CC 3.7 Feats
Major Change: Bonus Feats
Rather than penalise characters for taking an appropriate and flavourful feat early, should a character gain a bonus feat from a class or prestige class that she already has, she may instead take a similar feat which she qualifies for. Similar in this case means that if the bonus feat was, for example endurance, she may instead take a different combat feat (or possibly even Diehard).
|Heritage Feats||------------------------------------------||Combat Feats (Cont)||------------------------------------------|
|Noble Birth||+1 Bluff, Knowledge Nobility, History & Geography. Increased starting wealth.||Improved Coordinated Attack||Improves your Coordinated attack|
|Voice of Pure Gold||Improved Critical: x||Raise the critical range of a weapon|
|Broad Skill||------------------------------------------||Improved Disarm||Improves your Disarm ability|
|Acrobatic||Increases your skill at Jump & Tumble||Improved Feint||Improves your Feint ability|
|Agile||Increases your skill at Balance & Escape Artist||Improved Grapple||Improves your Grapple ability|
|Alertness||Increases your skill at Listen & Spot||Improved Initiative||Makes you react faster in combat|
|Animal Affinity||Increases your skill at Handle Animal & Ride||Improved Overrun||Improves your overrun ability|
|Athletic||Increases your skill at Climb & Swim||Improved Shield Bash||Strike with a shield and keep AC|
|Deceitful||Increases your skill at Disguise & Forgery||Improved Sunder||Improves your Sunder Ability|
|Deft Hands||Increases your skill at Sleight of Hand & Use Rope||Improved Trip||Improves your Trip Ability|
|Diligent||Increases your skill at Appraise & Decipher Script||Iron Will||Increases your base Will Save|
|Diplomatic||Increases your skill at Bluff & Diplomacy||Lightning Reflexes||Increases your base Reflex Save|
|Good Listener||Increases your skill at Knowledge Local & Gather Information||Martial Weapon Training||Grants Proficiencies with simple & martial weapons. Allows exotics|
|Gyroscopic Balance||Increases your skill at Tumble & Balance||Mobility||Raises your AC vs some attacks|
|Investigator||Increases your skill at Gather Information & Search||Mounted Combat||Improves your mounted combat|
|Magical Aptitude||Increases your skill at Spellcraft & Use Magic Device||Mounted Archery||Improves your mounted archery|
|Negotiator||Increases your skill at Diplomacy & Sense Motive||Power Attack||Trade base attack for damage|
|Nimble Fingers||Increases your skill at Disable Device & Open Lock||Power Throw||Trade base attack and ac for damage with thrown|
|Persuasive||Increases your skill at Bluff & Intimidate||Precise Shot||Improved firing into combat|
|Self Sufficient||Increases your skill at Self Sufficient||Quick Draw Archery Combat Style||Quick draw and Manyshot|
|Stealthy||Increases your skill at Hide & Move Silently||Rapid Reload: x||Reload crossbows faster|
|Street Magician||Increases your skill at Bluff & Slight of Hand||Rapid Shot||Fire arrows much faster|
|Specific Feats||------------------------------------------||Run||Improved speed when running|
|Skill Focus: x||Increases your skill at x by a large amount||Spring Attack||Pounce light. move and attack|
|Combat Feats||------------------------------------------||Stunning Fist||May stun opponents with a fist|
|Armour Training||Grants Proficiency with armour||Toughness||+3 hp or +1 per level|
|Blind Fight||Reduces combat penalties for invisible opponents||Improved Toughness||+3 hp or +1 per level|
|Cleave||Grants you extra attacks for killing foes||Track||May follow tracks with survival|
|Combat Reflexes||Grants you extra attacks of opportunity||Trample||May knock foes down with mount|
|Deflect Arrows||Deflects ranged attacks||Two Weapon Defence||Improved defence with TWF|
|Snatch Arrows||Hurl ranged projectiles back at attackers||Two Weapon Fighting||Improved attacks with TWF|
|Dodge||Increased chance to dodge attacks||Weapon Finesse||May use Dex instead of Str|
|Endurance||Makes you harder to tire and kill||Weapon Focus: x||Gain +2 to hit, +1 to craft x|
