19, base attack bonus +6, Knock Down, Power Attack, Improved Forcing Maneuvers, Improved Wrestling Maneuvers, Greater Forcing Maneuvers, Greater Wrestling Maneuvers.
Benefit: When charging, if you attack and knock down an opponent using the Knock Down feat, you can then continue moving in a straight line to finish the charge by attacking another foe (without provoking attacks of opportunity from the first one). You cannot move more than twice your speed, and all movement must be in a straight line.
If your base attack bonus is +19 or higher, you can attack a total of three opponents if you knock down the first two. You still must move in a straight line.
Special: If you have the Vital Strike feat, the additional damage from that feat applies to all targets knocked down, in addition to the final target at the end of the charge.
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

LEAD THE CHARGE (COMBAT)
Prerequisites: Base attack bonus +1, Knowledge (warfare) 1 rank.
Benefit: Whenever you personally lead a charge, other charging allies within 60 ft. who can hear your voice deal bonus damage on their successful charge attacks equal to your base attack bonus or your number of ranks in Knowledge (warfare), whichever is lower. You can use this feat only once per encounter.
Source: Tome of Battle.

LIGHTNING MACE (COMBAT)
You are a master of fighting with two maces at the same time, and have learned to strike your foes with lightning speed.
Prerequisite: Combat Reflexes, Two-Weapon Fighting, Weapon Focus (light club or tonfa).
Benefit: Whenever you roll a critical threat on an attack roll while using a light mace, light club, tonfa, jitte, or sai in each hand, you gain an immediate attack of opportunity at that same attack bonus.
Source: Complete Warrior.

LUNGE (COMBAT)
You can strike foes that would normally be out of reach.
Prerequisites: Base attack bonus +6.
Benefit: You can increase the reach of your melee attacks by 5 feet by taking a –2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.

MANEUVERS, AGILE (COMBAT)
Your learned to use your quickness in place of brute force when performing combat maneuvers.
Benefit: Use your Dexterity bonus instead of your Strength bonus when determining your combat maneuver bonus.
Normal: CMB = BAB + Str bonus + size modifier.

MANEUVERS, IMPROVED FORCING (COMBAT)
You are skilled at blocking your foes, pushing them around, and running them down.
Prerequisites: Str 13, Power Attack.
Benefit: You do not provoke an attack of opportunity when performing a bull rush, check, or overrun combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush, check, or overrun a foe. The DC for performing a these combat maneuvers against you increases by +2 as well.
Normal: You provoke an attack of opportunity when performing a bull rush, check, or overrun combat maneuver.

MANEUVERS, GREATER FORCING (COMBAT)
Prerequisites: Str 13, base attack bonus +6, Improved Forcing Maneuvers, Power Attack.
Benefit: You gain an additional +2 on bull rush, check, and overrun maneuvers. Additionally, you gain improvements to forcing maneuvers as follows:
• Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).
• Whenever you overrun opponents, they provoke attacks of opportunity if they attempt to avoid you or are knocked prone by your overrun.
• You can check as part of an attack of opportunity. If you hit, the attack deals damage as normal, and also allows you to make an automatic check attempt.
Special: If you also have the Improved Wrestling Maneuvers feat, you can attempt to overbear an opponent by making a trip attempt as a free action at the end of your bull rush. If you have the Improved Weapon Maneuvers feat, you slam into an opponent hard enough to make him drop whatever he’s holding. In practice, you can make a disarm check as a free action as the initial part of a bull rush or overrun attempt.
Normal: Creatures moved by bull rush do not provoke attacks of opportunity. Creatures that avoid your overrun or are knocked prone do not provoke an attack of opportunity.

MANEUVERS, IMPROVED WEAPON (COMBAT)
Prerequisites: Dex 13, Combat Expertise.
Benefit: You do not provoke an attack of opportunity when performing a bind, disarm, or sunder combat maneuver. In addition, you receive a +2 bonus on checks made to bind, disarm, or sunder a foe. The DC of performing these maneuvers against you increases by +2 as well.
Normal: You provoke an attack of opportunity when performing a bind, disarm, or sunder combat maneuver.

MANEUVERS, GREATER WEAPON (COMBAT)
Prerequisites: Dex 13, base attack bonus +6, Combat Expertise, Improved Weapon Maneuvers.
Benefit: You receive a +2 bonus on checks made to disarm a foe, or to bind or sunder a weapon. This bonus stacks with the bonus granted by Improved Weapon Maneuvers. Additionally, you gain improvements to weapon maneuvers as follows:
• Whenever you successfully bind an opponent’s weapon with yours, that opponent is flat-footed until he wrests his weapon free (as an attack action) or drops it (as a free action) on his turn.
• Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction. If you succeed by a margin of 5 or more, you choose the direction; if you succeed by a margin of 10 or more, the weapon lands anywhere within 15 ft. that you specify (including into your off-hand, if desired).
• When attacking an object, you ignore 1 point of the object’s hardness per 2 points of your base attack bonus. Whenever you sunder a weapon, armor, or shield and destroy it, any excess damage is applied to the wielder/wearer. No damage is transferred if you decide to leave the item with 1 hit point.
Normal: Disarmed weapons and gear land at the feet of the disarmed creature. You cannot ignore item hardness when sundering, and excess sundering damage is wasted.
Source: The binding option supercedes the Blade Binder feat, from the Pathfinder Campaign Setting.

MANEUVERS, IMPROVED WRESTLING (COMBAT)
You are skilled at grappling opponents and sending them to the ground.
Prerequisites: Dex 13, Combat Expertise or Improved Unarmed Strike.
Benefit: You do not provoke an attack of opportunity when performing a grapple, trip, or unbalance combat maneuver. In addition, you receive a +2 bonus on checks made to grapple, trip, or unbalance a foe. The DC of performing these maneuvers against you increases by +2 as well.
Normal: You provoke an attack of opportunity when performing a grapple, trip, or unbalance combat maneuver.

MANEUVERS, GREATER WRESTLING (COMBAT)
You can make follow-up attacks on foes that you knock prone. Maintaining a grapple is second nature to you.
Prerequisites: Dex 13, base attack bonus +6, Combat Expertise or Improved Unarmed Strike, Improved Wrestling Maneuvers.
Benefit: You receive a +2 bonus on checks made to grapple, trip, or unbalance a foe. This bonus stacks with the bonus granted by Improved Wrestling Maneuvers. Additionally, you gain improvements to wrestling maneuvers as follows:
• Whenever you successfully trip an opponent, that opponent provokes an attack of opportunity.
• Once you have grappled a creature, you can maintain the grapple as a move action. Alternatively, as a full attack you can make iterative grapple checks to move, pin, and/or damage the opponent, as if you were making iterative attacks.
• Whenever you unbalance an opponent, he or she is treated as flat-footed and cannot make attacks of opportunity.
Normal: Creatures that are knocked prone do not provoke attacks of opportunity. Maintaining a grapple, or grappling to move, pin, or damage an opponent, is a standard action. Off-balance creatures lose their Dex bonus to AC, but are not otherwise flat-footed.

MANEUVERS, HYDRA SLAYING (COMBAT)
Your attack draws your opponent slightly off-line, interfering with its ability to bring all its attacks to bear in a counterattack.
Prerequisites: Str 13, Greater Forcing Maneuvers, Improved Forcing Maneuvers, Power Attack (for melee use) or Deadly Aim (for ranged use), base attack bonus +13.
Benefit: As a standard action, make a single weapon attack against an opponent with multiple attacks. If your attack is successful, roll a combat maneuver check against your opponent’s CMD. If this is also successful, your target can take only a standard action or a move action on its next turn (not both, and not a full attack).
Source: This feat simulates the Swordsage’s hydra slaying strike, from the Tome of Battle, and also the Hampering Shot feat from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

MARSHAL’S COMMAND (COMBAT)
You have the knack for haranguing, ordering, directing, encouraging, cajoling, or calming your allies in battle, as needed. You size up the enemy, allies, and the terrain, then gives your allies the direction that they can use to do their best.
Prerequisites: Knowledge (warfare) 1 rank.
Benefit: Choose one of the effects listed below. As a swift action, you can grant a circumstance bonus to all allies within 60 ft. (including yourself) who can hear you. An ally must have an Intelligence score of 3 or higher and be able to understand your language to gain the bonus. The effect is dismissed if you are dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by your allies.
The bonus is equal to +1 per rank in Knowledge (warfare) you possess, to a maximum bonus equal to your Intelligence or Charisma modifier (whichever is higher). Effects you can choose from when selecting this feat, and the associated bonuses, include the following:

Effect Name Bonus Applies To:
Accurate Strike Rolls to confirm crits
Art of War CMB (and CMD, by extension)
Demand Fortitude Fortitude saves
Determined Caster Rolls to overcome SR
Force of Will Will saves
Master of Opportunity AC against attacks of opportunity
Master of Tactics Damage while flanking
Motivate Charisma Charisma checks and Cha-based skill checks
Motivate Constitution Constitution checks and Con-based skill checks
Motivate Dexterity Dexterity checks, Dex-based skill checks, and initiative
Motivate Intelligence Intelligence checks and Int-based skill checks
Motivate Strength Strength checks and Str-based skill checks
Motivate Wisdom Wisdom checks and Wis-based skill checks
Over the Top Damage when charging
Watchful Eye Reflex saves

For every 3 ranks in Knowledge (warfare) you possess, you can learn an additional effect from the table. You can have only one effect active at any given time.
Source: This feat supersedes the Marshal’s minor aura class feature, from the Miniatures Handbook.

MARSHAL’S COMMAND, IMPROVED (COMBAT)
Prerequisites: Knowledge (warfare) 2 ranks, Marshal’s Command.
Benefit: Choose one of the effects listed below. As a swift action, you can grant a +1 circumstance bonus to all allies within 60 ft. (including yourself) who can hear you. If you have at least 8 ranks in Knowledge (warfare), the bonus improves to +2 (or DR 2/–, or +10 ft. to land speed, etc.). At 14 ranks in Knowledge (warfare) the bonus improves to +3, and to +4 at 20 ranks in Knowledge (warfare).
An ally must have an Intelligence score of 3 or higher and be able to understand your language to gain the bonus. The effect is dismissed if you are dazed, unconscious, stunned, paralyzed, or otherwise unable to be heard or understood by your allies.
Effects you can choose from when selecting this feat, and the associated bonuses, include the following:

Effect Name Bonus Applies To
Hardy Soldiers Allies gain DR 1 x bonus/–
Motivate Ardor Damage rolls
Motivate Attack Melee attack rolls
Motivate Care Armor class
Motivate Urgency Allies' base land speed is increased by a number of feet equal to 5 x bonus
Resilient Troops All saving throws
Steady Hand Ranged attack rolls

For every 4 ranks in Knowledge (warfare) you possess above the 2nd, you can learn an additional effect from the table. You can have only one effect active at any given time.
Source: This feat supersedes the Marshal’s major aura class feature, from the Miniatures Handbook.

