General Feats (M-R)

MAGE SLAYER [GENERAL]

You have studied the ways and weaknesses of spellcasters and can time your attacks and defenses against them expertly.

Prerequisites: Spellcraft 2 ranks, base attack bonus +3

Benefit: You gain a +1 bonus on Will saving throws. Spellcasters you threaten may not cast defensively (they automatically fail their Concentration checks to do so), but they are aware that they cannot cast defensively while being threatened by a character with this feat.

Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.

MAGIC OF THE LAND [GENERAL]

Your intimate understanding of the natural world allows you to imbue your spells with life-giving magical power from the land itself.

Prerequisites: Concentration 5 ranks, Knowledge (nature) 5 ranks, Spellcraft 5 ranks, caster level 1st

Benefit: When in a natural setting, you can draw on the power of the land to imbue your spells with healing power. For the purpose of this feat, a natural setting is defined as any location not within a community and not a constructed area. “Natural setting” includes unworked caverns, but not crafted dungeons and the like.

To use the feat, you must succeed on a Knowledge (nature) check (DC 15 + spell level), made as a free action while casting a spell. You can’t take 10 on this check. If you succeed, each target of your spell is healed of 2 points of damage per spell level, in addition to the spell’s normal effects. If the spell doesn't have a target entry, this feat has no effect. This healing power is positive energy, so an undead creature instead takes 2 points of damage per spell level. An unwilling creature can attempt a Will save (at the spell’s normal save DC) to negate this effect. If the skill check fails, the prepared spell or spell slot is lost.

You cannot use this feat on any spell with an alignment descriptor, nor with any necromancy spell. The natural world favors balance in all things, and thus does not support specific alignment-based magic, nor can its life-giving power be used to enhance the magic of death.

MAGICAL APTITUDE [GENERAL]

You have a knack for magical endeavors.

Prerequisite: None

Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks.

MARTIAL WEAPON PROFICIENCY [GENERAL]

Choose a type of martial weapon, such as a longbow. You understand how to use that type of martial weapon in combat. Use this feat to expand the list of weapons with which you are proficient beyond the basic list in your class description.

Prerequisite: None

Benefit: You make attack rolls with the selected weapon normally.

Normal: When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Special: Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat.

You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.

A cleric who chooses the War domain automatically gains the Martial Weapon Proficiency feat related to his deity’s favored weapon as a bonus feat, if the weapon is a martial one. He need not select it.

A sorcerer or wizard who casts the spell Tenser’s transformation on himself or herself gains proficiency with all martial weapons for the duration of the spell.

MASTER MANIPULATOR [GENERAL]

Your words are your weapons. You confuse others with your speech, luring them into giving up vital secrets and leaving them dumbfounded with your carefully constructed, conversational static.

Prerequisites: Cha 13, Diplomacy 9 ranks

Benefit: This feat grants two new uses for the Diplomacy skill. You must share a language with a creature to use these options against it. Neither ability functions during combat.

Captivating Speech: You can distract a creature with your compelling delivery and witticisms. With a successful Diplomacy check opposed by the target’s own Diplomacy check or Will save, you can impose a –4 penalty on the target’s Listen, Sense Motive, and Spot checks so long as you continue speaking. You can affect a number of targets equal to 1 + your Cha bonus (if any), as long as they are all within 20 feet.

Trap of Words: If a creature attempts and fails to successfully to use Bluff to lie to you, you skillfully maneuver the conversation to confuse the target or trick him into letting slip a vital clue. After succeeding on your Sense Motive check, you can then engage the target in conversation for at least 1 minute. At the end of this time, make a Diplomacy check opposed by the target’s Bluff check. If you succeed, the target inadvertently reveals his lie and the reason behind it.

NECROPOLIS BORN [GENERAL]

You possess a magical understanding of the essence of mortal dread.

Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—cause fear, ghost sound, touch of fatigue. Save DC 10 + spell level + your Cha modifier.

MERCURIAL STRIKE [GENERAL]

With a single motion, you draw your weapon and slash at an opponent.

Prerequisite: Quick Draw, base attack bonus +5

Benefit: Any time an opponent provokes an attack of opportunity from you but you are unarmed, you may draw a melee weapon and make your attack of opportunity with it. The target of your attack of opportunity is caught flat-footed for that attack.

