Friday, March 1, 2013

Feats of Nature

Players are faced with a daunting number of choices when creating a character, even if you only include the Core Races (7) and Classes (11). But throw in Deities for Clerics (which drive their spell choices) with 33 Domains (areas of control for deities) with 20 Deities of the Pathfinder Chronicles... and things get, well very complicated. 

To top it off after all the Races and Class stuff is dealt with, add in Feats and a list that is daunting to say the least. In an effort to streamline PC creation, I have weeded out high powered feats that PCs only have access after insane levels of experience and placed related feats together into broad categories to help speed things up a bit. Lastly, I have limited the feats listed here to those a typical 1st to 5th level character (a hero in the making) would have access to and left out all other feats beyond that. Later posts will deal with 5 level blocks so as not to leave them out in the cold winds of Hoth.


COMBAT FEATS
 


MELEE
  • Agile Maneuvers ---- / Use Dex bonus when calculating your CMB
  • Blind Fight: ---- / Reroll miss chances for concealment
  • Catch Off-Guard: ---- / No penalties for improvised melee weapons
  • COMBAT EXPERTISE (CE): Int 13 / Trade attack bonus for AC bonus
    • Gang Up: CE / Flank an opponent if at least two allies are adjacent to it
    • Improved Dirty Trick: CE / +2 bonus on dirty trick attempts, no attack of opportunity
    • Improved Disarm: CE / +2 bonus on disarm attempts, no attack of opportunity
    • Improved Feint: CE / Feint as a move action
    • Improved Reposition: CE / +2 bonus on reposition attempts, no attack of opportunity
    • Improved Steal: CE / +2 bonus on steal attempts, no attack of opportunity
    • Improved Trip: CE / +2 bonus on trip attempts, no attack of opportunity
o   Whirlwind Attack: CE; Dex 13; Spring Attack; BAB +4 / Make 1 melee attack vs all foes within reach
  •  COMBAT REFLEXES: (CR): ---- / Make additional attacks of opportunity
    • Stand Still: CR / Stop enemies from moving past you
    • Bodyguard: CR / Use attack of opportunity to add a bonus to adjacent ally's AC
      • In Harm’s Way: Take the damage of a successful attack upon an adjacent ally
    • Combat PatrolÑ Mobilityñ BAB +5 / Increase threatened area for attack of opportunity
  • Defensive Combat Training: ---- / Use your total Hit Dice as base attack bonus for CMD
  • Enforcer: Intimidate 1 rank / Demoralize opponent free action when you inflict nonlethal damage
  • Improved Initiative: ---- / +4 Initiative checks
  • IMPROVED UNARMED STRIKE (IUS): ---- / Always considered armed
    • Deflect Arrows: Dex 13 / Avoid 1 ranged attack/round
      • Snatch Arrows: Dex 15 / Catch 1 ranged attack/round
    • Improved Grapple: Dex 13; IUS / +2 grapple attempts, no attack of opportunity
    • Scorpion Style: IUS / Reduce target’s speed 5’
  • MOUNTED COMBAT: 1 rank in Ride skill / Avoid attacks on mount with Ride check
    • Mounted Archery: ---- / Halve the penalty for ranged attacks while mounted
    • Mounted Shield: Shield Focus / Apply shield bonus to mount's AC
    • Ride-by Attack: ---- / Move before and after a charge attack while mounted
      • Spirited Charge: ---- / Double damage on a mounted charge
    • Trample: ---- / Overrun foes while mounted
    • Unseat: Improved Bull Rush; Mounted Combat / Knock foes from mounts
  • POWER ATTACK (PA):  ---- / Trade melee attack bonus for damage
    • Cleave: ---- / Make an additional attack if the first one hits
      • Great Cleave: BAB +4 / Make an additional attack after each attack hits
    • Furious Focus: Str 13; PA; BAB +1 / Do not take the Power Attack penalty on the first attack each round
    • Improved Bull Rush: PA / +2 bonus on bull rush attempts, no attack of opportunity
    • Improved Drag: PA / +2 bonus on drag attempts, no attack of opportunity
    • Improved Overrun: PA / +2 bonus on overrun attempts, no attack of opportunity
      • Charge Through: BAB +1 / Make overrun as free action while charging
    • Improved Sunder: PA / +2 bonus on sunder attempts, no attack of opportunity
    • Pushing Assault: PA; Str 15; BAB +1 / Push a foe back with a two-handed weapon
    • Shield of Swings: Str 13; PA; BAB +1 / Reduce damage with a two handed weapon to gain a +4 shield bonus
  • TWO WEAPON FIGHTING (2WF): Dex 15 / Reduce two-weapon fighting penalties
    • Double Slice: 2WF / Add your Str bonus to off-hand damage rolls
    • Two Weapon Defense: 2WF / Gain +1 shield bonus when fighting with two weapons
  • Weapon Finesse: ---- / Use Dex instead of Str on attack rolls with light weapons
  • WEAPON FOCUS (WF): BAB +1 / +1 bonus on attack rolls with one weapon
    • Dazzling Display: WF / Intimidate all foes within 30 feet
  • WEAPON PROFICIENCY
    • Martial Weapon Proficiency: ---- / No penalty on attacks with one martial weapon
    • Simple Weapon Proficiency: ---- / No penalty on attacks made with simple weapons
  • WEAPON SPECIALIZATION: WF; 4th level Fighter / +2 bonus on damage with 1 weapon
    • Greater Weapon Specialization: 12th level Fighter / +2 bonus on damage with 1 weapon


