toapat
2012-05-04, 08:02 PM
Feats are categorized and alphabetized.
Comments always welcome, never going to stop expanding the list
Feats:
General
Advanced Arms Training [Fighter][General]
You spent additional time learning to fight with a weapon, and know how to hit harder, more often, and to land devastating blows more often.
Prerequisite: Proficiency with the chosen weapon.
Benefit: Select a weapon you are Proficient with. For every +4 Base attack bonus you have, you gain +1 on attack rolls and +2 to damage rolls with the chosen weapon. At BAB +8, The critical Range of your chosen Weapon doubles. This improved Critical Range does not stack with Keen or Impact.
Special: Fighters may take this feat as a bonus feat. This feat is treated as Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Greater Weapon Focus, and Improved Critical for feat and class prerequisites. This Feat may be taken upto 3 times. Each time it must be taken for a different weapon.
Combat Expertise [Fighter][General]
You Have studied tactics and combat, and know how to fight.
Prerequisites: 13 Intelligence.
Benefits:When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
If you have 13 Dexterity, you automatically gain the Mobility feat.
Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.
Special: A fighter may select this as a bonus feat.
Implacability [General]
You are hard to take down.
Benefit: You Gain HP equal to your Character level+2. You also do not fail Fortitude saves automatically when rolling a 1.
Special: You may take this feat multiple times. This feat is treated as Toughness and Improved Toughness for Prerequisites.
Archery FeatsAim [Fighter][General]
You are vastly more proficient with ranged weapons.
Benefit: You gain +1 to attack rolls and +2 to damage rolls with ranged or thrown weapons against any creature within 45 feet of you. Your Precision damage range is extended to 45 feet. Your range with Bows and Crossbows increases by one half, and your range with thrown weapons doubles. You gain your choice of the Brutal Throw, Overdrawn Control, or Torque Draw feat.
Special: A fighter may select this as a bonus feat. Rangers automatically obtain this feat at second level if they selected Archery. This feat is treated as Point Blank Shot and Far shot.
Barrage [Fighter][General]
The bow is an extension of your being.
Prerequisite: Advanced Arms Training, Master Archer, +13 BAB, 22 Dexterity, and one of Rapid Fire or Rapid Reload.
Benefit: You may have each arrow or bolt fired strike a different opponent. Precision damage also applies to any and all arrows or bolts you fire. When firing at multiple enemies, you must sacrifice +1 attack bonus for each Enemy you target. This penalty stacks with the penalty from Rapid fire.
Normal: All arrows fired must target one enemy at a time.
Special: Fighters may select this as a bonus feat.
Master Archer [Fighter][General]
You have mastered your control of your bow.
Prerequisite: 19 dexterity, Combat Expertise, +11 base attack bonus
Benefit: You are able to take two move actions with movement upto your full movement speed while performing a full attack action with a bow or crossbow.
Your ranged attacks ignore the AC bonus granted to targets by cover that is less than total cover, and the miss chance granted to targets by concealment that is less than total concealment. When you shoot ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
You may perform Sunder, Trip, and Bull Rush attempts while firing a bow or crossbow. A Bullrush attempted using arrows uses your strength or dexterity score in order to determine the DC, and does not suffer size penalties. Creatures targetted by the attacks are treated as medium for saves.
Normal: Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes. You can only move 5 feet while firing a bow, and you can not perform sunder, trip, or bullrush attempts at range.
Special: Fighters may select this as a bonus feat. Rangers gain this feat automatically at 11th level if they have chosen Archery.
Overdrawn Control [Fighter][General]
Bows offer little resistance to your draw, and you can hold them much more steady.
Prerequisites: Proficiency with Composite bows.
Benefits: You may substitute Strength for Dexterity to attack bonus when using a Composite bow. You may also substitute Strength in place of Dexterity when taking feats that affect ranged weapons.
Special: A fighter may select this as a bonus feat.
Rapid Fire [Fighter][General]
You are one with your bow, and can make many attacks with it.
Prerequisite: Aim, +15 Dexterity, +6 Base attack bonus
Benefit: You make an additional shot each round at your second highest iterative attack bonus with your bow.
You may also sacrifice +2 attack bonus from an attack roll in order to fire two arrows during an attack roll, and may add additional arrows to the shot for a -1 attack penalty each. All arrows must be aimed at the same target.
Normal: You only make one attack for each 5 base attack bonus you have in a round, and you may only fire one arrow at a time.
