Prerequisites: Str 13, Improved Bull Rush, Power Attack, base attack bonus +9. You can throw an enemy spell back at its caster. When you pull a dirty trick, your foe is truly hindered. Spells that do not inflict damage do not benefit from this feat. Its effects do not stack. Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. Your resemblance to a human child tends to make others trust you, perhaps more than they should. You can fire a crossbow as many times in a full attack action as you could attack if you were using a bow. While some feats specifically interact with a PC's race or class, most are available to anyone who meets the prerequisites. Prerequisites: Cha 13, bardic performance class feature, dwarf. Most characters gain skill feats at 2nd level and every 2 levels thereafter. Prerequisites: Cha 13, bardic performance class feature, elf or half-elf. Who needs magic weapons? Prerequisites: Improved Trip, Improved Unarmed Strike. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. In the […] If the spell effect also causes the creature to become deafened, the duration of this metamagic effect is added to the duration of the spell. In addition, you may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your CMD. In addition, the DC for saving throws against your bardic performance is increased by +2 for creatures of the earth subtype, regardless of where the performance occurs. Slaying an enemy demoralizes your other nearby foes. 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). You have made a new alchemical discovery. Benefit: You gain a +1 natural armor bonus due to your unusually tough hide. You can use this feat to prevent yourself from dying. Normal: You provoke an attack of opportunity when performing a reposition combat maneuver. Once per round when you would normally be hit with a ranged touch attack (including rays and similar magical effects), you may deflect it so that you take no damage from it. That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. You can direct a failed spell against a different target. Prerequisites: Str 13, Power Attack, base attack bonus +16. Some feats are not meant to be used within the framework of combat. The caster level is equal to your character level. Arcane Armor Training/Mastery(CRB)(*): -10% from training isn’t worth it, and -20% only gets you hide armor, which is no better than a chain shirt. Special: Starting at 2nd level, a ranger with the archery combat style may select Focused Shot as a combat style feat. If the attack hits—whether or not it does damage—your target is pushed back 5 feet away from you. Your allies assist you in avoiding certain attacks. Special: You can gain Practiced Tactician multiple times. Benefit: Choose one type of shield (buckler, light, heavy, or tower shield) for which you possess the Shield Specialization feat. A strike made with a two-handed weapon can push a similar sized opponent backward. 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. Character optimization guide for the Pathfinder Brawler. AC Buffs special cases. Combat Maneuver Feats grant Combat Maneuver Abilities that the player can choose to use actively in fights. A sickening spell uses up a spell slot two levels higher than the spell's actual level. Normal: You must have a clear path toward the target of your charge. With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls. You may instead add two spells from your class's spell list to your list of spells known, but both of these spells must be at least one level lower than the highest level spell you can cast in that class. Well—for some reason—players seem to spend a lot of time focusing on their defences—hit points, armour class and so on. Benefit: During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check that round to hide from them. Normal: If you use the Sidestep feat, you cannot take a 5-foot step during your next turn. A selective spell uses up a spell slot one level higher than the spell's actual level. Prerequisites: Acrobatics 6 ranks, Climb 6 ranks, monk level 6th. Mind over metal (Student of war 2) intelligence to AC instead of dex . Prerequisite: Half-elf, half-orc, or halfling (see Special). These lists of feats are those that are dependent on class features or class levels, and are available to only one or two classes (not counting archetypes and other odd character builds). It’s the biggest issue with building a “tank” in Pathfinder. If you answered yes to both then you might like Pathfinder 2e. In addition, you do not provide soft cover to creatures when ranged attacks pass through your square. New Pages Benefit: Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement. You choose which effect to apply after the attack roll has been made, but before the damage is rolled. Prerequisites: Int 13, Combat Expertise, Improved Disarm, base attack bonus +9. This is a supernatural polymorph effect. FAQ. Normal: Dwarves normally receive a +2 racial bonus on saving throws against spells and spell-like abilities. Your damaging spells subdue rather than kill. You can conjure your spells into existence with blaring thunder or fearful shrieks, deafening creatures damaged by their effects. Feats are special abilities of each character, further setting them apart from comparable builds. Prerequisites: Proficiency with selected shield, Shield Focus, fighter level 4th. You can then fire arrows from your bow normally, at the original target, or at another target within range. In addition, this chapter also introduces teamwork feats, which function only when two characters with the same feat work together. 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. Benefit: Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free action. You have a knack for snatching items from your opponents. A thundering spell uses up a spell slot two levels higher than the spell's actual level. This bonus replaces the stonecunning ability's normal bonus on Perception checks. With that said, most GMs do allow it. Benefit: You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. The Paizo Pathfinder Roleplaying Game rules. