5.03.2004

Feats: Class

BARD CORE CLASS

BATTLE BARD [Bard]
You can cast bard spells in medium armor without spell failure.
Prerequisites: Bard level 8, Armored Casting feat, Armor Proficiency (Medium) feat.
Benefit: You may cast bard spells in Medium or lighter armor while ignoring arcane spell failure.


WAR BARD [Bard]
You can cast bard spells in heavy armor without spell failure.
Prerequisites: Bard level 12, Armored Casting feat, Armor Proficiency (Heavy) feat, Armor Proficiency (Medium) feat, Battle Bard feat.
Benefit: You may cast bard spells in Heavy armor while ignoring arcane spell failure.



DRUID CORE CLASS

DRUIDIC DOMAIN [Druid]
You gain additional spellcasting mastery over nature.
Prerequisites: Druid level 10, Wisdom 17.
Benefit: Select one of the following domains: Air, Animal, Earth, Fire, Hunt, Mountain, Neutrality, Night, Plant, Rainbow, Seasons, Sun, or Water. The listed spells are added to your druid spell list, and you may spontaneously cast the domain spells in addition to summon nature's ally spells. However, you do not benefit from the domain's granted power. This feat can be selected multiple times; each time, you choose a different domain.



FIGHTER CORE CLASS

ARMOR SPECIALIZATION [Fighter]
You ignore the more restrictive aspects of wearing armor.
Prerequisites: Fighter level 4, Proficiency in selected armor.
Benefit: Select any specific armor type or shield in which you are proficient. When wearing this armor type or using this shield, the AC bonus provided by the item is increased by +2. Armor Specialization can be taken multiple times; each time, it applies to a different armor type.


CORELLON'S AIM [Fighter / Racial]
You have a racial knack for the longsword.
Prerequisites: Elf, Base Attack Bonus +1.
Benefit: You enjoy a +1 racial bonus to hit and damage rolls with the longbow and shortbow against targets within 30 feet, which stacks with all feats.


CORELLON'S GRIP [Fighter / Racial]
You have a racial knack for the longsword.
Prerequisites: Elf, Base Attack Bonus +1.
Benefit: You enjoy a +1 racial bonus to damage rolls when wielding the longsword and rapier, which stacks with all feats.


GARL'S GRIP [Fighter / Racial]
You have a racial knack for the battleaxe.
Prerequisites: Gnome, Base Attack Bonus +1, Proficiency with the hooked hammer.
Benefit: You enjoy a +1 racial bonus to hit and damage rolls with the hooked hammer, which stacks with all feats.


GRUUMSH'S GRIP [Fighter / Racial]
You have a racial knack for the spear.
Prerequisites: Half-Orc or Orc, Base Attack Bonus +1, Proficiency with the longspear, shortspear, and spear.
Benefit: You enjoy a +1 racial bonus to damage rolls when wielding the longspear, shortspear, and spear as melee weapons, which stacks with all feats.


MORADIN'S AIM [Fighter / Racial]
You have a racial knack for throwing axes and hammers.
Prerequisites: Dwarf, Base Attack Bonus +1, Proficiency with the throwing axe and light hammer.
Benefit: You enjoy a +1 racial bonus to hit and damage rolls with throwing axes and light hammers when thrown at targets within 30 feet, which stacks with all feats.


MORADIN'S GRIP [Fighter / Racial]
You have a racial knack for dwarven waraxes and dwarven urgroshes.
Prerequisites: Dwarf, Base Attack Bonus +1, Proficiency with the dwarven waraxe and dwarven urgrosh.
Benefit: You enjoy a +1 racial bonus to damage rolls with the dwarven waraxe and dwarven urgrosh, which stacks with all feats.


WEAPON MASTERY [Fighter]
You are deadly with your chosen weapon.
Prerequisites: Fighter level 16; Greater Weapon Focus, Greater Weapon Specialization, Weapon Focus, and Weapon Specialization in selected weapon.
Benefit: Select any weapon in which you have Weapon Focus, Weapon Specialization, Greater Weapon Focus, and Greater Weapon Specialization. You receive an additional +1 bonus to attack and damage rolls with this weapon, and the weapon's threat range is increased by 1 (above any current enhancements, such as the Improved Critical feat).
Combat Style: Mounted [Combat Style Improvisation].