Special: Fighters may select this as a bonus feat. Rangers gain this feat automatically at 6th level if they have chosen Archery.
Sniper's Accuracy [Fighter][General]
You excel at finding points where your arrows find greater weakness in your enemies.
Prerequisite: Aim, 17 Dexterity
Benefit: You may sacrifice upto +2 attack bonus and 2 Attacks from your attack rolls and Full attack action with a bow or crossbow. If you do so, for the round the base critical threat range of your bow or crossbow is increased by 1 for each point of attack bonus you sacrificed. This bonus stacks with Keen or Advanced Arms Training.
Special: Fighters may select this as a bonus feat.
Torque Draw [Fighter][General]
You are able to twist the bowstring during your draw, causing the arrows to spin in Flight and to yield a greater impact.
Prerequisites: Proficiency with Bows or crossbows
Benefits: You Apply your dexterity modifier to damage rolls with Bows and Crossbows.
Special: A fighter may select this as a bonus feat.
General CombatPhalanx [Fighter][General]
You are an unstoppable force, crushing its way through that which stands before you.
Prerequisite: Cleave, Combat Expertise
Benefit: You may perform two move actions with movement upto your normal movement rate in a round you perform a full attack action. You may Cleave any number of times during a round.
When you perform a Bullrush attempt, if an ally is in a square adjacent to your foe, which is within your standard reach, you and your ally may perform a bullrush attempt, using the combined total strength of you and your ally against your opponent's strength check. Your opponent also counts as one size category smaller.
Special: A fighter may select this as a bonus feat.
Notes: Replaces Spring Attack entirely.
Strike of the Hydra [General][Epic]
You are War.
Prerequisite: +20 BaB, Can not exceed level 30.
Benefit: You continue to add an additional attack to your full attack action for every +5 BAB after +16 BAB.
Normal: you can make no more then 4 attacks in a full attack action.
Special: This feat can not be taken by Clerics or Druids.
Sweeping Strikes [Fighter][General]
You know how to perform sweeping attacks offensively
Prerequisite: Cleave, +6 BAB
Benefit: You may take a -2 penalty on an attack role with a melee weapon. If you do, you also strike at 2 squares adjacent to your primary target that you threaten also. These extra strikes use the same attack roll as the primary strike. You must still succeed the attack role against any creatures in the squares. This Maneuver may be performed multiple times in a round.
Normal: You can only attack one square at a time.
Special: A fighter may select this as a bonus feat.
Titan's Warfare [Fighter][General]
You wield weapons of extraordinary size.
Benefit: You may wield Two Handed Weapons of your size category, or One handed weapons one size category larger then normal, as though they were one handed. These weapons receive 1 and a half times strength modifier to attack and damage rolls.
You may alternatively wield a Two handed weapon of 2 size categories larger as though it was a two handed weapon. These two handers recieve double your strength modifier to attack and damage rolls.
Normal: you can only wield weapons of your size category.
Special: A fighter may select this as a bonus feat.
Smiting FeatsFeat Tag [Smiting]: Feats with this tag affect the supernatural abilities named Smite, Smite Evil, Smite Good, Smite Law, Smite Anarchy, Smite Undead, and Smite Evil Outsider. These Feats do not apply to Smiting abilities granted by Domains or by Samurai.
Judgement [Smiting]
You meter your wrath more effectively.
Prerequisites: Smiting class ability
Benefit: You may perform a smite which gains one half your smiting class levels rounded up as a bonus to your damage roll, and that uses half your Smiting attribute modifier rounded down as a bonus to attack rolls. You may use your Judgement ability a number of times per encounter as equal to your total remaining smite attempts for the day.
Measure of Conviction [Smiting]
Your capacity to channel divine power is strengthened by your measure of conviction.
Prerequisite: Smite class ability.
Benefit: Your Smite Evil, Smite Good, Smite Anarchy, Smite Undead, and Smite abilities apply to all attacks you make once activated until the beginning of your next turn.
Normal: You can only make one attack with each activation of your smite ability.
Special: Paladins may purchase this feat without using a feat slot.
Wrath [Smiting]
You summon forth the fury of the divine.
