# CVS $Revision: 13781 $ $Author: amaitland $ -- Fri Nov  5 22:27:22 2010 -- reformated by prettylst.pl v1.39 (build 11455)
SOURCELONG:Core Rulebook	SOURCESHORT:PFCR	SOURCEWEB:http://paizo.com/store/downloads/pathfinder/pathfinderRPG/v5748btpy88yj	SOURCEDATE:2009-08
# Original Entry by: Stefan Radermacher
# Incorporated 05/26/2010 errata (Stefan Radermacher)

###Block: General Feats
# Feat Name				Type					Required Ability														Required Feat				Required Lvl	Required Skill					Required Stat	Var. Min. Value				Define										Description																														Stackable?	Multiple?	Choose															Selections	Automatically Gained Weapon Prof.	Virtual Feat		Bonus to Ability Pool		Save checks bonus			Bonus to DC						Bonus to HP				Add to base move																							Bonus to skill																								Modify VAR																		Source Page		Description of the Benefits
Acrobatic				TYPE:General																																																							DESC:You are skilled at leaping, jumping, and flying.																																																																																																						BONUS:SKILL|Acrobatics|if(skillinfo("RANK","Acrobatics")>=10,4,2)	BONUS:SKILL|Fly|if(skillinfo("RANK","Fly")>=10,4,2)																										SOURCEPAGE:p.113	BENEFIT:You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Acrobatic Steps			TYPE:General																			PREFEAT:1,Nimble Moves													PRESTAT:1,DEX=15																		DESC:You can easily move over and through obstacles.																																																																																																																																																			SOURCEPAGE:p.113	BENEFIT:Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those provided by Nimble Moves (allowing you to move normally through a total of 20 feet of difficult terrain each round).
Alertness				TYPE:General																																																							DESC:You often notice things that others might miss.																																																																																																						BONUS:SKILL|Perception|if(skillinfo("RANK","Perception")>=10,4,2)	BONUS:SKILL|Sense Motive|if(skillinfo("RANK","Sense Motive")>=10,4,2)																							SOURCEPAGE:p.117	BENEFIT:You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Alignment Channel			TYPE:General.AttackOption	PREABILITY:1,CATEGORY=Special Ability,Channel Energy																																												DESC:You can channel your divine energy to harm or heal outsiders that possess your chosen alignment subtype.													STACK:NO	MULT:YES	CHOOSE:STRING|Chaos|Evil|Good|Law																																																																																																																			SOURCEPAGE:p.117	BENEFIT:Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
Animal Affinity			TYPE:General																																																							DESC:You are skilled at working with animals and mounts.																																																																																																					BONUS:SKILL|Handle Animal|if(skillinfo("RANK","Handle Animal")>=10,4,2)	BONUS:SKILL|Ride|if(skillinfo("RANK","Ride")>=10,4,2)																									SOURCEPAGE:p.118	BENEFIT:You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Athletic				TYPE:General																																																							DESC:You possess inherent physical prowess.																																																																																																							BONUS:SKILL|Climb|if(skillinfo("RANK","Climb")>=10,4,2)	BONUS:SKILL|Swim|if(skillinfo("RANK","Swim")>=10,4,2)																											SOURCEPAGE:p.118	BENEFIT:You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Augment Summoning			TYPE:General																			PREFEAT:1,Spell Focus(Conjuration)																															DESC:Your summoned creatures are more powerful and robust than most.																																																																																																																																																SOURCEPAGE:p.118	BENEFIT:Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
Combat Casting			TYPE:General																																																							DESC:You are adept at spellcasting when threatened or distracted.																																																																																																																																																	SOURCEPAGE:p.119	BENEFIT:You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Command Undead			TYPE:General			PREABILITY:1,CATEGORY=Special Ability,Channel Negative Energy																																										DESC:Using foul powers of necromancy, you can command undead creatures, making them into your servants.																																																																																																																																										SOURCEPAGE:p.120	BENEFIT:As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. Intelligent undead receive a new saving throw each day to resist your command. You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures). If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.
Deceitful				TYPE:General																																																							DESC:You are skilled at deceiving others, both with the spoken word ans with physical disguises..																																																																																														BONUS:SKILL|Bluff|if(skillinfo("RANK","Bluff")>=10,4,2)	BONUS:SKILL|Disguise|if(skillinfo("RANK","Disguise")>=10,4,2)																									SOURCEPAGE:p.121	BENEFIT:You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Deft Hands				TYPE:General																																																							DESC:You have exceptional manual dexterity.																																																																																																							BONUS:SKILL|Disable Device|if(skillinfo("RANK","Disable Device")>=10,4,2)	BONUS:SKILL|Sleight of Hand|if(skillinfo("RANK","Sleight of Hand")>=10,4,2)																				SOURCEPAGE:p.121	BENEFIT:You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Diehard				TYPE:General																			PREFEAT:1,Endurance																																	DESC:You are especially hard to kill. Not only do your wounds automatically stabilize when grievously injured, but you can remain conscious and continue to act even at death's door.																																																																																																																													SOURCEPAGE:p.122	BENEFIT:When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points. You may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn't your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious. When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If your negative hit points are equal to or greater than your Constitution score, you immediately die.
Elemental Channel			TYPE:General.AttackOption	PREABILITY:1,CATEGORY=Special Ability,Channel Energy																																												DESC:You can channel your divine energy to harm or heal outsiders that possess your chosen elemental subtype.													STACK:NO	MULT:YES	CHOOSE:STRING|Air|Earth|Fire|Water																																																																																																																			SOURCEPAGE:p.122	BENEFIT:Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of your elemental subtype, your channel energy has no affect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
Endurance				TYPE:General																																																							DESC:Harsh conditions or long exertions do not easily tire you.																																																																																																																																																	SOURCEPAGE:p.112	BENEFIT:You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to avoid nonlethal damage from a forced march; Constitution checks made to hold your breath; Constitution checks made to avoid nonlethal damage from starvation or thirst; Fortitude saves made to avoid nonlethal damage from hot or cold environments; and Fortitude saves made to resist damage from suffocation. You may sleep in light or medium armor without becoming fatigued.
Eschew Materials			TYPE:General																																																							DESC:You can cast many spells without needing to utilize minor material components.																																																																																																																																														SOURCEPAGE:p.123	BENEFIT:You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Extra Channel			TYPE:General			PREABILITY:1,CATEGORY=Special Ability,Channel Energy,Power Over Undead ~ Necromancy School																																					DESC:You can channel divine energy more often.																																																																																																																																	BONUS:VAR|ChannelEnergyTimes|2	BONUS:VAR|LayOnHandsTimes|4									SOURCEPAGE:p.123	BENEFIT:You can channel energy two additional times per day.
Extra Ki				TYPE:General			PREABILITY:1,CATEGORY=Special Ability,Ki Pool																																													DESC:You can use your ki pool more times per day than most.																						STACK:YES	MULT:YES	CHOOSE:NOCHOICE																																																																																																			BONUS:VAR|KiPoints|2																SOURCEPAGE:p.124	BENEFIT:Your ki pool increases by 2.
Extra Lay On Hands		TYPE:General			PREABILITY:1,CATEGORY=Special Ability,Lay on Hands																																												DESC:You can use your lay on hands ability more often.																						STACK:YES	MULT:YES	CHOOSE:NOCHOICE																																																																																																			BONUS:VAR|LayOnHandsTimes|2															SOURCEPAGE:p.124	BENEFIT:You can use your lay on hands ability two additional times per day.
Extra Mercy				TYPE:General			PREABILITY:2,CATEGORY=Special Ability,Lay on Hands,Mercy																																											DESC:Your lay on hands ability adds an additional mercy.																						STACK:YES	MULT:YES	CHOOSE:NOCHOICE																										BONUS:ABILITYPOOL|Mercy|1																																																																																								SOURCEPAGE:p.124	BENEFIT:Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also receives the additional effects of this mercy.
Extra Performance			TYPE:General			PREABILITY:1,CATEGORY=Special Ability,Bardic Performance																																											DESC:You can use your bardic performance ability more often than normal																				STACK:YES	MULT:YES	CHOOSE:NOCHOICE																																																																																																			BONUS:VAR|BardicPerformanceDuration|6													SOURCEPAGE:p.124	BENEFIT:You can use bardic performance for 6 additional rounds per day.
Extra Rage				TYPE:General			PREABILITY:1,CATEGORY=Special Ability,Rage																																													DESC:You can use your rage ability more than narmal.																							STACK:YES	MULT:YES	CHOOSE:NOCHOICE																																																																																																			BONUS:VAR|RageDuration|6															SOURCEPAGE:p.124	BENEFIT:You can rage for 6 additional rounds per day.
Fleet					TYPE:General																																																							DESC:You are faster than most.																										STACK:YES	MULT:YES	CHOOSE:NOCHOICE																																																BONUS:MOVEADD|TYPE.Walk|5|PREVARLT:ENCUMBERANCE,1,var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.MEDIUM]"),1,var("COUNT[EQTYPE.ARMOR.EQUIPPED.IS.HEAVY]"),1																																														SOURCEPAGE:p.124	BENEFIT:While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Great Fortitude			TYPE:General																																																							DESC:You are resistant to poisons, diseases, and other deadly maladies.																																																									BONUS:CHECKS|Fortitude|2																																																																																			SOURCEPAGE:p.124	BENEFIT:You get a +2 bonus on all Fortitude saving throws.
