rferries
2018-02-22, 03:05 AM
Paladin [Fighter]
You are a force for justice in this dark world.
Prerequisites
BAB +1, lawful good alignment.
Benefits
Diplomacy, Heal, Knowledge (nobility and royalty), and Knowledge (religion) are always considered class skills for you (regain 1 skill point for each cross-class rank you have invested in those skills when you take this feat).
You gain two additional skill points each level, with quadruple skill points for your first level. These skill points are gained retroactively but may only be spent on Diplomacy, Heal, Knowledge (nobility and royalty), and Knowledge (religion).
You gain an aura of good, as a cleric.
Special
A fighter may select Paladin as one of his bonus fighter feats.
Divine Armour [Fighter]
Your faith is your shield, and wards your allies as well.
Prerequisites
BAB +9, Charisma 12, Paladin, lawful good alignment.
Benefits
Add your Charisma bonus to all your saves and as a sacred bonus to your Armour Class.
All allies within 30 feet of you add your Charisma bonus to their saves.
Special
A fighter may select Divine Armour as one of his bonus fighter feats.
Divine Force [Fighter]
Your faith works through you, to both heal and harm.
Prerequisites
BAB +6, Charisma 12, Paladin, lawful good alignment.
Benefits
Add your Charisma bonus to your attack and damage rolls against evil creatures.
A number of times per day equal to your Charisma modifier, you may "lay on hands" to heal an ally as a standard action. Each time you do so, make a Heal check - the ally heals hit points equal to your check result, is cured of any poisons or diseases with a DC less than your Heal check result, and heals hit points and ability damage as though they had rested for a night.
Special
A fighter may select Divine Force as one of his bonus fighter feats.
Ranger [Fighter]
You are a warrior of the wild.
Prerequisites
BAB +1.
Knowledge (dungeoneering), Knowledge (nature), Search, and Survival are always considered class skills for you (regain 1 skill point for each cross-class rank you have invested in those skills when you take this feat).
You gain two additional skill points each level, with quadruple skill points for your first level. These skill points are gained retroactively but may only be spent on Knowledge (dungeoneering), Knowledge (nature), Search, and Survival.
Special
A fighter may select Ranger as one of his bonus fighter feats.
Favoured Terrain [Fighter]
You have mastered a particular environment.
Prerequisites
BAB +1, Ranger.
Choose a terrain type. That terrain is considered a favoured environment (http://www.giantitp.com/forums/showthread.php?533378-Revised-Ranger) for you.
Special
You may select Favoured Terrain more than once, choosing a different terrain each time.
A fighter may select Favoured Terrain as one of his fighter bonus feats.
Master Hunter [Fighter]
You can pursue (and elude) any prey.
Prerequisites
BAB +3, Ranger.
Hide, Listen, Move Silently, and Spot are always considered class skills for you (regain 1 skill point for each cross-class rank you have invested in those skills when you take this feat).
You gain two additional skill points each level, with quadruple skill points for your first level. These skill points are gained retroactively but may only be spent on Hide, Listen, Move Silently, and Spot.
You may follow tracks as though you possessed the Track feat (if you possess that feat as well, gain a +5 bonus on Survival checks you make to follow tracks).
Special
A fighter may select Master Hunter as one of his bonus fighter feats.
Wild Allies [Fighter]
You are a friend to the birds of the air and the beasts of the field.
Prerequisites
BAB +3, Ranger.
You gain the Wild Empathy special quality. Your effective druid level is equal to your ranks in Handle Animal. You may attempt to influence elementals, fey, plants, and vermin in the same way that you would magical beasts.
You may rebuke and command animals, plants, and vermin as an evil cleric rebukes undead. Your effective cleric level is equal to your ranks in Handle Animal.
Special
A fighter may select Wild Allies as one of his bonus fighter feats.
You are a force for justice in this dark world.
Prerequisites
BAB +1, lawful good alignment.
Benefits
Diplomacy, Heal, Knowledge (nobility and royalty), and Knowledge (religion) are always considered class skills for you (regain 1 skill point for each cross-class rank you have invested in those skills when you take this feat).
You gain two additional skill points each level, with quadruple skill points for your first level. These skill points are gained retroactively but may only be spent on Diplomacy, Heal, Knowledge (nobility and royalty), and Knowledge (religion).
You gain an aura of good, as a cleric.
Special
A fighter may select Paladin as one of his bonus fighter feats.
Divine Armour [Fighter]
Your faith is your shield, and wards your allies as well.
Prerequisites
BAB +9, Charisma 12, Paladin, lawful good alignment.
Benefits
Add your Charisma bonus to all your saves and as a sacred bonus to your Armour Class.
All allies within 30 feet of you add your Charisma bonus to their saves.
Special
A fighter may select Divine Armour as one of his bonus fighter feats.
Divine Force [Fighter]
Your faith works through you, to both heal and harm.
Prerequisites
BAB +6, Charisma 12, Paladin, lawful good alignment.
Benefits
Add your Charisma bonus to your attack and damage rolls against evil creatures.
A number of times per day equal to your Charisma modifier, you may "lay on hands" to heal an ally as a standard action. Each time you do so, make a Heal check - the ally heals hit points equal to your check result, is cured of any poisons or diseases with a DC less than your Heal check result, and heals hit points and ability damage as though they had rested for a night.
Special
A fighter may select Divine Force as one of his bonus fighter feats.
Ranger [Fighter]
You are a warrior of the wild.
Prerequisites
BAB +1.
Knowledge (dungeoneering), Knowledge (nature), Search, and Survival are always considered class skills for you (regain 1 skill point for each cross-class rank you have invested in those skills when you take this feat).
You gain two additional skill points each level, with quadruple skill points for your first level. These skill points are gained retroactively but may only be spent on Knowledge (dungeoneering), Knowledge (nature), Search, and Survival.
Special
A fighter may select Ranger as one of his bonus fighter feats.
Favoured Terrain [Fighter]
You have mastered a particular environment.
Prerequisites
BAB +1, Ranger.
Choose a terrain type. That terrain is considered a favoured environment (http://www.giantitp.com/forums/showthread.php?533378-Revised-Ranger) for you.
Special
You may select Favoured Terrain more than once, choosing a different terrain each time.
A fighter may select Favoured Terrain as one of his fighter bonus feats.
Master Hunter [Fighter]
You can pursue (and elude) any prey.
Prerequisites
BAB +3, Ranger.
Hide, Listen, Move Silently, and Spot are always considered class skills for you (regain 1 skill point for each cross-class rank you have invested in those skills when you take this feat).
You gain two additional skill points each level, with quadruple skill points for your first level. These skill points are gained retroactively but may only be spent on Hide, Listen, Move Silently, and Spot.
You may follow tracks as though you possessed the Track feat (if you possess that feat as well, gain a +5 bonus on Survival checks you make to follow tracks).
Special
A fighter may select Master Hunter as one of his bonus fighter feats.
Wild Allies [Fighter]
You are a friend to the birds of the air and the beasts of the field.
Prerequisites
BAB +3, Ranger.
You gain the Wild Empathy special quality. Your effective druid level is equal to your ranks in Handle Animal. You may attempt to influence elementals, fey, plants, and vermin in the same way that you would magical beasts.
You may rebuke and command animals, plants, and vermin as an evil cleric rebukes undead. Your effective cleric level is equal to your ranks in Handle Animal.
Special
A fighter may select Wild Allies as one of his bonus fighter feats.