Updated Fri, Feb 13, 2009 by Shayalyn
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Acrobatic Pre-requisites: None Type: passive Cooldown: n/a Effect: +2 to Jump and Tumble checks |
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Adamantine Body Pre-requisites: warforged, must be selected at Level 1 Type: passive Cooldown: n/a Effect: +8 to armor class and +2 to damage reduction; 35% chance of arcane spell failure, -5 penalty to some skill checks, and maximum DEX bonus of +1 |
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Alertness Pre-requisites: None Type: passive Cooldown: n/a Effect: +2 to Listen and Spot checks |
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Athletic Pre-requisites: None Type: passive Cooldown: n/a Effect: +2 to Balance and Swim checks |
| Attack
Pre-Requisites: None Type: active Cooldown: varies depending on weapon Effect: the basic auto attack standard to all Level 1 characters |
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Bullheaded Pre-requisites: None Type: passive Cooldown: n/a Effect: +2 Intimidation checks and +1 on Willpower saves |
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Cleave Pre-Requisites: Power Attack Type: active Cooldown: 5 seconds Effect: enemies in a wide arc; has a better chance to hit more enemies at once than a basic attack |
| Combat
Casting Pre-requisites: None Type: passive Cooldown: n/a Effect: +4 to Concentration checks when spellscasting during combat |
| Combat
Expertise Pre-Requisites: Intelligence 13+ Type: active Cooldown: 30 seconds Effect: converts attack bonus to armor class; casting a spell ends this mode |
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Discipline Pre-requisites: None Type: passive Cooldown: n/a Effect: +2 to Concentration checks and +1 to all Will saving throws |
| Dodge
Pre-requisites: None Type: passive Cooldown: n/a Effect: +1 to armor class |
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Empower Healing Pre-requisites: Able to cast heal spells Type: active Cooldown: 1 second Effect: gives healing spells a greater effect for an increased cost in spell points |
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Empower Spell Pre-requisites: Able to cast spells Type: active Cooldown: 1 second Effect: causes spells to deal more damage for an increased cost in spell points |
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Enlarge Spell Pre-requisites: Able to cast spells Type: active Cooldown: 1 second Effect: gives spells a greater range for an increased cost in spell points |
| Eschew
Materials Pre-requisites: Able to cast spells Type: active Cooldown: 1 second Effect: allows the caster to cast a spell without its material component(s) for an increased cost in spell points |
| Extend
Spell Pre-requisites: Able to cast spells Type: active Cooldown: 1 second Effect: spells last longer for an increased cost in spell points |
| Exotic
Weapon Proficiency Pre-requisites: STR 13, BAB +1 or higher Type: passive Cooldown: n/a Effect: negates the penalty from using an exotic weapon untrained; can be taken multiple times for different weapons The following weapons are considered exotic: • Bastard Sword • Dwarven Axe • Great Crossbow • Kama • Khopesh • Repeating Heavy Crossbow • Repeating Light Crossbow • Shuriken |
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Great Cleave Pre-Requisites: Cleave, BAB +4 or higher Type: active Cooldown: 10 seconds Effect: attacks enemies in a wider arc than Cleave; has a greater chance to hit more enemies and Cleave |
| Great
Fortitude Pre-requisites: None Type: passive Cooldown: n/a Effect: +2 to fortitude saving throws |
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Hamstring Pre-Requisites: Sneak Attack Type: active Cooldown: 15 seconds Effect: has a chance to reduce the target's movement rate for a short time; some creatures may be immune |
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Heighten Spell Pre-requisites: Able to cast spells Type: active Cooldown: 1 second Effect: spells are harder for monsters to resist for an increased cost in spell points |
| Heroic
Durability Pre-requisites: None Type: passive Cooldown: n/a Effect: increases maximum hit points by 20; standard to all Level 1 characters |
| Heavy
Armor Proficiency Pre-requisites: Medium Armor Proficiency Type: passive Cooldown: n/a Effect: negates the penalties from wearing heavy armor |
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Improved Critical Pre-requisites: BAB +8 or higher Type: passive Cooldown: n/a Effect: doubles the threat range for critical hits with a certain weapon type (thrown, ranged, bludgeoning, piercing or slashing) |
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Improved Damage Reduction Pre-requisites: Warforged Type: passive Cooldown: n/a Effect: grants damage reduction +1/adamantine or improves existing damage reduction by 1 |
Improved Feint Pre-requisites: Combat Expertise, Sneak Attack Type: passive Cooldown: n/a Effect: An attack which also Bluffs the enemy, enabling a sneak attack. |
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Improved Mental Toughness Pre-requisites: Mental Toughness, able to cast Level 3 spells Type: passive Cooldown: n/a Effect: adds 10 Spell Points for Level 1 and 5 Spell Points each level thereafter; stacks with Mental Toughness |