MIGHTY LEAPING [GENERAL]

You have developed your leg muscles and trained yourself to make mighty leaps.

Prerequisite: Str 20, Dodge, Mobility, Jump 9 ranks

Benefit: You gain a +10 competence bonus on Jump checks. If you intentionally jump down from a height, a successful Jump check (DC 15) lets you take damage as if you had fallen 20 feet less than you actually did.

Normal: Without this feat, a successful Jump check lets you take damage as if you had fallen 10 feet less than you actually did.

Special: A creature with this feat is not limited by its height when jumping.

MONKEY GRIP [GENERAL]

You are able to use a larger weapon than other people your

size.

Prerequisite: Base attack bonus +1

Benefit: You can use melee weapons one size category larger than you are with a –2 penalty on the attack roll, but the amount of effort it takes you to use the weapon does not change. For instance, a Large longsword (a one-handed weapon for a Large creature) is considered a two-handed weapon for a Medium creature that does not have this feat. For a Medium creature that has this feat, it is still considered a one-handed weapon. You can wield a larger light weapon as a light weapon, or a larger two-handed weapon in two hands. You cannot wield a larger weapon in your off hand, and you cannot use this feat with a double weapon.

Normal: You can use a melee weapon one size category larger than you are with a –2 penalty on the attack roll, and the amount of effort it takes to use the weapon increases. A larger light weapon is considered a one-handed weapon, a larger onehanded weapon is considered a two-handed weapon, and you cannot use a larger two-handed weapon at all.

MOBILE SPELLCASTING [GENERAL]

Your focused concentration allows you to move while casting a spell.

Prerequisite: Concentration 8 ranks

Benefit: You can make a special Concentration check (DC 20 + spell level) when casting a spell. If the check succeeds, you can cast the spell and move up to your speed as a single standard action. (You can’t use this ability to cast a spell that takes longer than 1 standard action to cast.) If the check fails, you lose the spell and fail to cast it, just as if you had failed a Concentration check to cast the spell defensively.

You still provoke attacks of opportunity for casting spells from any creatures who threaten you at any point of your movement. You can cast defensively while using this feat, but doing so increases the Concentration DC to 25 + spell level.

MOUNTAINEER [GENERAL]

You are a particularly gifted explorer and mountain climber.

Prerequisite: None

Benefit: You get a +2 bonus on all Climb and Survival checks.

NATURAL BOND [GENERAL]

Your bond with your animal companion is exceptionally strong.

Prerequisite: Animal companion

Benefit: Add three to your effective druid level for the purpose of determining the bonus Hit Dice, extra tricks, special abilities, and other bonuses that your animal companion receives (see page 36 of the Player’s Handbook). This bonus can never make your effective druid level exceed your character level.

NATURAL LEADER [GENERAL]

You have a natural commanding presence.

Prerequisites: Cha 13

Benefit: You gain a +4 bonus on rally checks.

NEGOTIATOR [GENERAL]

You are good at gauging and swaying attitudes.

Prerequisite: None

Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks.

NIMBLE FINGERS [GENERAL]

You are adept at manipulating small, delicate objects.

Prerequisite: None

Benefit: You get a +2 bonus on all Disable Device checks and Open Lock checks.

NIGHT HAUNT [GENERAL]

You possess a magical understanding of the workings of the unseen.

Prerequisite: None

Benefit: An innate talent for magic grants you the following spell-like abilities as a 1st-level caster: 1/day—dancing lights, prestidigitation, unseen servant. Save DC 10 + spell level + your Cha modifier.

NOBLE BIRTH [GENERAL]

You were born with a silver spoon in your mouth, and raised from a young age to represent your family and your social caste.

Noble families often spend many years learning how to speak and how to address those beneath their station, along with those above it. This often requires special and extensive education on the part of the family unto any child born into them, and thus results in several years of private schooling on the subject. These individuals are usually more charismatic and command respect from those around them.

Prerequisite: Born into a Noble Family

Benefit: Diplomacy and Knowledge (Nobility and Royalty) are always considered class skills for you. Also, if you gain the Leadership feat you receive a +2 to your Leadership score.

OBSCURE LORE [GENERAL]

You are a treasure trove of little-known information.

Prerequisite: Bardic knowledge or lore class feature

Benefit: You gain a +4 insight bonus on checks using your bardic knowledge or lore class feature.

