Showing 2209–2232 of 2461 feats.
Terrain Mastery
Advanced Player's Guide
The horizon walker ignores the 20% concealment miss chance from fog and mist, and treats total concealment from these sources as concealment.
Terrain Mastery
Advanced Player's Guide
The horizon walker gains a +4 competence bonus on Stealth checks in forest terrain.
Terrain Mastery
Advanced Player's Guide
The horizon walker gains a +4 competence bonus on Escape Artist checks and increases his CMD against grapple maneuvers by +4.
Terrain Mastery
Advanced Player's Guide
The horizon walker gains a +4 competence bonus on Climb checks and does not lose his Dexterity modifier to AC while climbing.
Terrain Mastery
Advanced Player's Guide
The horizon walker's movement is not reduced by wearing medium armor or carrying a medium load.
Terrain Mastery
Advanced Player's Guide
The horizon walker gains a +4 competence bonus on Fly checks and +1 competence bonus on all attack and damage rolls against flying creatures. He gains the ability to breathe air if he cannot already d
Terrain Mastery
Advanced Player's Guide
The horizon walker gains DR 1/adamantine.
Terrain Mastery
Advanced Player's Guide
The horizon walker gains fire resistance 10.
Terrain Mastery
Advanced Player's Guide
The horizon walker gains a +4 competence bonus on Swim checks and a +1 competence bonus on all attack and damage rolls against swimming creatures. He gains the ability to breathe water if he cannot al
Terrain Mastery
Advanced Player's Guide
If the horizon walker selects a plane with an alignment trait, he can choose to detect as that alignment (fooling all forms of magic divination) as an immediate action; this benefit lasts until he dis
Terrain Mastery
Advanced Player's Guide
The horizon walker gains a +4 competence bonus on Perception checks.
Terrain Mastery
Advanced Player's Guide
The horizon walker gains Blind-Fight as a bonus feat.
Terrain Mastery
Advanced Player's Guide
The horizon walker gains a +4 competence bonus on Diplomacy checks.
Terrain Mastery
Advanced Player's Guide
The horizon walker gains a +4 competence bonus on Swim checks and +1 competence bonus on all attack and damage rolls against swimming creatures.
Rage Power
Core Rulebook
Standard action while raging: shaken enemies within 30 feet must save (Will, DC 10 + 1/2 level + Str) or be panicked 1d4+1 rounds; requires intimidating glare.
Combat
Advanced Race Guide
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Requires<p class="stat-block-1">Dazzling Display, Demoralizing Lash, Taskmaster, Weapon…
Metamagic
+2 spell level
Ultimate Magic
Your spell ignores protections against death effects, negative levels, and energy drain, and can affect undead.
RequiresKnowledge (religion) 6 ranks, Spell Focus (necromancy).
General
Ultimate Magic
You can blend the power of arcane and divine magic.
RequiresWis 13, Int or Cha 13, able to cast 1st-level arcane spells, able to cast 1st-l…
Story
Ultimate Campaign
More than just a burglar, you aspire to commit crimes of legendary stature.
RequiresYou must have stolen at least 1,000 gp worth of treasure without being caught a…
Revelation
Revelation:Lore
Advanced Player's Guide
Once per day, the oracle of lore can re-attempt any previously failed Knowledge check.
General
Occult Adventures
You possess and can open a third eye that permits you to see things as they really are and gain greater insight into auras.
Revelation
Revelation:Wood
Ultimate Magic
As a swift action, you can cause sharp splinters of wood to explode outward from your body.
General
Ultimate Magic
Thinking back, you discover a lie in what you once thought to be words of truth.
RequiresDiscern lies class feature.
Advanced Rogue Talent
Advanced Player's Guide
Once per day, a rogue with this talent can reroll a Knowledge, Sense Motive, or Perception skill check to try to gain new or better information from the roll.