Since my eidolon has terrible attack bonus right now +2. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected. If the spell does not allow a save, the target can make a Fortitude save to negate the sickening effect. Normal: You provoke an attack of opportunity when performing a steal combat maneuver. Prerequisites: Dwarf, hardy racial trait. As a swift action, you can enter the stance employed by the fighting style that a style feat … Benefit: You do not provoke an attack of opportunity when performing a steal combat maneuver. Prerequisites: Ride 9 ranks, Mounted Combat. Some abilities are not tied to your race, class, or skill-things like particularly quick reflexes that allow you to react to danger more swiftly, the ability to craft magic items, the training to deliver powerful strikes with melee weapons, or the knack for deflecting arrows fired at you. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally. Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. | Design Finder 2018 If you begin a new bardic performance during this time, the effects of the previous performance immediately cease. If you are tripped during your own trip attempt, you can drop your weapon to avoid being tripped. You can manipulate the elemental nature of your spells. Benefit: Once per day, you can gain a number of temporary hit points equal to your Constitution modifier. Benefit: The DC of caster level checks to dispel or remove your transmutations increases by 2; even if the spell is negated, its effects persist for 1 additional round before dissipating. A flying creature hit by this attack must make a DC 10 Fly check to remain airborne, and has its maneuverability reduced by one step. Benefit: You gain a +2 bonus on caster level checks with divinations to overcome spell resistance or effects that impede divination (for example, nondetection). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. Normal: Aid another is a standard action. Benefit: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. Benefit: You can alter spells that inflict damage to inflict nonlethal damage instead. Prerequisites: Perception 15 ranks, Improved Blind-Fight. If you throw a Large or larger creature into an area containing multiple secondary targets, you take an additional penalty of –4 on your combat maneuver check for each target after the first. Prerequisites: Str 15, natural weapons, base attack bonus +6. Bleed damage from this feat does not stack with itself. You can apply any metamagic feats you possess to this spell when you cast it. Normal: Dwarves normally receive a +2 racial bonus on saving throws against spells and spell-like abilities. Its effects do not stack. Feats Prerequisites Benefits Feat Type(s) Source; Charge of the Righteous* base attack bonus +1: You do not suffer -2 AC penalty when you charge undead or evil outsiders. In addition, you do not provide soft cover to creatures when ranged attacks pass through your square. Benefit: Whenever an opponent misses you with a melee attack, you may move 5 feet as an immediate action so long as you remain within that opponent's threatened area. When using a divination spell that requires concentration, you gain information from the spell 1 round sooner than normal (so you gain information from the first 2 rounds with 1 round of concentration, and information from the third round in the second round of concentration). Benefit: You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in addition to the normal damage dealt by the weapon. In addition, you receive a +2 bonus on checks made to steal an item from a foe. You find it very easy to cast one particular spell. You can cast this spell three times per day as a spell-like ability. See the feats' description for full details. Crane Style for Defensive fighting without destroying your to-hit & Cha / Wis to AC really helps during those first few levels. In addition, this chapter also introduces teamwork feats, which function only when two characters with the same feat work together. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time. Hit Points: d6 hit points leaves you pretty squishy, but you have a laundry list of defensive options to put in front of your hit points.. Base Attack Bonus: Fortunately, you'll almost never need to make an actual attack.Touch AC scales very little from level 1 to level 20, going from an average of 11.6 on CR 1 monsters to 12.7 on CR 20 monsters. The caster level for this spell-like ability is equal to your caster level in the class from whose spell list the spell is taken. While some specifically interact with a PC's race or class, most can be taken by anyone who meets the prerequisites. 