|Diehard||Allows you to continue acting whilst dying||Improved Weapon Focus: x||Gain +2 to hit, +1 to craft x|
|Expertise||Trade BAB for AC||Whirlwind Attack||Attack all opponents at once|
|Far Shot||Reduce ranged penalties and shoot further||------------------------------------------||------------------------------------------|
|Great Fortitude||Raise your base fortitude save||------------------------------------------||------------------------------------------|
|Improved Bull Rush||Improves your Bull Rush||------------------------------------------||------------------------------------------|
|Improved Charge||Improves your Charge||------------------------------------------||------------------------------------------|
|Spell Focus: x||Increases the DC of spells of that school by 1||Empower||Increase variable effects by 50%|
|Improved Spell Focus: x||Increases the DC of spells of that school by 1||Enlarge||Increase range of spells by 100%|
|Augment Summoning||Makes summoned monsters more powerful||Extend||Increase duration of spells by 100%|
|Combat Casting||Increases you Defensive casting skill||Heighten||Raise the DC of spells|
|Eschew Materials||Removes the need for cheap components||Maximise||Maximises the damage or variable effects of a spell|
|Improved Counterspell||Enhances you counterspell skill||Quicken||Cast spells as a free action|
|Spell Mastery||May prepare some spells without spellbooks||Silent||Cast spells without verbal components|
|Spell Penetration||Increases your chance to beat spell resistance||Still||Cast spells without somatic components|
|Greater Spell Penetration||Increases your chance to beat spell resistance||Widen||Increase area of spell by 100%|
|Craft Temporary Item||Craft Scrolls, Potions and some one use items||-------------||------------------------------------------|
|Craft Permanent Item||Craft arms, armour and some wondrous items||-------------||------------------------------------------|
|Craft Arcane Item||Craft wands, staves and rods||-------------||------------------------------------------|
Heritage Feats (May only be taken at first level)
You were born to a minor noble station, and received training from all the best instructors. Whilst your manner may grate those of lower station somewhat you have received impeccable schooling and dress sense in return. You begin play with the "Aristocrat" level of wealth regardless of your class and a +1 to Bluff, Knowledge_Nobility, History & Geography. (For starting characters after 1st level add 1500 gold to your starting funds)
-Voice of Pure Gold
Your voice is capable of astounding feats of musical skill and trickery. Although you may not have studied to be a singer, people are still pleased to hear you when you try. Your singing or speaking voice counts as a Masterwork Musical instrument granting you a +2 equipment bonus to your Perform_Sing or Perform_Oratory rolls. It also increases the power of your bardic songs in the same fashion as a masterwork instrument.
May take a skill feat from the following list
-Acrobatic (Jump & Tumble)
-Agile (Balance and Escape Artist)
-Alertness (Listen & Spot)
-Animal Affinity (Handle Animal & Ride)
-Athletic (Climb & Swim)
-Deceitful (Disguise & Forgery)
-Deft Hands (Sleight of Hand & Use Rope)
-Dilligent (Appraise & Decipher Script)
-Diplomatic (Bluff & Diplomacy)
-Good Listener (Knowledge_Local & Gather Information)
-Gyroscopic Balance (Tumble & Balance)
-Investigator (Gather Information & Search Checks)
-Magical Aptitude (Spellcraft & Use magic device)
-Negotiator (Diplomacy & Sense Motive)
-Nimble Fingers (Disable Device & Open Lock)
-Persuasive (Bluff & Intimidate)
-Self sufficient (Heal & Survival)
-Stealthy (Hide & Move Silently)
-Street Magician (Bluff & Sleight of Hand)
Adds the following bonus to your skill based on the number of ranks you have in the highest of the two skills
4+1 to both skills
7+2 to both skills
11+3 to both skills
16+4 to both skills
Skill Focus (Insert Skill here)
Adds a bonus to you skill based on you total character level.
