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Prerequisites
Feats
Abs of Steel
Con 13, Str 17
Acrobatic
Dex 13, Dodge, Mobility, Tumble 5 ranks
Charge
Armour
Proficiency with selected armour
Specialization
Arrow Master Proficiency with any bow or crossbow
Battle Cry
Con 13
Bypassing Shot Blind Fighting, Point Blank Shot, Precise Shot, Wis 13, base
attack bonus +8 or higher
Centaur
Speed 50'
Charge
Chobos Dance Dex 13
Combat
Jump skill, Tumble skill, Str 13, Dex 13, Dodge, Mobility,
Tumble
Spring Attack, base attack bonus +4 or higher
Comrade in
Base attack bonus +1
Arms
Crusader
Cha 13, Lawful alignment
Disturbing
Cha 13
Intensity
Firm Stance
Con 15 or four legs
Fire Breath
Con 13
Fleshrunning Climb skill, Jump 10 ranks, Balance 10 ranks, Dodge, Mobility,
Spring Attack, Improved Unarmed Strike, Treerunning, Dex 13,
epic level
Ride 4 ranks, Mounted Combat, Ride-By Attack, Spirited
Forceful Rider
Charge
Fumbling
A maximum Dex of 11
Scramble
Ghost Killer
Wis 13, Knowledge (religion) skill, Spot skill
Hanging Kick Climb skill, Jump skill, Dex 13, Improved Unarmed Strike
Str 13, Dex 13, Wis 13, Improved Unarmed Strike, Stunning
Head Bashing
Fist, base attack bonus +8
Hoof Master
Hooves, Weapon Focus (hoof), base attack bonus +4.
Humble
Acceptance
Improved
Deflect Arrows
Improved
Snatch Arrows
Keep Your
Head
Mask Fighting
Massive
Massive Bull
Rush
Move Like a
Hydra
Nonlethal
Strike
Pankration
Phrygian
Dance
Pole Arm
Master
Power Throw
Pull the Plug
Quick Dress
Returning
Throw
Rhythm Rage
Shard Attack
Shield
Excellence
Spectacular
Fumble
Steel Surprise
Thigh Lock
or greater
Three Steps
Int 17, Sense Motive 5 ranks.
Ahead
Throw Mle
Weapon Proficiency
Weapon
Unlearn Armour Any Armour Proficiency
Weapon
Spot skill, Int 13
Improvisation
Rigid Cloth Spot skill, Int 13, Weapon Improvisation
Weapon
Greater Weapon Focus, Greater Weapon Specialization,
Mastery
Weapon Focus, Weapon Specialization, all with the weapon
chosen, fighter level 24th
Weapon Twist Combat Expertise, Improved Disarm, Int 13
Whip Master
Intimidate skill, Exotic Weapon Proficiency (whip)
Whirling Barrier Int 13, Dex 13, Con 13, Combat Expertise
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effectively thrown.
Special: Fighters can take this feat as a bonus feat.
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cover. Unlike a normal ranged attack that requires a single unbroken line
between you and your target, this feat allows your missile to use a route with
any number of turns and twists. Thus, you can try to hit someone standing
behind a pillar, some distance to the side of an open door, or crouching behind
a high wall, but not someone sitting inside a closed box.
You must still know somehow that the target is within a particular square.
The target gets a +8 AC bonus from cover and a 50% miss chance from
concealment.
Special: Fighters can take this feat as a bonus feat.
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CRUSADER [General]
Your monochrome worldview gives you great strength against bad people.
Prerequisite: Cha 13, Lawful alignment.
Benefit: Once per day, you can choose to enter a state of righteous fury.
This gives you a +4 bonus to damage with every successful mle or ranged
attack, but only against those you perceive as your true enemies at the
beginning of the battle.
When you activate the Crusader feat, you must define who your enemies
are in this particular situation. The definition must be uncomplicated and
related to what you can see with a glance, for example:
Everyone in that uniform.
Everyone to the left of me.
Everyone I recognize from the inn.
That warrior and her blonde companion.
A list of particular individuals must not be longer than 1 + your Intelligence
bonus.
New arrivals who matches the description are included.
For attacks made against anyone else, you receive a -4 penalty on damage
rolls. This includes attacks against known enemies who arent included in the
description.
Further, for as long as you are in this particular state, you must attack
anyone you threaten who matches your definition.
The effect lasts for a number of rounds equal to 3 + your Charisma modifier.
Special: You can take this feat several times. Each time it enables you to
use Crusader one more time per day. Fighters can take this feat as a bonus
feat.
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nearest to you also takes 1d4 points of fire damage on a failed save.
Using this feat is a standard action. If you put the liquid in your mouth
beforehand, the actual attack only counts as the first of your attacks that
round.
Normal: Without this feat, the DC becomes 15 and the action becomes a
full round action.
Special: Fighters can take this feat as a bonus feat.
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MASSIVE [General]
You have learned to use your unusually heavy build to your advantage.
Prerequisites: Str 17, above average weight for your gender and species.
Benefit: You count as one size category larger or your normal size whichever is more advantageous - for the purposes of fulfilling feat
prerequisites. Note that you remain the same size and that you can't for
example use larger weapons than before.
Special: Fighters can take this feat as a bonus feat.
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PANKRATION [General]
You are trained in a particularly brutal form of no-holds-barred wrestling.
Prerequisite: Improved Unarmed Strike, Improved Grapple.
Benefit: If you start your turn grappling, you get an additional attack at your
normal attack bonus. This can be used to attack with an unarmed strike,
natural weapon or light weapon, damage your opponent, pin or break a pin,
use the opponents weapon, or doing any other attack action that is possible
while grappling.
Special: Fighters can take this feat as a bonus feat.
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Vidcap by Tom.
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Free
action
1 full round
Free action for you,
1 move action for
the helper
N/A
This only applies to armour with which you are proficient, and with normal
clothes.
Special: A fighter may select Quick Dress as one of her fighter bonus feats.
Vidcap by Tom.
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If you have multiple attacks, you can use them against enemies within the
first range increment only. Even if only one target is further away, you have to
choose between attacking that one or the ones close by.
This feat can be taken multiple times, each time for a different weapon.
Special: Fighters can take this as a bonus feat. If you have the Freedom
Throw feat, you can leave the weapon flying for an entire round before
catching it. Thus, you might have some time left during the round of the throw,
as well as the entire next round to do what you like. The weapon is caught as
a free action at the very end of your second round.
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Damage:
Light weapon
One-handed weapon
Two-handed weapon
-
1d3
1d4
1d6
1d8
1d12
2d8
Note: If repeated attacks are necessary to destroy the object, only the final
attack can cause damage.
Special: Fighters can take this feat as a bonus feat.
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ENVIRONMENT
Plain
Sandy desert, water (if not on a boat)
Enclosed room specifically described as totally empty
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natural weapon, provided the opponent is within 2 size categories of you, and
that the natural weapon is a non-retractable part of the body.
The opponent does not lose any attacks by your use of this feat.
Special: Fighters can take this feat as a bonus feat.
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