Basic Feats

ALTERNATE DEFENSE [BASE, GENERAL]

**Benefit**: You may choose to add Intelligence or
Charisma to your AC instead of Wisdom.

ANIMAL FORM [BASE, SOUL]

**Prerequisites**: Disguise 7+ ranks, Survival 2+ ranks

**Benefit**: The character gains the ability to turn
herself into a chosen Tiny, Small or Medium animal and
back again once per day per three character levels. Her
options for new forms include all creatures with the animal
type. The effect lasts for 1 hour per level, or until she
changes back. Changing form (to animal or back) is a
standard action and doesn’t provoke an attack of opportunity. This
otherwise functions as the Beast Shape II, pathfinder spell. This is a supernatural
ability.

BLOODED [BASE, GENERAL]

**Benefit:** You add your Con bonus to your hit points
gained per level (minimum 1/level). This feat
applies retroactively.

CRIPPLING STRIKE [BASE, GENERAL]

**Prerequisite**: Stealth 5 Ranks, Sneak Attack

**Benefit**: An opponent damaged by one of your sneak
attacks is also debilitated, taking either a -2 penalty to AC, -2 penalty to
attack rolls or reduce its movement speed by half. This effect lasts for 1
round.

CRIPPLING INJURY [BASE, GENERAL]
**Prerequisite:** Stealth 10 Ranks,
Crippling Strike
**Benefit:** Your ability to debilitate
your enemies increases, you can now chose to apply two of the previous
debilitations, or enhance their effects to -4 or reduce the speed to one
quarter.

DAMAGE REDUCTION [BASE, GENERAL]

**Prerequisites**: Fortitude 5+ Ranks

**Benefit**: Gain +1/- Damage Reduction

**Special:** You may take this feat multiple times.
It's effects stack. This is an extraordinary ability

.

EXTRA FRENZY [BASE, GENERAL]

**Prerequisites:** Whirling Frenzy

**Benefit:** You may remain in Whirling Frenzy for 6
additional rounds per day.

**Special:** You may take this multiple times.

EXTRA RAGE [BASE, GENERAL]

**Prerequisites:** Rage

**Benefit:** You can Rage for 6 additional rounds per
day.

**Special:** You can gain Extra rage multiple times.

FLURRY OF BLOWS [BASE, GENERAL]

**Prerequisites**: Unarmed as primary damage source. Bab
5+.

**Benefit**: Your character may strike with a flurry
of blows as a full-round action, making one additional attack at a -2 penalty
on all attacks that round.

GREATER FLURRY OF BLOWS [BASE, GENERAL]

**Prerequisites**: Flurry of blows, Base attack bonus 10+

**Benefit**: Your flurry of blows ability improves. You
can make two additional attacks, at the same penalty.

GREATER RAGE [BASE, GENERAL]

**Prerequisite**: Fortitude save 7+, Rage

**Benefit**: Your bonuses to strength and
constitution in rage

increase to +6, and your bonus to Will
saves increases to

+3. Your penalty remains at -2.

GREATER FRENZY [BASE, GENERAL]

**Prerequisite:** Reflex Save 7+ Ranks, Whirling Frenzy

**Benefit:** Your bonuses to dexterity in a frenzy increase
to +6 and your bonus to Reflex saves is increased to +3, your attack penalty is
still -2.

HEROIC ATTRIBUTE [BASE, GENERAL]

**Benefit**: You gain +2 to an ability of your
choice. This feat can be chosen multiple times. This is an extraordinary ability.

IMPROVED CHANNEL DIVINITY [BASE, SOUL]

**Prerequisites:** Channel Divinity prestige power,
Wisdom

13+

**Benefit:** You gain 2 additional Channel Divinity
points/day

**Special:** This feat may be taken multiple times,
it's effects

stack.

IMPROVED UNCANNY DODGE [BASE, GENERAL]

**Prerequisite**: Uncanny Dodge, Reflex save 6+

**Benefit**: You can no longer be flanked. This
denies an opponent sneak attack unless that opponent is at least four levels
higher than you.

MIGHTY RAGE [BASE, GENERAL]

**Prerequisites**: Fortitude save 12+ ranks, Rage, Greater

Rage

**Benefit**: Your bonuses to strength and
constitution in rage increase to +8, and your bonus to Will saves increases to +4.
Your Defense roll penalty remains at -2.

MIGHTY FRENZY [BASE, GENERAL]

**Prerequisites**: Reflex save 12+ ranks, Whirling Frenzy,

Greater Frenzy

**Benefit**: Your bonuses dexterity in frenzy increase
to +8, and your bonus to Reflex saves increases to +4. Your attack penalty
remains at -2.