1+2 to the skill
4+3 to the skill
8+4 to the skill
12+5 to the skill
16+6 to the skill
20+7 to the skill
You are trained in the use of armours. You gain the proficiencies for all basic light and medium armours. You may spend a week training with a specific type of armour you are not proficient with and at the end of the week make a DC10 intelligence check, if you are successful you may add the armour to the list of armour you are proficient with. Any character starting play with this feat is assumed to be proficient with all types of basic heavy armour as well as any armour they are wearing.
Reduces the penalties for attacking or being attacked by an invisible enemy, based on your skill at listen. This feat can even be used if you are reduced to sensing vibrations.
Listen / Level
4 / 1 :Reduce Concealment of foes by 10%, attackers do not get the usual +2 to hit you, for being invisible.
7 / 3 :You no longer lose your dexterity against invisible attackers.
10 / 7 :Reduce concealment of foes by 20%. Your speed in darkness is increased by 5 feet (to your maximum base speed)
You may re-roll a missed attack to hit an invisible opponent.
13 / 10 :Reduce concealment of foes by 30%. Your speed in darkness is increased by 10 feet (to your maximum base speed)
16 / 14 :You are unaffected by moving in total darkness. You are not surprised by sudden pits and gain no penalties to notice or react to traps and ranged fire due to darkness or invisibility.
You have learned to fell enemies en masse using sweeping, brutal techniques. Weak enemies fear you ability to destroy them in large numbers. Whenever you drop an opponent in melee you may immediately gain an extra attack against a target in your reach. You may only make one extra attack when you drop an opponent, however you may make a number of bonus cleave attacks equal to your normal number of iterative attacks. If you could normally take three attacks in a turn and you drop an opponent then you make a free cleave attack. If that attack, or one of your subsequent normal strikes drops the opponent you may make another cleave attempt. If that were to drop the opponent you may may one last cleave attempt against an opponent in your reach.
Your number of attacks of opportunity is now equal to your dexterity modifier and your base armour class.
-Deflect Arrows (Requires Dex 13, Wis 13)
You have learned to swat arrows, bolts and other moving projectiles out of the air either with a weapon or with your fists. A Certain number of times per round you may force an opponent to re-roll a successful ranged attack against you.
1: You may attempt to deflect one ranged attack per round. The enemy gets a -2 to their re-roll
6: You may attempt to deflect two ranged attacks per round. The enemy gets a -4 to their re-roll
11: You may attempt to deflect three ranged attacks per round. The enemy gets a -6 to their re-roll
16: You may attempt to deflect four ranged attacks per round. The enemy gets a -8 to their re-roll
-Snatch Arrows (Requires Deflect Arrows, Dex 15, Wis 15)
If you successfully deflect a projectile using deflect arrows you may then immediately throw the projectile back at the opponent. Treat Arrows and Bolts as improvised daggers with a range increment of 10 feet.
+1 to the characters dodge armour class for certain ranks in tumble.
Your character is much more resistant to fatigue, wear and tear and general deprivation. You may sleep in medium or light armour without being fatigued.
Fort Save Level/Bonus
2 1+2 to saves vs fatigue or deprivation. âDeath Pointâ increased by 5hp
4 2+3 to saves vs fatigue or deprivation. âDeath Pointâ increased by 10hp
6 6+4 to saves vs fatigue or deprivation. âDeath Pointâ increased by 15hp
10 12+5 to saves vs fatigue or deprivation. âDeath Pointâ increased by 20hp
12 16+6 to saves vs fatigue or deprivation. âDeath Pointâ increased by 25hp
18 20+8 to saves vs fatigue or deprivation. âDeath Pointâ increased by 30hp
-Diehard (Requires Endurance)
When Reduced to negative hit points you automatically stabilise, without losing additional hit points or requiring stabilisation rolls. When you are reduced to negative hit points you may choose to remain concious and instead act as if you are disabled (on 0) rather than dying. You may take move actions without further injuring yourself, however if you choose to perform a strenuous action (casting a spell, fighting etc) you lose 1hp for each strenuous action you take. You still die as normal when you reach your death point.