RANGED
  • Deadly Aim: Dex 13; BAB +1 / Trade ranged attack bonus for damage
  • Point-Blank Shot: Weapon Specialization with ranged weapon / Do not provoke attacks of opportunity while firing one ranged weapon
  • POINT-BLANK SHOT (PBS): ---- / +1 attack and damage on targets within 30 feet
    • Far Shot: PBS / Decrease ranged penalties by half
    • Precise Shot: PBS / No penalty for shooting into melee
      • Focused Shot: Int 13 / Add Int modifier to damage with bows or crossbows
    • Shot on the Run: Dex 13; Mobility; PBS; BAB +4 / Make ranged attack at any point during movement
    • Rapid Shot: Dex 13; PBS / Make one extra ranged attack
  • Rapid Reload: Crossbow / Reload crossbow quickly
    • Crossbow Mastery: Dex 15ñ Rapid Shot / Reload crossbow free action & + full attacks
  • Throw Anything: ---- / No penalties for improvised ranged weapons 



ARMOR / DEFENSE
  • Armor Proficiency, Light: ---- / No penalties on attack rolls while wearing light armor
    •  Armor Proficiency, Medium
      • Armor Proficiency, Heavy
  • SHIELD PROFICIENCY (SP): ---- / No penalties on attack rolls when using a shield
    • Improved Shield Bash: SP / Keep your shield bonus when shield bashing
    • Shield Focus: SP; BAB +1 / Gain a +1 bonus to your AC when using a shield
      • Missile Shield: Dex 13 / Deflect one ranged attack per round with shield
        • Ray Shield: Dex 15; Spellbreaker / Deflect one ranged touch attack per round with shield
      • Shield Specialization: 4th level Fighter / +2 AC vs criticals with 1 type of shield
    • Saving Shield: ---- / Grant shield bonus to an adjacent ally
    • Tower Shield Proficiency: SP / No penalties on attack rolls when using a tower shield
  • DODGE: Dex 13 / +1 dodge bonus to AC
    • Mobility: +4 AC against attacks of opportunity from movement
      • Spring Attack: BAB +4 / Move before and after melee attack
  • Endurance: ---- / +4 bonus on checks to avoid nonlethal damage
    • Diehard: ---- / Automatically stabilize and remain conscious below 0 hp
      • Heroic Recovery: Base Fortitude +4 / 1/day gain new save vs harmful condition requiring Fort save
      • Fast Healer: Con 13 / Regain additional hit points when healing
  • Fleet: ---- / base speed increases by 5 feet 
  • Nimble Moves: Dex 13 / Ignore 5 feet of difficult terrain when you move
    • Acrobatic Steps: Dex 15 / Ignore 20 feet of difficult terrain when you move
  • Quick Draw: BAB +1 / Draw weapon as a free action
  • Run: ---- / Run a 5x normal speed
  • Step Up: BAB +1 / Take a 5-foot step as an immediate action
  • Toughness: ---- / +3 hit points, +1 per Hit Die beyond 3


Somebody SAVE me:
  • Great Fortitude: ---- / +2 Fortitude Saves
    • Improved Great Fortitude: ---- / 1/day reroll Fortitude save
  • Iron Will: ---- / +2 Will saves
    • Improved Iron Will ---- / 1/day reroll Will save
  • Lightning Reflexes: ---- / +2 Reflex saves
    • Improved Lightning Reflexes: ---- / 1/day reroll Reflex save