Greater Spell Focus		TYPE:General																			PREFEAT:1,Spell Focus																																	DESC:Any spells you cast from your chosen school of magic are very hard to resist.																		STACK:NO	MULT:YES	CHOOSE:FEAT=Spell Focus																																			BONUS:DC|SCHOOL.%LIST|2|TYPE=SpellFocus																																																																												SOURCEPAGE:p.125	BENEFIT:Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
Greater Spell Penetration	TYPE:General																			PREFEAT:1,Spell Penetration																																DESC:Your spells break through spell resistance much more easily than most.																																																																																																																																															SOURCEPAGE:p.125	BENEFIT:You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration.
Improved Channel			TYPE:General			PREABILITY:1,CATEGORY=Special Ability,Channel Energy,Power Over Undead ~ Necromancy School																																					DESC:Your channeled energy is harder to resist.																																																																																																																																	BONUS:VAR|ChannelEnergyDC|2	BONUS:VAR|ChannelEnergyPaladinDC|2									SOURCEPAGE:p.126	BENEFIT:Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.
Improved Counterspell		TYPE:General																																																							DESC:You are skilled at countering the spells of others using similar spells.																																																																																																																																															SOURCEPAGE:p.126	BENEFIT:When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
Improved Familiar			TYPE:General																																																							DESC:This feat allows you to acquire a powerful familiar, but only when they could normally acquire a new familiar.																																																																																																																																								SOURCEPAGE:p.127	BENEFIT:When choosing a familiar, the creatures listed below are also available to you (see the Pathfinder RPG Bestiary for statistics on these creatures). You may choose a familiar with an alignment up to one step away on each alignment axis (lawful through chaotic, good through evil).
Improved Great Fortitude	TYPE:General																			PREFEAT:1,Great Fortitude																																DESC:You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.																																																																																																																																												SOURCEPAGE:p.127	BENEFIT:Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Improved Iron Will		TYPE:General																			PREFEAT:1,Iron Will																																	DESC:Your clarity of thought allows you to resist mental attacks.																																																																																																																																																	SOURCEPAGE:p.127	BENEFIT:Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Improved Lightning Reflexes	TYPE:General																			PREFEAT:1,Lightning Reflexes																																DESC:You have a knack for avoiding danger all around you.																																																																																																																																																		SOURCEPAGE:p.127	BENEFIT:Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Iron Will				TYPE:General																																																							DESC:You are more resistant to mental effects.																																																													BONUS:CHECKS|Will|2																																																																																				SOURCEPAGE:p.129	BENEFIT:You get a +2 bonus on all Will saving throws.
Leadership				TYPE:General																									PRELEVEL:MIN=7																	DEFINE:LeadershipMaxCohortLvl|0	DEFINE:LeadershipScore|0	DESC:You attract followers to your cause and a companion to join you on your adventure.																																													VFEAT:Leadership Score																																																																										BONUS:VAR|LeadershipMaxCohortLvl|min((TL-2),(((LeadershipScore+6)*7)/10)-4)	BONUS:VAR|LeadershipScore|(TL+CHA)	SOURCEPAGE:p.129	BENEFIT:This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are typically lower level NPCs. See Table 5-2 for what level of cohort and how many followers you can recruit.
Lightning Reflexes		TYPE:General																																																							DESC:You have faster reflexes than normal.																																																													BONUS:CHECKS|Reflex|2																																																																																				SOURCEPAGE:p.130	BENEFIT:You get a +2 bonus on all Reflex saving throws.
Magical Aptitude			TYPE:General																																																							DESC:You are skilled at spellcasting and using magic items.																																																																																																					BONUS:SKILL|Spellcraft|if(skillinfo("RANK","Spellcraft")>=10,4,2)	BONUS:SKILL|Use Magic Device|if(skillinfo("RANK","Use Magic Device")>=10,4,2)																						SOURCEPAGE:p.130	BENEFIT:You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Master Craftsman			TYPE:General																												PRESKILL:1,TYPE.Craft=5,TYPE.Profession=5										DEFINE:MasterCraftsmanRanks|0							DESC:Your superior crafting skills allow you to create simple magic items.																			STACK:NO	MULT:YES	CHOOSE:NUMCHOICES=1|SKILLSNAMED|TYPE=Craft|TYPE=Profession|RANKS=5																																																																BONUS:SKILL|LIST|2																							BONUS:VAR|MasterCraftsmanRanks|var("SKILLRANK=%LIST")											SOURCEPAGE:p.130	BENEFIT:Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Magic Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15). You cannot use this feat to create any spell-trigger or spell-activation item.
Natural Spell			TYPE:General																																			PRESTAT:1,WIS=13	PREVARGTEQ:WildShapeProgression,1												DESC:You can cast spells even while in a form that cannot normally cast spells.																																																																																																																																														SOURCEPAGE:p.131	BENEFIT:You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.
Nimble Moves			TYPE:General																																			PRESTAT:1,DEX=13																		DESC:You can move across a single obstacle with ease.																																																																																																																																																			SOURCEPAGE:p.131	BENEFIT:Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.
Persuasive				TYPE:General																																																							DESC:You are skilled at swaying attitudes and intimidating others into your way of thinking.																																																																																															BONUS:SKILL|Diplomacy|if(skillinfo("RANK","Diplomacy")>=10,4,2)	BONUS:SKILL|Intimidate|if(skillinfo("RANK","Intimidate")>=10,4,2)																								SOURCEPAGE:p.131	BENEFIT:You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Run					TYPE:General																																																							DESC:You are swift of foot.																																																																																																																																																							SOURCEPAGE:p.132	BENEFIT:When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Selective Channeling		TYPE:General			PREABILITY:1,CATEGORY=Special Ability,Channel Energy,Channel Positive Energy ~ Paladin																		PRESTAT:1,CHA=13																		DESC:You can choose whom to affect when you channel energy.																																																																																																																																																		SOURCEPAGE:p.132	BENEFIT:When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Self-Sufficient			TYPE:General																																																							DESC:You know how to get along in the wild and how to effectively treat wounds.:																																																																																																	BONUS:SKILL|Heal|if(skillinfo("RANK","Heal")>=10,4,2)	BONUS:SKILL|Survival|if(skillinfo("RANK","Survival")>=10,4,2)																										SOURCEPAGE:p.133	BENEFIT:You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Simple Weapon Proficiency	TYPE:General																																																							DESC:You are trained in the use of basic weapons.																																													AUTO:WEAPONPROF|TYPE.Simple																																																																																																		SOURCEPAGE:p.133	BENEFIT:You make attack rolls with simple weapons without penalty.
Skill Focus				TYPE:General.SkillFocus																																																						DESC:You are particularly adept at your chosen skill.																							STACK:NO	MULT:YES	CHOOSE:SKILLSNAMED|TYPE.Strength|TYPE.Dexterity|TYPE.Intelligence|TYPE.Wisdom|TYPE.Charisma																																																																																																									SOURCEPAGE:p.134	BENEFIT:You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6.
Spell Focus				TYPE:General																																																							DESC:Any spells you cast of your chosen school of magic are more difficult to resist.																	STACK:NO	MULT:YES	CHOOSE:SCHOOLS																																				BONUS:DC|SCHOOL.%LIST|1|TYPE=SpellFocus																																																																												SOURCEPAGE:p.134	BENEFIT:Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Spell Mastery			TYPE:General.WizardBonus																																				PREVARGTEQ:SpellMasteryQualify,1												DESC:You have mastered a small handfull of spells, and can prepare these spells without referencing your spellbooks at all.													MULT:YES	CHOOSE:SPELLS|CLASSLIST=Wizard[KNOWN=YES]										SELECT:INT																																																																																																							SOURCEPAGE:p.134	BENEFIT:Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, you can prepare these spells without referring to a spellbook.
Spell Penetration			TYPE:General																																																							DESC:Your spells break through spell resistance more easily than most.																																																																																																																																																SOURCEPAGE:p.134	BENEFIT:You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
Stealthy				TYPE:General																																																							DESC:You are good at avoiding attention and slipping out of bonds.																																																																																																			BONUS:SKILL|Escape Artist|if(skillinfo("RANK","Escape Artist")>=10,4,2)	BONUS:SKILL|Stealth|if(skillinfo("RANK","Stealth")>=10,4,2)																								SOURCEPAGE:p.135	BENEFIT:You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Toughness				TYPE:General																																																							DESC:You have enhanced physical stamina.																																																																										BONUS:HP|CURRENTMAX|max(3,TL)																																																																							SOURCEPAGE:p.135	BENEFIT:Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Turn Undead				TYPE:General			PREABILITY:1,CATEGORY=Special Ability,Channel Positive Energy																																										DESC:Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.																																																																																																																																										SOURCEPAGE:p.136	BENEFIT:You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1/2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).


