Haunted Gnome Assault
You gain one use of your gnome magic that is independent of your gnome magic spell-like abilities. When you wish to cast a gnome magic spell-like ability for …
SRD feats and custom campaign feats. Filter by category or view all.
You gain one use of your gnome magic that is independent of your gnome magic spell-like abilities. When you wish to cast a gnome magic spell-like ability for …
You gain another independent use of your gnome magic like that which Haunted Gnome Assault grants. Further, while you are under the effect of haunted fey aspect, …
You gain another independent use of your gnome magic like that which Haunted Gnome Assault grants. Further, while you are under the effect of haunted fey aspect, …
Whenever you rend an opponent, you deal 1d6 bleed damage to that opponent. This is an addition to the effects of the rend.
Whenever you make an attack of opportunity using a ranged weapon and hit, you gain a +2 bonus on the damage roll and a +2 bonus on rolls …
You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further, you gain the ability to …
While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of a charge and make an unarmed …
If you have an opponent your size or smaller helpless or pinned, after you initiate or maintain a grapple, you can make a Stunning Fist attempt at a …
Whenever you make a Knowledge check to identify a creature, even when using Kirin Style, you can take 10 even if stress and distractions would normally prevent you …
You gain one additional Stunning Fist attempt per day. While using Mantis Style, you make an unarmed attack that expends two daily attempts of your Stunning Fist. If …
While using Marid Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 30-foot line of frigid water. …
While using Monkey Style, if you successfully deliver a Stunning Fist attempt, in addition to the normal effect of Stunning Fist, you can spend a free action to …
Once per round, against an opponent from whom you have concealment, you can spend a swift action to make a Bluff check to feint.
While you have concealment, your opponents' miss chance against you increases by 10%. If an opponent misses you due to your concealment, you can spend an immediate action …
While you have concealment, your opponents' miss chance against you increases by 10%. If an opponent misses you due to your concealment, you can spend an immediate action …
You can treat a net as a one-handed ranged weapon, allowing you to wield a light or one-handed melee weapon and still make ranged attacks with your net. …
In melee, you can use a net to trip or disarm opponents instead of entangling them. You gain a +2 bonus on disarm checks made to use a …
In place of one of your melee attacks, you can use your net to attempt a dirty trick combat maneuver to blind an opponent (Advance Player's Guide …
In place of one of your melee attacks, you can use your net to attempt a dirty trick combat maneuver to blind an opponent (Advance Player's Guide …
While a faerie fire you have cast (not one cast from a spell completion or spell trigger item) outlines an opponent, the DC for that opponent to resist …
By spending a full-round action to cast darkness, you can also make Intimidate checks to demoralize all foes in the spell's initial area.
While a faerie fire you have cast (not one cast from a spell completion or spell trigger item) outlines an opponent, the DC for that opponent to resist …
While using Panther Style, your retaliatory unarmed strikes are resolved before the triggering attacks. If your retaliatory unarmed strike deals damage to an opponent, that opponent takes a …
When you take a full-attack action, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits …
When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful …
Use your character level to determine your effective druid level for determining the powers and abilities of your mount.
When you use Charging Hurler, your target can be at any range up to your weapon's maximum range. If your target is within 30 …
You can use Cleaving Finish any number of times per round.
Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a bonus on attack rolls to confirm a critical hit …
While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an …
If you are tripped, you can spend an immediate action to move 5 feet without provoking an attack of opportunity. This does not count …
You can make performance combat checks as a free action. You are proficient in all weapons with the performance special quality.
If you are the crew lead on a siege engine, your crew can use move actions to load a siege engine. When you spend …
Add half the levels you have in classes other than monk to your monk level to determine your effective monk level for your base …
Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the …
Whenever you make a successful Acrobatics check to move through an opponent's space, you can spend a swift action to make a Bluff check …
You treat all weapons you are proficient in as if they had the performance weapon quality (page 144).
You can make performance combat checks in any combat. When making a performance check outside of performance combat, you can pick a single performance …
Whenever an opponent you threaten takes a 5-foot step or uses the withdraw action, that opponent provokes an attack of opportunity from you. If …
While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent nonlethal damage using an unarmed …
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