OBTAIN FAMILIAR [GENERAL]

You gain a familiar.

Prerequisites: Knowledge (arcana) 4 ranks, arcane caster

level 3rd.

Benefit: You can obtain a familiar in the same manner as a sorcerer or wizard. As with a sorcerer or wizard, obtaining a familiar takes 24 hours and uses up magic materials worth 100 gp.

For the purpose of determining familiar abilities that depend on your arcane caster class level, your levels in all classes that allow you to cast arcane spells stack.

OLD SALT [GENERAL]

You are an old hand at shipboard life, having mastered the myriad skills that are required of the experienced sailor. Additionally, you have an eye for the weather.

Prerequisites: Profession (sailor) 5 ranks

Benefit: You gain a +1 bonus on Balance, Profession (sailor), and Use Rope checks. Additionally, you can use a Profession (sailor) check to predict the weather (as described in the Survival skill).

Normal: Survival is normally used to predict the weather.

OPEN MINDED [GENERAL]

You are naturally able to reroute your memory and skill expertise.

Prerequisite: None

Benefit: You immediately gain 5 skill points. Spend these skill points as normal. You cannot exceed the normal maximum ranks for your level in any skill.

Special: You can gain this feat multiple times. Each time, you immediately gain another 5 skill points.

OPERA TRAINING [GENERAL]

You have undergone the intensive training required to be a performer in the heroic opera.

Prerequisite: Dex 13+

Benefit: You gain a +2 bonus to Tumble and Perform checks

GOVERWHELMING ASSAULT [GENERAL]

If you attack a foe who does nothing to turn aside your attack, you press forward with an indomitable strike. Only a fool ignores the deadly threat you present.

Prerequisite: Base attack bonus +15

Benefit: As a free action, designate one specific foe as the target of this feat. If this foe begins his turn adjacent to you, ends his turn still adjacent to you, and does not attack you, target you with a spell, or use a special ability against you, you gain a +4 bonus on melee attack rolls against him on your next turn.

PAIN MASTERY [GENERAL]

Injuries send you into a fury, increasing your physical power.

Prerequisite: Con 20, Toughness

Benefit: You take damage normally, but every 50 points of damage you take (if you survive the attack) automatically increases your Strength by +2. This bonus lasts until the end of the encounter, after which you are exhausted.

PAIN TOUCH [GENERAL]

You cause intense pain in an opponent with a successful stunning attack.

Prerequisites: Wis 15, Stunning Fist, base attack bonus +2

Benefit: Victims of a successful stunning attack are subject to such debilitating pain that they are nauseated for 1 round following the round they are stunned. Creatures that are immune to stunning attacks are also immune to the effect of this feat, as are any creatures that are more than one size category larger than the feat user.

PERSUASIVE [GENERAL]

You have a way with words and body language.

Prerequisite: None

Benefit: You get a +2 bonus on all Bluff checks and Intimidate checks.

PIERCE MAGICAL CONCEALMENT [GENERAL]

You ignore the miss chance provided by certain magical effects.

Prerequisites: Con 13, Blind-Fight, Mage Slayer

Benefit: Your fierce contempt for magic allows you to disregard the miss chance granted by spells or spell-like abilities such as darkness, blur, invisibility, obscuring mist, ghostform, and spells when used to create concealment effects (such as a wizard using permanent image to fill a corridor with illusory fire and smoke). In addition, when facing a creature protected by mirror image, you can immediately pick out the real creature from its figments. Your ability to ignore the miss chance granted by magical concealment doesn't grant you any ability to ignore nonmagical concealment (so you would still have a 20% miss chance against an invisible creature hiding in fog, for example).

Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.

PIERCE MAGICAL PROTECTION [GENERAL]

You can overcome the magical protections of your enemies.

Prerequisites: Con 13, Mage Slayer

Benefit: Your contempt for magic is so fierce that as a standard action you can make a melee attack that ignores any bonuses to Armor Class granted by spells (including spell trigger or spell completion effects created by magic items such as wands or potions). If you deal damage to your opponent, you also instantly and automatically dispel all that opponent’s spells and spell effects that grant a bonus to Armor Class.

Special: Taking this feat reduces your caster level for all your spells and spell-like abilities by 4.

PIN SHIELD [GENERAL]

You know how to get inside your opponent’s guard by pinning his shield out of the way.

