Difference between revisions of "Prinzessin:Feats"

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(Sves feat, slight fixes)
(Cometary Collision)
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** Stalwart Defence: P: BAB 9. B: When opponent attacks an ally adjacent to you you may spend your AoO attempt to use aid another action to improve that ally's AC bonus.
 
** Stalwart Defence: P: BAB 9. B: When opponent attacks an ally adjacent to you you may spend your AoO attempt to use aid another action to improve that ally's AC bonus.
 
* Hold the Line: P: BAB 2. B: You may make AoO against charging opponent who enters square you threaten.
 
* Hold the Line: P: BAB 2. B: You may make AoO against charging opponent who enters square you threaten.
**  
+
** Cometary Collision[F]: You gain +2 attack +4 damage on AoO against charging opponents, if you deal AoO damage to charging opponents he looses charge benefits while retaining penalties.
 
* Vexing Flanker[F]: +2 on flanking attacks.
 
* Vexing Flanker[F]: +2 on flanking attacks.
 
** Adaptive Flanker[F]: P: BAB 4. B: AT=s, you may treat your opponents flanking sides as one step closer.
 
** Adaptive Flanker[F]: P: BAB 4. B: AT=s, you may treat your opponents flanking sides as one step closer.

Revision as of 19:43, 10 January 2012

Player's Handbook

Alertness-likes are banned. Quick Draw, Rapid Reload, Eschew Materials come to heroic characters for free. Weapon Proficiency feats replaced with Weapon Group Proficiency.

Armour Proficiency: You become proficient with all non-exotic armour.

Combat Casting: You do not provoke AoO while casting spells. S: If opponent have Mage Slayer feat, then you must cast defensively as usual.

  • Battle Casting: P: Dex 13, Concentration 5. B: You gain +2 dodge AC in a round you cast spell. This bonus applied against AoO provoked by spell and even if the spell itself was failed to cast.
  • Shielded Casting: P: Concentration 2. B: You do not provoke AoO while casting spells while wielding at least light shield.

Combat Expertise[F]: P: Int 13. B: When making an attack roll you may reduce your attack roll bonus up to BAB or Int and receive amount of reduction to AC until start of your next turn. This ability replaces Fighting Defensively.

  • Allied Defence[F]: When you use Combat Expertise, you may also share it's benefit with one adjacent ally.
  • Canny Opportunist[F]: P: Dex 13. B: May make AoO against opponent who ready weapon, ready/loosen a shield or feinting without Improved Feint feat.
    • Exploit Adjustment[F]: You can make AoO against opponent who make 5 feet step from one square you threaten to another.
  • Defensive Opportunist[F]: Acrobatics 2. B: When making AoO while fighting defensively, do not take fighting defensively penalty on attack roll.
  • Improved Combat Expertise[F]: P: Int 15, BAB 6. B: You may apply your Combat Expertise AC bonus to your rolls to resist bull rush, disarm, feint, grapple, overrun or trip.
  • Improved Disarm[F]: Disarm do not provoke AoO, +4 on offensive disarm checks, opponent don't get a chance to disarm you on failed attempt.
    • Double Weapon Disarm[F]: +4 on disarm with double weapons.
  • Improved Feint[F]: +4 on offensive feint checks, feint is move action.
    • Surprising Riposte[F]: If you deal damage to opponent you feinted against in this turn, this opponent becomes flat-footed until start if his next turn.
  • Improved Trip[F]: Unarmed trip do not provoke AoO, +4 on offensive trip checks. If you trip your opponent you may immediately attack him as if your trip attack was not spent.
    • Curling Wave Strike[F]: P: Dex 13. B: If you successfully trip an opponent, you may make new trip attack against another opponent instead of making attack against tripped enemy.
    • Knock-Down: P: Str 15, BAB 3. B: When you deal ECL or more damage to opponent in melee you may make free trip at -5 against him.
  • Riposte[F]: P: BAB 5. B: You may make an AoO with fencing weapon against opponent who misses your AC while you using Combat Expertise.

Combat Reflexes[F]: +Dex AoO per round, may make AoO while flat-footed.

