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Choose a skill. You gain a +2 bonus on skill checks with that skill. If you have 10 or more ranks in the chosen …
You make attack rolls with the weapon normally.
Add one spell from your class's spell list to your list of spells known. This is in addition to the number of spells normally …
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You add corrosive to the list of special properties you can grant your nonmagical arrows with your enhance arrows ability at 3rd level. At …
Tiefling
Pick one of the following energy types that you do not already have resistance to: acid, cold, electricity, or fire. You gain resistance 5 …
As a move action, you can grant a teamwork feat you know to a single ally within 30 feet who can see and hear …
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Select one of the following metamagic feats: Disrupting Spell APG , Ectoplasmic Spell APG , Furious Spell OA , Merciful Spell APG , or …
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Phrenic pool class feature
Your phrenic pool total increases by 2 points.
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You gain an extra spell prepared of the highest level you can currently cast as an arcanist when selecting this feat. This is in …
Select one school of magic other than illusion. You gain a +2 racial bonus on saving throws against spells or effects from the selected …
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When you use your spell kenning class feature, you can select a spell from either the druid or the witch spell list.
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You add 7th-level spells to your spell list for purposes of using spell completion and spell trigger magic items. If you’re a hunter, you …
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For each spell level 1–9, select two creatures from Table 2 below. You then add these creatures to the summon monster table of the …
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You can designate any ranger trap or land mine you lay to occupy up to 4 contiguous squares of your choice. When the trap …
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You can take 20 on a Perception check in only 10 times the usual amount of time, and gain a +2 bonus on Perception …
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You can use your ghost hunter ability to grant your weapons the ghost touch special ability as a swift action. You can activate ghost …
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Bluff 2 ranksKnowledge (local) 2 ranksmember of an underclass
When dealing with criminals, vagabonds, unsavory characters, or other members of a country’s underclass, you gain a +1 bonus on Bluff, Gather Information, Knowledge …
Select one class that grants you the ability to cast spells. You can now use the slots from that class to cast a limited …
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Affiliated with the Gray Corsairs
Acrobatics and Climb are class skills for you. You gain a +2 bonus on Acrobatics and Climb checks to climb or swing on a …
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Craft (maps) 3 ranks
You gain a +4 bonus on Craft (maps) checks when creating a map, as well as 1 additional Discovery Point (see page 124 for …
You can make an accelerate, decelerate, or turn action as a move action instead of a standard action. Furthermore, when stopping a vehicle, you …
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Knowledge (nature) or Survival 5 ranks
You gain a +2 bonus on skill checks when using the exploration rules presented on pages 124–125 to detect features in a territory. If …
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Craft (any) 2 ranksSpellcraft 2 ranks
You gain a +4 bonus on Craft checks for Craft skills in which you have at least 2 ranks and Spellcraft checks when crafting …
Stealth 3 ranks
You reduce the penalty on your Stealth checks to stay hidden while sniping by 10.
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Choose three character classes. For the purposes of retraining, you are always considered to have a retraining synergy with these classes, regardless of your …
Once per day, when you successfully identify all abilities and weaknesses of a creature using the appropriate Knowledge check, you gain a +2 bonus …
You must have crossed at least 30 miles of wilderness without map or guide
You can provide twice as much food and water for other people when attempting a Survival check to get along in the wild. In …
When you succeed at a combat maneuver check to break a grapple, you can choose to throw back any enemies participating in the grapple …
As a standard action, you can cast a spell with an area of effect and a duration of instantaneous, such as fireball , and …
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Wyrwood
Your lack of emotion make it difficult for non-wyrwoods to relate to you. When dealing with any race other than your own, you gain …
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You do not apply the armor check penalty for light and medium armor on Stealth skill checks no matter how fast you move. You …
Once per round, when you successfully pin an opponent, that opponent takes double the normal damage from your blood drain.
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Select an implement school. When you place mental focus points into an implement of that school, you can choose to gain benefits from the …
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An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this …
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If you are wearing medium or heavy armor and are adjacent to an ally who also has this feat, as a free action, you …
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Add your Wisdom bonus (minimum 1) to the number of minutes per day that you can use your animal focus ability to assume the …
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Add your Wisdom bonus (minimum 1) to the number of minutes per day that you can use your shifter aspect ability to assume a …
Add your Wisdom bonus to the number of rounds per day that you can use your bane ability.
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Add your Wisdom bonus (if any) to the number of rounds that you gain the benefits of your meditation feats when using Combat Meditation.
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Any scrying spell you cast lasts twice as long as normal, as if it were cast as an extended spell with the Extend Spell …
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Hypnotic stare class feature
The range of your hypnotic stare increases by 10 feet.
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Phrenic amplification class feature
You gain one additional phrenic amplification. This can’t be a major amplification.
You gain one additional magus arcana. You must meet all the prerequisites for this magus arcana.
Your arcane pool increases by 2.
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Arcanist exploit class feature
You gain one additional arcanist exploit. You must meet the prerequisites for this arcanist exploit.
You can use your bane ability for 3 additional rounds per day.
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You can use blood hexes two additional times per day.
You can throw two additional bombs per day.
Add two cantrips to your cantrips known or two orisons to your orisons known.
You can channel energy two additional times per day.