Prerequisites: Two-Weapon Fighting, base attack bonus +4.

Benefit: This feat can be used only when fighting against an opponent who is using a shield and who is your size or one size category bigger or smaller than you. When making a full attack action, you may give up all your off-hand attacks. If you do, you momentarily pin your opponent’s shield with your off-hand weapon, and all your remaining attacks during the round are made with your primary weapon (with the normal penalties for fighting with two weapons), and your foe gains no Armor Class benefit from her shield until the end of your action. You cannot use this feat if you are fighting with only one weapon.

PLUNGING SHOT [GENERAL]

You can use the force of gravity to make your ranged attacks deal extra damage if your target is below you.

Prerequisites: Dex 13, Point Blank Shot

Benefit: If your target is at least 30 feet lower than you, you deal an extra 1d6 points of damage with a thrown or projectile weapon.

POISON EXPERT [GENERAL]

Your skill at crafting and delivering toxins has made you a more deadly poisoner.

Prerequisite: Craft (poisonmaking) 4 ranks, poison use

Benefit: Choose a type of poison (contact, ingested, inhaled, or injury). The DC to resist both the initial and secondary damage of poisons of this type that you create and use increases by 1.

This feat has no effect on poisons used by other creatures, even if you craft those poisons. It also has no effect on natural poisons (those exuded from a creature’s body).

Special: You can gain this feat multiple times. Its effect does not stack. Each time you take the feat, it applies to a new type of poison.

POISON HEALER [GENERAL]

Poison isn't always bad for you.

Prerequisite: Great Fortitude, Con 13

Benefit: Any time you succeed on a Fortitude save against a poison, you heal a number of hit points of damage equal to your Constitution bonus.

POISON IMMUNITY [GENERAL]

After prolonged exposure to a poison or toxin, the character has rendered himself immune to it.

Benefit: The character is immune to one specific poison, whether available as a blade poison, the venom of a specific creature, or one other toxin. The character also gains a +1 circumstance bonus on saving throws against other poisons.

Special: A character may take this feat multiple times, choosing a different poison each time. The +1 bonus against other poisons doesn't stack with itself, because the circumstances of each poison immunity are essentially the same.

POISON MASTER

The toxins you create and use are particularly virulent.

Prerequisite: Poison Expert, Craft (poisonmaking) 8 ranks, poison use

Benefit: Choose a type of poison (contact, ingested, inhaled, or injury) for which you have selected the Poison Expert feat. The initial and secondary damage dealt by poisons of this type that you create and use increases by 1 point per die of damage (or by 1 point, if it deals a fixed amount of damage).

This feat has no effect on poisons used by other creatures, even if you craft those poisons. It also has no effect on natural poisons (those exuded from a creature’s body).

Special: You can gain this feat multiple times. Its effect does not stack. Each time you take the feat, it applies to a new type of poison for which you have selected Poison Expert.

POWER ATTACK

You can make exceptionally powerful melee attacks.

Prerequisite: Str 13

Benefit: On your action, before making attack rolls for a round, you may choose to subtract a number from all melee attack rolls and add the same number to all melee damage rolls. This number may not exceed your base attack bonus. The penalty on attacks and bonus on damage apply until your next turn.

Special: If you attack with a two-handed weapon, or with a one-handed weapon wielded in two hands, instead add twice the number subtracted from your attack rolls. You can't add the bonus from Power Attack to the damage dealt with a light weapon (except with unarmed strikes or natural weapon attacks), even though the penalty on attack rolls still applies.

(Normally, you treat a double weapon as a one-handed weapon and a light weapon. If you choose to use a double weapon like a two-handed weapon, attacking with only one end of it in a round, you treat it as a two-handed weapon.)

A fighter may select Power Attack as one of his fighter bonus feats.

PRACTICED SPELLCASTER [GENERAL]

Choose a spellcasting class that you possess. Your spells cast from that class are more powerful.

Prerequisite: Spellcraft 4 ranks

Benefit: Your caster level for the chosen spellcasting class increases by +4. This can’t increase your caster level beyond your HD. However, even if you can’t benefit from the full bonus immediately, if you later gain noncaster-level HD you may be able to apply the rest of the bonus.

For example, a human 5th-level cleric/3rd-level fighter who selects this feat would increase his cleric caster level from 5th to 8th (since he has 8 HD). If he later gained a fighter level, he would gain the remainder of the bonus and his cleric caster level would become 9th (since he now has 9 HD).