  • Backstab[F]: Once per round you may make AoO against flanked opponent who attacks not you.
  • Close-Quarter Defence[F]: B: +2 AoO attack against opponent who enter your hex, making unarmed attack, bull-rush, grapple start or sunder against you. If opponent has means to avoid AoO generation during this actions, you still may attack with -10 instead of +2.
  • Deft Opportunist: P: Dex 15. B: You gain +4 on basic AoO attack rolls and +2 on AoO attack rolls which are provoking AoO because of your feats or class features or equipment.
  • Improved Combat Reflexes[F]: P: BAB 6. B: After making of AoO if your opponent continues the same action that provoked AoO you may spend AoO to make additional AoO with two iterative penalties.
    • Greater Combat Reflexes[F]: P: Dex 15, BAB 11. B: After making of AoO if your opponent continues the same action that provoked AoO you may spend AoO to make additional AoO with iterative penalty. If opponent still continues his AoO-provoking action you may spend an AoO attempt and make an AoO with two iterative penalties against him. This feat Supersedes Improved Combat Reflexes.
  • Expert Tactician: P: BAB 2. B: If you hit opponent with AoO, you and your allies gains +2 circumstance bonus on attack rolls and damage rolls against this opponent.
  • Gambit[F]: P: BAB 12. B: You may use special stance that gives +4 on melee attack rolls and damage rolls against you. In exchange you're able to make AoO against any opponent attacking you after his attack is resolved.
  • Hindering Opportunist: P: BAB 3. B: If enemy provokes AoO you may make aid another against this opponent instead of AoO.
    • Stalwart Defence: P: BAB 9. B: When opponent attacks an ally adjacent to you you may spend your AoO attempt to use aid another action to improve that ally's AC bonus.
  • Hold the Line: P: BAB 2. B: You may make AoO against charging opponent who enters square you threaten.
    • Cometary Collision[F]: You gain +2 attack +4 damage on AoO against charging opponents, if you deal AoO damage to charging opponents he looses charge benefits while retaining penalties.
  • Vexing Flanker[F]: +2 on flanking attacks.
    • Adaptive Flanker[F]: P: BAB 4. B: AT=s, you may treat your opponents flanking sides as one step closer.

Dodge[F]: P: Dex 13. B: +2 dodge AC.

  • Combat Tactician: P: BAB 12. B: You gain +5 on melee damage against opponents who were not threatened by you nor threaten you at the start of the turn.
  • Mighty are Fallen[F]: +4 AC against power attack enhanced attacks.

Expeditious Dodge[F,S]: P: Dex 13. B: At the start of the round you may declare that you'll move at least 8 this round and receive +3 dodge AC until start of your next turn. You must move 8 this round, if you somehow prevented from moving stated distance then bonus is negated.

  • Mobility[F,S]: Your movement do not provoke AoO.
    • Sidestep: P: Dex 15, Tumble 5. B: Once per round you may make free 1sq move after making AoO.
    • Spring Attack[F,S]: P: BAB 4. B: AT=FR, you may may move up to your move and make melee attack once during any point of movement.
      • Bounding Assault[F,S]: P: BAB 9. B: AT=FR, you may may move up to your move and make two melee attacks with iterative penalty during any points of movement.
        • Rapid Blitz[F,S]: P: BAB 14. B: AT=FR, you may may move up to your move and make three melee attacks with iterative penalties during any points of movement.

Great Fortitude: You gain +2 on Fort saves, and natural 2 is not a botch. S: If your base Fort is less than 3/4 HD you may instead of receiving +2 bonus receive +N where N is difference between 3/4 your HD and your base Fort.

  • Steadfast Determination: P: [or Con 13 Wis 13]. B: You may apply your Con instead of Wis on WW or apply Wis instead of Con on FC. Note: The choice is made while taking this feat, so if your stat is reduced by ability damage you can't switch to another stat during a combat.

Improved Shield Bash[F]: Once per round you may make a shield bash without loosing your AC bonus from shield.

  • Agile Shield Fighter[F]: Your Multi-Weapon Fighting penalties for using shield and any other weapon are reduced to 0/0.
  • Shield Charge[F]: P: BAB 3. B: If you successfully damage your opponent with a shield during a charge you may attempt to trip him with a shield as a part of same action. The opponent can't trip you on your failed attempt.
    • Shield Slam[F]: P: BAB 6. B: As FR or charge action you may attack opponent with your shield. if your attack was successful your opponent must make +1/2 HD +Str FC save or become dazed for 1 round. Creatures immune to critical strikes also immune to this feat.
  • Shield Snare[F]: If you're attacked by opponent you may spend your standard action for this round as if you readied it to make a make a disarm attempt with your shield without provoking AoO. If your disarm attempt fails your opponent do not get a chance to disarm you in response. You lose your shield bonus to AC for 1 r after using this feat.
    • Improved Shield Snare: P: BAB 4. B: If you disarmed your opponent using a shield snare you gain AoO against him. Also you gain +2 on attack rolls against unarmed opponents.