You may trade up to your base attack for BAC when making a full attack or attack action in melee. the bonus and penalty persist until your next round, and you must take the same penalty on all attacks or attack rolls (including opposed rolls to avoid tripping, disarming, etc) until that point.
You are far more skilled at launching projectiles over long, even impossible distances with accuracy.
0You reduce range penalties for firing at range by 2 (to a minimum of 0)
1You increase the range increment of any weapon by 10%
4You reduce range penalties for firing at range by 4 (to a minimum of 0)
8You increase the range increment of any weapon by 25%
12You reduce range penalties for firing at range by 6 (to a minimum of 0)
16You increase the range increment of any weapon by 50%.
You are far tougher than normal, and toxins and deprivation takes far longer to bring you down. You generally do not get sick and you can make do with less sleep than most. This feat grants you a bonus to your base fortitude save based on your level.
-Improved Bull Rush
You no longer count as unskilled and you gain a +4 to your opposed strength check to knock the opponent prone. In addition you no longer provoke an attack of opportunity for failing the attempt (although you are still knocked prone)
You gain an additional +1 to hit and damage on a charge. In addition you no longer provoke attacks of opportunity from the target of your charge.
-Improved Coordinated Attack
You gain a +5 to your bluff check to initiate a co-ordinated attack, in addition you no longer need to join in the attack, and you still count towards the number of attackers.
This feat increases the critical range of a specific weapon, selected when you take this feat.
6Increase by one
12Increase by two
18Increase by three
You no longer count as unskilled when disarming and do not provoke an attack of opportunity if the attempt fails, regardless of what kind of weapon you are using.
You no longer count as unskilled when performing a feint, and this action is now a move action for you.
You no longer count as unskilled and do not provoke an attack of opportunity for a failed grapple check.
This feat increases your initiative modifier based on your level. Characters with this feat are very likely to act first in combat.
LevelBonus to initiative mod.
Your target may no longer chose to avoid you. In addition you no longer count as unskilled and you gain a +4 to your strength check to knock an opponent down.
-Improved Shield Bash
you have learned how to use your shield competently as a weapon without leaving yourself completely open. You may make a shield bash (striking with the shield as an off hand weapon) and still retain it's bonus to your armour class.
You are no longer counted as unskilled and do not provoke an attack of opportunity on a failed attempt.
You no longer count as unskilled, you gain a +4 to the opposed strength check to trip someone and you no longer provoke an attack of opportunity if the attempt fails.
You have far better mental defences than most normal people. You are harder to affect with magic and harder to fool with illusions. This feat grants you a bonus to your base will save based on your level.
Your reflexes are naturally superior to those around you. Perhaps you have magical ancestry or perhaps you have honed your reflexes with years of training whatever the cause you are capable of reacting far faster than normal. This feat grants you a bonus to your base Reflex save based on your level.
-Martial Weapon Training
Martial Weapon Training allows a character to use all of the Simple and Martial weapons proficiently. In addition a character may learn a new weapon by spending one week training with the weapon in question. At the end of the week period the character makes a dc10 intelligence check. If she passes she may add the weapon to her list of weapon proficiencies. Any character starting play with this feat is assumed to be proficient with any weapon they are carrying in addition to the usual list.
+2 to the characters dodge armour class to avoid being struck by attacks of opportunity caused by him moving past an enemy in melee for certain ranks in tumble.
You are trained at fighting from horseback to a point which surpasses the normal.
1Once per round you may substitute a ride check for your mounts armour class (if the check is higher) if it is struck.
4You may make a Ride By Attack (page 99 of the PHB)
6You deal double damage on a charge, or triple with a lance
10You may attempt to negate up to two attacks per round against your mount using your ride skill.
16You may attempt to negate up to three attacks per round against your mount using your ride skill.
-Mounted Archery (Requires Mounted Combat)
You are skilled at archery from horseback and can negate some of the crippling penalties due to riding a horse and shooting at the same time.