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 (Core Rulebook 153). Prerequisite: Rogue talent class feature. Your claw attacks do greater harm to your enemy. Benefit: You receive a +4 dodge bonus on Acrobatics checks to move past opponents without provoking attacks of opportunity, so long as they are larger than you. If you are stripped of your equipment or possessions, you lose the benefits of this feat until you have at least a day to resupply and "acquire" new items. This replaces the normal bonus from the dwarf's hardy racial trait. Prerequisite: A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or anything else required in order to take the feat. In addition, you receive a +2 bonus on checks made to drag a foe. If you take this step, you cannot take a 5-foot step during your next turn. Yours small stature helps you avoid ranged attacks. The Paizo Pathfinder Roleplaying Game rules. This does not provoke an attack of opportunity. Benefit: An ectoplasmic spell has full effect against incorporeal or ethereal creatures. If you choose a class in which you already have levels, the benefits of this feat are retroactive. Benefit: You must be using a light, heavy, or tower shield to use this feat. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. The item must be something you can easily carry—if you are on foot and have only a backpack, for example, you could not have a large iron cauldron. You must meet all of the prerequisites for this hex. A monk may attempt an Elemental Fist 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. Prerequisites: Dex 13, Small size or smaller. 66 A story feat reflects a goal—often an all-consuming one—that shapes your life. Prerequisites: Int 13, Combat Expertise, Improved Reposition, base attack bonus +6. The force intrinsic to your critical hits can knock your foes down. Martial Flexibility (Ex): This is one of the greatest mechanics available to martial characters. Prerequisites: Improved Unarmed Strike, Gorgon's Fist, Medusa's Wrath, base attack bonus +14. Prerequisites: Minor Spell Expertise, ability to cast 9th-level spells. Benefit: Whenever you score a critical hit with a melee attack, you can sunder your opponent's weapon, in addition to the normal damage dealt by the attack. With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls (this bonus stacks with that from Shield Specialization). as well as a +2 bonus on concentration or a +1 bonus to your AC against attacks of opportunity. | Here Be Monsters You powerful but imprecise attacks can stun your enemies. Benefit: When adjacent to an opponent and making a full-attack action with a longbow or shortbow (including composite bows), you may choose to make a melee attack against that opponent with a drawn arrow rather than firing it. A thundering spell uses up a spell slot two levels higher than the spell's actual level. Finally, if an enemy 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. This is a general list of feats that help a character stay alive or act longer in combat. An intensified spell uses up a spell slot one level higher than the spell's actual level. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. 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). Your AC is equal to the following: 10 + armor bonus + Shield bonus + Dexterity modifier + other modifiers Your shield does not provide a cover bonus to Reflex saves. Legal Information/Open Game License, Fan Labs Special: At the GM's option, a character can substitute the Survival skill for Sleight of Hand with this feat. If the spell or effect has a duration other than instantaneous, it stops affecting the creature if it moves farther than 5 feet away from you. Benefit: Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. You pick your way nimbly through even the most dangerous and uneven terrain. You are able to maim a target and hinder its movement. With that said, most GMs do allow it. You deftly direct others' attentions where you wish. You can then fire arrows from your bow normally, at the original target, or at another target within range. — Guardian's Deflection (Swashbuckler) 4: Swashbuckler — You use your weapon to deflect the attack against your ally, granting a +2 circumstance bonus to their AC against the triggering attack. Prerequisite: Weapon Specialization with selected ranged weapon. Prerequisite: Perception 3 ranks. Ability boosters - either belt slot (for physical stats) or headband slot (for mental stats.) Other feats do not require actions themselves, but they give you a bonus when attempting something you can already do. When wielding a monk weapon, your attacks can be extremely precise. Benefit: You can use your tactician ability to grant allies a teamwork feat one additional time per day. Night Senses (Ex): If your base race has normal vision, you gain low-light vision. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small). Special: You can gain this feat multiple times. Your skin is thicker and more resilient than that of most of your people. 255 2.0 All kinds of experiences and training can shape your character beyond what you learn by advancing in your class. Benefit: Once per day as a standard action you may attempt a new saving throw against a harmful condition or affliction requiring a Fortitude save that is affecting you. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. You accurately strike even those you cannot clearly see. A reach spell uses up a spell slot one level higher than the spell's actual level for each increase in range category. 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