| Name |
Prerequisite |
Description
|
| Accelerated Recovery• |
Con 13 |
Recover more quickly during an 8-hour rest
|
| Adaptive Casting• |
Caster level 7th; Key ability score 19 |
Select three additional spells known; cast one of them once a day
|
| Adaptive Fighting*• |
Three or more combat feats |
Once per day as a move action, gain the benefit of a combat feat you don’t have
|
| Adaptive Resistance |
Enhanced Resistance, base attack bonus +4, early stage adaptation racial trait |
Your training enables you to adapt and evolve formidable temporary defenses.
|
| Adaptive Upgrade• |
Int 19, Engineering 10 ranks |
Temporarily create low-level armor upgrades
|
| Add Leverage*• |
Str 15 |
Grip your weapon with more hands to move foes farther with combat maneuvers
|
| Advance Warning*• |
Cha 15 |
Shout a warning to your allies, causing them to stop being flat-footed
|
| Advanced Melee Weapon Proficiency*• |
Proficiency in basic melee weapons |
No penalty to attacks with advanced melee weapons
|
| Agile Casting• |
Caster level 4th; Key ability score 15, Dex 15, Mobility |
Cast a spell at any point during movement
|
| All Hands on Deck• |
Four or more arms |
Many hands make light work
|
| Ambuscade*• |
— |
When you make an attack in the surprise round against a target that has not yet acted, gain a bonus to attacks and damage
|
| Ambush Awareness*• |
— |
If you fail the Perception check to act in the surprise round, you can still take a full defense action
|
| Amplified Glitch*• |
3 ranks Computers & Intimidate |
Disrupt devices, causing targets to become shaken for 1 round or more
|
| Antagonize• |
5 ranks Diplomacy & Intimidate |
Anger a foe, causing it to become off-target and take a -2 penalty to skill checks for 1 round or more
|
| Apt Mentor• |
5 ranks Life Science or Physical Science |
Headteachers are prestigious scholars who have become revered experts in their fields after decades of dedication.
|
| Arm Extensions• |
Constructed racial trait or construct type |
You have special devices installed into your arms that allow you to extend them great distances
|
| Barricade*• |
1 rank Engineering |
Create your own fragile cover
|
| Basic Melee Weapon Proficiency*• |
— |
No penalty to attacks with basic melee weapons
|
| Blind-Fight*• |
— |
Reroll miss chances from concealment
|
| Blood in Their Eyes*• |
— |
Your critical hits with slashing attacks make foes dazzled
|
| Blood of the Spider• |
Racial trait that grants a spell-like ability |
Something in your ancestry has strengthened your innate magic and given it an arachnid twist.
|
| Bodyguard*• |
— |
Add a +2 bonus to an adjacent ally’s AC as a reaction
|
| Bud Drone |
Drone class feature, adaptation or early stage adaptation racial trait |
You have used your unique biology to bud off a biological drone you can more easily integrate with.
|
| Cleave*• |
Str 13, base attack bonus +1 |
Make an additional melee attack if the first one hits
|
| Climbing Master• |
5 ranks Athletics |
Gain a climb speed equal to your base speed
|
| Close Combat*• |
Base attack bonus +1 |
Gain a +2 bonus to AC against ranged attacks when are in melee combat
|
| Combat Casting*• |
Ability to cast 2nd-level spells |
+2 bonus to AC and saves against attacks of opportunity when casting spells
|
| Complex Adaptation |
5 ranks Life Science; early stage adaptation racial trait |
With understanding and experience, you can manipulate your genetics to gain unexpected secondary effects.
|
| Connection Inkling• |
Character level 5th; Wis 15, no levels in mystic |
Gain the ability to cast minor mystic spells
|
| Alert Constant Alert*• |
Character level 5th; Wis 11 |
Reroll your initiative check and automatically win ties
|
| Grenade Cook Grenade*• |
Dex 11, proficiency with grenades |
Time your release of a grenade to increase its effectiveness
|
| Shot Coordinated Shot*• |
Base attack bonus +1 |
Allies gain a +1 bonus to ranged attacks against foes you threaten
|
| Gift <img src="images\PathfinderSocietySymbolN.gif" title="Corruption’s Gift is legal, but can only be selected by PCs who earn a corruption manifestation via a Chronicle sheet." style="margin:3px 3px 0px 3px; Corruption’s Gift |
One or more <a style="text-decoration:underline" href="Rules.aspx?Name=Corruptions&Category=Afflictions corruption manifestations] |
You have embraced your corruption.