1The Penalties for archery on a moving mount are reduced by 1 (to a minimum of 0)
4The Penalties for archery on a moving mount are reduced by 2 (to a minimum of 0)
10The Penalties for archery on a moving mount are reduced by 3 (to a minimum of 0)
16The Penalties for archery on a moving mount are reduced by 4 (to a minimum of 0)
20The Penalties for archery on a moving mount are reduced by 5 (to a minimum of 0)
23The Penalties for archery on a moving mount are reduced by 6 (to a minimum of 0)
-Power Attack (Str 13)
You may sacrifice accuracy for brutal power when attacking with a melee weapon. You may sacrifice up to your base attack bonus on all attacks made that round and until the beginning of your next round for one point of extra damage per point of base attack sacrificed. If you are armed with a two handed weapon then this damage is doubled. On attacks with the off hand weapon the damage increase is halved.
Through reckless disregard for your own safety you have learned to hurl weapons with tremendous force. You may sacrifice your base attack and armour class to add to the damage you cause with a thrown weapon. You add one point of damage for each point of attack and armour class sacrificed in this way, to a maximum of your base attack bonus. This damage bonus and attack and armour class penalty persists until your next turn. If you throw a two handed weapon (such as a spear) you may add double this damage.
You are skilled at using a bow (or other ranged weapon) against opponents who are in combat or taking cover against ranged attacks.
0You gain a +1 to hit and damage against opponents who are within 30 feet when using a ranged weapon.
1You reduce the penalties for shooting into combat by 2 (to a minimum of 0)
3You ignore the penalties for shooting into combat.
5 You reduce the penalties for firing at a target who is in cover by 1 (to a minimum of 0)
7You reduce the penalties for firing at a target who is in cover by 2 (to a minimum of 0)
9You reduce the penalties for firing at a target who is in cover by 3 (to a minimum of 0)
11You ignore all but total cover when firing at a target (even then you still reduce the penalties by 3) and you ignore the miss chance granted by all but total concealment (and then you reduce the miss chance by 20%)
-Quick Draw Archery Combat Style.
You may draw a weapon as a free action or a hidden weapon as a move action. This feat has additional effects based on your base attack.
1You may draw anything you have on easy reach on your person, or holstered without provoking attacks of opportunity.
4You Gain the effects of the Shot on the Run feat (page 100 PHB).
6You gain the effects of the Manyshot feat (page 97 PHB).
8You may sheath a weapon without provoking an attack of opportunity.
12You may draw a hidden weapon as a free action.
You reload a specific weapon far faster than normal. You select a weapon with this feat, and it's load times are reduced by a move action. At level 8 the load times are reduced by a standard action. This feat can never reduce the loading time of a weapon below a free action.
You gain the ability to attack much faster with ranged weapons, moving with blinding speed.
0You may make an additional attack in a round at your highest attack bonus however all attacks you make that round are at a -6 to hit.
6The penalties for making another shot are lessened to -4
11The penalties for making another shot are lessened to -2
16The penalties for making another shot are removed completely.
You are much faster when running than normal for your kind. You have spent significant time learning how to sprint correctly for your body type, you are now superhumanly fast.
1Your base land speed is counted as 10 higher when running
7You can make a quadruple run in heavy armour
14you may run five times your base land speed (but still only four in heavy armour, this includes the bonus speed gained at level 1)
-Spring Attack (Dex 13, Mobility)
You may make your attack at any point during or after a move.
11You may strike twice during a spring attack (with the normal -5 penalty for iterative attacks)
16You may strike three times during a spring attack (with the normal -5 penalty for iterative attacks)
-Stunning Fist (Requires Wisdom 15, Proficiency: Unarmed Strike)
Stunning fist is unchanged as page 101 of the players handbook.
You gain +1 hit point per level or +3 hit points whichever is greater at the time.
-Improved Toughness (Requires Con 13, Fort +3, Toughness)
You gain a further +1 hit point per level or +3 hit points whichever is greater at the time.