###Block: Combat Feats

# Feat Name				Output Name						Type						Required Ability							Req. Att.	Required Class				Required Feat											Multiple Requirements														Required Skill	Required Stat		Var. Min. Value						Define															Description																																						Stackable?	Multiple?	Choose											Automatically Gained Armor Prof.	Automatically Gained Shield Prof.							Automatically Gained Weapon Prof.				Virtual Feat												Combat bonus																								Misc bonus									Bonus to skill			Modify VAR																Weapon prof. bonus								Weapon prop. bonus																							Source Page

# Feat Name				Output Name						Type						Required Ability							Req. Att.	Required Class				Required Feat											Multiple Requirements														Required Skill	Required Stat		Var. Min. Value						Define															Description																																						Stackable?	Multiple?	Choose											Automatically Gained Armor Prof.	Automatically Gained Shield Prof.							Automatically Gained Weapon Prof.				Virtual Feat												Combat bonus																								Misc bonus									Bonus to skill			Modify VAR																																														Weapon prof. bonus								Weapon prop. bonus																							Source Page		Description of the Benefits
Agile Maneuvers										TYPE:Combat																																																																																			DESC:You learned to use your quickness in place of brute force when performing combat maneuvers.																																																																																																																									BONUS:VAR|CMB_STAT|DEX-STR|PRESIZEGT:T																																																																														SOURCEPAGE:p.117	BENEFIT:You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Chapter 8) instead of your Strength bonus.
Arcane Armor Mastery									TYPE:Combat																PRECLASS:1,SPELLCASTER=7		PREFEAT:1,Arcane Armor Training								PREMULT:1,[PREPROFWITHARMOR:1,TYPE.Medium],[PREFEAT:1,Armor Proficiency (Medium)]																																			DESC:You have mastered the ability to cast spells while wearing armor.																																																																																																															BONUS:MISC|SPELLFAILURE|20|TYPE=ArmorFailure|PREAPPLY:PC																																																																																										SOURCEPAGE:p.118	BENEFIT:As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20%% for any spells you cast this round. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.
Arcane Armor Training									TYPE:Combat																PRECLASS:1,SPELLCASTER=3															PREMULT:1,[PREPROFWITHARMOR:1,TYPE.Light],[PREFEAT:1,Armor Proficiency (Light)]																																			DESC:You have learned how to cast spells while wearing armor.																																																																																																																BONUS:MISC|SPELLFAILURE|10|TYPE=ArmorFailure|PREAPPLY:PC																																																																																										SOURCEPAGE:p.118	BENEFIT:As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10%% for any spells you cast this round.
Arcane Strike										TYPE:Combat																PRECLASS:1,SPELLCASTER.Arcane=1																																														DEFINE:ArcaneStrikeDamageBonus|0											DESC:As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, you gain a +%1 damage bonus and your weapons are treated as magic for the purpose of overcoming damage reduction.|ArcaneStrikeDamageBonus																																																										BONUS:COMBAT|DAMAGE.Weapon|ArcaneStrikeDamageBonus|PREAPPLY:PC																															BONUS:VAR|ArcaneStrikeDamageBonus|min((1+(classlevel("Wizard")+var("BL=Wizard")+classlevel("Sorcerer")+var("BL=Sorcerer")+classlevel("Bard")+var("BL=Bard")+classlevel("Summoner")+var("BL=Summoner")+classlevel("Witch")+var("BL=Witch")+classlevel("Magus")+var("BL=Magus"))/5),5)																																						SOURCEPAGE:p.118	BENEFIT:As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Armor Proficiency (Heavy)	OUTPUTNAME:Armor Proficiency, Heavy		TYPE:Combat																																			PREMULT:1,[PREPROFWITHARMOR:1,TYPE.Medium],[PREFEAT:1,Armor Proficiency (Medium)]																																			DESC:You are skilled at wearing heavy armor.																																																AUTO:ARMORPROF|ARMORTYPE=Heavy																																																																																																																																																																	SOURCEPAGE:p.118	BENEFIT:When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Light)	OUTPUTNAME:Armor Proficiency, Light		TYPE:Combat																																																																																			DESC:You are skilled at wearing light armor.																																																AUTO:ARMORPROF|ARMORTYPE=Light																																																																																																																																																																	SOURCEPAGE:p.118	BENEFIT:When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Armor Proficiency (Medium)	OUTPUTNAME:Armor Proficiency, Medium	TYPE:Combat																																			PREMULT:1,[PREPROFWITHARMOR:1,TYPE.Light],[PREFEAT:1,Armor Proficiency (Light)]																																			DESC:You are skilled at wearing medium armor.																																																AUTO:ARMORPROF|ARMORTYPE=Medium																																																																																																																																																																	SOURCEPAGE:p.118	BENEFIT:When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Bleeding Critical										TYPE:Combat.Critical												PREATT:11							PREFEAT:1,Critical Focus																																																									DESC:Your critical hits cause opponents to bleed profusely.																																																																																																																																																																																																																				SOURCEPAGE:p.118	BENEFIT:Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Appendix 2) each round on his turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.
Blind-Fight											TYPE:Combat.AttackOption																																																																																DESC:You are skillled at attacking opponents that you cannot clearly perceive.																																																																																																																																																																																																																SOURCEPAGE:p.118	BENEFIT:In melee, every time you miss because of concealment (see Chapter 8), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker gets no advantages related to hitting you in melee. 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. The invisible attacker's bonuses do still apply for ranged attacks, however. You do not need to make Acrobatics skill checks to move at full speed while blinded.
Blinding Critical										TYPE:Combat.Critical												PREATT:15							PREFEAT:1,Critical Focus																																																									DESC:Your critical hits blind your opponents.																																																																																																																																																																																																																						SOURCEPAGE:p.119	BENEFIT:Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM's discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities.
Catch Off-Guard										TYPE:Combat																																																																																			DESC:Foes are surprised by your skilled use of unorthodox and improvised weapons.																																																																																																																																																																																																																SOURCEPAGE:p.119	BENEFIT:You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flatfooted against any attacks you make with an improvised melee weapon.
Channel Smite										TYPE:Combat					PREABILITY:1,CATEGORY=Special Ability,Channel Energy																																																																						DESC:You can channel your divine energy through your weapon.																																																																																																																																																																																																																			SOURCEPAGE:p.119	BENEFIT:Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.
Cleave											TYPE:Combat														PREATT:1							PREFEAT:1,Power Attack																														PRESTAT:1,STR=13																										DESC:You can strike two adjacent foes with a single swing.																																																																																																																																																																																																																				SOURCEPAGE:p.119	BENEFIT:As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a -2 penalty to your Armor Class until your next turn.
Combat Expertise										TYPE:Combat.AttackOption.ModifyAC																																																			PRESTAT:1,INT=13										DEFINE:CombatExpertiseModifier|0											DESC:You can increase your defense at the expense of your accuracy.																																																																																					BONUS:COMBAT|AC|CombatExpertiseModifier|TYPE=Dodge|PREAPPLY:PC	BONUS:COMBAT|TOHIT,MELEE|-CombatExpertiseModifier|PREAPPLY:PC																				BONUS:VAR|CMB|-CombatExpertiseModifier|PREAPPLY:PC	BONUS:VAR|CombatExpertiseModifier|(BAB/4)+1																																																																				SOURCEPAGE:p.119	BENEFIT:You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full-attack action with a melee weapon. The effects of this feat last until your next turn.
Combat Reflexes										TYPE:Combat																																																																																			DESC:You can make additional attacks of opportunity.																																																																																																																																																																																																																					SOURCEPAGE:p.119	BENEFIT:You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Critical Focus										TYPE:Combat														PREATT:9																																																																				DESC:You are trained in the arts of causing pain.																																																																																																																																																																																																																					SOURCEPAGE:p.120	BENEFIT:You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.
Critical Mastery										TYPE:Combat																						PREFEAT:1,Critical Focus	PREFEAT:2,TYPE.Critical																													PREVARGTEQ:CriticalMasteryQualify,1																			DESC:Your critical hits cause two additional effects.																																																																																																																																																																																																																					SOURCEPAGE:p.120	BENEFIT:When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.
Dazzling Display										TYPE:Combat																						PREFEAT:1,Weapon Focus																																																										DESC:Your skill with your favored weapon can frighten enemies.																																																																																																																																																																																																																			SOURCEPAGE:p.120	BENEFIT:While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Deadly Aim											TYPE:Combat.AttackOption											PREATT:1																																								PRESTAT:1,DEX=13										DEFINE:DeadlyAimModifier|0												DESC:You can make exceptionally deadly ranged attacks by pinpointing a foe's weak spot, at the expense of making the attack less likely to succeed.																																																																																																																	BONUS:VAR|DeadlyAimModifier|(BAB/4)+1																																																				BONUS:WEAPON|DAMAGE|2*DeadlyAimModifier|TYPE=Temporary|PREAPPLY:Weapon,Ranged	BONUS:WEAPON|TOHIT|-DeadlyAimModifier|TYPE=Temporary|PREAPPLY:Weapon,Ranged	SOURCEPAGE:p.121	BENEFIT:You can choose to take a -1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Deadly Stroke										TYPE:Combat														PREATT:11							PREFEAT:4,Dazzling Display,Greater Weapon Focus,Shatter Defenses,Weapon Focus																																																	DESC:With a well-placed strike, you can bring a swift and painful end to most foes.																																																																																																																																																																																																																SOURCEPAGE:p.121	BENEFIT:As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you deal double the normal damage and the target takes 1 point of Constitution bleed (see Appendix 2). The additional damage and bleed is not multiplied on a critical hit.