Prerequises: Smite Class ability, +6 BAB
Benefits: As a standard action, you may expend a use of one of your smite class abilities in order to devastate an area. A star falls to the square of your choice, and explodes, dealing your choice of holy, unholy, anarchy, or axiomatic damage*. The star deals 1d6 of damage for each level of a class that possesses a Smiting ability to all creatures within 20 feet of the impact site. The site needs not be outdoors. If your total number of smites resets between encounters, you instead expend one smite, and lower the total number of smites you can use for the rest of the day.
*Neutral creatures recieve half damage, while creatures sharing alignment of the damage recieve no damage at all. Holy damage is good aligned, Unholy damage is Evil aligned, Anarchic damage is chaotic aligned, and Axiomatic damage is lawful aligned. You can not use a type of damage that conflicts with your alignment
Two Weapon Combat Feats
Two Weapon Fighting [Fighter][General]
You were born with two hands, Use them.
Prerequisites: 13 Dexterity
Benefits: When wielding weapons in both hands, you suffer a -2 penalty to attack rolls. You can perform as many attacks with your offhand as with your main hand.
Normal:When wielding two weapons, you suffer a -6 attack penalty to your mainhand, and a -10 attack penalty to your offhand, and you can only perform one attack with your offhand.
Special: A fighter may select this as one of his bonus feats. A ranger gains this feat if he selected two weapon fighting at second level, even if he does not meet the prerequisites.
Main Gauche [Fighter][General]
The Sword is your shield.
Prerequisites: 15 Dexterity, Two Weapon Fighting
Benefits: When wielding multiple weapons, you gain a +2 shield bonus to your AC. This bonus increases by +1 for every 4 BAB you have.
Whenever a creature fail to succeed on an attack roll against you, if they failed by a value no greater then the armor bonus you gain from wielding multiple weapons, you may perform an immediate attack against that creature using your off hand.
Normal: You can not benefit from a shield while wielding multiple weapons.
Special:A fighter may select this as one of his bonus feats. A ranger gains this feat if he selected two weapon fighting at sixth level, even if he does not meet the prerequisites.
Two Weapon Assault [Fighter][General]
Your blades are a dangerous maelstrom.
Prerequisites: 17 Dexterity, Two Weapon Fighting.
Benefits: While making a charge, you may make as many attacks with two weapons as you would normally during a full attack action.
Once per round, if you strike an opponent with each weapon you wield, you may deal an additional amount of damage equal to Offhand Die+ 1+1/2 Strength modifier. This damage is treated as the same type as your offhand weapon for bypassing damage reduction
Normal: You can only attack with one weapon once during a charge. You also can not perform a rend.
Special: A fighter may select this as one of his bonus feats. A ranger gains this feat if he selected two weapon fighting at second level, even if he does not meet the prerequisites.
Crazypower feats:Path of Spell and Sword [General]
You know both the Martial and the Mystical.
Prerequisites: Intelligence, Wisdom, or Charisma of at least 11
Benefits: Each day, you may study the arcane, the primal, or the divine for a number of hours. For each hour spent, you gain +2 caster level and +1 spell level, but loose out +1 base attack bonus for each hour spent.
If you study the arcane, you are treated as a Wizard of hitdice equal to twice the number of hours you spent studying, and must have an Intelligence equal to 10+spell level in order to prepare spells.
Primal studies grant casting as a druid, and require a Wisdom of 10+spell level.
Divine studies grant casting as a Cleric, while requiring a wisdom of 10+spell level.
The Charismatic study both the arcane, the divine, and the primal, and may prepare spells from the cleric, wizard, and druid spell list as a Sorcerer of level equal to twice the number of hours studied.
Alternatively, you may spend hours studying the art of war and combat. for each hour studied, you gain +1 base attack bonus, at the price of 2 caster levels and 1 spell level.
If your study would lower your base attack bonus below a number equal to Half your hitdice rounded down, or raise it higher then your total hitdice, you learn nothing from your studies.
Special: Tenser's Transformation and Divine Power are removed from all spell lists. Clerics and druids receive 1/2 BAB progression.
Quick Study [General]
You absorb more in less time.
Prerequisites: Path of Spell and Sword, BAB +8
Benefits: For every four hours you study, you are treated as instead to have studied for 5.
Normal: You must study for hours.
Comments always welcome, never going to stop expanding the list
Feats:
General
Advanced Arms Training [Fighter][General]
You spent additional time learning to fight with a weapon, and know how to hit harder, more often, and to land devastating blows more often.
Prerequisite: Proficiency with the chosen weapon.