|
| Truth Cosmic Truth• |
5 ranks Bluff & Mysticism; Wis 15 |
Reveal a cosmic truth that makes one target who fails a Will save confused for 1d4 rounds
|
| Ploy Craven Ploy*• |
Cha 13 |
When the going gets tough, you hide behind allies.
|
| Aim Deadly Aim*• |
Base attack bonus +1 |
Take a −2 penalty to weapon attacks to deal extra damage
|
| Boast Deadly Boast• |
10 ranks Bluff; Cha 19 |
Make an attack or effect sound so impressive that foes have a harder time defending against it
|
| Roll Defensive Roll* |
Dex 19, Acrobatics 10 ranks |
Attempt an Acrobatics check in place of a Reflex save or to dodge an attack
|
| Striker Defensive Striker*• |
Dex 13, base attack bonus +1, armor training trait |
You were born to fight your enemies, and nobody does it better.
|
| Projectiles Deflect Projectiles*• |
Base attack bonus +8 |
Spend 1 Resolve Point to attempt to avoid a ranged attack
|
| Diehard• |
— |
You can spend Resolve Points to stabilize and to stay in the fight in the same round
|
| Searcher Diligent Searcher |
1 rank Perception |
Your ordered mind allows you to thoroughly search an area in less time.
|
| Straits Dire Straits*• |
Con 15 |
Stabilize when you have no Hit Points or Resolve Points left
|
| Adaptation Disease Adaptation• |
Con 11 |
+2 enhancement bonus to saves against disease
|
| Rejection Disease Rejection• |
Con 17, Disease Adaptation |
Recover from diseases much more swiftly
|
| Strike Dispelling Strike• |
10 ranks Mysticism; Base attack bonus +10 |
Spend 1 Resolve Point to make a melee attack act as dispel magic
|
| for Cover Dive for Cover*• |
Base Reflex save bonus +2 |
Fall prone in an adjacent square to roll a Reflex save twice
|
| Conditioning Diverse Conditioning |
Character level 5th; eternal hope or ecstatic joy racial trait |
Your broad experience has made you better at avoiding danger
|
| Diversion• |
— |
Use Bluff to create a distraction so that your allies can hide
|
| Blessing Divine Blessing• |
Worship a deity of an alignment within one step of your own alignment |
Gain a boon from your patron deity
|
| Draw Double Draw*• |
Four or more arms |
Your limbs allow you to manipulate multiple weapons
|
| Tap Double Tap*• |
Weapon Focus (small arms), proficiency with small arms |
Expend double the normal ammunition to gain bonuses to attack and damage with a small arm
|
| Down Drag Down*• |
— |
When you are tripped, you can attempt to trip an adjacent foe
|
| Attack Echolocation Attack• |
Perception as a class skill |
Use the echo of sonic attacks to better sense your surroundings
|
| Lore Eldritch Lore• |
Caster level 10th; Key ability score 19, Lesser Eldritch Lore, Minor Eldritch Lore |
Gain an additional 2nd-level spell known
|
| Serums Enclose Serums |
Adaptation or early stage adaptation racial trait, or ooze type |
Due to your unique physiology, you can safely store important medicines inside yourself until you require them for use in an emergency.
|
| Communalism Enhanced Communalism |
Character level 5th, communalism racial trait |
You’re able to benefit from your allies’ presence more often
|
| Resistance Enhanced Resistance• |
Base attack bonus +4 |
Gain damage reduction or energy resistance
|
| Adaptation Environmental Adaptation• |
Con 13 |
Gain immunity to a number of environmental and weather effects
|
| Telepathy Extended Telepathy• |
Limited telepathy |
Increase the range of your telepathy
|
| Resolve Extra Resolve• |
Character level 5th |
Gain 2 additional Resolve Points
|
| Shot Far Shot*• |
Base attack bonus +1 |
Reduce penalty due to range increments
|
| Talk Fast Talk• |
5 ranks Bluff |
Baffle a potential foe, causing it to be surprised when combat begins
|
| Balance Fighting Balance• |
— |
You know how to fight while off-balance or prone.