Deafening Critical									TYPE:Combat.Critical												PREATT:13							PREFEAT:1,Critical Focus																																																									DESC:Your critical hits cause enemies to lose their hearing.																																																																																																																																																																																																																			SOURCEPAGE:p.121	BENEFIT:Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.
Defensive Combat Training								TYPE:Combat																																																																																			DESC:You excel at defending yourself from all manner of combat maneuvers.																																																																																																																													BONUS:VAR|CMD_BAB|TL-BAB																																																																																SOURCEPAGE:p.121	BENEFIT:You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Chapter 8).
Deflect Arrows										TYPE:Combat																						PREFEAT:1,Improved Unarmed Strike																												PRESTAT:1,DEX=13																										DESC:You can know arrows and other projectiles off course, preventing them from hitting you.																																																																																																																																																																																																														SOURCEPAGE:p.121	BENEFIT:You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.
Disruptive											TYPE:Combat																																																											PREVARGTEQ:DisruptiveQualify,1																			DESC:Your training makes it difficult for enemy spellcasters to safely cast spells near you.																																																																																																																																																																																																														SOURCEPAGE:p.122	BENEFIT:The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy's location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.
Dodge												TYPE:Combat																																																							PRESTAT:1,DEX=13																										DESC:Your training and reflexes allow you to react swiftly to avoid an opponent's attack.																																																																																		BONUS:COMBAT|AC|1|TYPE=Dodge																																																																																																																									SOURCEPAGE:p.122	BENEFIT:You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Double Slice										TYPE:Combat																						PREFEAT:1,Two-Weapon Fighting																													PRESTAT:1,DEX=15																										DESC:Your off-hand weapon while dual-wieding strikes with greater power.																																																																																				BONUS:COMBAT|DAMAGEMULT:0|1																																																																																																																									SOURCEPAGE:p.122	BENEFIT:Add your Strength bonus to damage rolls made with your off-hand weapon.
Exhausting Critical									TYPE:Combat.Critical												PREATT:15							PREFEAT:2,Critical Focus,Tiring Critical																																																							DESC:Your critical hits cause opponents to become exhausted.																																																																																																																																																																																																																			SOURCEPAGE:p.123	BENEFIT:When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures.
Exotic Weapon Proficiency								TYPE:Combat														PREATT:1																																																																				DESC:You understand how to use your chosen exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.																	MULT:YES	CHOOSE:PROFICIENCY|WEAPON|UNIQUE|TYPE.Exotic																							AUTO:WEAPONPROF|%LIST																																																																																																																																																	SOURCEPAGE:p.123	BENEFIT:You make attack rolls with the weapon normally.
Far Shot											TYPE:Combat																						PREFEAT:1,Point-Blank Shot																																																									DESC:You are more accurate at longer ranges.																																																																																																																																																																																																																						SOURCEPAGE:p.124	BENEFIT:You only suffer a -1 penalty per full range increment between you and your target when using a ranged weapon.
Gorgon's Fist										TYPE:Combat														PREATT:6							PREFEAT:2,Improved Unarmed Strike,Scorpion Style																																																					DESC:With one well-placed blow, you leave your target reeling.																																																																																																																																																																																																																			SOURCEPAGE:p.124	BENEFIT:As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from Scorpion Style). If the attack hits, you deal damage normally and the target is staggered until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). This feat has no effect on targets that are staggered.
Great Cleave										TYPE:Combat														PREATT:4							PREFEAT:2,Cleave,Power Attack																													PRESTAT:1,STR=13																										DESC:You can strike many adjacent foes with a single blow.																																																																																																																																																																																																																				SOURCEPAGE:p.124	BENEFIT:As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a -2 penalty to your Armor Class until your next turn.
Greater Bull Rush										TYPE:Combat														PREATT:6							PREFEAT:2,Improved Bull Rush,Power Attack																											PRESTAT:1,STR=13																										DESC:Your bull rush attacks throw enemies off balance.																																																																																																																																BONUS:VAR|CMB_BullRush|2																																																																																SOURCEPAGE:p.125	BENEFIT:You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).
Greater Disarm										TYPE:Combat														PREATT:6							PREFEAT:2,Combat Expertise,Improved Disarm																										PRESTAT:1,INT=13																										DESC:You can knock weapons far from an enemy's grasp.																																																																																																																																	BONUS:VAR|CMB_Disarm|2																																																																																	SOURCEPAGE:p.125	BENEFIT:You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, the weapon lands 15 feet away from its previous wielder, in a random direction.
Greater Feint										TYPE:Combat														PREATT:6							PREFEAT:2,Combat Expertise,Improved Feint																											PRESTAT:1,INT=13																										DESC:You are skilled at making foes overreact to your attacks.																																																																																																																																																																																																																			SOURCEPAGE:p.125	BENEFIT:Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack.
Greater Grapple										TYPE:Combat														PREATT:6							PREFEAT:2,Improved Grapple,Improved Unarmed Strike																									PRESTAT:1,DEX=13																										DESC:Maintaining a grapple is second nature to you.																																																																																																																																	BONUS:VAR|CMB_Grapple|2																																																																																	SOURCEPAGE:p.125	BENEFIT:You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Greater Overrun										TYPE:Combat														PREATT:6							PREFEAT:2,Improved Overrun,Power Attack																											PRESTAT:1,STR=13																										DESC:Enemies must dive to avoid your dangerous move.																																																																																																																																	BONUS:VAR|CMB_Overrun|2																																																																																	SOURCEPAGE:p.125	BENEFIT:You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.
Greater Penetrating Strike								TYPE:Combat																						PREFEAT:2,Penetrating Strike,Weapon Focus																															PREVARGTEQ:GreatPenetratingStrikeQualify,1																	DESC:Your attacks with your chosen weapon penetrate the defenses of most creatures.																																																																																																																																																																																																																SOURCEPAGE:p.125	BENEFIT:Your attacks made with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/-).
Greater Shield Focus									TYPE:Combat																						PREFEAT:1,Shield Focus										PREMULT:1,[PREPROFWITHSHIELD:3,TYPE.Buckler,TYPE.Light,TYPE.Heavy],[PREFEAT:1,Shield Proficiency]								PREVARGTEQ:GreatShieldFocusQualify,1																		DESC:You are skilled at deflecting blows with your shield.																																																																																							BONUS:COMBAT|AC|1|TYPE=Shield.STACK|PREEQUIP:1,TYPE=Shield																																																																																																																				SOURCEPAGE:p.125	BENEFIT:Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.
Greater Sunder										TYPE:Combat														PREATT:6							PREFEAT:2,Improved Sunder,Power Attack																											PRESTAT:1,STR=13																										DESC:Your devastating strikes cleave through weapons and into their wielders, damaging both item and wielder alike in a single terrific strike.																																																																																																																		BONUS:VAR|CMB_Sunder|2																																																																																	SOURCEPAGE:p.125	BENEFIT:You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item's wielder. No damage is transferred if you decide to leave the item with 1 hit point.
Greater Trip										TYPE:Combat														PREATT:6							PREFEAT:2,Combat Expertise,Improved Trip																											PRESTAT:1,INT=13																										DESC:You can make free attacks on foes that you knock down.																																																																																																																																BONUS:VAR|CMB_Trip|2																																																																																	SOURCEPAGE:p.126	BENEFIT:You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Greater Two-Weapon Fighting								TYPE:Combat														PREATT:11							PREFEAT:2,Improved Two-Weapon Fighting,Two-Weapon Fighting																								PRESTAT:1,DEX=19																										DESC:You are incredibly skilled at fighting with two weapons at the same time.																																																																																			BONUS:COMBAT|SECONDARYATTACKS|1																																																																																																																								SOURCEPAGE:p.126	BENEFIT:You get a third attack with your off-hand weapon, albeit at a -10 penalty.
Greater Vital Strike									TYPE:Combat														PREATT:16							PREFEAT:2,Improved Vital Strike,Vital Strike																																																						DESC:You can make a single attack that deals a tremendous amount of damage.																																																																																																																																																																																																																	SOURCEPAGE:p.126	BENEFIT:When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra damage dice are not multiplied on a critical hit, but are added to the total.
Greater Weapon Focus									TYPE:Combat														PREATT:1							PREFEAT:1,Weapon Focus																																		PREVARGTEQ:GreatWeapFocusQualify,1																			DESC:You are a master at your chosen weapon.																																STACK:NO	MULT:YES	CHOOSE:FEAT=Weapon Focus																																																																																																																																									BONUS:WEAPONPROF=%LIST|TOHIT|1																																SOURCEPAGE:p.126	BENEFIT:You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus.
Greater Weapon Specialization								TYPE:Combat																						PREFEAT:3,Greater Weapon Focus,Weapon Focus,Weapon Specialization																											PREVARGTEQ:GreatWeapSpecQualify,1																			DESC:You deal extra damage when using your chosen weapon.																														STACK:NO	MULT:YES	CHOOSE:FEAT=Weapon Specialization																																																																																																																																								BONUS:WEAPONPROF=%LIST|DAMAGE|2																																SOURCEPAGE:p.126	BENEFIT:You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll bonuses, including any you gain from Weapon Specialization.