SKILL FEATS
  • Acrobatic: ---- / +2 bonus on Acrobatics and Fly
  • Alertness: ---- / +2 bonus on Perception and Sense Motive
  • Animal Affinity: ---- / +2  bonus on Handle Animal and Ride
  • Athletic: ---- / +2 bonus on Climb and Swim
  • Cooperative Crafting:1 rank Craft / Item Creation feat / +2 on Craft or Spellcraft with 2+ people
  • Deceitful: ---- / +2 bonus on Bluff and Disguise
  • Deft Hands: ---- / +2 bonus on Disable Device and Sleight of Hand
  • Intimidating Prowess: ---- / Add Str to Intimidate in addition to Cha
  • Magical Aptitude: ---- / +2 bonus on Spellcraft and Use Magic Device
  • Master Alchemist: Craft (alchemy) 5 ranks / +2 Craft create alchemical items/poisons faster
  • Master Craftsman: 5 ranks in Craft or Profession skill / Craft magic items w/o being mage
  • Persuasive: ---- / +2 bonus on Diplomacy and Intimidate checks
  • Self-Sufficient: ---- / +2 bonus on Heal and Survival checks
  • Skill Focus: ---- / +3 bonus on one skill (+6 at 10 ranks)
  • Stealthy: ---- / +2 bonus on Escape Artist and Stealth checks



ARCANE CLASSES
  • Arcane Armor Training: Light Armor +level 3 /  Reduce arcane spell failure 10%
  • Arcane Strike: Arcane spell ability / +1 damage and weapons are considered magic
  • Augment Summoning: Spell Focus (conjuration) / Summoned creatures gain +4 Str and Con
  •  Combat Casting: ---- / +4 bonus on concentration checks for defensive casting
  • Elemental Focus: ---- / +1 bonus on save DCs for one energy type
    • Greater Elemental Focus: ---- / +1 bonus on save DCs for one energy type
  • Eschew Materials: ---- / Cast spells without material components
  • Expanded Arcana: Caster level 1 / Add one or two spells to list of spells known
  • Improved Counterspell: ---- / Counterspell with spell of the same school
  • Improved Familiar: Familiar Class Feature / Choose a more powerful familiar
  • Minor Spell Expertise: 4th level spells / Cast 1st-level spell as spell-like ability 2/day
  • Preferred Spell: Spellcraft 5 ranks; Heighten Spell / Spontaneously cast a specific spell
  • SPELL FOCUS: ---- / +1 bonus on save DCs for one school
    • Greater Spell Focus: Spell Focus / +1 bonus on save DCs for one school
    • Diviner’s Delving: Spell Focus / +2 on caster level checks with divinations
  • Spell Mastery: 1st level Wizard / Prepare some spells without a spellbook
  • Spell Penetration:  ---- / +2 bonus on level checks to beat spell resistance
    • Greater Spell Penetration: +2 bonus on level checks to beat spell resistance



DIVINE CLASSES
  • Alignment Channel: Channel energy / CE can heal/harm outsiders
  • Channel Smite: Channel energy / Channel energy through your attack
  • Command Undead: Channel negative energy /  Channel energy- control undead
  • Elemental Channel: Channel energy / Channel energy can harm/heal elementals
  • Improved Channel: Channel energy /  +2 bonus on channel energy DC
  • Natural Spell: Wis 13; Wild Shape class feature / Cast spells while in Wild Shape
  • Selective Channeling: Cha 13; Channel energy / Choose whom to affect with channel energy
  • Turn Undead: Channel energy / Channel energy can be used to make undead flee