Benefit: Select a weapon you are Proficient with. For every +4 Base attack bonus you have, you gain +1 on attack rolls and +2 to damage rolls with the chosen weapon. At BAB +8, The critical Range of your chosen Weapon doubles. This improved Critical Range does not stack with Keen or Impact.
Special: Fighters may take this feat as a bonus feat. This feat is treated as Weapon Focus, Weapon Specialization, Greater Weapon Specialization, Greater Weapon Focus, and Improved Critical for feat and class prerequisites. This Feat may be taken upto 3 times. Each time it must be taken for a different weapon.
Combat Expertise [Fighter][General]
You Have studied tactics and combat, and know how to fight.
Prerequisites: 13 Intelligence.
Benefits:When you use the attack action or the full attack action in melee, you can take a penalty of as much as –5 on your attack roll and add the same number (+5 or less) as a dodge bonus to your Armor Class. This number may not exceed your base attack bonus. The changes to attack rolls and Armor Class last until your next action.
If you have 13 Dexterity, you automatically gain the Mobility feat.
Normal: A character without the Combat Expertise feat can fight defensively while using the attack or full attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to Armor Class.
Special: A fighter may select this as a bonus feat.
Implacability [General]
You are hard to take down.
Benefit: You Gain HP equal to your Character level+2. You also do not fail Fortitude saves automatically when rolling a 1.
Special: You may take this feat multiple times. This feat is treated as Toughness and Improved Toughness for Prerequisites.
Archery FeatsAim [Fighter][General]
You are vastly more proficient with ranged weapons.
Benefit: You gain +1 to attack rolls and +2 to damage rolls with ranged or thrown weapons against any creature within 45 feet of you. Your Precision damage range is extended to 45 feet. Your range with Bows and Crossbows increases by one half, and your range with thrown weapons doubles. You gain your choice of the Brutal Throw, Overdrawn Control, or Torque Draw feat.
Special: A fighter may select this as a bonus feat. Rangers automatically obtain this feat at second level if they selected Archery. This feat is treated as Point Blank Shot and Far shot.
Barrage [Fighter][General]
The bow is an extension of your being.
Prerequisite: Advanced Arms Training, Master Archer, +13 BAB, 22 Dexterity, and one of Rapid Fire or Rapid Reload.
Benefit: You may have each arrow or bolt fired strike a different opponent. Precision damage also applies to any and all arrows or bolts you fire. When firing at multiple enemies, you must sacrifice +1 attack bonus for each Enemy you target. This penalty stacks with the penalty from Rapid fire.
Normal: All arrows fired must target one enemy at a time.
Special: Fighters may select this as a bonus feat.
Master Archer [Fighter][General]
You have mastered your control of your bow.
Prerequisite: 19 dexterity, Combat Expertise, +11 base attack bonus
Benefit: You are able to take two move actions with movement upto your full movement speed while performing a full attack action with a bow or crossbow.
Your ranged attacks ignore the AC bonus granted to targets by cover that is less than total cover, and the miss chance granted to targets by concealment that is less than total concealment. When you shoot ranged weapons at a grappling opponent, you automatically strike at the opponent you have chosen.
You may perform Sunder, Trip, and Bull Rush attempts while firing a bow or crossbow. A Bullrush attempted using arrows uses your strength or dexterity score in order to determine the DC, and does not suffer size penalties. Creatures targetted by the attacks are treated as medium for saves.
Normal: Without this feat, a character who shoots or throws a ranged weapon at a target involved in a grapple must roll randomly to see which grappling combatant the attack strikes. You can only move 5 feet while firing a bow, and you can not perform sunder, trip, or bullrush attempts at range.
Special: Fighters may select this as a bonus feat. Rangers gain this feat automatically at 11th level if they have chosen Archery.
Overdrawn Control [Fighter][General]
Bows offer little resistance to your draw, and you can hold them much more steady.
Prerequisites: Proficiency with Composite bows.
Benefits: You may substitute Strength for Dexterity to attack bonus when using a Composite bow. You may also substitute Strength in place of Dexterity when taking feats that affect ranged weapons.
Special: A fighter may select this as a bonus feat.
Rapid Fire [Fighter][General]
You are one with your bow, and can make many attacks with it.
Prerequisite: Aim, +15 Dexterity, +6 Base attack bonus
Benefit: You make an additional shot each round at your second highest iterative attack bonus with your bow.