MOUNTED COMBAT (COMBAT)
You are adept at fighting from horseback and at guiding your mount through combat.
Prerequisites: Handle Animal 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.
While mounted, you receive a +1 damage bonus per 5 points of your base attack bonus or 5 ranks in Handle Animal (whichever is lower) against opponents adjacent to your mount.
Special: Mounted Combat can be combined with improved combat maneuvers feats in various ways:
• If you have the Improved Forcing Maneuvers feat, you can perform these maneuvers using your mount. When calculating the CMB for these maneuvers, use the mount’s size modifier. Apply your base attack bonus and Strength bonus or your mount’s, whichever is higher. When you attempt to overrun an opponent using the Improved Forcing Maneuvers feat while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets. This supersedes the Trample feat.
• If you also have the Greater Forcing Maneuvers feat, when charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in addition to the normal damage. If successful, the target is knocked off his horse and lands prone in a space adjacent to his mount that is directly away from you.
• If you have the Improved Weapon Maneuvers and Greater Weapon Maneuvers feats, you can make a check, disarm, or sunder maneuver as a free action any time you successfully charge an opponent. This free combat maneuver does not provoke an attack of opportunity.
Source: This feat now subsumes the Pathfinder Trample and Unhorse feats and part of the cavalier’s Mighty Charge class feature, and also the Power of the Steed feat from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

MOUNTED COMBAT, DEFENSIVE RIDING (COMBAT)
Prerequisites: Handle Animal 6 ranks, Mounted Combat, Skill Focus (Ride).
Benefit: Whenever you are mounted, you and your mount gain a +1 dodge bonus to AC and saving throws per 6 ranks in Handle Animal you possess, to a maximum of +3 at 18 ranks.
You can choose to make Handle Animal checks in place of your mount’s Reflex saves. You can negate multiple hits against your mount (as described under Mounted Combat), rather than only one per round.
Special: If you have this feat, during any round in which you do nothing else but ride (you cannot attack), your dodge bonus to AC from this feat increases by +4, and the bonus to saves increases by +2. In addition, your mount gains a +20 ft. bonus to its speed.
Source: This feat supersedes the Halfling Outrider prestige class feature of the same name, from Complete Warrior, and the Mounted Defense feat from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

MOUNTED COMBAT, RIDE-BY ATTACK (COMBAT)
While mounted, you can move, strike a foe, and continue moving.
Prerequisites: Handle Animal 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
You can use this feat in conjunction with the Follow-Through feat as if you were standing still.
If you have at least 6 ranks in Handle Animal, you receive a +4 bonus on melee attack rolls on a charge while mounted (instead of the normal +2). In addition, you do not suffer any penalty to your AC after making a charge attack while mounted. When mounted you can charge through difficult terrain, or through squares occupied by allies, by succeeding at a DC 15 Handle Animal check.
If your base attack bonus is +6 or higher and you have at least 6 ranks in Handle Animal, you can make iterative attacks at any point along the mount’s movement.
Source: This feat also subsumes the Cavalier’s Charge class feature from the Pathfinder Advanced Players Guide playtest, and also supersedes the Halfling Outrider “improved charge” prestige class feature from Complete Warrior and the Mounted Blade feat from Quadira: Gateway to the East.

MOUNTED COMBAT, SPIRITED CHARGE (COMBAT)
Your mounted charge attacks deal a tremendous amount of damage.
Prerequisites: Handle Animal 1 rank, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance). You cannot use Spirited Charge in conjunction with the Skirmish or Vital Strike feats.
Special: As your horsemanship and combat abilities improve, you gain the ability to perform more devastating charges, as described below.
Deadly Charge (Ex): If you have at least 8 ranks in Handle Animal, and if your base attack bonus is +9 or greater, once per day you can attempt a deadly charge (declare this before rolling to attack, so a miss ruins the attempt). On a successful hit, you deal triple normal damage (quadruple damage with a lance). This benefit does not stack with the normal effects of the Spirited Charge. For each +3 to your base attack bonus above +9 (i.e., at +12, +15, and +18) you may use this ability an additional time per day. This usage supercedes the Cavalier prestige class feature of the same name, from Complete Warrior.
Mighty Charge (Ex): If you have at least 10 ranks in Handle Animal, and your base attack bonus is +11 or higher, double the threat range of any weapons wielded during a charge while mounted. This increase does not stack with other effects that increase the threat range of the weapon. This supercedes the Cavalier class feature of the same name, from the Pathfinder Advanced Players Guide playtest.
Unstoppable Charge (Ex): If you have at least 16 ranks in Handle Animal, and your base attack bonus is +17 or higher, your deadly charge deals quadruple damage (quintuple damage with a lance). This supercedes the Cavalier’s “Unstoppable Charge” prestige class feature, from Complete Warrior.
Supreme Charge (Ex): If your attack bonus is +20 and you have the Improved Critical feat, whenever you confirm a critical hit on a charge attack while mounted and using that weapon, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + your base attack bonus + any attack bonus granted by the Epic Prowess advanced talent or feat.

MULTIATTACK (COMBAT)
Prerequisite: Multiple attacks.
Benefit: Penalties for secondary attacks or iterative attacks are reduced by 3. For example, a character with attacks +11/+6/+1 could take this feat and have attacks +11/+9/+4 instead.

NO RETREAT (COMBAT)
Prerequisite: Combat Reflexes
Benefit: Enemies you threaten that take a withdraw action provoke an attack of opportunity from you.
Normal: The withdraw action does not provoke attacks of opportunity.
Source: This feat supersedes the duelist prestige class feature of the same name.

OPPORTUNIST, BRUTAL (COMBAT)
Prerequisite: Bluff 6 ranks, base attack bonus +6
Benefit: Creatures within your reach who start their turns with the shaken condition provoke attacks of opportunity from you.
Normal: Conditions do not provoke attacks of opportunity.
Source: Original.

OPPORTUNIST, CANNY (COMBAT)
You have studied many special combat maneuvers to recognize them and react quickly to your opponent's tactics.
Prerequisites: Dex 13, Int 13, Combat Expertise.
Benefit: You may make an attack of opportunity whenever an opponent you threaten draws a weapon, readies or looses a shield, or attempts to feint in combat. You may make attacks of opportunity even when flat-footed.
Source: Dragon magazine, issue 340.

OPPORTUNIST, DEFT (COMBAT)
Prerequisites: Dex 15, Combat Reflexes.
Benefit: You gain a +4 circumstance bonus on all attacks of opportunity.
Source: Complete Adventurer.

OPPORTUNIST, DRAW ATTACK (COMBAT)
Prerequisites: Dex 15, Dodge.
Benefit: When an opponent makes an attack of opportunity against you, you may immediately make an attack of opportunity against that foe. Using this feat counts against your total number of attacks of opportunity in a round.
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

OVERHAND CHOP (COMBAT)
When wielding a two-handed melee weapon, you can deliver a devastating blow.
Benefit: As a standard action, make a single attack with a two-handed melee weapon. If you hit, roll damage normally but add double your Strength bonus to the damage roll.
Normal: You normally add 1½ times your Strength modifier to damage rolls with a two-handed weapon.
Source: Pathfinder Beta Playtest.

OVERHAND CHOP, BACKSWING (COMBAT)
Prerequisites: Overhand Chop, base attack bonus +6.
Benefit: When making a full-attack action with a two-handed melee weapon, add double your Strength bonus to the damage roll of your first attack. If your base attack bonus is +11 or higher, add triple your Strength bonus to the damage roll of your first attack.
Normal: You normally add 1½ times your Strength modifier to damage rolls with a two-handed weapon.
Source: Pathfinder Beta Playtest.

OVERHAND CHOP, DEVASTATING BLOW (COMBAT)
Your strike hits with devastating accuracy.
Prerequisites: Backswing, Overhand Chop, base attack bonus +11.
Benefit: As a full attack action, make a single melee attack with a two-handed melee weapon at a –5 penalty. If you hit, you score a critical hit. Special weapon abilities that activate only on a critical hit, such as vorpal and flaming burst, do not activate.
Source: Pathfinder Beta Playtest.

PENETRATING STRIKE (COMBAT)
Your attacks are capable of penetrating the defenses of some creatures. Choose one type of weapon that you have already selected for Weapon Focus.
Prerequisites: Base attack bonus +12, Weapon Focus.
Benefit: Your attacks with the selected weapon ignore up to 5 points of damage reduction.
Special: You may select this feat multiple times. The effects stack, allowing you to overcome higher damage reductions.

PERFORATING STRIKE (COMBAT)
Prerequisite: Str 13, base attack bonus +1, Cleave, Power Attack.
Benefit: When using a slashing or piercing weapon in both hands, your melee attacks ignore 1 point of your opponent’s armor or shield bonus. This amount increases by 1 point per 3 additional points of your base attack bonus, as summarized in the following table.

Base Attack Armor Bonus Ignored
+1 to +3 +1
+4 to +6 +2
+7 to +9 +3
+10 to +12 +4
+13 to +15 +5
+16 to +18 +6
+19 and above +7

Source: This feat is similar to the Deft Strike feat (q.v.) from Complete Adventurer, but applies to two-handed weapons.

POWER ATTACK (COMBAT)
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1½ times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon.
When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.

PROWESS, EPIC (COMBAT)
Prerequisites: Base attack bonus +15.
Benefit: You gain a +1 competence bonus on all attacks.
Special: You may select this feat multiple times. Each time, add an additional +1 to your competence bonus to attacks.
Source: 3.5 edition System Reference Document, “Epic Feats.”