Improved Unarmed Strike[F]: P: Unarmed Weapon Proficiency. B: Your unarmed strikes deal lethal damage.

  • Deft Fist: P: Wis 13, Weapon Finesse, Weapon Focus:Unarmed. B: Ignore cover while making unarmed attacks.
  • Ring the Ear: P: Sneak Attack +2d6. B: When making unarmed Sneak Attack may reduce Sneak Attack bonus by d6 and render opponent deaf for 1m, FC +1/2 lvl +Str negates.
  • Improved Grapple[F]: Grapple attempt do not provoke AoO, +4 on grapple checks.
    • Scorpion's Grasp: P: Wis 13. B: If you hit opponent with light or one-handed weapon you may initiate a grapple with no touch attack needed. If used One-handed weapon, then you must drop it.

Iron Will: You gain +2 on Will saves, and natural 2 is not a botch. S: If your base Will is less than 3/4 HD you may instead of receiving +2 bonus receive +N where N is difference between 3/4 your HD and your base Will.

  • Force of Personality: P: [or Wis 13 Cha 13]. B: You may apply your Cha instead of Wis on WW or apply Wis instead of Cha on WC. Note: The choice is made while taking this feat, so if your stat is reduced by ability damage you can't switch to another stat during a combat.

Lightning Reflexes: You gain +2 on your Ref saves, and natural 2 is not a botch. S: If your base Ref is less than 3/4 HD you may instead of receiving +2 bonus receive +N where N is difference between 3/4 your HD and your base Ref.

Multi-Weapon Fighting[F]: P: Dex 15. B: Your primary attack penalty is reduced by 2 and off-hands penalty reduced by 6 during multi-weapon fighting.

  • Improved Multi-Weapon Fighting[F]: P: Dex 17, BAB 6. B: You may make second iterative attacks with off-hand weapons. Also your MWF penalties for additional attacks are reduced by 1.
    • Greater Multi-Weapon Fighting[F]: P: Dex 19, BAB 11. B: You may make first iterative attacks with off-hand weapons. Also your MWF penalties for additional attacks are reduced by additional 1.
  • Double Hit[F]: P: Combat Reflexes. B: When making an AoO you may spend additional AoO attempt to attack with two of your weapons by taking the corresponding MWF penalty.
  • Multi-Weapon Defence[F]: You receive +1 shield bonus to front arc AC. Double this bonus for fighting defensively.
    • Improved Multi-Weapon Defence[F]: P: Dex 17, BAB 6. B: You receive +2 shield bonus to front arc AC. Double this bonus for fighting defensively.
      • Greater Multi-Weapon Defence[F]: P: Dex 19, BAB 11. B: You receive +3 shield bonus to front arc AC. Double this bonus for fighting defensively.
  • Multi-Weapon Pounce[F]: P: BAB 6. B: You gain Pounce extraordinary ability.
  • Multi-Weapon Rend[F]: P: BAB 11. B: You gain Rend extraordinary ability.
  • Oversized Multi-Weapon Fighting[F]: Your penalties for using more than one one-handed weapon or for using two-handed weapons during multi-weapon fighting are reduced by 2.
  • Pin Shield: P: BAB 4. B: While making a full attack with multiple weapons, you may forgo one branch of attacks to render your opponents shield ineffective. You still take MWF penalty for attacks you sacrificed.

Point Blank Shot[F]: You gain +1 on ranged attacks and damage within 6sq.