Improved Bull Rush									TYPE:Combat.AttackOption											PREATT:1							PREFEAT:1,Power Attack																														PRESTAT:1,STR=13																										DESC:You are skilled at pushing your foes around.																																																																																																																																	BONUS:VAR|CMB_BullRush,CMD_BullRush|2																																																																														SOURCEPAGE:p.126	BENEFIT:You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
Improved Critical										TYPE:Combat														PREATT:8																																																																				DESC:Attacks made with your chosen weapon are quite deadly.																																MULT:YES	CHOOSE:WEAPONPROFS|LIST																																																																																																																																										BONUS:WEAPONPROF=%LIST|CRITRANGEDOUBLE|1|TYPE=NonStackingCrit																											SOURCEPAGE:p.127	BENEFIT:When using the weapon you selected, your threat range is doubled.
Improved Disarm										TYPE:Combat.AttackOption																			PREFEAT:1,Combat Expertise																													PRESTAT:1,INT=13																										DESC:You are skilled at knocking weapons from a foe's grasp.																																																																																																																															BONUS:VAR|CMB_Disarm,CMD_Disarm|2																																																																															SOURCEPAGE:p.127	BENEFIT:You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.
Improved Feint										TYPE:Combat.AttackOption																			PREFEAT:1,Combat Expertise																													PRESTAT:1,INT=13																										DESC:You are skilled at fooling your opponents in combat.																																																																																																																																																																																																																				SOURCEPAGE:p.127	BENEFIT:You can make a Bluff check to feint in combat as a move action.
Improved Grapple										TYPE:Combat.AttackOption																			PREFEAT:1,Improved Unarmed Strike																												PRESTAT:1,DEX=13																										DESC:You are skilled at grappling opponents.																																																																																																																																		BONUS:VAR|CMB_Grapple,CMD_Grapple|2																																																																															SOURCEPAGE:p.127	BENEFIT:You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Improved Initiative									TYPE:Combat																																																																																			DESC:Your quick reflexes allow you to react quickly to danger.																																																																																						BONUS:COMBAT|INITIATIVE|4																																																																																																																									SOURCEPAGE:p.127	BENEFIT:You get a +4 bonus on initiative checks.
Improved Overrun										TYPE:Combat.AttackOption											PREATT:1							PREFEAT:1,Power Attack																														PRESTAT:1,STR=13																										DESC:You are skilled at running down your foes.																																																																																																																																		BONUS:VAR|CMB_Overrun,CMD_Overrun|2																																																																															SOURCEPAGE:p.127	BENEFIT:You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not chose to avoid you.
Improved Precise Shot									TYPE:Combat														PREATT:11							PREFEAT:2,Point-Blank Shot,Precise Shot																											PRESTAT:1,DEX=19																										DESC:Your ranged attacks ignore anything but total concealment and cover.																																																																																																																																																																																																																	SOURCEPAGE:p.128	BENEFIT:Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
Improved Shield Bash									TYPE:Combat.AttackOption																																PREMULT:1,[PREPROFWITHSHIELD:3,TYPE.Buckler,TYPE.Light,TYPE.Heavey],[PREFEAT:1,Shield Proficiency]																																DESC:You can protect yourself with your shield, even if you use it to attack.																																																																																																																																																																																																																	SOURCEPAGE:p.128	BENEFIT:When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Improved Sunder										TYPE:Combat.AttackOption											PREATT:1							PREFEAT:1,Power Attack																														PRESTAT:1,STR=13																										DESC:You are skilled at damaging your foes' weapons and armor.																																																																																																																															BONUS:VAR|CMB_Sunder,CMD_Sunder|2																																																																															SOURCEPAGE:p.128	BENEFIT:You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.
Improved Trip										TYPE:Combat.AttackOption																			PREFEAT:1,Combat Expertise																													PRESTAT:1,INT=13																										DESC:You are skilled at sending your opponents to the ground.																																																																																																																															BONUS:VAR|CMB_Trip,CMD_Trip|2																																																																																SOURCEPAGE:p.128	BENEFIT:You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Improved Two-Weapon Fighting								TYPE:Combat														PREATT:6							PREFEAT:1,Two-Weapon Fighting																													PRESTAT:1,DEX=17																										DESC:You are skilled at fighting with two weapons.																																																																																								BONUS:COMBAT|SECONDARYATTACKS|1																																																																																																																								SOURCEPAGE:p.128	BENEFIT:In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a -5 penalty.
Improved Unarmed Strike									TYPE:Combat																																																																																			DESC:You are skilled while fighting unarmed.																																																																																																																																																																																																																						SOURCEPAGE:p.128	BENEFIT:You are considered to be armed even when unarmed-you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Improved Vital Strike									TYPE:Combat														PREATT:11							PREFEAT:1,Vital Strike																																																										DESC:You can make a single attack that deals a large amount of damage.																																																																																																																																																																																																																		SOURCEPAGE:p.128	BENEFIT:When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra damage dice are not multiplied on a critical hit, but are added to the total.
Improvised Weapon Mastery								TYPE:Combat														PREATT:8							PREFEAT:1,Catch Off-Guard,Throw Anything																																																							DESC:You can turn nearly any object into a deadly weapon, from a razor sharp chair leg to a sack of flour.																																																																																																																																																																																																												SOURCEPAGE:p.128	BENEFIT:You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19-20, with a critical multiplier of W2.
Intimidating Prowess									TYPE:Combat																																																																																			DESC:Your physical might is intimidating to others.																																																																																																																												BONUS:SKILL|Intimidate|STR																																																																																					SOURCEPAGE:p.128	BENEFIT:Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
Lightning Stance										TYPE:Combat														PREATT:11							PREFEAT:2,Dodge,Wind Stance																													PRESTAT:1,DEX=17																										DESC:The speed at which you move makes it nearly impossible for opponents to strike you.																																																																																																																																																																																																															SOURCEPAGE:p.130	BENEFIT:If you take two actions to move or a withdraw action in a turn, you gain 50%% concealment for 1 round.
Lunge												TYPE:Combat														PREATT:6																																																																				DESC:You can strike foes that would normally be out of reach.																																																																																																																																																																																																																			SOURCEPAGE:p.130	BENEFIT:You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a -2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
Manyshot											TYPE:Combat														PREATT:6							PREFEAT:2,Point-Blank Shot,Rapid Shot																											PRESTAT:1,DEX=17																										DESC:You can fire multiple arrows at a single target.																																																																																																																																																																																																																					SOURCEPAGE:p.130	BENEFIT:When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
Martial Weapon Proficiency								TYPE:Combat																																																																																			DESC:You understand how to use your chosen martial weapon in combat.																														MULT:YES	CHOOSE:PROFICIENCY|WEAPON|UNIQUE|TYPE.Martial																							AUTO:WEAPONPROF|%LIST																																																																																																																																																	SOURCEPAGE:p.130	BENEFIT:You make attack rolls with the selected weapon normally (without the non-proficient penalty).
Medusa's Wrath										TYPE:Combat														PREATT:11							PREFEAT:3,Improved Unarmed Strike,Gorgon's Fist,Scorpion Style																																																			DESC:You can take advantage of your opponent's confusion, delivering multiple blows.																																																																																																																																																																																																															SOURCEPAGE:p.130	BENEFIT:Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Mobility											TYPE:Combat																						PREFEAT:1,Dodge																															PRESTAT:1,DEX=13																										DESC:You can easily move through a dangerous melee.																																																																																																																																																																																																																					SOURCEPAGE:p.130	BENEFIT:You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses.
Mounted Archery										TYPE:Combat																						PREFEAT:1,Mounted Combat																										PRESKILL:1,Ride=1																													DESC:You are skilled at making ranged attacks while mounted.																																																																																																																																																																																																																			SOURCEPAGE:p.131	BENEFIT:The penalty you take when using a ranged weapon while mounted is halved: -2 instead of -4 if your mount is taking a double move, and -4 instead of -8 if your mount is running.
Mounted Combat										TYPE:Combat																																																				PRESKILL:1,Ride=1																													DESC:You are adept at guiding your mount through combat.																																																																																																																																																																																																																				SOURCEPAGE:p.131	BENEFIT:Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent's attack roll.
Penetrating Strike									TYPE:Combat														PREATT:1							PREFEAT:1,Weapon Focus																																		PREVARGTEQ:PenetratingStrikeQualify,1																		DESC:Your attacks with your chosen weapon are capable of penetrating the defenses of some creatures.																																																																																																																																																																																																													SOURCEPAGE:p.131	BENEFIT:Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/-).
Pinpoint Targeting									TYPE:Combat														PREATT:16							PREFEAT:3,Improved Precise Shot,Point-Blank Shot,Precise Shot																							PRESTAT:1,DEX=19																										DESC:You can target the weak points in your opponent's armor.																																																																																																																																																																																																																			SOURCEPAGE:p.131	BENEFIT:As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.
Point-Blank Shot										TYPE:Combat																																																																																			DESC:You are especially accurate when making ranged attacks against close target.																																																																																			BONUS:COMBAT|TOHIT-SHORTRANGE,DAMAGE-SHORTRANGE|1																																																																																																																					SOURCEPAGE:p.131	BENEFIT:You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Power Attack										TYPE:Combat.AttackOption											PREATT:1																																								PRESTAT:1,STR=13										DEFINE:PowerAttackModifier|0												DESC:You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.																																																																			VFEAT:Power Attack (One-Handed)|Power Attack (Two-Handed)|Power Attack (Off-Hand)																																										BONUS:VAR|PowerAttackModifier|(BAB/4)+1																																																																														SOURCEPAGE:p.131	BENEFIT:You can choose to take a -1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (-50%%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by -1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Precise Shot										TYPE:Combat																						PREFEAT:1,Point-Blank Shot																																																									DESC:You are adept at firing ranged attacks into melee.																																																																																																																																																																																																																				SOURCEPAGE:p.131	BENEFIT:You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll.