RECIPROCAL SLAYING (COMBAT)
You can deal a severe attack to an enemy by opening yourself up to an equally powerful attack.
Prerequisites: Improved Critical, base attack bonus +8.
Benefit: As a full attack you can allow one target in melee to deliver a coup de grâce against you as if you were helpless (the target must still hit you, is subject to any miss chance it would normally have against you, and may decide to forego the attack in any event). If the target hits, you may immediately attempt a coup de grâce against it as if it were helpless (even if the opponent’s attack turns out to incapacitate or kill you). Your retaliatory coup de grâce requires a roll to hit but is not subject to any miss chances, for you are using your target's attack as a guide for your own attack, even if the target is invisible, in total darkness, under the effects of a displacement spell, and so on. You and your target still provoke attacks of opportunity from threatening opponents as normal.
If you or your target are not subject to critical hits (for example, if you or it are undead) the coup de grâce against that combatant is treated as a normal hit.
Source: Sean K Reynolds.

RETRIBUTIVE ATTACK (COMBAT)
Prerequisites: BAB +4, Defensive Stance.
Benefit: If an ally is rendered helpless or unconscious within your sight, you can make retributive attacks against the creature that felled him. For the remainder of the encounter, you add your Charisma bonus (if any) to your attack rolls against that opponent, and gain a damage bonus against that opponent equal to 3/4 of your base attack bonus, according to the following table.

Base Attack Bonus Retributive Damage Bonus
+4 to +7 +3
+8 to +11 +6
+12 to +15 +9
+16 to +19 +12
+20 or above +15

You can use this ability a number of times per day equal to your Charisma bonus (minimum one).
Source: This feat supercedes the Knight Protector prestige class feature of the same name, from Complete Warrior.

SALUTE OF HONOR (COMBAT)
Your sense of fair play unsettles your enemies.
Prerequisites: Cha 13+, must be lawful
Benefit: You may use a move-equivalent action to salute your opponents before attacking. You make a Diplomacy check; all Humanoid opponents of Intelligence 3+ who can see and hear you must attempt Will saves (DC = your Diplomacy check results). Those failing receive a –1 morale penalty to attack and damage rolls against you for the duration of the encounter. This feat may only be used once per combat on a particular opponent or group of opponents and only before attacking them. The opponents must be able to hear or see you for the Salute of Honor to have any effect, but need not understand the language spoken.
If you use a standard action instead, the penalty for those affected increases to –2.
Source: Call of Duty (Chainmail Bikini Games).

SHARED SHIELD (COMBAT)
Prerequisites: Dex 15, base attack bonus +8.
Benefit: As long as you have at least one attack of opportunity left, you can share the AC bonus gained from your shield with one adjacent ally who does not have a shield (this does not require an action on your part). If you fight defensively or use the total defense option, the AC bonus you receive extends to all allies in adjacent squares as well, as long as you retain at least one unused attack of opportunity.
Special: If you use the Combat Expertise feat or the Elaborate Defense talent, you receive the full benefit of the feat or talent, and adjacent allies receive the normal fighting defensively bonus (+1, +1 per 4 points of your BAB).
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press). This feat also supercedes the Cavalier’s “champion” class feature from The Cavalier’s Handbook, by Robert J. Schwalb (Green Ronin Publishing).

SHIELD ALLY (COMBAT)
Prerequisite: Bulwark of Defense, base attack bonus +6.
Benefit: As an immediate action you can opt to absorb part of the damage dealt to an adjacent ally. Each time this ally takes damage from a physical attack before your next turn, you can take half this damage on yourself. The target takes the other half as normal. You can only absorb damage from physical melee attacks and ranged attacks, such as an incoming arrow or a blow from a sword, not from spells and other effects.
If your base attack bonus is +14 or greater, once per round you can absorb all the damage from a single attack directed against an adjacent ally. In addition, you continue to absorb half the damage from other physical attacks on an adjacent ally, if you so choose. You must decide whether to use this ability after the attacker determines that an attack has succeeded but before he rolls damage.
Source: This feat supersedes the Knight class features of the same name, from Player’s Handbook II.

SHIELD BASH, IMPROVED (COMBAT)
You can protect yourself with your shield, even if you use it to attack.
Prerequisites: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Special: If your base attack bonus is +11 or higher, you may add your shield’s enhancement bonus to AC to your attack and damage rolls when attempting a shield bash with a magic shield.
Normal: Without this feat, a character that performs a shield bash loses the shield’s shield bonus to AC until his next turn. Magic shields do not apply their enhancement bonus to shield bashes.

SHIELD COVER (COMBAT)
Prerequisite: Shield proficiency, Shield Focus or armor training +1.
Benefit: When actively using a shield, you may apply your shield bonus to AC as a cover bonus to all Reflex saves.

SHIELD FOCUS (COMBAT)
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are actively using (not an animated shield or a shield spell) by 1. For every 8 points of your base attack bonus, the benefit from this feat increases by an additional +1 (i.e., +2 at BAB +8, +3 at BAB +16).
Special: The effects of this feat overlap with those of the armor training fighter talent (q.v.); they do not stack.

SHIELD MASTERY (COMBAT)
You can use a shield to deflect harm.
Prerequisites: Shield Focus, Shield Proficiency, base attack bonus +4.
Benefit: Whenever you are using a shield, you gain DR 1/— per 4 points of your base attack bonus (maximum DR 5/— at BAB +20). You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus.
Special: This bonus stacks with all other forms of damage reduction without a type (such as the damage reduction gained by barbarians) with one exception—the effects of this feat overlap with (do not stack with) the damage reduction gained by a fighter with Armor Training who is using a shield.
Source: Pathfinder Beta Playtest, “New Feats for Playtesting.”

SHIELD PARRY (COMBAT)
Prerequisites: Shield Proficiency, Armor Training or Shield Focus, base attack bonus +10.
Benefit: When actively using a shield (not an animated shield or a shield spell) you can use it to attempt one parry per round (see Combat rules) as a free action against an incoming attack. Penalties for Two-Weapon Fighting apply normally.
If you also have the Shield Cover feat, you can parry ranged touch spells and attacks as if they were weapon attacks.
Source: This feat replaces the Improved Shield Specialization feat, from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

SHIELD PROFICIENCY (COMBAT)
You are trained in how to properly use a shield.
Benefit: You can use a shield and take only the standard penalties.
Normal: When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.
Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers automatically have Shield Proficiency as a bonus feat. They need not select it.

SHIELD PROFICIENCY, EXOTIC (COMBAT)
Prerequisites: Shield Proficiency.
Benefit: Select one exotic shield (tower shield, gauntlet shield, battle cloak, vambraces/dastana, etc.). You can use that kind of shield and suffer only the standard penalties.
Normal: A character using a shield with which he is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
Special: Fighters automatically gain one Exotic Shield Proficiency as a bonus feat at 1st level.

SHIELD REFLECTION (COMBAT)
Prerequisites: Dex 13, base attack bonus +10, Proficiency with shield, Shield Cover, Shield Focus (or Armor Training), Shield Parry.
Benefit: If you use a magical shield to successfully parry an incoming ranged touch spell or attack (including all rays), you can redirect the effect at any target within the attack’s remaining range, including the original caster. Use the original spell’s attack roll, save DC, etc.
Source: This feat replaces the Reflective Shield feat, from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

SHIELD SLAM (COMBAT)
Prerequisites: Improved Forcing Maneuvers, Improved Shield Bash, Shield Proficiency, base attack bonus +6.
Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.

SHIELD WARD (COMBAT)
Prerequisite: Shield proficiency, Shield Focus or armor training +1.
Benefit: When actively using a shield, you may apply your shield bonus to AC to your CMD and to your touch AC.
Normal: Shield bonuses do not apply to touch AC, nor to CMD.
Source: Players Handbook II.

SHORTEN GRIP (COMBAT)
Prerequisite: Base attack bonus +6.
Benefit: When wielding a polearm with which you are proficient and that has reach, you may treat the weapon as if it did not have reach. The weapon is unwieldy in this fashion and you take a –2 penalty on attack rolls when attacking an enemy you normally could not.
Normal: Reach weapons cannot be used against adjacent foes.
Source: Dragon magazine, issue 331. This feat also supercedes the Short Haft feat from the Player’s Handbook II.

SIDESTEP CHARGE (COMBAT)
You are skilled at dodging past charging opponents and taking advantage when they miss.
Prerequisites: Dex 13, Dodge.
Benefit: You get a +4 dodge bonus to Armor Class against charge attacks. If a charging opponent fails to make a successful attack against you, you gain an immediate attack of opportunity.
Special: This feat does not grant you more attacks of opportunity than you are normally allowed in a round. If you are flat-footed or otherwise denied your Dexterity bonus to Armor Class, you do not gain the benefit of this feat.
Source: 3.5 edition System Reference Document, “Psionic Feats.” This also supersedes the Resist Charge feat, from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

SKIRMISH (COMBAT)
Prerequisite: Dex 13, Dodge.
Benefit: You can make a full move and a single attack that deals an additional +1d6 damage. The movement must be generally in a straight line, but the attack can take place at any point during your movement. Skirmish bonus damage is precision-based; it is not multiplied on a crit, and creatures immune to critical hits or sneak attacks are also immune to skirmish bonus damage. You must be able to see the target(s) well enough to pick out vital spots.
This extra damage applies to ranged attacks, but only if the target is within point blank range (normally 30 feet, although this can be expanded with the Point-Blank Shot feat).
If you have a base land speed of at least 40 ft., you also gain a +1 competence bonus to AC while performing this maneuver. If your base attack bonus is at least +5, the damage bonus increases to +2d6 and the AC bonus (if applicable) increases to +2.
Source: This feat supercedes the Scout class feature and the Highland Stalker prestige class feature of the same name, from Complete Adventurer, and also the Shot on the Run feat from the core rules.

SKIRMISH, IMPROVED (COMBAT)
Prerequisites: Dex 13, base attack bonus +6, Dodge, Skirmish.
Benefit: You can take a full move during which you make up to two iterative attacks (melee or ranged). The movement must be generally in a straight line, but the attacks can take place at any point during your movement as long as there is at least 10 feet of movement between attacks. None of the attacks or movement can be held for later use during the round (see “Preemptive Actions,” under the Combat section of Chapter 1, Variations in the Core Rules Mechanics).
Your skirmish bonus damage increases to +3d6, and applies to both attacks. Your skirmish AC bonus (if applicable) improves to +3.
Source: This feat supercedes the Scout class feature, from Complete Adventurer.

