You gain a +2 insight bonus on wild empathy checks, and you may use wild empathy to duplicate an Intimidate check rather than a …
The damage die of your unarmed strikes increases to 1d10 (or 1d8 if you are Small). This does not stack with any other effects …
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Follower of the Green Faith
Spells you cast that deal damage, channel negative energy, or otherwise harm life do not hurt normal or magical plants. In addition, whenever you …
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You can cast speak with plants once per day, as a spell-like ability. At 10th level and every 5 levels thereafter, you can cast …
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When you light an alchemical grenade (such as a fuse grenade, pellet grenade, or sting grenade) you select how many rounds later the grenade …
You can attempt a Craft or Heal check to craft a special type of trophy called an ornament from part of a creature that’s …
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This feat is similar to the Leadership feat, with several exceptions to note. You can attract only a 1st-level cohort (referred to hereafter as …
Con 13
You gain a +2 competence bonus to your Combat Maneuver Defense against awesome blow, bull rush, drag, reposition, or trip combat maneuvers from opponents …
Cha 13gnomegnome magic racial trait
You can use speak with animals as a spell-like ability at will, but only to communicate with burrowing animals like gophers, moles, and the …
You can grow plants and perform rituals to invest them with animating spirits, becoming Assassin Vine , treants , or viper vines . Each …
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When you succeed at a Reflex save to avoid catching on fire, or when you cease taking ongoing fire damage from a spell or …
Orc
You gain a +1 morale bonus on attack and damage rolls made against any creature that attacked you in the current combat.
You must have been rendered unconscious and left for dead on a battlefield between warring factions or have the Child Soldier or Drafted background
Select a particular nation, organization, or humanoid subtype (such as Cheliax, Eagle Knights, or goblinoids). You gain a +4 bonus on Sense Motive checks …
When you change shape, your previous form sloughs off your body in a spray of blood and viscera that congeals into a thick, disgusting …
Creatures you demoralize by using the Killing Flourish feat must succeed at a Fortitude save (DC = 10 + 1/2 your character level + …
When performing a bull rush or overrun combat maneuver as part of a charge, you don’t provoke an attack of opportunity for that maneuver. …
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 dodge bonus to …
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You can replace one of the domains offered by your deity with one of the following druid domains: Desert ( Ultimate Magic 34), Ruins, …
Once per day when you take damage from a melee attack, as long as your familiar is within empathic link range, it can teleport …
You can empower a starknife with magical power once per day per character level as a swift action. Until the end of your turn, …
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You can attempt a special character level check (1d20 + your Charisma modifier + your character level) in place of a Diplomacy check when …
You can spend 1 grit point to make a feint attempt using a one-handed firearm for which you have Weapon Focus (instead of a …
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When you attack with a firearm, you do not provoke attacks of opportunity.
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If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of …
You count as a drow for any effects that relate to race. Furthermore, the spell-like abilities granted to you by your drow magic racial …
Halfling
You gain a +1 racial bonus on attack rolls made using a sling.
Your unarmed attacks can deal either bludgeoning or piercing damage. You decide which type of damage you deal whenever you attack a foe, but …
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Creatures threatened by an ally with this feat cannot make attacks of opportunity against you when you pick up an item from the ground, …
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 …
As a standard action, you can make a single ranged attack with a weapon that deals bludgeoning damage against a creature no more than …
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Select one Knowledge skill; this skill becomes a class skill for you. Additionally, select one of the following skills: Disable Device, Escape Artist, Heal, …
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While your possessed hand isn’t carrying anything, you gain darkvision with a range of 60 feet and cannot be flanked.
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Once per day when you use lay on hands, you can also imbue that ally with valor. In addition to the normal effects of …
You gain a +1 bonus on attack rolls and combat maneuver checks made using a helmet. You receive a +2 bonus on saves against …
When you use the aid another action to grant an ally who also has this feat a +2 bonus on a bull rush or …
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You gain a +2 bonus on Fortitude saving throws against ingested poisons. You take no penalties when you are tipsy, and the penalties for …
While inside an artificial structure, you can spend a free action to make a DC 15 Knowledge (engineering) check when you begin your bardic …
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Whenever you cast a spell while you are maintaining a bardic performance, you can maintain the bardic performance for that round without expending one …
When you successfully use the aid another action to improve the Armor Class or attack roll of an ally who also has this feat, …
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Knowledge (religion) 3 ranks
If you perform a successful coup de grace, you gain a +2 circumstance bonus on skill checks attempted as part of a single occult …