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  • Recognize Impostor

    You are extremely skilled at spotting impostors.

    Prerequisites: Perception 3 ranks, Sense Motive 3 ranks.

    Benefit: You receive a +4 bonus on Perception checks to oppose Disguise checks and on Sense Motive

  • Binding Brand

    You carry the brand of the binding flame, marking you as a warrior of the Ghaashkala clans.

    Benefit: You can use the following spell-like abilities as a 1st-level caster: 1/day guidance, protection from evil

  • Augment Elemental

    Your knowledge of planar magic allows you to imbue your summoned elementals with extraordinary combat prowess and durability.

    Prerequisite: Knowledge (The Planes) 1 rank.

    Benefit: Each elemental you

  • Earthquake Stomp

    Your thunderous steps allow you to knock smaller enemies off their feet.

    Prerequisites: Str 25, Power Attack, size Large or larger.

    Benefit: As a standard action, you can stomp the ground so furiously that

  • Elder Giant Magic

    You have learned a technique developed by ancient giant spellcasters, allowing you to channel additional power into your spells.

    Prerequisite: Spellcraft 6 ranks or giant type.

    Benefit: When casting a

  • Giant Banemagic

    You can cast spells that deal additional damage to giants.

    Benefit: When you cast a spell that deals damage to a giant, you deal an extra 2d6 points of damage.

    A single spell can never gain this extra damage more than once per casting. For

  • Jungle Veteran

    You have a knack for surviving in harsh environments and avoiding the deadly ambushes of natives.

    Benefit: You can spend 1 hero point to act in a surprise round in which you would otherwise be denied an action. When spending an

  • Mysterious Magic

    Your study of unconventional magic gives your spells an odd appearance and makes them difficult to identify.

    Benefit: The DC to identify your spells with the Spellcraft skill (either as they are being cast or once they are in

  • Breath Control

    You have mastered your bodys need for air.

    Prerequisites: Con 13, Wis 13

    Benefit: You can hold your breath twice as long as normal. When you must make a saving throw or check involving breathing,

  • Cold Endurance

    Either because of growing up in a cold environment or training your body and mind to ignore the biting effect of cold, you can exist with ease in low-temperature environments.

    Prerequisite: Base Fortitude save bonus +2.

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  • Edgewalker Sentinel

    The techniques and training of the Edgewalker rangers help you battle creatures from other worlds.

    Prerequisites: Favored enemy (any outsider).

    Benefit: Add Knowledge (The Planes) to your list of ranger

  • Repel Outsider

    Your study of Sarlonas manifest zones and planar breaches gives you a measure of control over the outsiders that lurk there.

    Prerequisites: Ranger

  • Hazing Strike

    Your successful stunning attack clouds the mind as it hampers the body.

    Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, Stunning Fist, base attack bonus +2.

    Benefit: Victims of your successful

  • Pole Master

    Your monastic training included extensive work with pole arms.

    Prerequisites: Proficiency with a specific hafted reach weapon, Weapon Focus (same specific hafted
    reach weapon), base attack bonus +1, flurry of blows class

  • Stunning Master

    You have become so proficient with techniques using Stunning Fist that you can use it with monk weapons.

    Prerequisites: Wis 15, Improved Unarmed Strike, Stunning Fist, base attack bonus + 4.

    Benefit: You

  • Versatile Unarmed Strike

    You employ a variety of unarmed fighting styles, allowing you to alter the type of damage your attacks deal.

    Prerequisite: Improved Unarmed Strike.

    Benefit: As a swift action, you can opt for your unarmed

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