Quick Draw											TYPE:Combat														PREATT:1																																																																				DESC:You can draw weapons faster than most.																																																																																																																																																																																																																						SOURCEPAGE:p.131	BENEFIT:You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow). Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Rapid Reload										TYPE:Combat																																																																																			DESC:You can reload your chosen type of crossbow quickly.																																MULT:YES	CHOOSE:WEAPONPROFS|Crossbow (Hand)|Crossbow (Heavy)|Crossbow (Light)																																																																																																																																																																							SOURCEPAGE:p.132	BENEFIT:The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity. If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.
Rapid Shot											TYPE:Combat																						PREFEAT:1,Point-Blank Shot																													PRESTAT:1,DEX=13																										DESC:You can make an additional ranged attack.																																																																																																																																																																																												BONUS:WEAPON|ATTACKS|1|PREAPPLY:Weapon,Ranged	BONUS:WEAPON|TOHIT|-2|PREAPPLY:Weapon,Ranged											SOURCEPAGE:p.132	BENEFIT:When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a -2 penalty when using Rapid Shot.
Ride-By Attack										TYPE:Combat.AttackOption																			PREFEAT:1,Mounted Combat																										PRESKILL:1,Ride=1																													DESC:While mounted, you can move, strike at a foe, and then continue moving.																																																																																																																																																																																																																	SOURCEPAGE:p.132	BENEFIT:When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can't exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Scorpion Style										TYPE:Combat																						PREFEAT:1,Improved Unarmed Strike																																																								DESC:You can perform an unarmed strike that greatly hampers your target's movement.																																																																																																																																																																																																																SOURCEPAGE:p.132	BENEFIT:To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).
Shatter Defenses										TYPE:Combat														PREATT:6							PREFEAT:2,Weapon Focus,Dazzling Display																																																							DESC:Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised.																																																																																																																																																																																																					SOURCEPAGE:p.133	BENEFIT:Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.
Shield Focus										TYPE:Combat														PREATT:1																				PREMULT:1,[PREPROFWITHSHIELD:3,TYPE.Buckler,TYPE.Light,TYPE.Heavy],[PREFEAT:1,Shield Proficiency]																																DESC:You are skilled at deflecting blows with your shield.																																																																																							BONUS:COMBAT|AC|1|TYPE=Shield.STACK|PREEQUIP:1,TYPE=Shield																																																																																																																				SOURCEPAGE:p.133	BENEFIT:Increase the AC bonus granted by any shield you are using by 1.
Shield Master										TYPE:Combat														PREATT:11							PREFEAT:3,Improved Shield Bash,Shield Slam,Two-Weapon Fighting			PREMULT:1,[PREPROFWITHSHIELD:3,TYPE.Buckler,TYPE.Light,TYPE.Heavy],[PREFEAT:1,Shield Proficiency]																																DESC:Your mastery of the shield allows you to fight with it without hindrance.																																																																																																																																																																																																																SOURCEPAGE:p.133	BENEFIT:You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's shield bonus to attacks and damage rolls made with the shield as if it was an enhancement bonus.
Shield Proficiency									TYPE:Combat																																																																																			DESC:You are trained in how to properly use a shield.																																																					AUTO:SHIELDPROF|SHIELDTYPE.Buckler|SHIELDTYPE.Light|SHIELDTYPE.Heavy	AUTO:WEAPONPROF|Shieldbash (Light)|Shieldbash (Heavy)																																																																																																																																												SOURCEPAGE:p.133	BENEFIT:When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.
Shield Slam											TYPE:Combat														PREATT:6							PREFEAT:2,Improved Shield Bash,Two-Weapon Fighting					PREMULT:1,[PREPROFWITHSHIELD:3,TYPE.Buckler,TYPE.Light,TYPE.Heavy],[PREFEAT:1,Shield Proficiency]																																DESC:In the right position, your shield can be used to send opponents flying.																																																																																																																																																																																																																	SOURCEPAGE:p.133	BENEFIT:Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Chapter 8). This bull rush does not provoke an attack of opportunity. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.
Shot on the Run										TYPE:Combat														PREATT:4							PREFEAT:3,Dodge,Mobility,Point-Blank Shot																											PRESTAT:1,DEX=13																										DESC:You can move, fire a ranged weapon, and move again before your foes can react.																																																																																																																																																																																																																SOURCEPAGE:p.133	BENEFIT:As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
Sickening Critical									TYPE:Combat.Critical												PREATT:11							PREFEAT:1,Critical Focus																																																									DESC:Your critical hits cause opponents to become sickened.																																																																																																																																																																																																																				SOURCEPAGE:p.133	BENEFIT:Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect's duration.
Snatch Arrows										TYPE:Combat																						PREFEAT:2,Deflect Arrows,Improved Unarmed Strike																									PRESTAT:1,DEX=15																										DESC:Instead of knocking an arrow or ranged attack aside, you can catch it in mid-flight.																																																																																																																																																																																																															SOURCEPAGE:p.134	BENEFIT:When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn't your turn) or kept for later use. You must have at least one hand free (holding nothing) to use this feat.
Spellbreaker										TYPE:Combat																						PREFEAT:1,Disruptive																																		PREVARGTEQ:SpellBreakerQualify,1																			DESC:You can strike at enemy spellcasters who fail to cast defensively when you threaten them.																																																																																																																																																																																																														SOURCEPAGE:p.134	BENEFIT:Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
Spirited Charge										TYPE:Combat																						PREFEAT:2,Mounted Combat,Ride-By Attack																								PRESKILL:1,Ride=1																													DESC:Your mounted charge deals a tremendous amount of damage.																																																																																																																																																																																																																			SOURCEPAGE:p.134	BENEFIT:When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
Spring Attack										TYPE:Combat														PREATT:4							PREFEAT:2,Dodge,Mobility																													PRESTAT:1,DEX=13																										DESC:You can deftly move up to a foe, strike, and withdraw before he can react.																																																																																																																																																																																																																SOURCEPAGE:p.134	BENEFIT:As a full round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Staggering Critical									TYPE:Combat.Critical												PREATT:13							PREFEAT:1,Critical Focus																																																									DESC:Your critical hits cause opponents to slow down.																																																																																																																																																																																																																					SOURCEPAGE:p.134	BENEFIT:Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Stand Still											TYPE:Combat																						PREFEAT:1,Combat Reflexes																																																									DESC:You can stop foes that try to move past you.																																																																																																																																																																																																																					SOURCEPAGE:p.134	BENEFIT:When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move. This feat also applies to any creature that attempts to move from a square that is adjacent to you if such movement provokes an attack of opportunity.
Step Up											TYPE:Combat														PREATT:1																																																																				DESC:You can close the distance when a foe tries to move away.																																																																																																																																																																																																																			SOURCEPAGE:p.135	BENEFIT:Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Strike Back											TYPE:Combat														PREATT:11																																																																				DESC:You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.																																																																																																																																																																																																								SOURCEPAGE:p.135	BENEFIT:You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach.
Stunning Critical										TYPE:Combat.Critical												PREATT:17							PREFEAT:2,Critical Focus,Staggering Critical																																																						DESC:Your critical hits cause opponents to become stunned.																																																																																																																																																																																																																				SOURCEPAGE:p.135	BENEFIT:Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Stunning Fist										TYPE:Combat.AttackOption											PREATT:8							PREFEAT:1,Improved Unarmed Strike																												PRESTAT:2,DEX=13,WIS=13									DEFINE:StunningFistMonkLVL|0	DEFINE:StunningFistAttack|0	DEFINE:StunningFistDC|10+(TL/2)+WIS	DESC:You know just where to strike to temporarily stun a foe. %1/day (DC %2)|StunningFistAttack|StunningFistDC																					STACK:NO																																																																																																	BONUS:VAR|StunningFistAttack|StunningFistMonkLVL+(TL-StunningFistMonkLVL)/4|TYPE=NoStack																																																																						SOURCEPAGE:p.135	BENEFIT:You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character can't take actions, loses any Dexterity bonus to AC, and takes a -2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Throw Anything										TYPE:Combat																																																																																			DESC:You are used to throwing things you have on hand.																																																																																																																																																																																																																				SOURCEPAGE:p.135	BENEFIT:You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Tiring Critical										TYPE:Combat.Critical												PREATT:13							PREFEAT:1,Critical Focus																																																									DESC:Your critical hits cause opponents to become fatigued.																																																																																																																																																																																																																				SOURCEPAGE:p.135	BENEFIT:Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature.
Tower Shield Proficiency								TYPE:Combat																																			PREMULT:1,[PREPROFWITHSHIELD:3,TYPE.Buckler,TYPE.Light,TYPE.Heavy],[PREFEAT:1,Shield Proficiency]																																DESC:You are trained in how to properly use a tower shield.																																																				AUTO:SHIELDPROF|SHIELDTYPE.Tower																																																																																																																																																											SOURCEPAGE:p.135	BENEFIT:When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills.