|
| Fleet*• |
— |
Increase your base speed
|
| Sense Focused Sense• |
Blindsense |
Temporarily gain blindsight with a limited range
|
| Spellcaster Focused Spellcaster*• |
Ability to cast 4th-level spells; Combat Casting |
Spend a resolve point to successfully cast a spell after you take damage during the casting
|
| Reposition Fouling Reposition*• |
Improved Combat Maneuver (reposition) |
Reposition a foe to throw it and another creature off balance
|
| Hacker Four-Handed Hacker• |
1 rank Computers; four or more hands |
When you hack a computer, it’s a two-front war
|
| Injection Frightening Injection• |
3 ranks Intimidate |
Intimidate your foes when you inject them
|
| Display Frightful Display• |
5 ranks Intimidate; Cha 15; ability to cast spells |
Intimidate a foe as a reaction after they fail a save against your spell
|
| Fusillade*• |
Base attack bonus +1, four or more arms |
Make an automatic-mode attack with multiple small arms
|
| Attention Grab Attention*• |
5 ranks Intimidate |
Make a foe you hit in melee off-target when attacking anyone other than you
|
| Pull Grappler Pull*• |
Str 11 |
Use a grappler to draw your foes closer to you
|
| Cleave Great Cleave*• |
Str 13, Cleave, base attack bonus +4 |
Make an additional melee attack after each melee attack that hits
|
| Fortitude Great Fortitude• |
— |
+2 bonus to Fortitude saves
|
| Eldritch Lore Greater Eldritch Lore• |
Caster level 13th; Key ability score 21, Eldritch Lore, Lesser Eldritch Lore, Minor Eldritch Lore |
Gain an additional 3rd-level spell known
|
| Feint Greater Feint*• |
Improved Feint, base attack bonus +6 |
Foes you feint against are flat-footed for 1 round
|
| Shadow Infusion Greater Shadow Infusion |
Character level 13th; Improved Shadow Infusion, Shadow Infusion |
The energy of the Shadow Plane suffuses your body, mind, and spirit.
|
| Spell Penetration Greater Spell Penetration• |
Spell Penetration |
Additional +2 bonus to caster level checks to overcome SR
|
| Mastery Grenade Mastery*• |
Proficiency with grenades |
Increase the saving throw DCs of grenades you use
|
| Proficiency Grenade Proficiency*• |
— |
No penalty to attacks made with grenades
|
| Fighting Ground Fighting*• |
Str 11 |
Ignore penalties to unarmed attacks when grappled, pinned, or prone
|
| Undead Harm Undead• |
Healing channel connection power, mystic level 1st |
Expend a spell slot for healing channel to also damage undead
|
| Hauler• |
Str 13 |
You can carry much more than usual
|
| Armor Proficiency Heavy Armor Proficiency*• |
Str 13, proficiency in light armor |
No penalty to attack rolls while wearing heavy armor
|
| Weapon Proficiency Heavy Weapon Proficiency*• |
Str 13, proficiency in small arms and longarms |
No penalty to attacks with heavy weapons
|
| Telepath Helpful Telepath• |
Limited telepathy or telepathy; communalism or hive defense racial trait |
You’re able to provide uncanny support to your allies
|
| Combat Maneuver Improved Combat Maneuver*• |
Base attack bonus +1 |
+4 bonus to perform one combat maneuver
|
| Critical Improved Critical*• |
Base attack bonus +8 |
The DC to resist the critical effects of your critical hits increases by 2
|
| Demoralize Improved Demoralize• |
— |
You are skilled at quickly demoralizing your foes.
|
| Energy Resistance Improved Energy Resistance• |
Character level 10th; Con 13, energy resistance from a racial trait |
Your natural energy resistance is more pronounced
|
| Feint Improved Feint*• |
— |
Use Bluff to feint as a move action
|
| Great Fortitude Improved Great Fortitude• |
Character level 5th; Great Fortitude |
Spend 1 Resolve Point to reroll a Fortitude save
|
| Initiative Improved Initiative*• |
— |
+4 bonus to initiative checks
|
| Iron Will Improved Iron Will• |
Character level 5th; Iron Will |
Spend 1 Resolve Point to reroll a Will save
|
| Kip-Up Improved Kip-Up• |
1 rank Acrobatics; Kip-Up feat or moxie racial trait |
You can stand from prone in a blink of an eye
|
| Lightning Reflexes Improved Lightning Reflexes• |
Character level 5th; Lightning Reflexes |
Spend 1 Resolve Point to reroll a Reflex save
|
| Shadow Infusion Improved Shadow Infusion |
Character level 7th; Shadow Infusion |
Your connection to the Shadow Plane has grown stronger.