You may also sacrifice +2 attack bonus from an attack roll in order to fire two arrows during an attack roll, and may add additional arrows to the shot for a -1 attack penalty each. All arrows must be aimed at the same target.
Normal: You only make one attack for each 5 base attack bonus you have in a round, and you may only fire one arrow at a time.
Special: Fighters may select this as a bonus feat. Rangers gain this feat automatically at 6th level if they have chosen Archery.
Sniper's Accuracy [Fighter][General]
You excel at finding points where your arrows find greater weakness in your enemies.
Prerequisite: Aim, 17 Dexterity
Benefit: You may sacrifice upto +2 attack bonus and 2 Attacks from your attack rolls and Full attack action with a bow or crossbow. If you do so, for the round the base critical threat range of your bow or crossbow is increased by 1 for each point of attack bonus you sacrificed. This bonus stacks with Keen or Advanced Arms Training.
Special: Fighters may select this as a bonus feat.
Torque Draw [Fighter][General]
You are able to twist the bowstring during your draw, causing the arrows to spin in Flight and to yield a greater impact.
Prerequisites: Proficiency with Bows or crossbows
Benefits: You Apply your dexterity modifier to damage rolls with Bows and Crossbows.
Special: A fighter may select this as a bonus feat.
General CombatPhalanx [Fighter][General]
You are an unstoppable force, crushing its way through that which stands before you.
Prerequisite: Cleave, Combat Expertise
Benefit: You may perform two move actions with movement upto your normal movement rate in a round you perform a full attack action. You may Cleave any number of times during a round.
When you perform a Bullrush attempt, if an ally is in a square adjacent to your foe, which is within your standard reach, you and your ally may perform a bullrush attempt, using the combined total strength of you and your ally against your opponent's strength check. Your opponent also counts as one size category smaller.
Special: A fighter may select this as a bonus feat.
Notes: Replaces Spring Attack entirely.
Strike of the Hydra [General][Epic]
You are War.
Prerequisite: +20 BaB, Can not exceed level 30.
Benefit: You continue to add an additional attack to your full attack action for every +5 BAB after +16 BAB.
Normal: you can make no more then 4 attacks in a full attack action.
Special: This feat can not be taken by Clerics or Druids.
Sweeping Strikes [Fighter][General]
You know how to perform sweeping attacks offensively
Prerequisite: Cleave, +6 BAB
Benefit: You may take a -2 penalty on an attack role with a melee weapon. If you do, you also strike at 2 squares adjacent to your primary target that you threaten also. These extra strikes use the same attack roll as the primary strike. You must still succeed the attack role against any creatures in the squares. This Maneuver may be performed multiple times in a round.
Normal: You can only attack one square at a time.
Special: A fighter may select this as a bonus feat.
Titan's Warfare [Fighter][General]
You wield weapons of extraordinary size.
Benefit: You may wield Two Handed Weapons of your size category, or One handed weapons one size category larger then normal, as though they were one handed. These weapons receive 1 and a half times strength modifier to attack and damage rolls.
You may alternatively wield a Two handed weapon of 2 size categories larger as though it was a two handed weapon. These two handers recieve double your strength modifier to attack and damage rolls.
Normal: you can only wield weapons of your size category.
Special: A fighter may select this as a bonus feat.
Smiting FeatsFeat Tag [Smiting]: Feats with this tag affect the supernatural abilities named Smite, Smite Evil, Smite Good, Smite Law, Smite Anarchy, Smite Undead, and Smite Evil Outsider. These Feats do not apply to Smiting abilities granted by Domains or by Samurai.
Judgement [Smiting]
You meter your wrath more effectively.
Prerequisites: Smiting class ability
Benefit: You may perform a smite which gains one half your smiting class levels rounded up as a bonus to your damage roll, and that uses half your Smiting attribute modifier rounded down as a bonus to attack rolls. You may use your Judgement ability a number of times per encounter as equal to your total remaining smite attempts for the day.
Measure of Conviction [Smiting]
Your capacity to channel divine power is strengthened by your measure of conviction.
Prerequisite: Smite class ability.
Benefit: Your Smite Evil, Smite Good, Smite Anarchy, Smite Undead, and Smite abilities apply to all attacks you make once activated until the beginning of your next turn.
Normal: You can only make one attack with each activation of your smite ability.
Special: Paladins may purchase this feat without using a feat slot.