SKIRMISH, GREATER (COMBAT)
Prerequisites: Dex 13, base attack bonus +11, Dodge, Skirmish, Improved Skirmish.
Benefit: You can take a full move during which you make up to three iterative attacks (melee or ranged). The movement must be generally in a straight line, but the attacks can take place at any point during your movement as long as there is at least 10 feet of movement between attacks. None of the attacks or movement can be held for later use during the round (see “Preemptive Actions,” under the Combat section of Chapter 1, Variations in the Core Rules Mechanics).
Additionally, your skirmish bonus damage increases to +4d6, and applies to all three attacks. Your skirmish AC bonus (if applicable) improves to +4.
Source: This feat supercedes the Scout class feature, from Complete Adventurer.

SKIRMISH, SUPERIOR (COMBAT)
Prerequisites: Dex 13, base attack bonus +16, Dodge, Skirmish, Improved Skirmish, Greater Skirmish.
Benefit: You can take a full move during which you make up to four iterative attacks (melee or ranged). The movement must be generally in a straight line, but the attacks can take place at any point during your movement as long as there is at least 10 feet of movement between attacks. None of the attacks or movement can be held for later use during the round (see “Preemptive Actions,” under the Combat section of Chapter 1, Variations in the Core Rules Mechanics).
Additionally, your skirmish bonus damage increases to +5d6, and applies to all four attacks. Your skirmish AC bonus (if applicable) improves to +5.
Source: This feat supercedes the Scout class feature, from Complete Adventurer.

SPEARFIGHTER (COMBAT)
You keep foes at bay with jabs from your spear.
Prerequisite: Base attack bonus +3, Weapon Focus (spear, longspear, or short spear).
Benefit: When using a spear with which you have Weapon Focus, any foe within reach who makes a full attack against you provokes an attack of opportunity.
Source: Monte Cook’s Collected Book of Experimental Might .

SPRING ATTACK (COMBAT)
You can deftly move up to a foe, strike, and withdraw before he can react.
Prerequisites: Dex 13, Dodge, base attack bonus +4.
Benefit: You can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
If your base attack bonus is at least +12, you can designate two foes rather than one. Your movement does not provoke attacks of opportunity from either of these foes. While using an attack action with the Spring Attack feat, you can make a second attack with a –5 penalty. You can use both attacks against one of the opponents targeted with this feat, or split your attacks between them.
If your base attack bonus is +18 or higher, you can designate a third target for your Spring Attack feat. In addition to the second attack you gain from your Bounding Assault feat, you can make a third attack with a –10 penalty.
Normal: You cannot move both before and after an attack.
Source: This feat now subsumes the Bounding Assault and Rapid Blitz feats, from the Players Handbook II.

STAREDOWN (COMBAT)
Prerequisites: Base attack bonus +1, Bluff 1 rank.
Benefit: As a full-round action, make a demoralize check against all foes within 30 feet who can see you, without the normal penalty. As your base attack bonus and number of ranks in Bluff improve, the speed and extent to which you can intimidate nearby opponents also improves, as described below.
If your base attack bonus is +6 or higher and you have at least 4 ranks in Bluff, you can demoralize opponents within 30 ft. as a move action. If successful, they are shaken for a number of rounds equal to half your base attack bonus.
If your base attack bonus is +11 or higher and you have at least 7 ranks in Bluff, you can demoralize opponents within 30 ft. as an attack action (using a later iterative attack applies a penalty to the Bluff check equal to the iterative attack penalty). Those affected are shaken for 1 round, or for 1 round per point of your base attack bonus. Affected opponents with 1/5 of your HD or less are panicked instead.
If your base attack bonus is at least +16 and you have at least 10 ranks in Bluff, you gain the frightful presence ability. When you draw a weapon or charge, opponents within 30 ft. must succeed on a Will save (DC 10 + your base attack bonus + your Charisma modifier) or become panicked for 4d6 rounds (if they have 1/5 your Hit Dice or less) or shaken for 4d6 rounds (if more than 1/5 your Hit Dice). This does not require a Bluff check on your part. Creatures with more Hit Dice than you possess are unaffected.
Normal: Demoralizing multiple opponents applies a -2 penalty per individual to be demoralized. Demoralizing is a standard action.
Source: This feat supercedes the Kiai Shout and Improved Staredown Samurai class features, from Complete Warrior.

STAREDOWN, SHATTER DEFENSES (COMBAT)
Prerequisites: Staredown, base attack bonus +6.
Benefit: You treat any shaken, frightened, or panicked opponent as flat-footed to your attacks.
Source: This feat subsumes the Pathfinder RPG feat of the same name, as well as the Avenging Executioner’s “dread blade” prestige class feature from Complete Scoundrel.

STUDENT OF WAR (COMBAT)
You can use your knowledge to exploit your foes' weaknesses and overcome their strengths.
Prerequisite: Knowledge (lore), Knowledge (the planes), Profession (mining), Spellcraft, Streetwise, and/or Survival 1 rank.
Benefit: Whenever you fight a creature, as a move action you can attempt a DC 15 skill check based on its type (as summarized in the table below), provided that you have at least one rank in the appropriate Knowledge skill.

Creature Types Skill
Animals, plants, magical beasts, vermin, fey Survival
Constructs Spellcraft
Dragons, giants, monstrous humanoids Knowledge (lore)
Elementals, outsiders, undead Knowledge (the planes)
Humanoids (civilized) Streetwise
Humanoids (uncivilized), aberrations, oozes Profession (mining)

If this check is successful, you receive a +1 insight bonus on offense or defense, as described below, for the remainder of the combat.

• Offense: Attack rolls and damage;
• Defense: AC, CMB, and saving throws.

The bonus increases by +1 for every 10 points by which your check succeeds (e.g., a DC 35 check grants a +3 bonus). You can change the bonus from offense to defense or back as a move action.
You can make only one Knowledge check per creature type per combat. If you fight creatures of multiple types during the same combat, you can make one Knowledge check per type, thereby possibly gaining different bonuses against different opponents. You must apply the same type of bonus (offensive or defensive) to all types affected at the same time.
Example: Sheraviel faces a black dragon, a vampire, and a beholder. She has the Knowledge Devotion feat and ranks in both Knowledge (lore) and Knowledge (religion). During the first round of the battle, she makes a Knowledge (lore) check with results of 26, granting herself a +2 insight bonus to attacks and damage against the dragon. The next round, she rolls a Knowledge (religion) check and scores a 20, granting herself a +1 bonus against the vampire as well. Since she possess no ranks in Profession (mining), she has no chance to gain a bonus against the beholder (an aberration). Later, a half-dragon enters the fray. Sheraviel cannot make another check against it since she has already checked for the dragon type this combat, but she can apply the +2 insight bonus to her attack rolls and damage rolls against the half-dragon as well. This benefit is an extraordinary ability.
Source: This feat supersedes the Student of War “Know your Enemy” prestige class feature, from Seekers of Secrets.

STUDENT OF WAR, BATTLE LEADER
Prerequisites: Knowledge (lore), Knowledge (the planes), Profession (mining), Spellcraft, Streetwise, and/or Survival 1 rank; Student of War.
Benefit: Your Knowledge Devotion bonuses apply to all allies within 30 ft. who can see and hear you. You can confer these bonuses a number of rounds per day equal to the highest skill bonus in any of the relevant skills (see above).
Source: This feat supercedes the Archivist’s “dark knowledge” class feature from Heroes of Horror, and also the Katheer Scholar feat from the Pathfinder Campaign Setting.

STUDENT OF WAR, VERSATILE
Prerequisites: Knowledge (lore), Knowledge (the planes), Profession (mining), Spellcraft, Streetwise, and/or Survival 5 ranks; Student of War.
Benefit: Your Student of War insight bonuses apply to both offense and defense. If you have the Battle Leader feat, your allies also receive both sets of bonuses.

STUNNING BLOW (COMBAT)
Prerequisites: Base attack bonus +8, Improved Unarmed Strike, Stunning Fist, Weapon Focus.
Benefit: Choose a melee weapon with which you are proficient and have Weapon Focus. If you have the Stunning Fist feat, you can utilize it while wielding that weapon.
Normal: You can use the Stunning Fist feat only in conjunction with an unarmed strike.
Source: This feat supersedes the Exotic Weapon Master stunt of the same name, from Complete Warrior.

SUNDER, EPIC (COMBAT)
You deal extra damage when attacking objects
Prerequisites: Str 13, Improved Weapon Maneuvers, Power Attack.
Benefit: When attacking objects, you may double any extra damage derived from Strength. When attempting to break an object with sudden force rather than dealing damage, you gain a +4 bonus on your Strength check.
Source: 3.5 edition System Reference Document, “Epic Feats.”

SUNDER, EXOTIC (COMBAT)
Prerequisites: Base attack bonus +6, Craft (weaponsmith) 3 ranks, Weapon Focus.
Benefit: When using a one-handed or two-handed weapon for which you have the Weapon Focus feat, you deal an additional +1d6 damage on successful sunder attacks.
Source: This feat supercedes the Exotic Weapon Master stunt of the same name, from Complete Warrior.

TWO-WEAPON DEFENSE (COMBAT)
You are skilled at defending yourself while fighting with two weapons.
Prerequisites: Dex 15, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. This bonus increases by an additional +1 per 6 points of your base attack bonus. Also, when you are fighting defensively, using the total defense action, or using the Combat Expertise feat, this shield bonus increases by an additional +1.
Alternatively, when fighting with a rapier, longsword, dueling sword, smallsword, or short sword in one hand and a dagger in the other, you may choose to fight defensively with your dagger, while fighting normally with your primary weapon. The penalty for fighting defensively applies to all attacks with your dagger only, and you still gain the bonus to AC. You may not use total defense in this manner. This use of the feat supercedes (does not stack with) the normal AC bonus provided by the feat.
Source: The secondary use of this feat supercedes the Dagger Defense feat from Art of the Duel (Sinister Adventures LLC).

TWO-WEAPON FEINT (COMBAT)
Prerequisites: Dex 15, Int 15, Combat Expertise, Improved Feint, Two-Weapon Fighting.
Benefit: When using a full attack action and wielding two weapons, you replace any or all attacks from one of those weapons with feints. If successful, the opponent is flat-footed to the paired attack(s) from your other weapon.
If you also have the Greater Feint feat, you can replace the first attack with your off-hand weapon with a feint, rendering your opponent flat-footed to the remainder of your attacks that round.
Source: This feat replaces the Quick Feint feat, from Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

TWO-WEAPON FIGHTING (COMBAT)
You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.
Prerequisites: Dex 13.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. You can use this feat in conjunction with a weapon in each hand, a double weapon (such as a quarterstaff), or a polearm (taking the off-hand attacks with the haft; treat as a staff).
Alternatively, you can activate two wands (one in each hand) as a standard action.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your offhand weapon is light, the penalties are reduced by 2 each (an unarmed strike is always considered light).
Activating a wand is a standard action.
Source: This feat now subsumes the Haft Strike feat from Dragon magazine, issue 331, and the Double Wand Wielder feat from Complete Arcane.