|
| Sidestep Improved Sidestep*• |
Dex 17, Mobility or trick attack class feature, Sidestep |
Reduce penalties from Sidestep
|
| Spell-Like Ability Improved Spell-Like Ability• |
Character level 4th; at least one spell-like ability that is a level-0 or 1st-level spell |
You have focused on honing your innate magical talents.
|
| Stand Still Improved Stand Still*• |
Stand Still |
+4 bonus to melee attacks with Stand Still
|
| Unarmed Strike Improved Unarmed Strike*• |
— |
Deal more damage and threaten squares with unarmed strikes
|
| Harm’s Way In Harm’s Way*• |
Bodyguard |
Take the damage of a successful attack against an adjacent ally
|
| Retreat Indirect Retreat*• |
Dex 13, Mobility |
You can run through winding corridors and weave your way through grasping claws without pause.
|
| Crater Instant Crater*• |
Base attack bonus +5 |
Weapons with the explode special property create difficult terrain
|
| Relationships Intuit Relationships |
1 rank Perception & Sense Motive |
You can quickly sense relationships between others and use that knowledge to manipulate them.
|
| Will Iron Will• |
— |
+2 bonus to Will saves
|
| Charge Jet Charge*• |
3 ranks Piloting |
Boost your charge attacks with jets to move farther
|
| Dash Jet Dash• |
— |
Move faster when running, double height and distance when jumping
|
| Battle Dance Kasathan Battle Dance*• |
Prerequisites: Dex 13, Mobility or trick attack |
Avoid all attacks of opportunity when you withdraw
|
| Up Kip Up*• |
1 rank Acrobatics |
Stand from prone as a swift action
|
| at Danger Laugh at Danger*• |
Con 13 |
Grant an ally a +2 morale bonus to AC as a reaction when you take Hit Point damage
|
| Eldritch Lore Lesser Eldritch Lore• |
Caster level 7th; Key ability score 17, Minor Eldritch Lore |
Gain an additional 1st-level spell known
|
| Armor Proficiency Light Armor Proficiency*• |
— |
No penalty to attack rolls while wearing light armor
|
| Reflexes Lightning Reflexes• |
— |
+2 bonus to Reflex saves
|
| Ladder Living Ladder*• |
Str 17 |
Hit an adjacent foe with an unarmed attack to stand and possibly knock them prone
|
| Proficiency Longarm Proficiency*• |
Proficiency in small arms |
No penalty to attacks with longarms
|
| Puncture Lung Puncture*• |
— |
Your critical hits with piercing weapons cause foes to be fatigued
|
| Lunge*• |
Base attack bonus +6 |
Increase reach of melee attacks by 5 feet until the end of your turn
|
| Eldritch Lore Major Eldritch Lore• |
Caster level 16th; Key ability score 23, Eldritch Lore, Greater Eldritch Lore, Lesser Eldritch Lore, Minor Eldritch Lore |
Gain an additional 4th-level spell known
|
| Psychic Power Major Psychic Power• |
Character level 7th; Cha 15, Minor Psychic Power, Psychic Power |
Cast a 2nd-level spell as a spell-like ability 1/day
|
| Stage Magic Major Stage Magic• |
Character level 7th; Cha 15, Minor Stage Magic, Stage Magic |
Gain a 2nd-level spell-like ability
|
| Master Many-Handed Master*• |
Four or more arms |
You use your many limbs to counter combat maneuvers
|
| Visage Masked Visage• |
— |
With your face concealed, you can be inscrutable
|
| Crafter Master Crafter• |
5 ranks Computers, Engineering, Life Science, Mysticism, Physical Science, or appropriate Profession |
Craft items in half the normal time
|
| Expert Medical Expert• |
1 rank Life Science, Medicine, & Physical Science |
Treat deadly wounds more quickly, and provide long-term care without a medical lab
|
| Defenses Melt Defenses*• |
Base attack bonus +11 |
On a critical hit, cause further attacks against a foe to target EAC
|
| Coercer Memorable Coercer |
1 rank Intimidate |
You know how to use coercion to change people’s minds without suffering the consequences.