Wrath [Smiting]
You summon forth the fury of the divine.
Prerequises: Smite Class ability, +6 BAB
Benefits: As a standard action, you may expend a use of one of your smite class abilities in order to devastate an area. A star falls to the square of your choice, and explodes, dealing your choice of holy, unholy, anarchy, or axiomatic damage*. The star deals 1d6 of damage for each level of a class that possesses a Smiting ability to all creatures within 20 feet of the impact site. The site needs not be outdoors. If your total number of smites resets between encounters, you instead expend one smite, and lower the total number of smites you can use for the rest of the day.
*Neutral creatures recieve half damage, while creatures sharing alignment of the damage recieve no damage at all. Holy damage is good aligned, Unholy damage is Evil aligned, Anarchic damage is chaotic aligned, and Axiomatic damage is lawful aligned. You can not use a type of damage that conflicts with your alignment
Two Weapon Combat Feats
Two Weapon Fighting [Fighter][General]
You were born with two hands, Use them.
Prerequisites: 13 Dexterity
Benefits: When wielding weapons in both hands, you suffer a -2 penalty to attack rolls. You can perform as many attacks with your offhand as with your main hand.
Normal:When wielding two weapons, you suffer a -6 attack penalty to your mainhand, and a -10 attack penalty to your offhand, and you can only perform one attack with your offhand.
Special: A fighter may select this as one of his bonus feats. A ranger gains this feat if he selected two weapon fighting at second level, even if he does not meet the prerequisites.
Main Gauche [Fighter][General]
The Sword is your shield.
Prerequisites: 15 Dexterity, Two Weapon Fighting
Benefits: When wielding multiple weapons, you gain a +2 shield bonus to your AC. This bonus increases by +1 for every 4 BAB you have.
Whenever a creature fail to succeed on an attack roll against you, if they failed by a value no greater then the armor bonus you gain from wielding multiple weapons, you may perform an immediate attack against that creature using your off hand.
Normal: You can not benefit from a shield while wielding multiple weapons.
Special:A fighter may select this as one of his bonus feats. A ranger gains this feat if he selected two weapon fighting at sixth level, even if he does not meet the prerequisites.
Two Weapon Assault [Fighter][General]
Your blades are a dangerous maelstrom.
Prerequisites: 17 Dexterity, Two Weapon Fighting.
Benefits: While making a charge, you may make as many attacks with two weapons as you would normally during a full attack action.
Once per round, if you strike an opponent with each weapon you wield, you may deal an additional amount of damage equal to Offhand Die+ 1+1/2 Strength modifier. This damage is treated as the same type as your offhand weapon for bypassing damage reduction
Normal: You can only attack with one weapon once during a charge. You also can not perform a rend.
Special: A fighter may select this as one of his bonus feats. A ranger gains this feat if he selected two weapon fighting at second level, even if he does not meet the prerequisites.
Crazypower feats:Path of Spell and Sword [General]
You know both the Martial and the Mystical.
Prerequisites: Intelligence, Wisdom, or Charisma of at least 11
Benefits: Each day, you may study the arcane, the primal, or the divine for a number of hours. For each hour spent, you gain +2 caster level and +1 spell level, but loose out +1 base attack bonus for each hour spent.
If you study the arcane, you are treated as a Wizard of hitdice equal to twice the number of hours you spent studying, and must have an Intelligence equal to 10+spell level in order to prepare spells.
Primal studies grant casting as a druid, and require a Wisdom of 10+spell level.
Divine studies grant casting as a Cleric, while requiring a wisdom of 10+spell level.
The Charismatic study both the arcane, the divine, and the primal, and may prepare spells from the cleric, wizard, and druid spell list as a Sorcerer of level equal to twice the number of hours studied.
Alternatively, you may spend hours studying the art of war and combat. for each hour studied, you gain +1 base attack bonus, at the price of 2 caster levels and 1 spell level.
If your study would lower your base attack bonus below a number equal to Half your hitdice rounded down, or raise it higher then your total hitdice, you learn nothing from your studies.
Special: Tenser's Transformation and Divine Power are removed from all spell lists. Clerics and druids receive 1/2 BAB progression.
Quick Study [General]
You absorb more in less time.
Prerequisites: Path of Spell and Sword, BAB +8
Benefits: For every four hours you study, you are treated as instead to have studied for 5.
Normal: You must study for hours.