  • Defensive Archery[F]: Your ranged attacks do not provoke AoO.
  • Far Shot[F]: Increase range increments by 1.5 for projectile weapons and by 2 for thrown weapons. Also increase precision range by 1.5 for your ranged attacks.
  • Precise Shot[F]: You may shot at targets engaged in melee without -4 penalty.
    • Concealed Ambush: P: Stealth 7. B: -10 penalty on Stealth after sniping.
    • Improved Precise Shot[F]: P: Dex 19, BAB 11. B: Your ranged attacks ignore cover and concealment (but not total cover or total concealment). In addition when you attack grappling target, you do not suffer from chance to hit wrong target.
    • Ranged Disarm[F]: You may make Disarm within 6 sq with ranged weapons. Bows and Crossbows are treated as light weapons for purpose of this check. You cannot use Improved Disarm feat with this feat.
    • Ranged Threat[F]: P: BAB 6, Combat Reflexes. B: May make ranged AoO within 3 expending all AoO per round.
  • Rapid Shot[F]: P: Dex 13. B: When making a ranged full-attack, you may make extra attack and all your attack suffer -2 penalty.
    • Improved Rapid Shot[F]: P: BAB 6. B: When making a ranged full-attack, you may make two extra attacks and all your attack suffer -5 penalty. Do not stack with Rapid Shot.
  • Sharp-Shooting[F]: P: BAB 3. B: When attacking opponent with a shield you count his shield bonus as 4 lower for purpose of your ranged attacks.
  • Shot on the Run[F]: P: Dex 13, BAB 4. B: AT=FR, you may may move up to your move and make ranged attack once during any point of movement.
    • Manyshot[F]: P: Dex 17, BAB 6. B: AT=S, may fire two arrows with -2 penalty. Single attack roll to single target, precision damage and critical hits applied only once, DR applied to each arrow. At BAB 11 may shoot 3 arrows with -6 penalty. At BAB 16 may shoot 4 arrows with -8 penalty.
      • Improved Manyshot[F]: P: BAB 11. B: As Manyshot, but each arrow fired with separate attack roll, and each arrow may deal critical hit or precision damage.

Power Attack[F]: P: Str 13. B: When making an attack roll you may reduce your attack roll bonus up to BAB or Str and receive amount of reduction to damage until start of your next turn. If you wielding a weapon two-handed, add twice that amount.

  • Find the Flaw[F]: Ignore N hardness points, where N is your Power Attack reduction.
  • Cleave[F]: Whenever you drop opponent, you may make attack at the same attack bonus against another foe.
    • Quick Cleave[F]: +2 on cleave attacks.
    • Great Cleave[F]: P: BAB 4. B: As a Cleave, but your attack that dropped opponent and following cleave attack gain Str x 2 damage bonus.
      • Whirlwind Attack[F]: As a full-attack action you may make one attack at highest attack bonus against every opponent within reach. While using this feat, you give up additional attacks such as from cleave feat.
        • Improved Whirlwind Attack[F]: P: BAB 6. B: When making Whirlwind attack may make additional iterative attacks one time each if your BAB is high enough.
  • Improved Bull Rush[F]:
  • Improved Overrun[F]:
  • Leap Attack: P: Athletics 5. B: Double your Power Attack damage bonus on first attack during a charge.
  • Power Lunge: If you choose to provoke AoO from opponent you charged, you deal extra Str x 2 damage on first attack during that charge.

Skill Focus: +5 on all checks with selected skill.

Spell Focus: Choose a school. +1 effective caster level and DC for chosen school.

  • Arcane Defence: -1 effective caster level on non-harmless spells of chosen school targeted against you, +2 on saves against this school.
  • Greater Spell Focus: Extra +1 effective caster level and DC for chosen school.

Spell Penetration: +2 on spell penetration.

  • Greater Spell Penetration: +2 on spell penetration.
    • Burning Focus: P: Cha 13. B: If you fail to penetrate creature's SR you gain +5 morale bonus on following attempts to penetrate it's SR. You loose this bonus if you cease to penetrate its SR for 1 m.

Toughness: +1 hp per level.

  • Dwarf's Toughness: Prerequisite: Con 13, Fort +1. +2 hp per level.
    • Giant's Toughness: Prerequisite: Con 15, Fort +3. +3 hp per level.
      • Dragon's Toughness: Prerequisite: Con 17, Fort +5. +4 hp per level.

Weapon Finesse[F]: You may add 1-1/2 your Dex to attack rolls with suitable weapons wielded one handed. You may not use your other hand to gain benefit of this feat.

  • Graceful Edge[F]: P: Weapon Focus with single-handed bladed weapon. B: While fighting with single-handed weapon may apply Weapon Finesse to chosen weapon, +1 shield AC (+2 shield while fighting defensively).
  • Single Blade Style[F]: P: BAB 10. B: +2 dodge AC while fighting with fencing weapons and with light or no armour.

Weapon Focus[F]: +1 on attack rolls with chosen Weapon Group. Also, reduce iterative attacks penalty by 1 for each iteration.

  • Power Critical[F]: P: BAB 4. B: +4 on critical hits confirmation with chosen weapon group.
    • Improved Critical[F]: P: BAB 8. B: Your crit range for chosen weapon group is doubled.
      • Staggering Critical[F]: P: BAB 12. B: Opponent against whom you confirm crit acts as if slowed for 1 r.