|
| Access Memory Access• |
Construct type, constructed racial trait, exocortex, or head slot augmentation |
+2 insight bonus to skill checks to identify creatures and recall knowledge
|
| Eldritch Lore Minor Eldritch Lore• |
Caster level 4th; Key ability score 15 |
Gain an additional 0-level spell known
|
| Psychic Power Minor Psychic Power• |
Cha 11 |
Cast a 0-level spell as a spell-like ability 3/day
|
| Stage Magic Minor Stage Magic• |
Cha 11 |
Gain a 0-level spell-like ability
|
| Mobility*• |
Dex 13 |
+4 bonus to AC against attacks of opportunity from movement
|
| Attack Momentous Attack*• |
5 ranks Athletics; Str 11 |
On a melee critical hit, move 5 feet
|
| Nature Multifaceted Nature |
Character level 9th; dimorphic or driftborn racial trait |
Through a twist of genetics, magic, or strange fate, you developed another of your race’s traits
|
| Fighting Multi-Weapon Fighting*• |
— |
Reduce the penalty for full attacks when using multiple small arms or operative melee weapons
|
| Strike Mystic Strike*• |
Ability to cast spells |
Melee and ranged attacks count as magic
|
| Integration Nanite Integration• |
Character level 3rd, constructed racial trait or construct type |
Nanites responsible for maintaining your constructed body have been upgraded, and a subset of them has been reprogrammed to perform incredible feats
|
| Moves Nimble Moves*• |
Dex 15 |
Ignore 20 feet of difficult terrain when you move
|
| Volley Opening Volley*• |
— |
+2 bonus to a melee attack against a target you damaged with a ranged attack
|
| Gift Oracular Gift• |
Ability to cast augury |
Gain +1 to initiative checks, and you can cast an enhanced augury once per day without spending RP
|
| Shot Parting Shot*• |
Dex 15, Mobility, Shot on the Run, base attack bonus +6 |
Make a single ranged attack when withdrawing
|
| Attack Penetrating Attack*• |
Base attack bonus +12 |
Reduce enemy's DR and energy resistance against your weapons by 5
|
| Spell Penetrating Spell• |
Ability to cast 4th-level spells |
Reduce enemy's DR and energy resistance against your spells by 5
|
| Maintenance Percussive Maintenance• |
Str 11 |
Reroll checks for engineer crew actions in starship combat and engineering checks to repair items
|
| Training Periastra Training |
5 ranks Mysticism; Cha 13; stellar mode class feature |
Gain the benefit of a full attunement with only 1 or 2 attunement points
|
| Hurler Pinpoint Hurler*• |
Str 15 |
Reduce the distance your thrown weapons travel when they miss
|
| Adaptation Poison Adaptation• |
Con 11 |
Gain a +2 enhancement bonus to saves against poison and take half damage from initial exposure
|
| Rejection (COM) Poison Rejection (COM)• |
Con 17, Poison Adaptation |
Recover from poisons more swiftly
|
| Rejection (NS) Poison Rejection (NS)• |
Racial trait with “poison” or “slime” in the name |
You’ve mastered a method of using your bodily fluids to negate poison and venom.
|
| Adept Polymorph Adept• |
You know the polymorph spell as a 3rd-level spell or higher |
Change the form of your polymorph spell
|
| Conduit Positive Conduit• |
Con 13 |
Gain extra Hit Points from magical healing
|
| Armored Proficiency Powered Armored Proficiency*• |
Str 13, base attack bonus +5, proficiency in light and heavy armor |
No penalty to attack rolls while wearing powered armor
|
| Mastery Profession Mastery |
1 rank Profession (any); Cha, Int, or Wis 13; cultural fascination racial trait |
Your deep exploration of the multiple cultures has taught you to use your professional know-how to great effect
|
| Fur Protective Fur• |
Skittermander or ysoki |
Gain +2 circumstance bonus to saves against heat and cold dangers and +4 circumstance bonus to avoid contracting contact afflictions
|
| of Kahlannal <img src="images\PathfinderSocietySymbolN.gif" title="The Protector of Halannal is only allowed to anassanoi PCs" style="margin:3px 3px 0px 3px; Protector of Kahlannal |
Anassanoi, any non-chaotic and non-evil alignment |
You have a unique psychic bond with your own Protector chariot.
|
| Insight Psychic Insight• |
Limited telepathy or telepathy |
Telepathic contact gives you social insight.
|
| Power Psychic Power• |
Character level 4th; Cha 13, Minor Psychic Power |
Cast a 1st-level spell as a spell-like ability 1/day
|
| Sense Psychic Sense• |
Limited telepathy or telepathy |
You can sense nearby creatures using your telepathy.