You know how to track opponents over ground. See page 101 of the PHB for more details
-Trample (Requires Mounted Combat, Ride 6 Ranks)
You have mastered the unusual skill of crushing opponents beneath your mounts hooves/feet/wheels. You may attempt an overrun against a target, who may not choose to avoid you (and he may only strike your mount). If successful your mount may then make a single attack against an opponent it has knocked down.
-Two weapon Defence (Requires BAB+1, Dex 15)
You are skilled at defensively fighting using two weapons, or double weapons
1+1 Shield AC for holding a weapon in the off hand
7+2 Shield AC for holding a weapon in the off hand
14+3 Shield AC for holding a weapon in the off hand
-Two Weapon Fighting (Requires Dex 15)
You have spent time learning a combat style which involves using two weapons in harmony or a double weapon to strike your opponents.
0You reduce the penalties for striking with a weapon in the off hand by 2 for the on hand and by 6 for the off hand
6You may make a second attack with your off hand at a -5 to hit
11You may make a second and third attack with your off hand at -5 and -10 to hit respectively
16The penalties for two weapon fighting are further reduced by one for each hand.
You may use your dexterity to determine you chance to hit with light or dexterous weapons instead of your strength.
+2 to hit with and a +1 to Craft & Knowledge checks related to your weapon of choice
-Improved Weapon Focus (Character Level 5+, BAB +3, Weapon Focus)
+2 to hit with and a +1 to Craft & Knowledge checks related to your weapon of choice
-Whirlwind Attack (Combat Reflexes, Weapon Focus, Combat Expertise, Spring Attack, Base Attack +6, Dex 13, Int 13)
When armed with you chosen weapon you may make a devastating whirling attack rather than your normal full attack. You may strike once at every opponent within your reach. If you chose to make a complex maneuver rather than a basic attack then any failed attack immediately ends the whirlwind attack (missed attacks do not end the whirlwind).
-Craft Temporary Items
These Items are Potions, Scrolls and One Use Wondrous items
These Items are magical Arms, Armour, Wondrous Items and Rings)
-Craft Arcane Item
These Items are Wands, Staffs and Rods
These feats remain unchanged.
Class Specific Feats
-New Broad Skill
-Storyteller (Knowledge_History & Bardic Knowledge)
You gain three additional uses of your bardic music per day.
The effects from your bardic music linger for an additional three rounds after you have ceased playing.
-Heroic Inspiration (Bard 9th or Barbarian 12th)
If you are taken below half hit points you gain you charisma modifier to your attack and damage rolls for a number of rounds equal to your charisma score. Allies within 30 feet of you gain a +1 morale bonus to hit and damage for a number of rounds equal to your charisma score.
-Phenomenal fitness (Barbarian 1st)
+2 bonus to saves to resist fatigue, +2 competency to swim and jump checks.
-Wilderness hardiness (Barbarian 3rd)
+4 bonus to heal checks made to stabilise or prevent infection when in a
wilderness setting. +2 competency to survival and knowledge nature.
-Luck of heroes (Barbarian 6th)
This feat grants a +1 luck bonus to saving throws, and grants 1 re-roll per day which is only usable whilst raging. This re-roll may be used for anything that the barbarian can do whilst raging.
-Heroic inspiration (Bard, 9th or Barbarian 12th)
See Bard Specific Feats Entry
You turn or rebuke undead as if your level were one higher than it actually is. This feat can be taken multiple times.
Your Draws heal an additional 1d6+1 hit points of damage when used for healing or do an additional 1d6+1 points of negative energy in the case of negative aligned clerics.
You gain an additional three divine draws per day. This feat can be taken multiple times.
-Weapon Specialisation (Fighter 4)
+2 to Damage Rolls with your weapon of choice.
-Battle Athelete (Fighter 5)
+2 bonus to climb, jump, swim and tumble.
-Jungle Fighter(Fighter 5)
+2 to Heal, Survival, Knowledge Nature and Spot
-Practical Learning (Fighter 5)
+2 Spellcraft, Knowledge Dungeoneering, search, appraise.