TWO-WEAPON FIGHTING, BEAR FANG (COMBAT)
You have mastered the fierce style of fighting with hand axe and dagger at the same time (historically, this was termed fighting “Indian Style” on the American frontier). You can bring the fight to close quarters in the blink of an eye.
Prerequisites: Str 13, Improved Wrestling Maneuvers, Two-Weapon Fighting.
Benefit: If you hit a creature with both your hand axe and your dagger in the same round, you deal normal damage with both weapons, and you can choose to immediately attempt to start a grapple or trip as a free action without provoking an attack of opportunity, as if you had the improved grab or trip special ability. No initial touch attack is required.
If you succeed on your grapple attempt, you drop your axe, but you immediately gain an additional attack against your grappled foe with your dagger at your highest attack bonus (with the normal –4 penalty for attacking in a grapple). In subsequent rounds, you can use the dagger to attack while grappling at the normal penalty. If you have the Greater Wrestling Maneuvers feat, you can grapple with iterative attacks and attack with the dagger likewise as well, using Two-Weapon Fighting.
If you opt for the trip attempt (using your hand axe), you immediately gain an attack of opportunity against that opponent if you have the Greater Wrestling Maneuvers feat. You can also choose to automatically grapple to the tripped opponent. This knocks you prone as well, but allows you all of the benefits of grappling in conjunction with this feat, as described above.
Source: This feat supersedes not only the feat of the same name, but also subsumes the High Sword Low Axe feat, both from Complete Warrior.

TWO-WEAPON FIGHTING, IMPROVED (COMBAT)
You are skilled at fighting with two weapons.
Prerequisites: Dex 15, Two-Weapon Fighting, base attack bonus +6.
Benefit: Add your full Strength bonus to damage rolls made with your off-hand weapon.
In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. If your BAB is at least +11, you gain a third attack with your off-hand weapon, albeit at a –10 penalty. If your BAB is at least +16, you gain a fourth attack with your off-hand weapon, albeit at a –15 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Source: This feat subsumes the Greater Two-Weapon Fighting feat, and incorporates the Double Slice feat as well.

TWO-WEAPON FIGHTING, OVERSIZED (COMBAT)
You are adept at wielding larger than normal weapons in your offhand.
Prerequisite: Str 13, Two-Weapon Fighting.
Benefit: When wielding a one-handed weapon in your offhand, you take penalties for fighting with two weapons as if you were wielding a light weapon in your off-hand.
Source: Complete Adventurer.

TWO-WEAPON REND (COMBAT)
Striking with both your weapons simultaneously, you can use them to deliver devastating wounds.
Prerequisites: Dex 15, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1 ½ times your Strength modifier. You can only deal this additional damage once each round.
Source: Pathfinder Beta Playtest.

TWO-WEAPON VERSATILITY (COMBAT)
Prerequisites: Dex 15, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +9.
Benefit: You can apply the effects of certain feats or talents from one weapon you are wielding to another. When fighting with two different weapons, any benefits from Weapon Focus, Weapon Specialization, Weapon Training, Greater Weapon Focus, Greater Weapon Specialization, or the Improved Critical feat that you receive with one weapon apply to the other as well. If you already receive one or more of these benefits with the other weapon, the effects overlap, rather than stack.
Source: This feat supercedes the Tempest prestige class feature of the same name, from Complete Adventurer.

VIGILANT DEFENDER (COMBAT)
You stand your ground against all enemies, warding the spot where you make your stand to prevent foes from slipping past and attacking those you protect.
Prerequisites: Base attack bonus +5, Bulwark of Defense.
Benefit: If an opponent attempts to use the Acrobatics skill to move through your threatened area or your space without provoking attacks of opportunity, the check DC to avoid your attacks of opportunity increases by an amount equal to your base attack bonus.
Normal: The check DC is equal to your CMD.
Source: This feat supercedes the Knight class feature of the same name, from Player’s Handbook II.

VITAL STRIKE (COMBAT)
You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6, iterative attacks.
Benefit: As a standard action, you can make a single attack that deals an additional 2d6 damage. This bonus damage increases to +4d6 if your base attack bonus is +11 or better, and to +6d6 if your base attack bonus is +16 or better. This additional damage applies only to your primary attack, not to any attacks of opportunity you might make that round.
Special: You can use this feat in conjunction with a single attack made at the end of a charge, or as part of a Spring Attack.
Note: This feat supersedes the Order of the Bow Initiate’s “Ranged Precision” prestige class feature, from Complete Warrior. It also stands in for the Overpowering Attack option for fighters, in the Players Handbook II.

VITAL STRIKE, FINISHING BLOW (COMBAT)
Prerequisites: Base Attack Bonus +6, Vital Strike.
Benefit: When you successfully execute a Vital Strike against a lightly wounded opponent, that feat deals half again as many dice of bonus damage (i.e., 3d6 instead of 2d6). If the opponent is heavily wounded, double the bonus damage dice from your Vital Strike.
If the opponent survives, it is immune to further use of this feat by you for the remainder of the encounter.
Special: The effects of this feat do not stack with the effects of the Mountain Hammer class feature.
Source: This feat simulates the Warblade’s finishing move strike, from the Tome of Battle.

WEAPON FINESSE (COMBAT)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are always considered light weapons.

WEAPON FINESSE, SPECIAL (COMBAT)
You can apply finesse to weapons that do not normally allow it.
Prerequisities: Str 13, Dex 13, Martial Weapon Proficiency, Weapon Finesse.
Benefit: Choose a weapon group. You can use all weapons from that group with which you are proficient in conjunction with the Weapon Finesse feat, even if this is not normally possible. Weapon groups include the following:
• Axes: battleaxe, ice axe, waraxe, greataxe, handaxe.
• Blades, Heavy: bastard sword, dueling sword, falchion, great falchion, greatsword, khopesh, longsword, scimitar, scythe.
• Blades, Light: cutlass, dagger, dueling sword, kukri, rapier, sickle, short sword, smallsword.
• Bludgeons: club, greatclub, heavy mace, light mace, morningstar, quarterstaff, sap, tonfa.
• Flails: flail, heavy flail, spiked chain, meteor hammer.
• Hammers and picks: heavy pick, greathammer, light hammer, light pick, Lucerne hammer, maul, warhammer.
• Polearms: glaive, guisarme, halberd, lajatang, Lucerne hammer, morningstar.
• Spears: javelin, lance, longspear, shortspear, spear.
Normal: Weapon Finesse applies only to light weapons, rapiers, whips, or spiked chains made for a creature of your size category.

WEAPON FOCUS (COMBAT)
Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.
Prerequisites: Proficiency with selected weapon, base attack bonus +1.
Benefit: You gain a +1 bonus on all attack rolls you make using the selected weapon. For every 7 points thereafter, this bonus increases by an additional +1, per the following table:

Base Attack Attack Bonus
+1 to +7 +1
+8 to +13 +2
+15 to +20 +3

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

WEAPON PROFICIENCY, EXOTIC (COMBAT)
Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.
Prerequisites: Base attack bonus +1.
Benefit: You make attack rolls with the selected exotic weapon normally.
Normal: A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls. Pathfinder Roleplaying Game
Special: You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the waraxe has an additional prerequisite of Str 13.

WEAPON PROFICIENCY, MARTIAL
You understand how to use one type of martial weapon in combat.
Benefit: Choose of category of weapons from the following list. You are proficient with all weapons in that group listed here.
• Axes: battleaxe, greataxe, handaxe.
• Blades, Heavy: falchion, greatsword, long sword, scimitar, scythe.
• Blades, Light: cutlass, dagger, kukri, rapier, sickle, short sword.
• Bludgeons: club, greatclub, heavy mace, light mace, morningstar, quarterstaff, sap, tonfa.
• Bows: composite short bow, longbow, short bow.
• Close: gauntlet, heavy shield slam, light shield slam, punching dagger, sap, spiked armor, spiked gauntlet, spiked shield, unarmed strike.
• Crossbows: hand crossbow, heavy crossbow, light crossbow, prodd.
• Flails: light flail, heavy flail.
• Hammers and picks: heavy pick, light hammer, light pick, Lucerne hammer, maul (2-handed), warhammer.
• Polearms: glaive, guisarme, halberd, Lucerne hammer, morningstar.
• Spears: harpoon, javelin, lance, longspear, shortspear, spear.
• Thrown: club, dagger, dart, hand axe, hunting sling, javelin, light hammer, shortspear, spear, war sling.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat.
You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.

WEAPON PROFICIENCY, SIMPLE
You are trained in the use of basic weapons.
Benefit: You make attack rolls with simple weapons normally.
Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.
Special: All characters except for druids and wizards are automatically proficient with all simple weapons. They need not select this feat.
Source: Pathfinder Beta Playtest.

WEAPON REACH (COMBAT)
Prerequisites: Base attack bonus +6, Craft (weaponsmith) 3 ranks, Weapon Focus.
Benefit: Choose one reach weapon with which you have the Weapon Focus feat. When wielding that weapon, you can make attacks of opportunity (when provoked) even against foes with cover (but not total cover).
Source: This feat supersedes the “exotic reach” Exotic Weapon Master stunt, from Complete Warrior.

WEAPON SPECIALIZATION (COMBAT)
You are skilled at dealing damage with one weapon. Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.
Prerequisites: Proficiency with selected weapon, Weapon Focus with selected weapon.
Benefit: You gain a +1 bonus on all damage rolls you make using the selected weapon. For every 4 points of your base attack bonus, this damage bonus increases by +1, as per the following table:

Base Attack Bonus Damage Bonus
+0 to +3 +1
+4 to +7 +2
+8 to +11 +3
+12 to +15 +4
+16 to +19 +5
+20 or above +6

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

WHIRLWIND ATTACK (COMBAT)
You can become a dervish, striking out at every foe within reach.
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Spring Attack, base attack bonus +4.
Benefit: When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.
When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.