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Improved Shield Bash Pre-requisites: Shield Proficiency Type: passive Cooldown: n/a Effect: retain the shield bonus to armor class when using Shield Bash |
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Improved Shield Mastery Pre-requisites: Shield Mastery Type: passive Cooldown: n/a Effect: increases the amount of damage the character can absorb with a shield |
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Improved Sunder Pre-Requisites: Sunder, Power Attack Type: active Cooldown: 15 seconds Effect: has a chance to reduce the target's armor class for a longer period of time than Sunder; some creatures may be immune |
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Improved Trip Pre-Requisites: Combat Expertise Type: active Cooldown: 10 seconds Effect: has a chance to trip the target, rendering it prone for a longer period of time than Trip; some creatures may be immune |
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Improved Two-handed Fighting Pre-requisites: Strength 17+, Two-handed Fighting, BAB +6 or higher Type: passive Cooldown: n/a Effect: increases the damage when fighting with a two-handed weapon |
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Improved Two-weapon Fighting Pre-requisites: Dexterity 17+, BAB +6 or higher, Two-weapon Fighting Type: passive Cooldown: n/a Effect: allows more attacks with a two-weapon |
| Iron
Will Pre-requisites: None Type: passive Cooldown: n/a Effect: +2 to Willpower saving throws |
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Light Armor Proficiency Pre-requisites: None Type: passive Cooldown: n/a Effect: negates the penalties from wearing light armor; standard to all Level 1 characters |
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Lightning Reflexes Pre-requisites: None Type: passive Cooldown: n/a Effect: +2 to Reflex saving throws |
| Luck
of Heroes Pre-requisites: None Type: passive Cooldown: n/a Effect: +1 to all saving throws |
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Many Shot Pre-Requisites: DEX 17, BAB +6 or higher, Point Blank, Shot, Rapid Shot Type: active Cooldown: 120 seconds Effect: fire two arrows at once for a limited amount of time |
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Martial Weapon Proficiency Pre-requisites: None Type: passive Cooldown: n/a Effect: negates the penalty for using martial weapons untrained; can be taken multiple times for different weapons The following weapons are considered martial: • Battleaxe • Falchion • Greataxe • Great Club • Greatsword • Hand Axe • Heavy Pick • Kukri • Light Hammer • Light Pick • Longbow • Maul • Scimitar • Throwing Axe • War Hammer |
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Maximize Spell Pre-requisites: Able to cast spells Type: active Cooldown: 1 second Effect: spells always deal maximum damage for an increased cost in spell points |
| Medium
Armor Proficiency Pre-requisites: Light Armor Proficiency Type: passive Cooldown: n/a Effect: negates the penalties from wearing medium armor |
| Mental
Toughness Pre-requisites: Able to cast spells Type: passive Cooldown: n/a Effect: adds 10 Spell Points for Level 1 and 5 Spell Points each level thereafter |
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Mithral Body Pre-requisites: Warforged, must be selected at Level 1 Type: passive Cooldown: n/a Effect: counts as light armor grants +5 to armor class; 15% arcane spell failure, -2 armor check penalty to certain skills, and +5 maximum DEX bonus |
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Mithral Fluidity Pre-requisites: Warforged, Mithral Body Type: passive Cooldown: n/a Effect: increases maximum DEX bonus by +1 and it decreases the armor check penalties by 1 |
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Mobility Pre-requisites: Dodge Type: passive Cooldown: n/a Effect: +4 Armor Class bonus tumbling |
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Negotiator Pre-requisites: None Type: passive Cooldown: n/a Effect: +2 to Diplomacy and Haggle checks |
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Point Blank Shot Pre-requisites: None Type: passive Cooldown: n/a Effect: +1 to ranged attacks against enemies who are within 30 feet |
| Power
Attack Pre-Requisites: STR 13+ Type: active Cooldown: 10 seconds Effect: converts attack bonus to damage, casting a spell ends this mode |
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Precision Pre-Requisites: DEX 13+, BAB +1 or higher Type: active Cooldown: 30 seconds Effect: converts half of damage to attack bonus |
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Quick Draw Pre-requisites: BAB +1 or higher Type: passive Cooldown: n/a Effect: switch weapons and armor faster than normal in combat |
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Quicken Spell Pre-requisites: Able to cast spells Type: active Cooldown: 1 second Effect: able to cast spells quicker and without interruption for an increased cost in spell points |