|
| the Pin Pull the Pin*• |
Improved Combat Maneuver (disarm) |
Perform a disarm to activate a foe’s grenade
|
| Draw Quick Draw*• |
Base attack bonus +1 |
Draw a weapon as a swift action
|
| Trickler Quicker Trickler• |
3 ranks Medicine |
Administer serums as a standard action instead of a full action
|
| Glimmer Reality Glimmer• |
Character level 5th; Cha 15, no levels in witchwarper |
Gain the ability to cast minor witchwarper spells
|
| Projectiles Reflect Projectiles*• |
Deflect Projectiles, base attack bonus +16 |
Spend 1 Resolve Point to attempt to redirect a ranged attack
|
| Chains Reject Chains• |
Shirren |
+2 insight bonus to saves against charm and compulsion effects, and you can reroll saves against such effects
|
| Vitals Relocate Vitals |
Early stage adaptation racial trait |
In times of danger, you can alter your body to protect your most vulnerable organs.
|
| Grenade Ricochet Grenade*• |
Proficiency with grenades, base attack bonus +7 |
Bounce a grenade off a wall to reach difficult spo
|
| Strike Sacred Strike*• |
Worship a deity of an alignment within one step of your own |
Treat your attacks as having your deity’s alignment
|
| Scurry• |
Racial bonus to Dexterity, size Small |
Your small size affords you superior tactical positioning
|
| Assumptions Sense Assumptions |
1 rank Sense Motive |
You can easily intuit a person’s preconceptions.
|
| Infusion Shadow Infusion |
Strong connection to Shadow Plane |
After enduring contact with the Shadow Plane, you have become infused with its energies.
|
| Ally Shelter Ally*• |
Bodyguard, natural reach of 10 feet or more |
Use Bodyguard to protect allies within reach and increase the bonus and penalty by 1 when protecting a smaller creature
|
| Block Shield Block*• |
Proficiency with shields |
Spent 1 Resolve Point as a reaction to reduce damage from area effects
|
| Proficiency Shield Proficiency*• |
— |
Gain proficiency with shields
|
| on the Run Shot on the Run*• |
Dex 15, Mobility, base attack bonus +4 |
Make a ranged attack at any point during movement
|
| Sidestep*• |
Dex 15, Mobility or trick attack class feature |
Take guarded step as a reaction when a foe misses you with melee attack
|
| Focus Skill Focus• |
— |
+3 insight bonus to one skill
|
| Synergy Skill Synergy• |
— |
Gain two new class skills or a +2 insight bonus to those skills
|
| Jockey Sky Jockey• |
5 ranks Piloting |
Make jetpacks, vehicles, and starships go faster
|
| Down Slam Down*• |
— |
Your critical hits with bludgeoning weapons knock down your foes
|
| Shooter Slippery Shooter*• |
Dex 15, base attack bonus +6 |
+3 bonus to AC against attacks of opportunity when making ranged attacks
|
| Arm Proficiency Small Arm Proficiency*• |
— |
No penalty to attacks with small arms
|
| Weapon Proficiency Sniper Weapon Proficiency*• |
— |
No penalty to attacks with sniper weapons
|
| Stance Solid Stance*• |
Con 15 |
Become harder to move, and use a reaction to avoid being knocked prone
|
| Telepathy Soothing Telepathy• |
Limited telepathy or telepathy |
+2 insight bonus to saves against mind-affecting effects that you can extend to nearby allies
|
| Weapon Proficiency Special Weapon Proficiency*• |
Proficiency in basic melee weapons or small arms (see below) |
No penalty to attacks with one special weapon
|
| Feint Spell Feint• |
— |
When you successfully feint, your foe takes a –1 penalty to saves against your next spell
|
| Focus Spell Focus• |
Character level 3rd; ability to cast spells |
DCs of spells you cast increase
|
| Penetration Spell Penetration• |
— |
+2 bonus to caster level checks to overcome SR
|
| Spellbane• |
Unable to cast spells or use spell-like abilities |
+2 insight bonus to saving throws against spells and spell-like abilities
|
| Spellguard• |
3 ranks Mysticism |
Grant an ally a +2 insight bonus against a spell as a reaction
|
| of Luck Spot of Luck• |
Character level 5th; any racial trait or feat that grants a d20 reroll |
When escaping tight spots, you defy the odds
|
| Attack Spring Attack*• |
Dex 15, Mobility, base attack bonus +4 |
Move before and after a melee attack
|
| Cover Spry Cover*• |
Base attack bonus +1 |
Covering fire grants a +4 bonus to an ally’s Acrobatics check to tumble
|
| Companion Squox Companion |
You own a trained squox that has an attitude of friendly or helpful toward you |
Your pet squox aids you to the best of its ability
|
| Magic Stage Magic• |
Character level 4th; Cha 13, Minor Stage Magic |
Gain a 1st-level spell-like ability
|
| Still Stand Still*• |
— |
Make an attack of opportunity to stop a foe’s movement
|
| Scream Startled Scream• |
— |
When something bad is about to go down, you scream to let everyone know.