WHIRLWIND ATTACK, HURRICANE ATTACK (COMBAT)
Prerequisites: Dex 13, Int 13, Combat Expertise, Dodge, Spring Attack, Whirlwind Attack, base attack bonus +15.
Benefit: When using the Whirlwind Attack feat, as a full-attack action, you can give up your regular attacks and instead make two melee attacks (at your full attack bonus +4) against each opponent within reach.
Source: This feat mimics the adamantine hurricane strike, from the Tome of Battle.

WILD SWING (COMBAT)
Prerequisite: Combat Reflexes.
Benefit: With a full attack action, you can attempt to force all adjacent foes to immediately move back 5 feet. Those who choose not to move (or who cannot move) back provoke attacks of opportunity from you unless they succeed at a Reflex save (DC 10 + ½ your base attack bonus + your Strength modifier).
Special: If you also have the Threat Zone fighter talent, add the increased reach from this talent to the distance your opponents must retreat.
Source: Monte Cook’s Collected Book of Experimental Might (Malhavoc Press).

WIND STANCE (COMBAT)
Prerequisites: Dex 15, Dodge, base attack bonus +6.
Benefit: If you move more than 5 feet, you gain a 20% miss chance (treat as due to concealment) against ranged attacks for 1 round.
If your Dexterity is at least 17 and your base attack bonus is +11 or greater, you gain a 50% miss chance (treat as if from concealment) during any round in which you move a distance equal to your speed (for example, if you charge, take a move action and a standard action, take a double move, or withdraw).
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Last edited by TOZ on Mon Oct 11, 2010 1:47 am, edited 2 times in total.
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CRITICAL FAILURE
These are ass. They punish the act of rolling dice. Players are more effective if they act abstractly rather than engaging directly with their abilities on their own character sheet. Warriors get punished for attacking more often, which unfairly promotes uberchargers at the expense of cuisinart rogues. Nothing positive is added to the game by your stupid fucking critical failure rules and you should get rid of them.

If you're going to change action resolution systems, you should do so in a way that promotes engagement and activity. Not create something that discourages die rolling activities. The fact that you can cast spells all day and do twenty important things without rolling a d20 is not even the point, although it is clearly indicative of who is going to benefit from your change. The point is that if you discourage players from declaring actions, any actions, you are incentivizing players to be less engaged with the story. And that's fucking terrible.
CRITICAL SUCCESS AND HERO POINTS
These are simply stupid.
Bidding War
This is time consuming and pointless because the end result is that the higher roll wins anyway. What the fuck?
BATTLE FATIGUE
While I can almost see where you were going with this, why the fucking hell did you decide to make the Bloodied Condition, something which I remind you was instituted to improve inflicting hit point damage relative to casting Wizard spells, be something that penalizes absolutely every thing a character does except casting Wizard Spells?! Seriously, what the fuck is wrong with you?

This has exactly the opposite effect of what was intended. Damage happens, and sometimes you get -1 (or higher) penalties to everything except casting charm monster. How the fuck is that supposed to encourage people to do things other than cast charm monster? You just made an incentive for casting spells with DCs at the expense of other things!
CMD is calculated as in the Pathfinder rules, but also includes dodge and insight bonuses to AC, deflection bonuses, penalties due to blindness or fatigue, etc.
Obviously. :roll:

When confronted with the primary reality of CMB/CMD, which of course is that special combat maneuvers never fucking work because CMD is high compared to CMB, your obvious solution is to raise CMD even more. Can you dress yourself, or do you need help?
Bind
Wow. That's incredibly shittier than Disarm. I didn't know that it was even possible to have a combat maneuver shittier than Disarm.
Metagame Note: Tripping an opponent also stops his or her movement; however, checking is sometimes preferable because (a) if you fail to check your opponent, he or she cannot attempt to trip you in return; (b) checking attempts can be made with any weapon, not just weapons specifically described as allowing it; and (c) with the proper feat (Greater Forcing Maneuvers, q.v.) you can deal damage and also make a Check attempt using the same attack of opportunity or preemptive action.
Wow. If you have to justify obscure ass edge cases where you might prefer to use your new maneuver over a vanilla trip attempt without having a feat or special tripping weapon in hand, you have severe problems. Like, you've just admitted that your maneuver is a waste of mental space.
Distract:
Are you shitting me? You know that dazzled is a -1 to attack rolls, right? And that as such, even if this attack works (which being a Pathfailure CMB action, it will not), it doesn't do anything. This is the worst one yet. You know what? Fuck you. I am not reading any more of your shitty fucking special combat maneuvers, because they embarrass me. Me reading them makes me embarrassed for you. Most of these would not even be the time to explain to the people at the table that you were using them if they were free actions!
Spells with a casting time of “1 standard action” require a full attack action to cast if they have somatic and/or material components—in other words, you may take a 5-ft. step while casting, but not a full move. Spells with a casting time of “1 standard action” with only verbal and/or focus components only can be cast as a standard action, allowing a full move in the same round.
This is pointless and confusing, because I guaranty you that players do not know what the somatic components line says for at least half their spells.
Casting a spell in melee provokes an attack of opportunity unless you cast defensively. Casting defensively requires a special Concentration check, equal to a caster power check (1d20 + your caster level + your spellcasting ability modifier) against a DC equal to 10 + ½ the highest BAB of any opponent threatening you + (2 x the level of the spell you are attempting to cast). Failure means that you lose the spell. Multiple threatening opponents can use the “aid another” mechanic as a standard action to drive up the DC of your defensive casting.
Now we are talking! You made casting defensively almost impossible except at high level when it's still a rubber stamp. Oh wait. No. That's half the BAB of someone standing next to you. That's... completely meaningless. You're 10th level, the person threatening you has a BAB of +10, you cast your biggest spell, the DC is 25. Your bonus is +18 without trying. What. fucking. ever.

You know, you left in taking a five foot step for casting, right? In 90% of cases, you won't even have to cast defensively even if you start in melee.
COUNTERSPELLING
Oh seriously, what the fuck? Counterspelling is a fucking shitty option that no one cares about. Futzing with the rules in some half assed way that doesn't make it a useful option is taking up head space that could have been filled with still images of Eastern European pornographic movie stars. I am not going to read any more of your stupid waste of space fiddling with bullshit maneuvers. Magical or mundane. I will now look at porn instead of reading the rest of your shitty maneuvers and jump back in when it starts talking about something else that is lame.

.
.
.
PROFESSION: MINING (WIS)
Oh fuck. Fuck this. I am not reading any more of this shit before I get super drunk, because you apparently thought that the world needed a writeup of your homebrew rules for the Profession: Mining skill. I cannot even think on the required wavelength while sober.

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Post by Red_Rob »

FrankTrollman wrote:
CRITICAL SUCCESS AND HERO POINTS
These are simply stupid.
Whilst I agree the majority of these changes are terribad, could you elaborate on this point? 3.5 already has critical successes in combat, and we have been using Hero points to a great reception from players, so I'd be interested in seeing your reasons these are bad for the game.
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Post by Username17 »

Red_Rob wrote:
FrankTrollman wrote:
CRITICAL SUCCESS AND HERO POINTS
These are simply stupid.
Whilst I agree the majority of these changes are terribad, could you elaborate on this point? 3.5 already has critical successes in combat, and we have been using Hero points to a great reception from players, so I'd be interested in seeing your reasons these are bad for the game.
Ugh. Unfortunately it involves talking about them, but here we go. Let's start at the end and work our way backwards:
A Use for Hero Points wrote:Allow an additional use of a “uses/day” ability such as Rage or Bardic Performance
Imagine for the moment that those various classes were at all balanced. Yeah, we're talking about classes that include bard and barbarian, but just humor me for a moment. Now at first level the Dread Necromancer gets 8 turnings a day, while the Barbarian gets 1 Rage. Clearly buying one more of each is not comparable.

Most of the rest of them involve fiddling with a single d20 roll. Need I remind you how some PCs swing a greatsword while other PCs swing two short swords? An individual roll of the dice is not of equal value on to another. And while to an extent you could claim that choosing the good dice to reroll instead of the shitty ones is player skill or whatever, in reality it just benefits characters whose actions depend on the rolling of less dice. Once again, Superchargers over Tempests.

But the main problem isn't even that. It's what generates them in the first place.
On the other end of the spectrum from Critical Failures (see above) are critical successes. In this option, skill checks have a crit range of 20 (much like weapons); on a confirmed critical success, in addition to automatic (and spectacular) success, outside of combat the character earns one "Hero Point"
OK, first of all, if you rolled a 20 and confirmed the critical, success is not "automatic" because you fucking already rolled a success. Otherwise it wouldn't have even been possible to confirm. But secondly, the triggering of Hero Point accumulation happens when you roll dice. For anything. And since it requires a confirmation roll, it actually triggers more often on easy tests and less often on hard ones. In short, it encourages players to roll dice on bullshit easy tasks when things don't matter, because statistically you get a Hero Point for every 24 easy tasks you bother rolling dice for. So declaring your intention to climb shelves or search hallways or whatever is what powers your abilities.

TL;DR: That method of hero point accumulation gives people concrete mechanical advantages for wasting table time.

But wait! Didn't I say that the critical failure rule penalized rolling dice? Yes. Yes it does. But here's the deal: being negatively affected on whatever task when you roll a 1 is something that is proportional to the meaning of the task at hand. But the Hero Point you get for confirming any die roll at all is banked and invoked later whenever you want.

So the combination means that players are incentivized to declare and roll meaningless actions when they are not in any danger and incentivized to say nothing, do nothing, and roll nothing during crucial junctures of the plot. In short: the incentives all point towards the worst possible play experience, with players wanting to roll dice to see if they can find pretty ladies in the tavern or figure out where the beer comes from and stare at the DM blankly when the assassins burst into the room.

I am truly impressed. It usually takes years of effort to come up with rules this shitty. But I expect the originator did this all reflexively and without noticing.

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Post by Dominicius »

Frank wrote:*Huge rant.*
Now I just wan to see frank review every rule listed here because these rants are amazing.
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Post by TOZ »

This is why I'm putting them up. Kirth's a big boy, he can take it. I'm just the messenger.

Edit: And knowing Kirth is about as new to 3.5 as I am, and the Den's view of 1E concepts, this is about what I expected.
Kirth Gersen wrote: Well, yeah. If you ask a plumber how to make a better screwdriver, he's exactly right to suggest that you buy a wrench -- because you don't do plumbing with a screwdriver. The thing is, I agree with all the comments made there, and would implement them immediately if I were running a hard-core hunter-killer campaign.