Trample											TYPE:Combat.AttackOption																			PREFEAT:1,Mounted Combat																										PRESKILL:1,Ride=1																													DESC:While mounted, you can ride down opponents and thrample them under your mount.																																																																																																																																																																																																																SOURCEPAGE:p.136	BENEFIT:When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
Two-Weapon Defense									TYPE:Combat.ModifyAC																				PREFEAT:1,Two-Weapon Fighting																													PRESTAT:1,DEX=15										DEFINE:TwoWeaponShield|0												DESC:You are skilled at defending yourself while fighting with two weapons.																																																																																				BONUS:COMBAT|AC|TwoWeaponShield|TYPE=Shield|PREMULT:1,[PREEQUIP:1,TYPE=Double],[PREMULT:2,[PREEQUIPPRIMARY:1,TYPE=Melee],[PREEQUIPSECONDARY:1,TYPE=Melee]]																BONUS:VAR|TwoWeaponShield|1																																																																																SOURCEPAGE:p.136	BENEFIT:When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Two-Weapon Fighting									TYPE:Combat																																																							PRESTAT:1,DEX=15																										DESC:You can fight with a weapon in each of your hands. You can make one extra attack each round with the secondary weapon.																																																																												BONUS:COMBAT|TOHIT-PRIMARY|2	BONUS:COMBAT|TOHIT-SECONDARY|6																																																																																																																			SOURCEPAGE:p.136	BENEFIT:Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6. See Two-Weapon Fighting in Chapter 8.
Two-Weapon Rend										TYPE:Combat														PREATT:11							PREFEAT:3,Double Slice,Improved Two-Weapon Fighting,Two-Weapon Fighting																						PRESTAT:1,DEX=17																										DESC:Striking with both your weapons simultanoeusly, you can use them to deliver devastating wounds.																																																																																																																																																																																																													SOURCEPAGE:p.136	BENEFIT:If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can only deal this additional damage once each round.
Unseat											TYPE:Combat														PREATT:1							PREFEAT:3,Mounted Combat,Power Attack,Improved Bull Rush																					PRESKILL:1,Ride=1	PRESTAT:1,STR=13																										DESC:You are skilled at unseating your mounted opponent.																																																																																																																																																																																																																				SOURCEPAGE:p.136	BENEFIT:When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in addition to the normal damage. If successful, the target is knocked off his horse and lands prone in a space adjacent to his mount that is directly away from you.
Vital Strike										TYPE:Combat														PREATT:6																																																																				DESC:You make a single attack that deals significantly more damage than normal.																																																																																																																																																																																																																SOURCEPAGE:p.136	BENEFIT:When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra damage dice are not multiplied on a critical hit, but are added to the total.
Weapon Finesse										TYPE:Combat																																																																																			DESC:You are trained in using your agility in melee combat, as opposed to brute strength.																																																																																		BONUS:COMBAT|TOHIT.Finesseable|((max(STR,DEX)-STR)+SHIELDACCHECK)|TYPE=NotRanged																																																																																																																SOURCEPAGE:p.136	BENEFIT:With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. If you carry a shield, its armor check penalty applies to your attack rolls.
Weapon Focus										TYPE:Combat.WeaponFocus												PREATT:1																																																																				DESC:You are especially good at using your chosen weapon.																																MULT:YES	CHOOSE:WEAPONPROFS|LIST																																																																																																																																										BONUS:WEAPONPROF=%LIST|TOHIT|1																																SOURCEPAGE:p.136	BENEFIT:You gain a +1 bonus on all attack rolls you make using the selected weapon.
Weapon Specialization									TYPE:Combat																						PREFEAT:1,Weapon Focus																																		PREVARGTEQ:WeapSpecQualify,1																				DESC:You deal extra damage when using your chosen weapon.																																MULT:YES	CHOOSE:FEAT=Weapon Focus																																																																																																																																									BONUS:WEAPONPROF=%LIST|DAMAGE|2																																SOURCEPAGE:p.137	BENEFIT:You gain a +2 bonus on all damage rolls you make using the selected weapon.
Whirlwind Attack										TYPE:Combat.AttackOption											PREATT:4							PREFEAT:4,Combat Expertise,Dodge,Mobility,Spring Attack																								PRESTAT:2,DEX=13,INT=13																									DESC:You can strike out at every foe within reach.																																																																																																																																																																																																																					SOURCEPAGE:p.137	BENEFIT:When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. You must make a separate attack roll against each opponent. When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
Wind Stance											TYPE:Combat														PREATT:6							PREFEAT:1,Dodge																															PRESTAT:1,DEX=15																										DESC:Your erratic movements make it difficult for enemies to pinpoint your location.																																																																																																																																																																																																															SOURCEPAGE:p.137	BENEFIT:If you move more than 5 feet this turn, you gain 20%% concealment for 1 round against ranged attacks.

###Block: Item Creation Feats
# Feat Name				Type			Required Class			Multiple Requirements										Description									Source Page		Description of the Benefits
Brew Potion				TYPE:ItemCreation	PRECLASS:1,SPELLCASTER=3														DESC:You can create magic potions.					SOURCEPAGE:p.119	BENEFIT:You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price. See the magic item creation rules in Chapter 15 for more information. When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.
Craft Magic Arms and Armor	TYPE:ItemCreation						PREMULT:1,[PRECLASS:1,SPELLCASTER=5],[PREVARGTEQ:MasterCraftsmanRanks,5]	DESC:You can create magic armor, shields, or weapons.		SOURCEPAGE:p.120	BENEFIT:You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing half of this total price. See the magic item creation rules in Chapter 15 for more information. The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost. You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.
Craft Rod				TYPE:ItemCreation	PRECLASS:1,SPELLCASTER=9														DESC:You can create magic rods.					SOURCEPAGE:p.120	BENEFIT:You can create magic rods. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, you must use up raw materials costing half of its base price. See the magic
Craft Staff				TYPE:ItemCreation	PRECLASS:1,SPELLCASTER=11														DESC:You can create magic staves.					SOURCEPAGE:p.120	BENEFIT:You can create any staff whose prerequisites you meet. Crafting a staff takes 1 day for each 1,000 gp in its base price. To craft a staff, you must use up raw materials costing half of its base price. A newly created staff has 10 charges. See the magic item creation rules in Chapter 15 for more information.
Craft Wand				TYPE:ItemCreation	PRECLASS:1,SPELLCASTER=5														DESC:You can create magic wands.					SOURCEPAGE:p.120	BENEFIT:You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft a wand, you must use up raw materials costing half of this base price. A newly created wand has 50 charges. See the magic item creation rules in Chapter 15 for more information.
Craft Wondrous Item		TYPE:ItemCreation						PREMULT:1,[PRECLASS:1,SPELLCASTER=3],[PREVARGTEQ:MasterCraftsmanRanks,3]	DESC:You can create wondrous items, a type of magic item.	SOURCEPAGE:p.120	BENEFIT:You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you must use up raw materials costing half of its base price. See the magic item creation rules in Chapter 15 for more information. You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item.
Forge Ring				TYPE:ItemCreation	PRECLASS:1,SPELLCASTER=7														DESC:You can create magic rings.					SOURCEPAGE:p.124	BENEFIT:You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing half of the base price. See the magic item creation rules in Chapter 15 for more information. You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that ring in the first place.
Scribe Scroll			TYPE:ItemCreation	PRECLASS:1,SPELLCASTER=1														DESC:You can create magic scrolls.					SOURCEPAGE:p.132	BENEFIT:You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll takes 1 day for each 1,000 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules in Chapter 15 for more information.

###Block: Metamagic Feats
# Feat Name		Type			Description													Add Spell Lvl	Bonus to DC			Source Page		Description of the Benefits
Empower Spell	TYPE:Metamagic	DESC:You can increase the power of your spells, causing them to deal more damage.	ADDSPELLLEVEL:2					SOURCEPAGE:p.122	BENEFIT:All variable, numeric effects of an empowered spell are increased by half. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell's actual level.
Enlarge Spell	TYPE:Metamagic	DESC:You can increase the range of your spells.							ADDSPELLLEVEL:1					SOURCEPAGE:p.122	BENEFIT:You can alter a spell with a range of close, medium, or long to increase its range by 100%%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./ level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell's actual level. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this feat.
Extend Spell	TYPE:Metamagic	DESC:You can make your spells last twice as long.						ADDSPELLLEVEL:1					SOURCEPAGE:p.123	BENEFIT:An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up a spell slot one level higher than the spell's actual level.
Heighten Spell	TYPE:Metamagic	DESC:You can cast spells as if they were a higher level.					ADDSPELLLEVEL:1	BONUS:DC|FEATBONUS|1	SOURCEPAGE:p.126	BENEFIT:A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.
Maximize Spell	TYPE:Metamagic	DESC:Your spells have the maximum possible effect.						ADDSPELLLEVEL:3					SOURCEPAGE:p.130	BENEFIT:All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell uses up a spell slot three levels higher than the spell's actual level. An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result.