OLDBLOOD [BASE, SOUL]

**Prerequisites:** Not the race selected, First
level.

**Benefits:** Choose a racial feat other than your own,
you count as that race for the purpose of feats.

RAGE [BASE, GENERAL]

**Prerequisites**: Power Attack, Fortitude save 5+ ranks

**Benefit**: You can fly into a deadly rage as a free
action. In a rage, you temporarily gain a +4 bonus to Strength, a +4 bonus to Constitution,
and a +2 morale bonus on Will saves, but take a -2 penalty to AC. You can
remain in rage for a number of rounds per day equal to 4 + your constitution
modifier, temporary increases in constitution does not add to this total. These
rounds need not be consecutive. Each level beyond first adds 2 rounds to this
total. The increase in constitution grants the character 2 hit points per level,
but these disappear when the rage ends and are not lost first like temporary
hit points. While in rage, the character cannot use any Charisma-, Dexterity-,
or Intelligence-based skills (Except for Acrobatics, Athletics, Intimidate and
Ride) or any ability that requires patience or concentration. After a rage
ends, as a free action, the character is fatigued for double the number of
rounds he spent in rage. A character cannot enter rage while fatigued or
exhausted. If a raging character falls unconscious rage ends immediately.

SEASONED [BASE, GENERAL]

**Benefit**: You add double your int bonus to skill
points per level.

SLIPPERY MIND [BASE, GENERAL]

**Prerequisites**: Will save 7+ ranks

**Benefit**: If you make and fail a Will save, you
can attempt it again 1 round later at the same DC. You only get this one extra
chance to succeed on your saving throw. This is an extraordinary ability.

SKILL MASTERY [BASE, GENERAL]

**Prerequisites**: Talented or Seasoned, 8 ranks in the
chosen skill

**Benefit**: Select any three skills. When making a
check with any of these skills, you may take 10 even if stress or distractions
would normally prevent you from doing so. You cannot choose base skills as mastered
skills. This is anextraordinary ability.

**Special**: You may take this ability multiple
times, each time gives you additional skills in which this may apply for.

SNEAK ATTACK [BASE, GENERAL]

**Prerequisite**: Stealth 2 ranks.

**Benefit**: You gain the ability to strike at the
vitals when catching your opponent unaware. You deal an extra 1d6 damage per 4
character levels. Whenever your opponent is either flanked or is denied their
dexterity bonus to AC. Sneak Attack may be used with ranged attacks, but only
if the target is within 30 feet. This is an extraordinary ability.

**Special**: This feat may be taken a second time,
raising your damage to 1d6 per 2 levels (maximum 10d6 at 20th level)

TALENTED [BASE, GENERAL]

**Benefit**: Pick any 2 skills. These skills become
class skills.

UNCANNY DODGE [BASE, GENERAL]

**Prerequisite:** Reflex save 3+ ranks

**Benefit**: Retain your dexterity bonus (if any) to
AC even if caught unaware. However, the dexterity bonus is still lost if the
character is immobilized. This is an extraordinary ability.

TIRELESS RAGE [BASE, GENERAL]

**Prerequisites**: Fortitude save 10+ ranks, Rage

**Benefit**: You no longer become fatigued after your
rage.

TIRELESS FRENZY [BASE, GENERAL]

**Prerequisites**: Reflex save 10+ ranks, Whirling Frenzy

**Benefit**: You no longer become fatigued after your
frenzy.

WARRIOR EXPERT [BASE, GENERAL]

**Prerequisites:** Character 1st level.

**Benefit:** Your base attack progression is equal to your level, instead of 3/4th your level. Giving you extra iterative attacks at 6th, 11th and 16th. Your base attack still doesn't increase beyond level 20.

WHIRLING FRENZY [BASE, GENERAL]

**Prerequisites:** Reflex 5+ Ranks, Lightning
Reflexes

**Benefit:** You can fly into a deadly Frenzy as a free
action. In a frenzy, you temporarily gain a +4 bonus to Dexterity, a +4 bonus
to Constitution, and a +2 morale bonus on Reflex saves, but take a -2 penalty
to Attack roles. You can remain in Frenzy for a number of rounds per day equal
to 4 + your constitution modifier, temporary increases in constitution does not
add to this total. These rounds need not be consecutive. Each level beyond
first, adds 2 rounds to this total. The increase in constitution grants the
character 1 hit points per level, but these disappear when the rage ends and
are not lost first like temporary hit points. While in rage, the character
cannot use any Charisma- or Intelligence-based skills) or any ability that
requires patience or concentration. After a Frenzy ends, as a free action, the
character is fatigued for double the number of rounds he spent in rage. A
character cannot enter rage while fatigued or exhausted. If a raging character
falls unconscious rage ends immediately.