|
| Footing Steady Footing• |
More than two legs or similar limbs |
You use your multiple legs to your advantage.
|
| Nerves Steel Nerves• |
Character level 3rd; Wis 13 |
You retain your reason when you’re scared.
|
| Up and Strike Step Up and Strike*• |
Dex 13, Step Up, base attack bonus +6 |
Make an attack of opportunity as part of Step Up
|
| Up Step Up*• |
Base attack bonus +1 |
Take a guarded step as a reaction to an adjacent foe moving
|
| Back Strike Back*• |
Base attack bonus +1 |
Ready an action to make a melee attack against a foe with reach
|
| Fire Suppressive Fire*• |
Base attack bonus +1, proficiency with heavy weapons |
Provide covering fire or harrying fire in an area
|
| Survivalist• |
Self-sufficient racial trait |
You know how to live off the land
|
| Master Swimming Master• |
5 ranks Athletics |
Gain a swim speed equal to your base speed
|
| Advisor Tactful Advisor• |
Cha 11 |
Provide an additional +1 enhancement bonus when your aid another check result is 20 or higher
|
| Serum Tailored Serum• |
5 ranks Life Science |
Grant additional Hit Points to a particular creature with a customized serum of healing
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| Dabbler Technomantic Dabbler• |
Character level 5th; Int 15, no levels in technomancer |
Gain the ability to cast minor technomancer spells
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| Scream Telepathic Scream• |
3 ranks Intimidate; limited telepathy or telepathy |
Create a distressing telepathic scream that causes foes to become shaken
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| Spy <img src="images\PathfinderSocietySymbolN.gif" title="The Telepathic Spy feat requires a Will save to resist." style="margin:3px 3px 0px 3px; Telepathic Spy |
Limited telepathy or telepathy |
Your telepathy is sensitive enough to detect similar psychic communication nearby.
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| Presence Terrifying Presence*• |
Intimidating racial trait |
Your fearsome displays instill fear longer
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| Stance Three-Point Stance• |
— |
If you have a free hand, you take 1d6 less damage from falling, don’t fall prone from falling, and gain benefits in zero-g maneuvering
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| the Lines Through the Lines• |
Dex 13 |
You can charge through one ally’s space
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| Fit Tight Fit• |
Large size or larger |
You are not entangled when squeezing
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| Toughness• |
— |
+1 Stamina Point per character level and other bonuses
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| Rush Tripping Rush*• |
Improved Combat Maneuver (trip), base attack bonus +5 |
Knock a target prone when you bull rush them into an obstacle
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| Underfoot• |
Scurry, Acrobatics 10 ranks, racial bonus to Dexterity, size Small |
You use your small size against larger foes
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| Fire Unfriendly Fire*• |
5 ranks Bluff |
Trick an attacker into shooting at another enemy adjacent to you
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| Threat Veiled Threat• |
1 rank Intimidate; Cha 15 |
Intimidated foe doesn’t become hostile
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| Fighting Versatile Fighting*• |
Character level 5th; adaptive Fighting |
Spend RP to use Adaptive Fighting more often in a day
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| Focus Versatile Focus*• |
Weapon Focus (any) |
+1 bonus to attack rolls with all weapon types you are proficient with
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| Specialization Versatile Specialization*• |
Character level 3rd; Weapon Specialization |
Deal extra damage with all weapon types you are proficient with
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| Withdrawal Wary Withdrawal*• |
Dex 13, Wis 13, Mobility |
You know how to withdraw with great caution.
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| Focus Weapon Focus*• |
Proficiency with selected weapon type |
+1 bonus to attack rolls with selected weapon type
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| Specialization Weapon Specialization*• |
Character level 3rd, proficiency with selected weapon type |
Deal extra damage with selected weapon type
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