A character with two or more spellcasting classes (such as a bard/sorcerer or a ranger/druid) must choose which class gains the feat’s effect.

This does not affect your spells per day or spells known. It only increases your caster level, which would help you penetrate SR and increase the duration and other effects of your spells.

Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class. For instance, a 4th-level cleric/5th-level wizard who had selected this feat twice would cast cleric spells as an 8th-level caster and wizard spells as a 9th-level caster.

*PRIMEVAL "RAGE"

You are vicious, bad tempered, ferocious and dangerous.

Prerequisite: Base attack bonus +3

Benefit: You can enter a fit of rage like a barbarian once per day, gaining a temporary +3 bonus to Str, +3 bonus to Con and a +1 morale bonus on Will saves. Your rage lasts for a number of rounds equal to 2 plus the your newly modified Con bonus and you suffer a -2 AC penalty while enraged. You cannot end your rage voluntarily.

Special: This feat does not stack with the Rage class ability (it is superseded by it).

PRIEST OF THE WASTE [GENERAL]

You can swap out prepared spells for others that aid in exploring and surviving in wastelands.

Prerequisite: Access to the Fire, Summer, Sun, Travel, or Water domain

Benefit: You can use a spell slot currently occupied by a prepared spell that is not a domain spell to cast a spell of equal or lower level that appears on the following list:cloak of shade, control weather, create food and water, create water, endure elements, heroes’ feast, hydrate, protection from dessication, protection from energy, and resist energy

PUPPET MASTER [GENERAL]

It is more difficult to notice manipulation of the targets of your enchantment spells.

Prerequisite: Wis 13

Benefit: Add +5 to the DC of a Sense Motive check to notice that the target of one of your mind-affecting spells is being magically influenced (DC 30 for most spells, DC 20 for dominate person or dominate monster).

PURIFY SPELL-LIKE ABILITY [GENERAL]

You can charge your damaging spell-like abilities with celestial energy that leaves good creatures unharmed.

Prerequisites: Any good alignment

Benefit: This feat adds the good descriptor to a spell-like ability. Furthermore, if the ability deals damage, neutral creatures take half damage, or one-quarter with a successful saving throw (if allowed), while good creatures take no damage at all. Evil outsiders affected by the ability take extra damage: The ability’s damage is increased by one die type (each 1d6 becomes 1d8, each 1d8 becomes 2d6, and so on, using the same progression as weapons increasing in size). For example purified lightning bolt cast by an avoral deals 8d6 points of electricity damage to evil creatures, half damage to neutral creatures, and no damage at all to good creatures caught in its path. Evil outsiders (except ones immune to electricity) take 8d8 points of damage.

Each of your spell-like abilities can be purified three times per day, though this feat does not allow you to exceed your normal usage limit for any ability. Thus, if a tulani eladrin chooses to purify its chain lightning ability, it can use a purified chain lightning up to three times that day. Thereafter, it could use its chain lightning ability again normally (since it can use chain lightning at will),

or it could

QUICK RECONNOITER [GENERAL]

You can learn a lot of information from just a quick scan of an area or object.

Prerequisite: Listen 5 ranks, Spot 5 ranks

Benefit: You can make one Spot check and one Listen check each round as a free action. You also gain a +2 bonus on initiative checks.

Normal: Using Spot or Listen in a reactive fashion is a free action, but actively trying to make a Spot check or Listen check requires a move action.

QUICKEN SPELL-LIKE ABILITY [GENERAL]

The creature can use a spell-like ability with a moment’s thought.

Benefit: Using a quickened spell-like ability is a free action that does not provoke an attack of opportunity. The creature can perform another action-including the use of another spell-like ability-in the same round that it uses a quickened spell-like ability. The creature may use only one quickened spell-like ability per round. A spell-like ability that duplicates a spell with a casting time greater than 1 full round cannot be quickened.

Each of a creature’s spell-like abilities can be quickened only once per day, and the feat does not allow the creature to exceed its normal usage limit for any ability.

Normal: Normally the use of a spell-like ability requires a standard action and provokes an attack of opportunity unless noted otherwise.

Special: This feat can be taken multiple times. Each time it is taken, the creature can apply it to each of its spell-like abilities one additional time per day.