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher. It will start by reviewing the structure & the Strengths / Weaknesses of the class. You can substitute your Perception skill for Sense Motive skill checks if the subject has one of the previous conditions or is attempting to cover up their fear in some way. A monk with this feat can affect creatures larger than his own size by spending 1 ki point per size category difference. Heck, even Pathfinder Society allows it. Benefit: You can speak and read two additional languages of your choice. A persistent spell uses up a spell slot two levels higher than the spell's actual level. Prerequisites: Minor Spell Expertise, ability to cast 9th-level spells. Maybe even if you do. Ability boosters - either belt slot (for physical stats) or headband slot (for mental stats.) The blood of a non-human ancestor flows in your veins. When you reposition foes, they are left vulnerable to the attacks of your allies. | Swords and Wizardry SRD This does not provoke an attack of opportunity. Pathfinder or 3.5E material is OK. As the Pathfinder by Roll20 sheet already handles AC items with their respective bonuses to Armor, Shield, Dodge, Natural, ... Temp modifiers, and Notes fields of the various stats to enter the mechanical effects of the Character’s Feats, if applicable. You may use wild empathy to influence vermin as easily as you influence animals. Prerequisites: Str 13, two claw natural weapon attacks, base attack bonus +6. Every D&D player has probably, at some point, played a fighter. 1 Description 2 Base Features 2.1 Monk Proficiencies 2.2 Scaled Fist Bonus Feat 2.3 Draconic Heritage 2.4 Draconic Mettle 2.5 Flurry of Blows 2.6 Unarmed Strike 2.7 Improved Unarmed Strike 2.8 AC Bonus 2.9 Stunning Fist 2.10 Evasion 2.11 Improved Evasion 2.12 Ki Strike – Magic 2.13 Ki Power 2.14 Stunning Fist: … Both you and your ally must be willing and able to move to take advantage of this feat. Prerequisites: Dodge, Mobility, Small size or smaller. Your mastery of the magic of changing makes your transmutations more durable. Benefit: You can make a bite attack for 1d4 points of damage, plus your Strength modifier. Prerequisites: Perception 10 ranks, Blind-Fight. Prerequisites: Perception 15 ranks, Improved Blind-Fight. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally. You cannot use this feat to deflect unusually massive ranged projectiles (such as … Red: Bad, useless options, or options which are extremely situational. The following feats represent a fighting style that’s popular among the elves of the Mordant … If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal. The two real ways I can think of are: - Con Stack with Fist of the Forests and Deepwarden with … This replaces the normal bonus from the dwarf's hardy racial trait. Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. Your kicks are so powerful you use them to push or knock back your foes. Benefit: Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round. You have discovered a new aspect of your mystery. Each story feat incorporates a trigger event (which comes from either a campaign occurrence or your background), an immediate benefit, a goal, and a further benefit for achieving that goal. Special: You can gain Extra Revelation multiple times. The spell's duration is halved between you and your bonded creature (for example, a spell with a duration of 1 hour has a duration of 30 minutes for both you and your bonded creature). A disruptive spell uses up a spell slot one level higher than the spell's actual level. Its effects do not stack. Prerequisites: Combat Reflexes, Disruptive, Spellbreaker. Greater Penetrating Strike: Ignore even more DR. By this level, DR 10/* is very common. You must meet all of the prerequisites for this hex. Your rage does not end if you become unconscious. The Humble RPG Book Bundle: Pathfinder Monster Lore by Paizo just launched on Wednesday, December 9, 2020, and will be live through Monday, January 4, 2021. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Healed +2 points per die rolled, +2 bonus on saves vs. death effects, suffer +1 damage from cold iron weapons, Foes you strike lose their flanking bonus against you, Break armor or shield to turn critical hit into a normal hit, Gain a +1 bonus to your AC when using a shield, Deflect one ranged attack per round with shield, +2 bonus to AC against criticals with one type of shield, +2 bonus to AC against criticals, and negate. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. You have learned how to force your enemies to move around the battlefield. Very handy for survivability. The style feats presented in this chapter are based on fighting styles more appropriate to the brawler's rough-and-tumble combat disciplines. An extra 5 ft. of movement. Make a bull rush combat maneuver check with a –4 penalty against the secondary target. You add half your favored enemy bonus to your CMD and as a dodge bonus to AC when attacked by a favored enemy. | The Modern Path SRD You cannot have magical items using this feat, nor can you have specific items, such as the key to a particular door. Benefit: Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand check with a DC of 10 plus the item's cost in gold pieces to "happen" to have such an item on your person. You must meet any additional qualifications for the character traits you choose. Benefit: Pick one spell which you have the ability to cast. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to drag you. You may not use the aid another action to improve your ally's attack roll with this attack. Your keen senses guide your hand against hidden foes. Feats just aren't efficient enough; the few feats with substantial bonuses are also circumstantial. You have a way of helping others to get along. Your nose is as sensitive as that of a wild predator. 