Player's Handbook II

Acrobatic Strike: P: Acrobatics 9. B: During a movement through opponent's adjacent square you may make Acrobatics vs opponents Tactics check. If you win you get +4 on your next attack against this opponent, if you loose you provoke AoO from this opponent.

Armour Specialization[F]: P: BAB 12. B: You gain DR 5/- or your Armour value, whichever is less, while wearing Armour.

Defensive Sweep[F]: P: BAB 15. B: Opponent you threaten who doesn't moved during a turn provokes AoO from you at the end of turn.

Crossbow Sniper[F]: P: Weapon Focus with crossbows. B: +1/2 Dex crossbow damage, +6 precision range.

  • Dead Eye[F]: P: BAB 1. B: +Dex precision on crossbow damage within 6.

Overwhelming Assault[F]: P: BAB 15. B: You gain +4 on attack rolls against any opponent whom you threaten who doesn't attack you, cast spell at you or use any special ability against you for a turn.

Shield Specialization[F]: Your Shield bonus from any shield increases by +1. Also your shield protects all your front arc.

  • Active Shield Defence[F]: Your take only half penalty on your AoO while using a shield for fighting defensively or using total defence.
  • Block Arrow[F]: Once per round while using a shield you may deflect harmlessly one projectile attack of up to one size category larger than you that would otherwise hit you.
  • Shieldmate[F]: P: BAB 1. B: Allies adjacent to your shield arc have their shield bonus to AC increased by 2 (no more than your own shield bonus).
    • Improved Shieldmate[F]: P: BAB 4. B: As a Shieldmate but bonus is increased by 5.
  • Shield Wall[F]: If your adjacent ally uses a shield your shield bonus to AC is increased by 2.
  • Shield Ward[F]: You may apply your shield AC bonus to your rolls to resist bull rush, disarm, feint, grapple, overrun or trip.
    • Parrying Shield[F]: Your shield also is applied to your touch AC.

Expanded Psionics Handbook

Reckless Offence feat comes to all heroic characters for free.

Open Minded: You gain number of skill points equal to your HDx2.

Complete Arcane

Arcane Mastery: P: Arcane spellcasting. B: You can take 10 on arcane caster level checks.

Extra Slot: You gain one slot from 0 to 3rd level. To gain a slot you must be able to cast spells of indicated levels.

  • Improved Extra Slot: You gain one slot from 4th to 6th level. To gain a slot you must be able to cast spells of indicated levels.
    • Greater Extra Slot: You gain one slot from 7th to 9th level. To gain a slot you must be able to cast spells of indicated levels.

Extra Spell: You gain extra spell from any list with level up to 1 lower than your maximum spell level known to your list of spells known.

Mage Slayer: P: BAB 3, Prayercraft 3, Spellcraft 3, not spellcaster. B: Spellcasters you threaten may not cast defensively unless they have Combat Casting Feat. +1 Will.

  • Occult Opportunist: P: Prayercraft 6, Spellcraft 6. B: May make AoO when opponent dismisses a spell, direct/redirect an active spell, cast swift spell or make turn/rebuke attempt. Opponents that have Combat Casting feat may try cast defensively to avoid AoO. If damaged, opponent must succeed at DC 10+damage or loose a spell/action attempted.
  • Pierce Magical Concealment: P: Con 13, Blind-Fight. B: You ignore any miss chances from spells and may ignore mirror image spell.
  • Pierce Magical Protection: P: Con 13. B: AT=S, make one attack ignoring all opponents spell bonuses to AC and spell bonuses to armour DR. If this attack succeeds, then you automatically dispel all spells that gives opponent bonus to AC and armour DR.

Races of Stone

Heavy Armour Optimization[F]: Your Heavy Armours have Armour +2 and ACP -1.

  • Greater Heavy Armour Optimization[F]: Your Heavy Armours have Armour +4 and ACP -3. This feat supersedes Heavy Armour Optimization.

Tome of Battle

Evasive Reflexes: P: Dex 13. B: You may make 1sq step instead of making AoO.

Champions of Ruin

Craven: P: Not immune to fear. B: Your Sneak Attacks gain +1 damage per Sneak Attack die. You receive -2 on saves against fear.

Dirty Rat: P: Acrobatics 1. B: +1 on flank attacks.

