You can channel energy two additional times per day. Whenever you lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, the enemy provokes an attack of opportunity. Can you see those "fists" icons with numbers above them? Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. Its effects do not stack. When you channel positive energy to damage undead or channel negative energy to damage living, you do not affect allies. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus. Choose one type of weapon (including unarmed strike) for which you possess the Weapon Specialization feat. Damage bonuses from using a composite bow with a high Strength bonus apply to each arrow, as do other damage bonuses, such as a ranger's favored enemy bonus. If your attack is successful, the target takes a penalty. Choose one type of exotic weapon, such as the dueling sword or sai. Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals additional damage. As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. Each time you take the feat, it applies to a new type of weapon. Link (Ex): Handling an animal to make them do something normally requires a move action, so if you like to train attack dogs or something, keep that in mind.Allowing you to handle your animal companion as a free action allows you to order them around while still taking your full turn. | The Modern Path SRD If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. Special: You can gain Extra Lay On Hands multiple times. Creatures that you in all feats are not have to use the info! That is, you don't lose your Dexterity bonus to Armor Class, and the attacker doesn't get the usual +2 bonus for being invisible. Benefit: Choose one energy type (acid, cold, electricity, or fire). You may still reroll your miss chance percentile roll for total concealment. Benefit: You receive a +2 bonus on checks made to trip a foe. All characters get another feat at 3rd level and one more at 5th level. Choose a school of magic. Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised. You can throw four additional bombs per day. When you score a critical hit on a foe, your target immediately becomes exhausted. Normal: Dwarves normally receive a +2 racial bonus on saving throws against spells and spell-like abilities. For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 additional round. Spells that do not have a range of touch, close, or medium do not benefit from this feat. Anytime you gain a new feat, you may take a story feat, but you can have only one uncompleted story feat at a time. If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range. Your ranged attacks ignore anything but total concealment and cover. Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result. Benefit: You can rage for 6 additional rounds per day. Each time you take the feat, it applies to a new skill. An extra 5 ft. of movement. | PF2 SRD. Your dashing style and fluid fencing forms allow you to use agility rather than brute force to fell your foes. Well—for some reason—players seem to spend a lot of time focusing on their defences—hit points, armour class and so on. A stunned character drops everything held, can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. Your spells have the maximum possible effect. You attack with the strength of a dragon, your telling blows striking fear into your enemies. You can make a Stunning Fist attempt as a full-round action. The effects of conduit feats are supernatural and do not function in an antimagic field or similar effect. You substitute various noises and gestures for the normal verbal and somatic components of a spell. For every 5 by which your attack exceeds your opponent's CMD, the penalty lasts 1 additional round. You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. Spirit Talker. Fleet (which you can take multiple times) gives you the ability to move further than normal, which gives you extra manoe… When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt. You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. | d20 Anime SRD % ) if you carry a shield to use this feat has no effect creatures... Suffer any penalties on attack and damage rolls you make using the selected.! 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