2. My build was a Dex focused fighter with Advanced Armor Training (Armored Juggernaut), and Adamantium Full Plate to get DR 6/-. Prerequisites: Proficiency with selected shield, Greater Shield Focus, Shield Focus, Shield Specialization with selected shield, fighter level 12th. How often a character is allowed to choose a new Feat depends on his Class. You must choose to use this feat before making the attack roll, and its effects last until your next turn. Benefit: You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to stun targets you hit with your melee attacks for 1 round. Prerequisite: Favored enemy class feature. When wielding a monk weapon, your attacks can be extremely precise. You spell clings to existence, slowly fading from the world. The reduction in damage applies until the beginning of your next turn. Such a choice is permanent. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. Spells that do not require a saving throw to resist or lessen the spell's effect do not benefit from this feat. Foes that you drag are thrown out of balance. You are able to cast a 1st-level spell as a spell-like ability. The redirected spell behaves in all ways as if its new target were the original target for the spell. An ectoplasmic spell uses up a spell slot one level higher than the spell's actual level. Please let me know what book you get it from! Hero Worship - You gain a +1 bonus on all attack rolls against foes that threaten your hero (Ameiko or Shalelu.) Sell at the Open Gaming Store! Each time you take this feat, it applies to a new energy type to which you have already applied the Elemental Focus feat. Scaled Fist is an Archetype of the Monk class in Pathfinder: Kingmaker. 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. Special: You can gain this feat multiple times. Prerequisites: Diehard, Endurance, base Fortitude save +8. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to reposition you. Your ally must be the same size as you to utilize this feat. You may attempt a touch of serenity once per day for every four levels you have attained (but see Special), and no more than once per round. 1: Races of Nature Unleashed (PF2) December 2, 2020 Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder Second Edition) November 21, 2020 Legendary Planet Player's Guide (Pathfinder Second Edition) November 18, 2020 Rogue Genius Ancestries: Loamlings November 13, 2020 If you successfully steal an item from a foe during combat, it does not notice the theft until after combat is over or if it attempts to use the missing item. Benefit: Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small). Ideally I would like something to help the attack. why dwarf over halfling tho? If you would like help with Pathfinder player options not covered here, please email me and I am happy to provide additional assistance.I will use the color coding scheme which has become common among Pathfinder build handbooks. Prerequisites: Ride 9 ranks, Mounted Combat. Prerequisites: Int 13, Combat Expertise, Second Chance, base attack bonus +11. Using this feat does not count toward the number of actions you can usually take each round. If your confirmation roll exceeds your opponent's CMD, you may move your opponent as if from the reposition combat maneuver. With a single touch you can reduce the threat of even the most savage of foes. Your small size lets you quickly duck out of sight. (ultimate equipment guide) Domains … Others are just boring. The next feat in the Bodyguard tree is "In Harms Way" - If you Aid another to AC, and they get hit anyway, YOU can take all the damage (and all negative effects) instead. Benefit: If you ready an action to shoot an opponent casting a spell within 30 feet and successfully hit that opponent with a ranged attack, the concentration DC to successfully cast the spell is increased by +4. 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. | 3.5e SRD Prerequisite: Spell Focus (transmutation). 1: Races of Nature Unleashed (PF1), Aegis of Empires 5: Race for Shataakh-Uulm (Pathfinder RPG), Aegis of Empires 4: Legend of the Burning Star (PF1), Failed grapples against you cause attacker to fall, Take the damage of a successful attack upon an adjacent ally, Ranged attacks increase enemy’s DC to cast spells, Increases the DC to cast spells adjacent to you, Enemies provoke attacks if their spells fail, Use ki to provoke fewer attacks of opportunities while moving, Automatically stabilize and remain conscious below 0 hp, Once per day, delay onset of harmful condition for 1 round, Once per day, gain new saving throw against harmful condition requiring. You can make a check using Mounted Combat to negate a hit on your mount twice per round instead of just once. 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Attack an inanimate, unattended object, you ignore the first 5 points of damage of the for... –4 penalty against the triggering attack Practiced tactician multiple times this Extra.... Within 5 feet away from you as usual and leaping far beyond your normal movement spell a... Attacks, including attacks of opportunity from all of the Fortunate soldier - 5000gp +1 luck bonus to AC attacked! Civilizations, cultures, and can make a Fortitude save +4 across the battlefield, dealing with wherever! Can modify a spell slot two levels higher than the spell 's actual level or lower defences—hit points, class! Game, even for your bestial ferocity you can speak and pathfinder ac feats additional! To achieve to hit is always nice your blood, and you do not provoke of! The effects of your target to spend a move action listed conditions are not skilled...

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