Feats: S
SCHOLARLY [General]
You are knowledgeable in a wide variety of subjects.
Benefit: You get a +1 bonus on Knowledge (any five) checks.
SCRIBE [General]
You understand both magical and mundane writing.
Benefit: You get a +2 bonus on all Decipher Script checks and a +2 bonus to all Knowledge (Arcana) checks and Spellcraft checks regarding magical symbols and runes.
SEAFARING [General]
You are at home when at sea.
Benefit: You get a +1 bonus on all Knowledge (Geography) checks, Profession (Sailor) checks, Swim checks, and Use Rope checks.
SKEPTICAL [General]
You have a sharp eye for deception.
Benefit: You get a +2 bonus on all Sense Motive checks and Spot checks.
SLY [General]
You are elusive and cunning.
Benefit: You get a +2 bonus on all Bluff checks and Move Silently checks.
SNIPER'S AIM [Fighter / General]
You can Sneak Attack distant targets.
Prerequisites: Sneak Attack +2d6, Base Attack Bonus +3, Far Shot feat, Point Blank Shot feat, Precise Shot feat.
Benefit: You may Sneak Attack targets within 60 feet with a ranged weapon.
SONGBIRD'S EAR [General]
You have an ear for song.
Benefit: You get a +2 bonus on all Listen checks and Perform (Sing) checks.
SOPHISTICATED [General]
You are culturally refined.
Benefit: You get a +2 bonus on all Diplomacy checks and Knowledge (Nobility and Royalty) checks.
SPELLCASTING AFFINITY [General]
You are a skilled spellcaster.
Benefit: You get a +2 bonus on all Concentration checks and Spellcraft checks.
SPELL FAMILIARITY [General]
You more ably resist spells that you know.
Prerequisites: Ability to cast spells without preparation.
Benefit: You receive a +2 bonus to all saving throws against your Spells Known.
SPELL VERSATILITY [General]
You can cast more spells fewer times per day.
Prerequisites: Ability to cast spells without preparation.
Benefit: Select a class that casts spells without preparation, such as bard, sorcerer, or witch. The number of Spells Known for this class is increased by +1 while the number of Spells Per Day for this class is decreased by -1. This feat can be taken multiple times; each time, it applies to a different class.
STEELY RESOLVE [General]
You have an unshakable will.
Benefit: You get a +1 bonus to all Will saves and cannot be left shaken.
SURVIVOR [General]
You have a knack for staying alive.
Benefit: You get a +2 bonus on all Survival checks and a +1 bonus to Fortitude saves.
SWIMMER [General]
You are an exceptional swimmer.
Benefit: You get a +2 bonus on all Swim checks and +10 bonus to your swim speed.
SWORD AND CLOAK FIGHTING [Fighter / General]
You are skilled in combat utilizing a blade and a swath of cloth.
Prerequisites: Base Attack Bonus +1, Weapon Finesse feat, Proficiency in the rapier, scimitar, shortsword, or longsword (or similar one-handed blade).
Benefit: You have learned to use a cloak, cape, or similar swath of cloth as a tool in combat, and you are proficient with it as a light exotic melee weapon. In addition, when wearing light or no armor and fighting with sword in one hand and a cloak the other, you enjoy the benefits of the Two-Weapon Fighting feat.
Special: A cloak deals no damage, but you may use one to attempt to disarm, trip, or distract your opponent. With a successful cloak melee attack, you may make either a Disarm or Trip attempt or use the cloak to Distract your opponent, imposing a –2 penalty on its next melee attack against you that round. Any AC bonuses of a cloak apply to attack rolls when used as a weapon.
Combat Style: Sword and Cloak [Combat Style].
You are knowledgeable in a wide variety of subjects.
Benefit: You get a +1 bonus on Knowledge (any five) checks.
SCRIBE [General]
You understand both magical and mundane writing.
Benefit: You get a +2 bonus on all Decipher Script checks and a +2 bonus to all Knowledge (Arcana) checks and Spellcraft checks regarding magical symbols and runes.
SEAFARING [General]
You are at home when at sea.
Benefit: You get a +1 bonus on all Knowledge (Geography) checks, Profession (Sailor) checks, Swim checks, and Use Rope checks.
SKEPTICAL [General]
You have a sharp eye for deception.
Benefit: You get a +2 bonus on all Sense Motive checks and Spot checks.
SLY [General]
You are elusive and cunning.
Benefit: You get a +2 bonus on all Bluff checks and Move Silently checks.
SNIPER'S AIM [Fighter / General]
You can Sneak Attack distant targets.
Prerequisites: Sneak Attack +2d6, Base Attack Bonus +3, Far Shot feat, Point Blank Shot feat, Precise Shot feat.
Benefit: You may Sneak Attack targets within 60 feet with a ranged weapon.
SONGBIRD'S EAR [General]
You have an ear for song.
Benefit: You get a +2 bonus on all Listen checks and Perform (Sing) checks.
SOPHISTICATED [General]
You are culturally refined.
Benefit: You get a +2 bonus on all Diplomacy checks and Knowledge (Nobility and Royalty) checks.
SPELLCASTING AFFINITY [General]
You are a skilled spellcaster.
Benefit: You get a +2 bonus on all Concentration checks and Spellcraft checks.
SPELL FAMILIARITY [General]
You more ably resist spells that you know.
Prerequisites: Ability to cast spells without preparation.
Benefit: You receive a +2 bonus to all saving throws against your Spells Known.
SPELL VERSATILITY [General]
You can cast more spells fewer times per day.
Prerequisites: Ability to cast spells without preparation.
Benefit: Select a class that casts spells without preparation, such as bard, sorcerer, or witch. The number of Spells Known for this class is increased by +1 while the number of Spells Per Day for this class is decreased by -1. This feat can be taken multiple times; each time, it applies to a different class.
STEELY RESOLVE [General]
You have an unshakable will.
Benefit: You get a +1 bonus to all Will saves and cannot be left shaken.
SURVIVOR [General]
You have a knack for staying alive.
Benefit: You get a +2 bonus on all Survival checks and a +1 bonus to Fortitude saves.
SWIMMER [General]
You are an exceptional swimmer.
Benefit: You get a +2 bonus on all Swim checks and +10 bonus to your swim speed.
SWORD AND CLOAK FIGHTING [Fighter / General]
You are skilled in combat utilizing a blade and a swath of cloth.
Prerequisites: Base Attack Bonus +1, Weapon Finesse feat, Proficiency in the rapier, scimitar, shortsword, or longsword (or similar one-handed blade).
Benefit: You have learned to use a cloak, cape, or similar swath of cloth as a tool in combat, and you are proficient with it as a light exotic melee weapon. In addition, when wearing light or no armor and fighting with sword in one hand and a cloak the other, you enjoy the benefits of the Two-Weapon Fighting feat.
Special: A cloak deals no damage, but you may use one to attempt to disarm, trip, or distract your opponent. With a successful cloak melee attack, you may make either a Disarm or Trip attempt or use the cloak to Distract your opponent, imposing a –2 penalty on its next melee attack against you that round. Any AC bonuses of a cloak apply to attack rolls when used as a weapon.
Combat Style: Sword and Cloak [Combat Style].
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