Quicken Spell	TYPE:Metamagic	DESC:You can cast spells in the fraction of the normal time.				ADDSPELLLEVEL:4					SOURCEPAGE:p.132	BENEFIT:Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 full-round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell's actual level. Casting a quickened spell doesn't provoke an attack of opportunity.
Silent Spell	TYPE:Metamagic	DESC:You can cast your spells without making any sound.					ADDSPELLLEVEL:1					SOURCEPAGE:p.133	BENEFIT:A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the spell's actual level.
Still Spell		TYPE:Metamagic	DESC:You can cast spells without moving.								ADDSPELLLEVEL:1					SOURCEPAGE:p.135	BENEFIT:A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the spell's actual level.
Widen Spell		TYPE:Metamagic	DESC:You can cast your spells so that they occupy a larger space.				ADDSPELLLEVEL:3					SOURCEPAGE:p.137	BENEFIT:You can alter a burst, emanation, line, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%%. A widened spell uses up a spell slot three levels higher than the spell's actual level. Spells that do not have an area of one of these four sorts are not affected by this feat.

###Block: Leadership helper feat
# Feat Name		Type				Visible	Multiple?	Choose										Modify VAR							Temporary effect description
Leadership Score	TYPE:Special.Internal	VISIBLE:NO	MULT:YES	CHOOSE:NUMBER|MIN=-10|MAX=10|TITLE=Leadership Score Adjustment	BONUS:VAR|LeadershipScore|%CHOICE|PREAPPLY:PC	TEMPDESC:Several factors can affect a character's Leadership score, causing it to vary from the base score. Add modifiers as needed.

###Block: Power Attack helper feats for temporary bonuses
# Feat Name				Visible	Weapon prop. bonus
Power Attack (Off-Hand)		VISIBLE:NO	BONUS:WEAPON|TOHIT|-PowerAttackModifier|TYPE=Temporary|PREAPPLY:Weapon,Melee,Light;Natural;OneHanded	BONUS:WEAPON|DAMAGE|PowerAttackModifier|TYPE=Temporary|PREAPPLY:Weapon,Melee,Light;Natural;OneHanded
Power Attack (One-Handed)	VISIBLE:NO	BONUS:WEAPON|TOHIT|-PowerAttackModifier|TYPE=Temporary|PREAPPLY:Weapon,Melee,OneHanded;Natural	BONUS:WEAPON|DAMAGE|2*PowerAttackModifier|TYPE=Temporary|PREAPPLY:Weapon,Melee,OneHanded;Natural
Power Attack (Two-Handed)	VISIBLE:NO	BONUS:WEAPON|TOHIT|-PowerAttackModifier|TYPE=Temporary|PREAPPLY:Weapon,Melee,TwoHanded;OneHanded	BONUS:WEAPON|DAMAGE|3*PowerAttackModifier|TYPE=Temporary|PREAPPLY:Weapon,Melee,TwoHanded;OneHanded

###Block: Modified Feats for Sorcerer Bloodlines
# Feat Name				Type
Arcane Strike.MOD			TYPE:DestinedBloodline
Augment Summoning.MOD		TYPE:AbyssalBloodline
Blind-Fight.MOD			TYPE:DraconicBloodline.InfernalBloodline
Cleave.MOD				TYPE:AbyssalBloodline
Combat Casting.MOD		TYPE:AberrantBloodline.ArcaneBloodline.UndeadBloodline
Combat Expertise.MOD		TYPE:InfernalBloodline
Deceitful.MOD			TYPE:InfernalBloodline
Diehard.MOD				TYPE:DestinedBloodline.UndeadBloodline
Dodge.MOD				TYPE:CelestialBloodline.ElementalBloodline.FeyBloodline
Empower Spell.MOD			TYPE:AbyssalBloodline.ElementalBloodline
Endurance.MOD			TYPE:DestinedBloodline.UndeadBloodline
Extend Spell.MOD			TYPE:CelestialBloodline.InfernalBloodline
Great Fortitude.MOD		TYPE:AbyssalBloodline.DraconicBloodline.ElementalBloodline
Improved Bull Rush.MOD		TYPE:AbyssalBloodline
Improved Counterspell.MOD	TYPE:ArcaneBloodline
Improved Disarm.MOD		TYPE:AberrantBloodline.InfernalBloodline
Improved Grapple.MOD		TYPE:AberrantBloodline
Improved Initiative.MOD		TYPE:AberrantBloodline.ArcaneBloodline.DraconicBloodline.ElementalBloodline.FeyBloodline
Improved Sunder.MOD		TYPE:AbyssalBloodline
Improved Unarmed Strike.MOD	TYPE:AberrantBloodline
Iron Will.MOD			TYPE:AberrantBloodline.ArcaneBloodline.CelestialBloodline.InfernalBloodline.UndeadBloodline
Leadership.MOD			TYPE:DestinedBloodline
Lightning Reflexes.MOD		TYPE:DestinedBloodline.ElementalBloodline.FeyBloodline
Maximize Spell.MOD		TYPE:DestinedBloodline
Mobility.MOD			TYPE:CelestialBloodline.FeyBloodline
Mounted Combat.MOD		TYPE:CelestialBloodline
Point-Blank Shot.MOD		TYPE:FeyBloodline
Power Attack.MOD			TYPE:AbyssalBloodline.DraconicBloodline.ElementalBloodline
Precise Shot.MOD			TYPE:FeyBloodline
Quicken Spell.MOD			TYPE:DraconicBloodline.FeyBloodline
Ride-By Attack.MOD		TYPE:CelestialBloodline
Scribe Scroll.MOD			TYPE:ArcaneBloodline
Silent Spell.MOD			TYPE:AberrantBloodline
Spell Focus.MOD			TYPE:ArcaneBloodline.UndeadBloodline
Spell Penetration.MOD		TYPE:InfernalBloodline
Still Spell.MOD			TYPE:ArcaneBloodline.UndeadBloodline
Toughness.MOD			TYPE:DraconicBloodline.UndeadBloodline
Weapon Finesse.MOD		TYPE:CelestialBloodline.ElementalBloodline
Weapon Focus.MOD			TYPE:DestinedBloodline

###Block: Improved Familiar ---------------------------------------------------------------------------------------------------------------------------------------------
# Feat Name			Allowed Companions
Improved Familiar.MOD	COMPANIONLIST:Familiar|Familiar (Bat/Celestial),Familiar (Cat/Celestial),Familiar (Hawk/Celestial),Familiar (Lizard/Celestial),Familiar (Monkey/Celestial),Familiar (Owl/Celestial),Familiar (Rat/Celestial),Familiar (Raven/Celestial),Familiar (Toad/Celestial),Familiar (Viper/Celestial),Familiar (Weasel/Celestial)|PRECLASS:1,SPELLCASTER.Arcane=3|PREALIGN:LG,NG,CG,TN
Improved Familiar.MOD	COMPANIONLIST:Familiar|Familiar (Bat/Fiendish),Familiar (Cat/Fiendish),Familiar (Hawk/Fiendish),Familiar (Lizard/Fiendish),Familiar (Monkey/Fiendish),Familiar (Owl/Fiendish),Familiar (Rat/Fiendish),Familiar (Raven/Fiendish),Familiar (Toad/Fiendish),Familiar (Viper/Fiendish),Familiar (Weasel/Fiendish)|PRECLASS:1,SPELLCASTER.Arcane=3|PREALIGN:TN,LE,NE,CE
Improved Familiar.MOD	COMPANIONLIST:Familiar|Familiar (Rat (Dire))|PRECLASS:1,SPELLCASTER.Arcane=3|PREALIGN:NG,LN,TN;CN,NE
Improved Familiar.MOD	COMPANIONLIST:Familiar|Familiar (Stirge),Familiar (Elemental (Air/Small)),Familiar (Elemental (Earth/Small)),Familiar (Elemental (Fire/Small)),Familiar (Elemental (Water/Small))|PRECLASS:1,SPELLCASTER.Arcane=5|PREALIGN:NG,LN,TN;CN,NE
Improved Familiar.MOD	COMPANIONLIST:Familiar|Familiar (Devil (Imp))|PRECLASS:1,SPELLCASTER.Arcane=7|PREALIGN:LN,TN,LE,NE
Improved Familiar.MOD	COMPANIONLIST:Familiar|Familiar (Demon (Quasit))|PRECLASS:1,SPELLCASTER.Arcane=7|PREALIGN:TN,CN,NE,CE
Improved Familiar.MOD	COMPANIONLIST:Familiar|Familiar (Homunculus)|PRECLASS:1,SPELLCASTER.Arcane=7
Improved Familiar.MOD	COMPANIONLIST:Familiar|Familiar (Mephit (Air)),Familiar (Mephit (Dust)),Familiar (Mephit (Earth)),Familiar (Mephit (Fire)),Familiar (Mephit (Ice)),Familiar (Mephit (Magma)),Familiar (Mephit (Ooze)),Familiar (Mephit (Salt)),Familiar (Mephit (Steam)),Familiar (Mephit (Water))|PRECLASS:1,SPELLCASTER.Arcane=7|PREALIGN:NG,LN,TN;CN,NE
Improved Familiar.MOD	COMPANIONLIST:Familiar|Familiar (Pseudodragon)|PRECLASS:1,SPELLCASTER.Arcane=7|PREALIGN:LG,NG,CG,TN


#
### EOF
#
