You have an intuitive relationship with animals.
Benefit: You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Arcane Training (Region: Thace)
You are trained in the arcane arts.
Prerequisites: Intelligence 13+, the ability to read, Knowledge Arcana 1 rank, Spellcraft 1 rank, Use Magic Device 1 rank
Benefits: You may use spell trigger items as if you were a Wizard of 1st level. If Wizard is your favored class then you gain both 1 bonus hit point and 1 bonus skill point each Wizard level instead of one or the other.
Special: You may only take this feat at first level.
Brains over Brawn.
You use your sharp wit to assist your strength.
Prerequisites: Intelligence 15+, Base Attack +3
Benefits: Add half your Intelligence bonus to Climb, Strength checks to lift or break objects and your CMD. If you are flanking a foe who is not immune to precision damage add this bonus to damage as well.
Your training makes you better at applying your strength.
Prerequisites: Strength 15+
Benefit: You get a +3 bonus on all Strength checks. This does not apply to Strength modified checks like skills or attack rolls. This bonus becomes +6 if you have over 100 hit points.
Prerequisite: Chaotic Alignment, Base Attack +6, ability to rage.
You may spend two rounds of rage as an immediate action to give yourself +8 to any one of the following rolls, a strength based skill check, a grapple check, critical hit confirmation with a melee attack or unarmed strike damage. You become exhausted at the start of your next turn for 2 rounds unless you no longer become exhausted after ending a rage. You may only use this once per turn and only if you are not exhausted or fatigued. If you are raging when you use this feat then your rage ends unless you spend 2 rounds of rage each round to maintain the rage. Once the rage does end you are exhausted for 4 additional rounds for each time you used this feat while raging.
Your militant training serves you well on the battlefield.
Prerequisites: Combat Casting, Toughness
Benefits: You gain a +4 to concentration checks when casting a spell while damaged or undergoing violent motion of any kind.
You can evaluate more than one opponent.
Prerequisites: Study Foe, Base Attack +1
Benefits: You may evaluate one opponent as a move action or two as a standard action. Losing sight of a foe or evaluating a new foe does not end the effect. If you lose sight of an opponent for more than 1 round the effect ends for them. If you are already evaluating 3 or more foes then a new evaluation will end one of these effects against en enemy of your choice.
Your intellect is capable of overcoming even the most compelling of arguments.
Prerequisite: Intelligence 15+, base Will save 3+
Benefits: You may add ½ your Intelligence modifier to Will saves, Sense Motive checks and to the DC to manipulate you with Bluff or Intimidate.
Flesh Rack Style
Prerequisite: Painful Grapple, +6 Base Attack, Improved Grapple, Improved Unarmed Strike.
When someone attempts to pin you and fails to beat your CMD you may make a free grapple check against them as an immediate action, if successful you pin your opponent instead. If unsuccessful they cannot perform any maneuvers in response. Foes you are pinning that can feel pain receive a –4 penalty on attack rolls, skill checks, and ability checks instead of a -2.
You cannot be easily overcome.
Prerequisites: Iron Will or Dwarf
Benefits: You gain +1 to your Will saves and you count as having 2 additional hit dice for the purposes of how skills or spells effect you.
Lesser Dwarven Snake Style
Prerequisite: Improved Grapple, Improved Unarmed Strike, Take Down, Base Attack +3
On a successful trip attack while grappling you may make a free attack against the target. This attack is a normal attack either using an unarmed strike or a weapon that's in your hand. This attack ends the grapple, but the opponent is still prone and you are standing up. If you were prone before then standing in this way does not provoke an attack of opportunity.
Special: If you are wearing boots made for combat you may use them to attack with instead of your unarmed strike.
Against anyone you are evaluating you are a most dangerous foe.
Prerequisites: Study Foe, Divided Attention, Base Attack +3
Benefits: You may take a standard action to do a debilitating strike against an opponent you've evaluated for 2 or more rounds. Make an attack roll as normal, if you hit end evaluation against that foe and they make a Will save DC 10 + ½ your base attack + your Intelligence modifier. If their save fails they are dazed for one round. On a critical hit with a debilitating strike they are instead stunned for one round on a failed save.
Note: An opponent who cannot feel pain is immune to this feat.
Prerequisite: +3 Base Attack, Improved Grapple, Improved Unarmed Strike
Foes you are pinning receive a –2 penalty on attack rolls, skill checks, and ability checks unless they have no biology or can’t feel pain. If a living foe who can feel pain starts your turn pinned they take 1d6 points of damage. On a natural 20 while pinning an opponent they take 1 point of temporary Strength damage.
Parthas Mountains Fury
Prerequisite: +6 Base Attack, Str 15+, Power Attack, Improved Overrun, Improved Unarmed Strike, Improved Grapple
On a successful Overrun that knocks an opponent prone you may make an unarmed attack as an immediate action against the target. This attack ends your movement and deals an additional 1d6 + ½ your Strength modifier in bludgeoning damage. You may choose to now be grappling that foe.
