Additional Feats |
ACROBATICS TRAINING [GENERAL] Benefit: You gain Escape Artist, Jump, Sleight and Hand, and Tumble as class skills for all of your classes. In addition to this you gain one extra skillpoint per level, which must be spent on one of these skills. These skillpoints are not granted for levels from before you obtained this feat. ALWAYS READY [GENERAL] Prerequisites: Combat Reflexes, Hold The Line Benefit: All attacks of opportunities against a charging enemy are treated as if you had readied an action against a charge. These attacks of opportunity still count against your attack of opportunity limit for that round. Normal: A readied action must be used to ready a weapon against a charge. Special: A fighter may select Always Ready as one of his fighter bonus feats. INFILTRATION TRAINING [GENERAL] Benefit: You gain Disable Device, Disguise, Forgery, Open Lock, and Use Rope as class skills for all of your classes. In addition to this you gain one extra skillpoint per level, which must be spent on one of these skills. These skillpoints are not granted for levels from before you obtained this feat. MAGICAL TRAINING [GENERAL] Benefit: You gain Concentration, Decipher Script, and Spellcraft as class skills for all of your classes. In addition to this you gain one extra skillpoint per level, which must be spent on one of these skills. These skillpoints are not granted for levels from before you obtained this feat. OUTDOORS TRAINING [GENERAL] Benefit: You gain Balance, Climb, Swim, and Survival as class skills for all of your classes. In addition to this you gain one extra skillpoint per level, which must be spent on one of these skills. These skillpoints are not granted for levels from before you obtained this feat. RAPID COUNTERSPELL [GENERAL] Prerequisites: Improved Counterspell Benefit: You may ready a counterspell as a move action which does not provoke an attack of opportunity. The casting of the spell itself does provoke an attack of opportunity unless you cast the spell on the defensive. Normal: A standard action is required to ready a counterspell. Special: A wizard may select Rapid Counterspell as one of his wizard bonus feats. RAPID PREPERATION [GENERAL] Prerequisites: Spell Mastery Benefit: Select two spells, which you already have spell mastery in when you take this feat. From this point on you may prepare these spells as a move action. You may prepare a spell in a non-peaceful environment, but doing so requires a Concentration check DC 20 + spell level. If you have taken damage in the previous round you must make an additional Concentration Check DC 10 + total damage taken. Normal: Preparing a spell takes at least fifteen minutes and requires a peaceful enviorment. Special: A wizard may select Rapid Preparation as one of his wizard bonus feats. SENTRY TRAINING [GENERAL] Benefit: You gain Listen, Spot, and Search as class skills for all of your classes. SOCIAL TRAINING [GENERAL] Benefit: You gain Appraise, Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive as class skills for all of your classes. In addition to this you gain one extra skillpoint per level, which must be spent on one of these skills. These skillpoints are not granted for levels from before you obtained this feat. TRAINED BODY [GENERAL] Benefit: A single prerequisite ability score is decreased by three for all feats. Special: This feat can be taken multiple times for the same ability or for different abilities. Its effects stack. UNARMED MASTERY [GENERAL] Prerequisites: Base Attack Bonus +5, Improved Unarmed Strike Benefit: Your unarmed strike deals as much damage as monk who’s level is equal to one half your base attack bonus. Normal: The base unarmed damage dealt by a non-monk is based on size. Special: A fighter may select Unarmed Mastery as one of his fighter bonus feats. |