The rules I wrote absolutely suck for that sort of thing.
Last edited by TOZ on Sat Oct 09, 2010 10:41 pm, edited 2 times in total.
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Post by Roy »

Dominicius wrote:
Frank wrote:*Huge rant.*
Now I just wan to see frank review every rule listed here because these rants are amazing.
Given what we've seen so far, I think it's fair to call this an epic fail worse than Pathfinder, itself.
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Standard Paizil Fare/Fail (SPF) Type I - doing exactly the opposite of what they said they would do.
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Post by For Valor »

Frank, what would be a decent "Battle fatigue" mechanic? Something to encourage melee, since archers always win in mundane combat and magic always wins in all combats everywhere.
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Post by Username17 »

For Valor wrote:Frank, what would be a decent "Battle fatigue" mechanic? Something to encourage melee, since archers always win in mundane combat and magic always wins in all combats everywhere.
Well, the stated goal was to encourage people to use weaponry at the expense of casting spells. And you're right, you probably want to encourage people to specifically use melee attacks, because ranged attacks get a lot more benefits than melee attacks do past first or second level.

Just off the top of my head, you'd want to do something like "characters cannot take a 5' step for one round after they have suffered damage". This would make melee attacks be inherently much better at juggling people, because archers and casters would no longer be able to take a step back and fire without consequence if they had been hit. The proportional effect on melee weapon users would be much less, because you could still move or charge and then get a swing in.
Kirth wrote:Well, yeah. If you ask a plumber how to make a better screwdriver, he's exactly right to suggest that you buy a wrench -- because you don't do plumbing with a screwdriver.
O...K. So what are his rules for? That's the part I don't get. There are a few times in which he slips in some editorialization to explain why his rules are the way they are, but in all cases he does that the actual effect of the incentives he sets up run the other direction. His rule for encouraging swords encourages web. His rule for encouraging risk taking encourages people to waste time by announcing large numbers of tasks it is almost impossible for them to fail. His rule to get people to do more diverse combat maneuvers encourages people to abandon combat maneuvers entirely. And so on.

What the fuck is his rule set supposed to do? And why is there a skill for flying space ships? Is this some kind of imported Spelljammer Failure? Did someone write this straight out of playing through Expedition to the Barrier Peaks and then reading the Pathfailure Advanced Players Guide?

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Post by Username17 »

Now I just wan to see frank review every rule listed here because these rants are amazing.
Since you asked so nicely and I got a container of mead at the fair yesterday, I figure that I should probably do a writeup on the catastrofuck that is this list of skill rules. Yes, I live in a country that is so medieval that it has fairs that have mead tents. Yes. Plural. As in: more than one tent serving mead. This is fortunate, because dealing with these shitty skill writeups is not something that I will do without smelling like old timey booze. So don't expect these things to be done in order.

Nor should they be, because for fuck's sake the skill list itself is totally impossible to evaluate as an entity on its own. It's just a list of skills. Sure, some of them sound retarded (like "Toxicology") but that doesn't actually mean anything. The skills could be called "Blue" and "Skill 13" or whatever so long as they are roughly balanced with each other and the rest of the system and cover the actions people want to be able to do.
Superior Assist:
This appears to be symptomatic of the author's basic failure to understand how rolling a d20 works. Indeed, this dovetails completely with the entire pointless "one upmanship" option in opposed tests. You see, fundamentally rolling a fair die is not like playing Draw Poker or Bridge, or any other game where bidding makes sense. You don't have choices or information, you're just rolling a fucking die. Every number has an equal chance of coming up, so whatever the initial optimal bid is, that is not actually going to change until the inputs do. Which for this means that it will change - at best - once a level.

The entire subsystem is exactly like calculating Power Attack, except that the target is actually itself just modifiers on a d20 roll so there is never any reason to give a shit about any of it once you've made the initial calculations. And you'd know this if you ever did any of the fucking math behind these house rules, but the optimal choice in almost all instances is to simply not use these rules at all.

Here's how it works: Assistance gives a 10% chance of making the target action succeed if it was going to fail, and it has some percentage chance of working at all. You multiply those two together, and you get your chance of influencing failure to success with your Aid action. You roll the Aid before the target rolls their attempt, so it's never any more complex than that. With superior assistance, you take a 25%, 50%, or 75% reduction to your chances of successfully aiding, in exchange for a 5%, 10%, or 15% higher chance of successfully influencing events if you do. Which means that the breakeven point for even the DC 20 assist is having a skill bonus of +9, and the breakeven for the DC 25 assist is +19. And let me tell you, if you have a better than +19 skill bonus, chances are good that you are not assisting the roll.

But I'm here to talk about skills themselves. And while I could harp on the fact there is a fucking entry for "Perform: Dance" and thus the author is obviously a drooling mouth breather who has no concept of the worth of a skill rank or of getting to the fucking point, I will instead go directly to what I believe is the single ultimate source of most of the authors litany of failures to grasp or address the needs of a skill system for a d20 ruleset:
PROFESSION: SAILING (WIS)
...
Tropical storm 30
Hurricane 40
Hands up kids! Who knows why this is directly comparable to using a handcrank pencil sharpener to perform a briss?

The key feature that the author appears to have overlooked is these numbers are insulting, and this skill is a trap option that appears to have been designed by a Looney Tunes character. Are you fucking kidding? DC 30 for sailing in a storm? Do you have any idea of what DC of 30 or 40 means? It means that low level people cannot do it, and that it is a challenge for higher level characters exclusively.

So let's consider Danger Island for a moment. I understand that the name is something of a misnomer, because it's really more of an archipelago. But for the moment, let's assume that a party of adventurers wants to go there in order to do some adventuring. It is, of course surrounded by a continual storm of severe intensity, which is one of the reasons that we are sending a group of adventurers there rather than just a bunch of orcish warriors in kayaks. There are of course, many options for getting there. One of them is to scry on the island and then teleport the entire party there. That is an option, and in fact it is a ninth level option. So if you want players to even consider using their fucking Sailing skill and taking a boat there rather than staring at a pool of water and then using the Floo Network from a cafe in Sokasta, you need to make achieving that kind of roll on a Sailing test be something that characters of that level could vaguely hope to accomplish.

People who are level 9 get +12 on their Sailing tests if they max ranks and then whatever their Wisdom bonus is. Assuming that we're talking about a Ranger rather than a Sea Druid, that's maybe like another +2. So if the DC to sail through that fucking hurricane in more than about 25 or so, the correct answer is to ignore the boat entirely and just research up Teleport and cast it. And if the correct answer to having the skill maxed is to ignore it completely and do things other ways? Your skill fucking sucks, and you should rewrite it.

It's not that you couldn't make high DC sailing checks that PCs gave a fuck about either. You could have a DC to sail your ship to the sublevel of the Abyss of your choice, or a DC to sail your boat into the air to go raid cloud islands. Or any of a number of actually epic tasks that you might want to attempt with an epic sailing skill. Rather than what you have here, which is 20 levels of upgrades that are individually and collectively worse than a single 5th level spell.

And yeah, this same core complaint runs through such old time favorites as Appraise and Escape Artist as well as some of the new ones on here like Profession: Mining and Craft: Construction.
CRAFT: CONSTRUCTION (WIS)
...
Advanced (house) 30
Seriously, making a fucking house is DC30. A fucking house. Now at least I understand why peasants live in muddy badger dens, because without the intervention of high level Clerics they can't build houses. The entire Dungeon ecology makes so much more sense now that I understand that real estate is literally beyond the technology level of the entire fucking setting.

And yeah, need I remind you again that living in an extradimensional mansion filled with perfume and delicious food is a 9th level solution to this problem?

Anyway, no overhaul of skills would be quite complete without ruining stealth. Some more. And of course, this ass hat does not disappoint.
It’s impossible to use Stealth while attacking, running, or charging.
Oh, wonderful. Every time sneaking gets overhauled, rogues take it a little farther up the ass. But it's not just about raping rogues in the name of "realism" it's about not making any fucking sense. A sniper automatically gives away their exact position with every shot (more on that in a bit), and of course invisibility is just a bonus to stealth now. It is now "impossible" to remain unseen while throwing a rock when you are literally fucking invisible. Hell, you can't even remain unseen in the dark. Apparently combatants all get glowing targeting halos like in Everquest, which is as convenient as it is retarded.

But yeah, let's go with the "sniping" rule that this jackhole imported:
Sniping: If you’ve already successfully used Stealth at least 10 feet from your target, you can make one ranged attack, then immediately use Stealth again. You take a –20 penalty on your Stealth check to maintain your obscured location.
Well, we've already established that during the attack itself it is impossible for them to not see you. So even if you succeed (which at -20 to your stealth check, you will not), all that gives you is the "hidden" tag. The enemy still knows that you exist and even where you are. They could run over there, or just cast a fireball at you. You really haven't gained anything.

Now, instead of doing that, you could just make a ranged attack, and then move at half speed, which would give you an opportunity to make a hide check at +0. You wouldn't even have to leave your square, just declare a move action and imply that you might be leaving your square. Not only would this be more likely to succeed by, um, the entire fucking Random Number Generator, but your opponents would only know where you were to within a single half move. Hell, they wouldn't even know if you had used a half move or a full move, you could be 30' away in any direction and that fireball could be totally wasted.

I know that Hiding and Spotting are completely fucked in 3rd edition, and 3.5 made the rules even more fucked, and yes Pathfailure fucked them up even more. But that's no excuse for these house rules to have literally the most fucked up set of sneaking rules I have seen in d20 yet. Seriously, it's not a race to the bottom, assholes.

Special bonus hint: you should put the Perception skill bonuses for having super senses in the Perception Skill. And not, for example, in the Stealth skill. Because that is a different fucking skill. Granted that they are often rolled in opposition to each other, but for fuck's sake. Put the skill modifiers in the description of the skill they modify. Doing anything else is like selling someone a car where some of the parts "may still be in Japan."

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Post by Koumei »

That is a beautiful review. I am thankful for mead.
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Post by Parthenon »

I love the review.

Glancing through, it reminds me of a thought I had about the Heal skill- what the hell is the point of the skill? Its not really for Clerics or Druids- they get spells that bypass the skill completely- so they're only for level 1-3 Rangers and Paladins. And really, only for Rangers since Paladins get fucked up the arse in terms of skill points.

In which case with these house rules the Ranger starts off with a bonus of +7/8, going up to +9/10 at 3rd level. And about 60% of the time they can restore 1d4+2 hitpoints. Or, if they spend an hour it goes up to 1d6+4 hitpoints. Once per day.