Your hand movements are fast enough to do the impossible.
Prerequisites: Deft Hands, Disable Device 5 ranks, Sleight of Hand 5 ranks
Benefits: You may disarm traps at half the listed time. Half a round becomes a move action.
You may use Sleight of Hand in combat while being observed by a foe that is aware of your presence. This cannot be used to disarm someone of their weapon, but if you make a disarm attempt while unarmed you get +2.
Prerequisite: Lay on Hands
You may, once per round as a swift action that provokes; use Lay on Hands on any target in touch range. Instead of the normal amount healed (1d6 per two levels) you heal half that amount (1d3 per two levels).
Prerequisites: Ability to spontaneously cast cure serious wounds.
Benefits: You may spontaneously cast lesser restoration, restoration and greater restoration by sacrificing a spell slot of equal or greater level.
You are adept at applying your intellect to many useful situations.
Benefit: You get a +2 bonus on all Appraise and Linguistics skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
You break through an opponents weapons or armor and then into them.
Prerequisites: Base Attack +5, Power Attack, Cleave, Sunder
Benefits: Whenever you make a sunder attempt against an opponent's held item, armor or shield and successfully reduce the objects hit points to zero make an additional attack against that foe at your highest base attack. This feat triggers once per round.
You run with the Snakebat's. A vicious gang from Avenesta who've taught you their combat secrets.
Prerequisites: Exotic Weapon Proficiency (Hacknife), Two-weapon Fighting, member of the Snakebat's Gang.
Benefits: While wielding a hacknife in each hand you gain a +2 to Intimidate checks. Against a foe that is shaken or worse (cowering, frightened, or panicked) you gain +2 to hit and damage. If you hit with both hacknives against the same target in the same round you may make an additional unarmed strike attack (which does not provoke an attack of opportunity) using one of your feet at -5 to hit. Certain footwear may modify this attack.
Strike of Light
Prerequisite Quick Heal, Base Attack +4
You may once per round channel your Lay on Hands ability through your weapon. This healing is applied after damage is dealt (which will stabilize a foe if brought below 0 ). This use of Lay on hands heals 1 point per level of the paladin instead of the normal amount. This amount is doubled on a critical hit. Those struck must make a Fortitude save DC equal to the total damage dealt or be blinded for one round. This blindness condition even effects undead.
Using your powers of observation you gain an advantage over your enemy.
Prerequisites: Intelligence 15+
Benefits: You gain the ability to evaluate your opponents. Evaluating takes a standard action which does not provoke attacks of opportunity. You may only evaluate a foe you threaten. You may use your Intelligence modifier in place of Dexterity against any action made by that opponent. This typically modifies your AC, Acrobatics checks, CMD and reflex saves against them. If you have Weapon Finesse and are wielding the appropriate weapons you may apply your Intelligence modifier in place of Dexterity when attacking that foe. The same is true for Weapon Celerity with damage. Losing sight of your enemy or evaluating a new opponent ends this effect.
Prerequisite: Improved Unarmed Strike, Improved Grapple
On a successful pin you may make a free trip attempt that may not be counter tripped on a failed attempt. If successful the victim is prone, but the attacker is not treated as prone.
Prerequisites: Base attack +1, Disable Device 1 rank, Survival 1 rank
Benefits: When using the Break Traps option you need only beat the DC to disarm with your CMB check. Failing to beat the DC by 5 or less results in the trap going off, but only affecting you. Any other result and the trap goes off as normal. Add +3 to your roll if you have 5 or more ranks in Disable Device.
You may use Survival to locate traps instead of Perception.
You are a true master of creative expression.
Benefit: You get a +2 bonus on all Craft and Perform skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Weapon Celerity (Combat, Stance)
You are trained in using your agility to deadly effect in melee combat, as opposed to raw strength.
Prerequisites: Weapon Finesse, Base Attack +1
Benefit: You may activate this stance as a swift action that does not provoke. This stance is lost and must be reactivated on your next turn if you run or become incapacitated in someway (stunned, unconsious, paralyzed and so forth). You gain the following benefits while in this stance. With a light weapon, elven curve blade, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on damage rolls. Add 1 ½ times your Dexterity modifier to damage when wielding any of these weapons in one hand while nothing occupies the other. While wielding two weapons you only add ½ your Dexterity modifier to damage with your off hand if it is a light weapon. You must be wearing light or no armor and no shield to use this feat. This damage is treated as precision damage.
Special: Natural weapons are considered light weapons. You may not activate and automatically lose access to this stance while raging or using flurry of blows.
Well-Versed (Region: Avenesta)
You are trained in a variety of skills.
Benefits: Chose two skills that you have 1 or more ranks in. These skills are now class skills for you. At 10th level you may choose another skill you have ranks in to become a class skill.
Special: You may only take this feat at 1st level.