RACIAL FEATS

  • Arcane Talent: Cha 10; elf, half-elf, or gnome / Cast a 0-level spell 3/day as spell-like abilit
  • Breadth of Experience: Dwarf, Elf, or Gnome 100+ years old / +2 all Knowledge & Professions
  • Childlike: Cha 13; Halfling / +2 on Disguise checks to look like human child, take 10 on Bluff
  • Cosmopolitan: ---- / Read/speak 2 additional languages
  • Deepsight: Darkvision 60’ / Increase Darkvision to 120’
  • Eagle Eyes: Keen Senses racial trait; Wis 13 / Ignore up to –5 due to distance on visual Perception checks
  • Eclectic: Human / Gain an additional favored class
  • Elven Accuracy: Elf / Reroll miss chance due to concealment when using a bow
  • Fight On: Con 13; Dwarf, Half-orc or Orc / Gain temporary hit points when reduced to 0
  • Gnome Trickster: Cha 13; Gnome / Use mage hand and prestidigitation once per day
  • Go Unnoticed: Small Size; Dex 13 / Make Stealth vs. flat-footed opponents first round of combat
  • Groundling: Cha 13; Gnome / Speak with burrowing animals as spell-like ability
  • Improved Stonecutting: Wis 13; Dwarf / +4 Perception checks to notice unusual stonework
  • Ironguts: Con 13; Dwarf, Orc, Half-orc / +2 on saves vs. nausea, sickening, and ingested poisons
  • Ironhide: Con 13; Dwarf, Orc, Half-orc / +1 natural armor bonus to AC
  • Keen Scent: Wis 13; Half-orc or Orc / Gain the scent special ability
  • Smell Fear: Half-orc or Orc / +4 on Perception checks to detect frightened creatures
  • Leafsinger: Bardic Performance; Elf or Half-elf / Gain benefits to bardic performance in forests and against fey
  • Light Step: Elf; Acrobatic Steps; Nimble Moves / Move normal speed in difficult terrain
  • Low Profile: Dex 13; Small size / +1 dodge bonus to AC against ranged attacks
  • Lucky Halfling: Halfling / You may roll saving throw for an ally once per day
  • Pass for Human: Half-race or Halfling / +10 on Disguise checks to look like a human
  • Razortusk: Half-orc / Gain bite attack
  • Shared Insight: Half-elf / Grant friendly creatures a +2 bonus on Perception checks
  • Sharp Senses: Keen Senses racial trait / +4 racial bonus on Perception checks
  • Smash: Half-Orc; Power Attack / Ignore 5 points of hardness when breaking an object
  • Sociable: Half-elf; Cha 13 / Grant friendly creatures a +2 bonus on Diplomacy checks
  • Stabbing Shot: Elf; Rapid Shot / Use arrow as a melee attack to push enemies back
  • Steel Soul: Dwarf; Hardy racial trait / +4 racial bonus on saves vs. spells and spell-like abilities
  •  Stone-Faced: Dwarf / +4 bonus on Bluff checks to lie or conceal motives
  •  Stone Singer: Bardic Performance; Dwarf; Cha 13 / Gain benefits to bardic performance underground and against earth creatures
  • Taunt: Cha 13; Small Size / Demoralize opponents with Bluff instead of Intimidate
  • Underfoot: Dodge; Mobility; Small Size / +4 on Acrobatics checks to move past larger opponents
  • Under and Over: Agile Maneuvers; Small Size / Failed grapples cause attacker to fall prone
  • War Singer: Bardic Performance; Cha 13; Half-orc / Gain benefits to bardic performance on battlefields and vs. orcs
  • Well-Prepared: Halfling / Retrieve a specific mundane item from your person




EXTRA CLASS FEATURES
  • Aspect of the Beast: Wild shape class feature / Gain one of four bestial advantages
  • Extra Bombs: Bomb class feature / Throw two additional bombs per day
  • Extra Channel: Channel Energy; CLERIC/ Channel Energy +2 times/day
  • Extra Discovery: Discovery class feature / Gain one additional discovery
  • Extra Hex: Hex class feature / Gain one additional hex
  • Extra Ki: Ki class feature; MONK / Increase Ki pool by 2
  • Extra Lay on Hands: Lay on Hands; PALADIN / Lay on Hands +2 times/day
  • Extra Mercy: Mercy class feature; PALADIN / Lay on Hands benefits from 1 additional mercy
  • Extra Performance: Performance class feature; BARD / Bardic Performance +6 rounds/day
  • Extra Rage: Rage class feature; BARBARIAN / Rage 6 additional rounds/day
  • Extra Rage Power: Gain one additional rage power
  • Extra Revelation: Gain one additional revelation
  • Extra Rogue Talent: Gain one additional rogue talent
  • Favored Defense: Favored enemy class feature / Bonus to CMD &AC attacked by favored enemy
  • Lingering Performance: Bardic Performance / Bardic performance continues 2 rounds after stop performing
  • Practiced Tactician: Tactician class feature / Use tactician ability one additional time per day
  • Summoner’s Call: Eidolon class feature / Your eidolon gets a bonus when summoned


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