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Rapid Reload Pre-requisites: Proficiency with light crossbows Type: passive Cooldown: n/a Effect: reload crossbows faster |
| Rapid
Shot Pre-requisites: Dexterity 13+, Point Blank Shot Type: active Cooldown: unknown Effect: faster attack speed but penalty to attack rolls |
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Resilience Pre-Requisites: CON 13+, BAB +1 or higher Type: active Cooldown: 30 seconds Effect: converts attack bonus and half damage to bonuses on all saving throws |
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Sap Pre-Requisites: None Type: active Cooldown: 15 seconds Effect: has a chance to render the target briefly senseless, though it will become active if damaged again; some creatures may be immune |
| Self
Sufficient Pre-requisites: None Type: passive Cooldown: n/a Effect: +2 to Heal and Repair checks |
| Shield
Mastery Pre-requisites: Shield Proficiency: General Type: passive Cooldown: n/a Effect: increases the amount of damage absorbed when defending with a shield |
| Shield
Proficiency (General) Pre-requisites: None Type: passive Cooldown: n/a Effect: negates the penalties from using a shield untrained |
| Shot
on the Run Pre-requisites: DEX 13+, Point Blank Shot, Mobility, BAB +4 or higher Type: passive Cooldown: n/a Effect: allows the character to move while firing missile weapons or throwing ranged weapons |
| Simple
Weapon Proficiency Pre-requisites: None Type: passive Cooldown: n/a Effect: negates the penalty from using simple weapons untrained; standard to all Level 1characters |
Skill Focus Pre-requisites: None Type: passive Cooldown: n/a Effect: +3 bonus to the chosen skill when making skill checks; can be taken multiple times for different skills Available Skill Focus feats are: • Listen • Jump • Haggle • Concentration • Repair • Bluff • Intimidate • Balance • Heal • Swim • Diplomacy • Disable Device • Move Silently • Open Lock • Perform • Use Magic Device • Spot • Hide • Search • Tumble |
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Slicing Blow Pre-Requisites: None Type: active Cooldown: 15 seconds Effect: when successful, the attack deals its initial damage plus additional damage as the target bleeds; some creatures may be immune |
| Snake
Blood Pre-requisites: None Type: passive Cooldown: n/a Effect: +2 to saves vs. poison and +1 to reflex saving throws |
Spell Focus Pre-requisites: Able to cast spells Type: passive Cooldown: n/a Effect: adds +1 to the difficulty of spells from the school of magic chosen The available choices are: • Abjuration • Conjuration • Divination • Enchantment • Evocation • Illusion • Necromancy • Transmutation |
| Spring
Attack Pre-Requisites: Mobility, BAB +4 or higher Type: active Cooldown: varies depending on weapon Effect: negates penalty to attacks made on the move |
| Sneak
Pre-Requisites: None Type: active Cooldown: 2 seconds Effect: uses Hide and Move Silently to avoid detection by enemies; standard to all Level 1 characters |
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Stealthy Pre-requisites: None Type: passive Cooldown: n/a Effect: +2 to the Hide and Move Silently checks |
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Stunning Blow Pre-Requisites: None Type: active Cooldown: 15 seconds Effect: has a chance to stun the target for a few seconds; some creatures may be immune |
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Toughness Pre-requisites: None Type: passive Cooldown: n/a Effect: +3 hit points at Level 1 and +1 per level thereafter |
| Tower
Shield Proficiency Pre-requisites: Shield Proficiency: General Type: passive Cooldown: n/a Effect: negates the penalties from using a tower shield untrained |
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Two-handed Fighting Pre-requisites: Strength 15+ Type: passive Cooldown: n/a Effect: increases chances of scoring glancing blows when fighting with a two-handed weapon |
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Two-weapon Blocking Pre-requisites: Two-weapon Fighting Type: passive Cooldown: n/a Effect: increases the amount of damage blocked when defending with two weapons |
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Two-weapon Defense Pre-requisites: Two-weapon Fighting Type: passive Cooldown: n/a Effect: +1 armor class when fighting with two weapons |
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Two-weapon Fighting Pre-requisites: Dexterity 15+ Type: passive Cooldown: n/a Effect: reduces the penalty to using two weapons at the same time |
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Weapon Finesse Pre-requisites: BAB +1 or higher Type: passive Cooldown: n/a Effect: uses DEX bonus instead of STR bonus when making melee attacks with certain weapons |
| Weapon
Focus Pre-requisites: BAB +1 or higher Type: passive Cooldown: n/a Effect: grants a +1 bonus on attack rolls with the chosen weapon type (thrown, ranged, bludgeoning, piercing or slashing); can be taken multiple times for different weapons |
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Whirlwind Attack Pre-Requisites: Combat Expertise, Spring Attack, BAB +4 or higher Type: active Cooldown: 15 seconds Effect: attacks all enemies in a 360 degree arc around the character |