-Strength Training (Fighter 5)
the fighter learns how best to use the power in his body to lift, break or apply sudden force. Maximum heavy load, lift over head and drag weights increased by 25%. +2 to break / apply
sudden force checks (Including checks to kick in a door or use a crowbar etc)
-Armour Specialisation(Fighter 6)
Increases the maximum dexterity bonus of the armour by 1 whilst worn and reduces the armour
check penalty of the armour by 1 whilst worn.
-Shield Specialisation(Fighter 6)
+1 to the shield bonus to AC provided when using your specialised shield.
-Improved Weapon Specialisation (Fighter 8, Weapon Specialisation in chosen weapon)
+4 to Damage Rolls with your weapon of choice. This bonus replaces the bonus Granted by previous weapon specialisations.
-Two Handed Specialisation(Fighter 8, Weapon Focus in a Two Handed Melee Weapon)
A Fighter Armed with a Two Handed weapon treats his strength as three points higher for the purposes of inflicting damage.
-Stalwart Defender(Fighter 8, Shield Specialisation, Improved Shield Bash)
May use your shield as an off hand weapon to attack, with no penalties to the on hand attacks, forefitting the shields AC bonus, the attacked opponent then takes the AC of the shield as a Marking Penalty. Two Weapon Fighting feats reduce the penalties to the off hand as normal.
-Shield Slide(Fighter 8, Sword and Shield Combat Style)
If an opponent charges past, or moves past the fighter (and within or one square outside of the fighters reach), the Fighter may make a five foot adjust to attempt to intercept the opponent. the fighter makes a five foot adjust in any direction. If the opponent continues moving and passes through the fighters square, or any squares the fighter threatens she immediately provokes an attack of opportunity from the fighter.
-Agile Warrior(Fighter 9)
the fighter may add his dexterity bonus, to the maximum dexterity allowed by his
armour as a precision bonus to damage when armed with light one handed weapons.
-Canny Warrior(Fighter 9)
the fighter may add his Intelligence bonus, to the maximum dexterity allowed by his
armour as a precision bonus to damage when armed with light one handed weapons.
-Greater Weapon Focus (Fighter Level 10, Improved Weapon Focus in chosen weapon)
+6 to hit with and a +3 to Craft & Knowledge cshecks related to your weapon of choice
-Greater Weapon Specialisation (Fighter 12, Improved Weapon Specialisation in chosen weapon)
+6 to Damage Rolls with your weapon of choice. This bonus replaces the bonus Granted by previous weapon specialisations.
-Enhanced Critical (Fighter 14)
This feats increases the Critical Multiplier of a single weapon type for the fighter.
-Improved Armour Specialisation(Fighter 14)
You gain Damage resistance 3/- when in your specialised armour. This bonus replaces the resistance granted by Armour Specialisation.
-Superior Weapon Focus (Fighter 15, Greater Weapon Focus in chosen weapon)
+8 to hit with and a +4 to Craft & Knowledge checks related to your weapon of choice
-Superior Weapon Specialisation (Fighter 16, Greater Weapon Specialisation in chosen weapon)
+8 to Damage Rolls with your weapon of choice. This bonus replaces the bonus Granted by previous weapon specialisations.
-Master Weapon Focus (Fighter 20, Superior Weapon Focus in chosen weapon)
+10 to hit with and a +5 to Craft & Knowledge checks related to your weapon of choice
-Master Weapon Specialisation (Fighter 20, Superior Weapon Specialisation in chosen weapon)
+10 to Damage Rolls with your weapon of choice. This bonus replaces the bonus Granted by previous weapon specialisations.
The paladin may begin selecting cleric only feats after he becomes a level 4 paladin.
-Divine Shield (Paladin 6)
The Paladin may use a Divine Draw to add her wisdom modifier to her AC for a number of minutes equal to her Charisma Modifier.
-Divine Wrath (Paladin 8)
The Paladin May use a Divine Draw to add her Charisma modifier as divine damage to her damage rolls for a number of minutes equal to her Wisdom Modifier.