RANGED SPELL SPECIALIZATION [GENERAL]

You deal more damage with ranged touch attack spells.

Prerequisites: Weapon Focus (ranged spell), caster level 4th

Benefit: Damage-dealing spells that require a ranged touch attack roll gain a +2 bonus on the damage they deal. This extra damage applies only to the first successful attack of spells that create multiple rays or missiles, or to the first round of damage for spells that deal damage over multiple rounds on a single successful attack (such as Melf’s acid arrow). Because you must be able to strike precisely, the extra damage applies only to targets within 30 feet. Only spells that deal hit point damage can be affected by this feat.

RAPID BLITZ [GENERAL]

You charge across the battlefield, combining your speed and fighting ability to move and attack with unmatched skill.

Prerequisites: Dex 13, Bounding Assault, Dodge, Mobility, Spring Attack, base attack bonus +18.

Benefit: You can designate a third target for your Spring Attack feat. In addition to the second attack you gain from your Bounding Assault feat, you can make a third attack with a –10 penalty.

RAPID SWIMMING [GENERAL]

You are one with the water.

Prerequisite: Natural swim speed, base Fortitude save +2

Benefit: Your swim speed increases by 20 feet.

READY SHOT [GENERAL]

You can make devastating attacks with ranged weapons against charging opponents.

Prerequisite: Point Blank Shot

Benefit: You can ready an action to fire a ranged weapon at a foe who charges you. You must wait until the target is within 15 feet before you attack. If you score a hit with this readied attack, your attack deals an extra 3d6 points of damage. Creatures immune to extra damage from critical hits are immune to this effect.

RECKLESS WAND WIELDER [GENERAL]

You can increase the effectiveness of spells cast from a wand.

Prerequisites: Use Magic Device 1 rank, Craft Wand

Benefit: By expending an additional charge, you can use a wand as if its caster level was 2 higher than its normal level, changing all the spell’s level-dependent effects. For example, by expending 2 charges at once, a wand of magic missile (created at caster level 3rd) can be used at caster level 5th, firing three missiles instead of two. You can expend only 1 extra charge at a time using this feat.

RESOURCEFUL BUYER [GENERAL]

You know where to look in a community for anything you need.

Prerequisite: None

Benefit: Whenever you are buying goods, the community you’re in is treated as one category larger for the purpose of determining the community’s gold piece limit on the most expensive item available. For example, when you are in a village, the gold piece limit on the most expensive item available to you is 800 gp rather than 200 gp.

Special: This benefit doesn't stack with any other effect that grants a similar benefit.

ROCK HURLING [GENERAL]

You can throw rocks like a giant can.

Prerequisites: Str 19, size Large or larger (Goliaths qualify by virtue of their powerful build racial trait)

Benefit: You can hurl rocks weighing 40 to 50 pounds (Small objects) with a range increment of 15 feet. The rocks deal 2d6 points of damage plus your Strength modifier. Rocks have a maximum range of five range increments.

Normal: As an improvised weapon, a 40- to 50-pound rock deals 2d6 points of damage with a range increment of 5 feet, and such a rock can be thrown only as a fullround action. A character without the Rock Hurling feat is considered to be nonproficient, taking a –4 penalty on the attack roll.

ROUNDABOUT KICK [GENERAL]

You can follow up on a particularly powerful unarmed attack with a mighty kick, spinning in a complete circle before landing the kick.

Prerequisites: Str 15, Improved Unarmed Strike, Power Attack.

Benefit: If you score a critical hit on an unarmed attack, you can immediately make an additional unarmed attack against the same opponent, using the same attack bonus that you used for the critical hit roll. For example, Ember the 15th-level monk can make three unarmed attacks in a round, at base attack bonuses of +11, +6, and +1. If she scores a critical hit on her second attack, she can make an additional attack using her +6 base attack bonus. She then makes her third attack (at +1) as normal.

RUN [GENERAL]

You are fleet of foot.

Prerequisites: None

Benefit: When running, you move five times your normal speed if wearing medium, light or no armor and carrying no more than a medium load or 4 times normal speed if wearing heavy armor or carrying a heavy load.

If you make a jump after a running start, you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC.

Normal: You move four times your speed while running if wearing light medium or no armor and carrying no more than a medium load or three times your speed if wearing heavy armor or carrying a heavy load, and you lose your Dexterity bonus to AC.