Street Fighter Put the warrior on display Prerequisites: Str 17 or Dex 17, Catch Off-Guard or Improved Unarmed Strike Benefit: Unarmed strikes and improvised weapon attacks you make against a flat-footed opponent deal 1d4 extra damage This extra damage is precision-based damage and is not multiplied with a critical hit Summon Fantasy Tactics Reach for the clouds Prerequisites: Int 17 or Cha 17, ability to cast at least summon fantasy spell Benefit: When a creature fails its Will save against one of your summon fantasy illusions, there’s a 50% chance it believes the illusion entirely and gains no additional saving throws for the duration of the spell Summon Fantasy Tactics, Advanced Reach for the clouds Prerequisites: Summon Fantasy Tactics, Int 17 or Cha 17, ability to cast at least summon fantasy spell Benefit: Increase the chance a creature believes your summon fantasy illusion entirely to 80% Tomb Raider I’ll take that, thank you Prerequisites: Int 17 or Wis 17, Knowledge (dungeoneering) rank Benefit: You can substitute Knowledge (dungeoneering) for Acrobatics, Climb, and Swim checks You still suffer armor check penalties when performing tasks related to those skills Class Feats Channel Antimagic You can channel energy that hampers spellcasting Prerequisites: Revoke Magic revocation Benefit: You can expend daily uses of you revoke magic ability to channel energy, as per the cleric’s Variant Channeling Magic portfolio You can use only the harm aspect of this form of channeling The DC of this ability is Intelligence-based instead of Charisma-based Dastardly Finish This is a summary of the feat for the astrologer class Prerequisites: 10th-level astrologer, witch zodiac astrologer class feature Benefit: You can deliver a coup de grace to cowering or stunned targets Destructive Dispel This is a summary of the feat for the astrologer class Prerequisites: 6th-level astrologer, cleric zodiac astrologer class feature Benefit: When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of the spell used to dispel) or be stunned until the start of your next turn If the save succeeds, the opponent is instead sickened until the start of your next turn Tower Weapon Training Prerequisite: Str 15 Benefit: You no longer take a –2 penalty to attacks when wielding a tower weapon with which you are proficient In addition, Choose one of the following weapon features and one tower weapon with which you are proficient When wielding that weapon, you treat it as having the chosen weapon feature Blocking, deadly, disarm, distracting, performance, reach, sunder, trip Special: You can choose this feat multiple times Its effects not stack Each time you choose this feat, select a different tower weapon You can choose the same or a different weapon feature to apply when wielding that tower weapon Witcher You would well not to earn my contempt Prerequisites: Int 17, Craft (alchemy) ranks Benefit: Increase the damage you deal with alchemical items you craft by an amount equal to your ranks in Craft (alchemy) For every points by which the damage is increased, you can choose instead to deal 1d6 extra damage This damage does not multiply with a critical hit If you have 10 or more ranks in Craft (alchemy), you can also increase the amount of damage you heal with any potion or alchemical item you administer by half your total ranks in Craft (alchemy) For every points by which the healing is increased, you can choose to heal 1d8 extra hit points instead 107