Flay/Pulverize/Skewer Foe[F]: P: Str 15, BAB 6. B: Choose melee weapon damage type. Each time in the round you hit your opponent with indicated damage type weapon, your subsequent attacks against him with the same weapon deals extra die of damage. This bonus lasts until start of your next turn.

Lords of Madness

Quiet Feet: P: Dex 15, Skill Focus:Stealth, Stealth 3. B: Not detected by Tremorsense while moving 1/2 speed and not attacking.

  • Suppress Presence: P: Stealth 9. B: While having Cover may use Stealth against Blindsense.
    • Darkstalker: P: Stealth 15. B: May use Stealth against Tremorsense, Blindsense and Blindsight.

Unearthed Arcana

Skill Knowledge: Extra 2 class skills.

Dragon Magazine

Easy Metamagic: P: Spellcraft (for arcane) or Prayercraft (for divine) 6. B: Choose one Metamagic feat. Cost of applying this Metamagic is reduced by 1.

Guerilla Trapsmith: +2 Craft:Trapmaking, +2 DC of your traps.

Hard to Fool: +2 WI, +2 Empathy.

Polyglot: Speak Language is Class. +1 Language.

Aura of Bravery: Allies (except for you) receive +4 morale against fear.

Sprinter: P: Dex 15, Con 15, Run. B: AT=f, +2 move, D=Con r, 3/day.

Inspired Master: Any Item you make have it's CL +1.

Spear Master: You may choose to wield a Spear or Shortspear as a Double Weapon. The blunt end does Bludgeoning damage in the same amount as the Piercing end. Each end must be Enchanted separately.

Stalwart: +4 vs Bull Rush, Overrun and Trip.

Battle Hardened[F]: P: BAB 1. B: +1 AC when threatened by two or more opponents.

Shield and Pike Style[F]: May use Light Shield while using a polearm. However your light shield is treated as a buckler while used in this way.

Mounted Fighting[F,S]: +1 attack and damage while mounted.

Efficient Pull[F]: +2 Str for composite bows.

Improved Aid Another: Aid Another bonus is 1 more.

Pack Tactics: P: Wis 13. B: When flanking an opponent you grant all your allies who is not flanking him a +1 bonus on attack rolls.

  • Pack Feint: P: BAB 3, Dex 13, Wis 13. B: Successfully feinted opponent looses Dex to AC against first attack each adjacent to him ally make until start of your next turn.

Commanding: P: Cha 15, Skill Focus:Persuasion. B: +1 compulsion spells DC.

Earth Focus: +1 DC for earth spells, or if save is not allowed +1 CL.

Water Focus: +1 DC for water spells, or if save is not allowed +1 CL.

Charming: P: Cha 13, Skill Focus:Persuasion. B: +3 on Cha checks to exert your control.

Combat Charm: P: Wis 13. B: Target threatened by your allies do not receive +5 bonus on it's save against your charm effects.

Puppet Master: P: Wis 13. B: +5 DC on Sense Motive checks to sense your magical influence on subjects.

Flash Casting: When you cast light spell you glow brightly for 1r. You cannot use stealth, but attacks relying on sight receives -2 against you.

Birth Feats

Initial Birth Feats: Prerequisite: 1st level, must be naturally born, may not have any other birth feats.

Name Benefit
Born under the High Sun +1 Intimidate, +2 fire saves, +1 Fort
* Venegance of the Noon, P: Lvl 6, Power Attack. +3 against fire. AT=s, one your weapon deals extra [d] fire damage for Cha r, 1/day.
Born under the Rising Sun +1 Medicine, +2 fear saves, +1 Will
* Spirit of Dawn, P: Lvl 6. +3 against fear. AT=s, all allies gains +2 morale Will for Cha r, 1/day.
Born under the Setting Sun Concentration class, +1 on 2 Knowledges.
* Secrets of the Dusk, P: Lvl6, Skill Focus:Knowledge May take 10 on Concentration. May take 20 on any Knowledge with Skill Focus, 1/day.
Born under the Crescent Moon +1 Awareness, +1 Sense Motive, Detect Thoughts(Sp) 1/day
Born under the Full Moon +1 Intimidate, +1 Use Magical Device, Command(Sp) 1/day
Born under the Gibbous Moon +1 Persuasion, +1 Local, Calm Animals(Sp) 1/day
Born under the Half Moon +1 Acrobatics, +1 Concentration, Expeditious Retreat(Sp) 1/day
Born under the New Moon +1 Sleight of Hand, +1 Stealth, Disguise Self(Sp) 1/day