YONDALLA'S AIM [Fighter / Racial]
You have a racial knack for slings and thrown weapons.
Prerequisites: Halfling, Base Attack Bonus +1, Proficiency with the sling.
Benefit: You enjoy a +1 racial bonus to damage rolls with slings and all throw weapons against targets within 30 feet, which stacks with all feats.



MONK CORE CLASS

MONKISH VERSATILITY [Monk]
You can pursue the path of the monk alongside other mystical, enlightened, and martial occupations.
Prerequisites: Monk level 1, Wisdom 15.
Benefit: You can freely multiclass between monk and one of the following classes without penalty, although normal alignment restrictions still apply: cleric, fighter, gifted, mystic, ninja, or paladin.



PALADIN CORE CLASS

PALADINIC VERSATILITY [Paladin]
You can pursue the path of the paladin alongside other mystical, noble, and warrior occupations.
Prerequisites: Paladin level 1, Wisdom 15.
Benefit: You can freely multiclass between paladin and one of the following classes without penalty, although normal alignment restrictions still apply: cleric, fighter, gifted, monk, mystic, or noble.


SORCERER CORE CLASS

ANY SPELL [Metamagic / Sorcerer]
You can shape your sorcery to effect any sorceror spell.
Prerequisites: Sorcerer level 10, Spellcraft 13.
Benefit: You can reshape a sorceror spell to replicate the effects of a lower-level sorcerer spell of the same school, even if you do not know the replicated spell. To replicate any sorcerer spell with this feat, you must know a spell from the same school - called the source spell - that is at least four levels higher than the replicated spell. For example, a 12th-level sorcerer who knows the 6th-level spells antimagic field, true seeing, and eyebite can use Any Spell to replicate any Abjuration, Divination, or Necromancy sorcerer spell of 2nd-level or lower. Any Spell uses up a spell slot four levels higher than the replicated spell's actual level, even if the source spell is of an even higher level.



SWASHBUCKLER CORE CLASS

EXTRA SWASHBUCKLER ABILITY [Swashbuckler]
You can utilize one of your swashbuckler abilities an additional time per day.
Prerequisites: Class feature to be affected.
Benefit: Select one of the following swashbuckler class features: Special Ability (Defensive Roll) or Special Ability (Luck). You may use this ability two additional times per day. This feat can be taken multiple times; its effects stack.



TINKER CORE CLASS

EXTRA TINKER ABILITY [Tinker]
You can utilize one of your tinker abilities an additional time per day.
Prerequisites: Class feature to be affected.
Benefit: This feat allows you to use one of your tinker class features additional times per day.
Select one of the following tinker class features: Engineer's Eye (Object Analysis) or Engineer's Eye (Object Identification). You may use this ability two additional times per day.
Alternatively, you may select the Repair class feature. You may use this ability three additional times per day.
This feat can be taken multiple times; its effects stack.



WITCH CORE CLASS

EXTRA WITCH ABILITY [Witch]
You can utilize one of your witch abilities an additional time per day.
Prerequisites: Class feature to be affected.
Benefit: This feat allows you to use one of your witch class features additional times per day.
Select one of the following witch class features or Arcane Art powers: Astrology (Starcharting), Bewitch, Crystals (Spellcrystal), Curses (Profanity), Folk Magic (Fortunetelling), Hex, Incantations (Speakspell), Mist Magic (Fogfoot), Numerology (Numerate), Prophecy (Fortuntelling), Songs (Spellsong), or Tarot (Draw). You may use this ability one additional time per day.
Alternatively, you may select one of the following Arcane Art powers: Cat Magic (Tongue of the Cat) or Raven Magic (Raventongue). You may use this ability two additional times per day.
This feat can be taken multiple times; its effects stack.

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