What is the fucking point?

Its an alternative for magic healing, so give it to the classes without magical healing who are going to be getting hurt- the barbarian, fighter, monk and rogue. Or if you are feeling stingy, just the barbarian and monk. Then make it have a DC of 10+HD and heal 1d6*HD + Heal skill + how much you beat the DC by if done over a minute/hour, or 1d4*HD + half Heal skill if done as a standard action.

That way at level 1 the Monk has a heal skill of probably +8 and has to meet a DC of 11- a roll of 3 and so almost a definite heal, healing an average of 6 HP as a standard action (about equivalent to a Cure Light) or 21 HP over time. Then at level 5 you would have a bonus of +12 and a DC of 15, and heal 5d4+6 (avg. 18, equal to a Cure Serious) as a standard action- an actual reasonable proportion of your health (half the monks in this case).

Even going up to higher levels, a level 15 Monk could have a bonus of +26 and heal 15d4+13 (50HP) as a standard action, or about 90 HP over a minute/hour. Not on the same level as Heal, but a big fucking deal compared to the jack shit of default or even the piddly shit of the suggested house rules.

This way you have a level appropriate, non-magical healing that everyone can use.

And even if you decide to be a bard and put cross class ranks in (at level 1 a bonus of +4, needs a roll of 7 to heal which is basically what you need currently with the house rule as a focused Ranger) you still have a decent chance of using the skill, which is what you'd expect if you put resources into the skill.

How shit is my idea?
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Post by Username17 »

How shit is my idea?
The basic idea - that of making the Heal skill provide actual healing that scaled to your level and was thus something you actually cared about having - is pretty good. I'm not with you on the specific idea of having the DC scale with HD, because that kind of thing fucks over characters who cross class ranks or who spread their ranks around.

Further, your idea of adding hit points healed for every point you beat the DC by is a no-go if the DC is 11 at first level. At first level, the randomness of the d20 is itself very large compared to the amount of hit points people have. Even a random dude with 1 rank and no Wisdom bonus would beat the DC by 9 as often as they beat it by 3. And PCs of that level only have one hit die. You'd probably want to spread it out a bit so that it was less random and big at first level. Like, an extra d10 for every 5 points you beat the DC by rather than one point for every point you beat the DC by.

But yeah, while you'd obviously need to adjust the numbers, the basic idea of making the heal skill be something that provides enough, well, healing to actually make an impact into your adventuring careers is a perfectly fine one.

Anyway, as I sip thoughtfully on a delicious cup of Jan Halada's delightful Zlatá, it occurs to me that I forgot to expound on something shitty from the aforementioned set of house rules. Namely, the way the Critical Success / Failure rules interact with the author's fetish for allowing people to bid up their DCs. Which is to say that they don't. Like, at all.

See, to get a Hero Point from a 20 you need to "confirm" your success. To get a Critical Failure from a 1 you need to "confirm" your failure. This means that 5% of all rolls will provide a hero point or a disaster of some arbitrary DM whim generated type. But how much of that 5% is one or the other will depend on what your chances of success originally were. At the extreme ends, at a DC of 1+, your critical success will always confirm and critical failure never will, leaving you with the whole 5% chance of getting a Hero Point; at a DC of 21+, your failure will always confirm and you get the full 5% chance of getting a Critical failure. And yes, if you have a DC of 13+, your 1s will confirm on a 1-12 and your 20s will confirm on a 13-20, leaving you with a 3% chance of crit failure and a 2% chance of crit success. And so on for every number.

Which means that bidding up your DC makes it more likely that you get a crit failure and less likely that you get a crit success over and above the actual difference in chances to succeed in the first place. So while it may seem like a pointless even-up shot for the guy with +19 to try for the +4 Assist that he succeeds on 75% of the time versus sitting back and taking the 100% chance of providing a +3, it's actually still stacked against you because of the critical nonsense. Making that trade drops crit success from 5% to 3.75% and raises the chance of the DM fucking with you via some critical fumble on a fucking Aid Another test to one and a quarter percent.

I can only conclude that these house rules are deliberately filled with trap options and that the original author is in fact the guy from Wheel of Fish, always waiting to berate his helpless players when they accidentally use one of these pieces of utter failure and, as expected, fail.

I mean fuck, Bind Weapon is exactly like Disarm, right down to never fucking working in Pathfailure, save for the following changes:
  • The weapon doesn't actually hit the ground until your opponent's turn, and thus neither you nor anyone else can pick it up to deny it to your enemy.
  • Until the beginning of your opponent's turn, you are denied your weapon too.
  • If you get taken down or knocked away before your opponent's turn, he gets his weapon back for free.
  • If your opponent decides, he can choose to forgo allowing his weapon to hit the floor and instead accept a set of modest penalties (including the inability to move very far or use one of his hands). But if he does this, you also suffer the same penalties until he lets his weapon drop or you decide to end it by letting him have his weapon back.
Holy crap. It's really that bad. I have read it over and over again just to be sure I'm not living in some sort of failure derived nightmare world.

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Post by Orion »

FrankTrollman wrote:
. Yes, I live in a country that is so medieval that it has fairs that have mead tents. Yes. Plural. As in: more than one tent serving mead.
...Massachusetts?
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Post by TOZ »

Okay, yeah, should have used Google Groups to begin with. >.<
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Post by Darth Rabbitt »

Orion wrote:
FrankTrollman wrote:
. Yes, I live in a country that is so medieval that it has fairs that have mead tents. Yes. Plural. As in: more than one tent serving mead.
...Massachusetts?
I'm living in the wrong part of Massachusetts, then.
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Post by Username17 »

TOZ wrote:Okay, yeah, should have used Google Groups to begin with. >.<
No. You really should not have, because those take like forever to load. To the point that I am only going to read the Barbarian. Firstly, because it took a very long time to load, and secondly because I don't think I can handle that much shitty design. The Barbarian is just... it's really bad. I literally do not think I can stay conscious after reading six classes like that - let alone sixteen.

So what's wrong with the Barbarian, other than well, everything? To start off with, everything. Every single thing is wrong with this class. It's too complicated, it's too confusing, it's full of arbitrarily named trap options, and it's underpowered. It's underpowered compared to the Core 3.5 Barbarian. That's an achievement. But it's one made by the boringly predictable mechanism of nerfing those few things about the Barbarian that were even slightly effective and replacing them with trap options that do little or nothing.

We'll start talking about Rage, because the Barbarian is in fact all about Rage. He lets you choose the attributes you buff, which since he also nerfs the Con bonus to among other things not even increase Rage duration, means that you will be increasing Strength and Dexterity. But the bonus itself is only +2, so the primary draw of the class has been halved. The writeup gets a special prize or having the most convoluted and incomprehensible writeup of RageDeath I have ever seen, mitigated only by the fact that you'd have to be some kind of moron to actually get a Con bonus out of this version of the Barbarian. And thus, while he wastes three paragraphs talking about it, no one is actually going to lose any hit points when their rage ends.

Now, Fast Movement has been delayed to 4th level. I guess getting that power at a level it actually mattered was OP? No idea. Instead you get... Endure Elements. Seriously. That spell that lets you ignore large differences in thermometer temperature but does not actually prevent cold or fire damage.

Now let's talk about the 2nd level acquisition of Uncanny Dodge. Well, the author ports in those Totems from Unearthed Arcana. So no one is actually going to get Uncanny Dodge at 2nd level. They will trade it for something that is better. Because while Uncanny Dodge is pretty cool when it comes up, the majority of your enemies are not Invisible Stalkers or Rogues, so it does not come up very often. So of course, you look through the Totem list and the first thing you notice is... all the good ones have been nerfed to hell. Seriously, the once proud Lion Totem now gives immunity to fear. And just to rub it in, when you would have gotten Improved Uncanny Dodge and now get a bonus feat... you get Skill Focus or Iron Fucking Will. Pounce does not come online until 9th level.

Basically it all comes down to the author not understanding what the problem with the Barbarian actually was. The symptom is that people take a level or two of the class and multiclass out to Ranger or Rogue and got the extra rages by taking the Extra Rage feat (now seemingly missing from asshole's feat list). But people didn't do this because the low levels of Barbarian were too good, they do this because the high levels of Barbarian suck ass. Barbarian is a class that is two levels long because the eighteen levels after that only have four levels of abilities in them. If you take the low level abilities that people actually care about and divide it up amongst the later levels, you aren't encouraging people to "stick with the class", you're encouraging people to ignore the class entirely. If for some reason you think it's important that people be incentivized to write "Barbarian 7" on their character sheet, the correct way to do that is to increase the effectiveness of being a Barbarian 7. Not to make the Barbarian 7 exactly the same but make the Barbarian 1 and Barbarian 2 weaker. You have to play as a Barbarian 2 before you play as a Barbarian 7, so weakening the low levels simply disincentivizes all levels.

But of course, no discussion of this Barbarian would be complete without discussing the "Rage Powers". Now, the examples are amazingly shitty. We're talking about getting a Natural Armor bonus (not a bonus to natural armor, an actual non-stacking natural armor bonus) of +1 while raging. Or the ability to have a one turn hole in the middle of your Rage if for some reason you care. You know, shit you don't care about. But they are just examples. You only get a couple of them during your career, but there's nothing stopping you from making up Rage Powers that are actually good. Just, the ones as written are a super long list of bullshit trap options. Like, just about the best one is a one/day 3e Paladin Smite that gives +0 to-hit and uses a Swift Action to declare. And remember, at level 1 you're still behind on damage even on the attack you use that on because your Strength bonus has been reduced.

-Username17
cthulhu
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Post by cthulhu »

This thread is a comedy gold mine.
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erik
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Post by erik »

Sweet Jesus. I thought I'd look over a couple classes and see what's up. What's up is their page count. 27 pages to read up on the druid? NO, Thank You. I should tally up the page count for all classes when I get back from the park with my son. I suspect it comes in somewhere around 150-200 pages (not counting the prestige classes). What the fuuuuuck. To build a character I feel like I'm dumpster diving... from the actual class.

I think Google docs was a better solution since if they were posted here the posts would be ginormous.
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TOZ
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Post by TOZ »

erik wrote:
I think Google docs was a better solution since if they were posted here the posts would be ginormous.
Fun fact. The boards have a character limit on spoilered text. I learned that trying to post all the feats. So yeah, the classes weren't working any better. Also, I didn't want to fuck with those class tables. Would have looked like ass any way I did it.
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