Name |
Prerequisites |
Benefit |
Brachiation |
Climb 4 ranks, Jump 4 ranks. |
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Clever Wrestling |
Small or Medium size, Improved Unarmed Strike. |
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Destructive Rage |
Rage or frenzy ability. |
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Extra Rage |
Rage or frenzy ability. |
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Faster Healing |
Base Fortitude save bonus +5. |
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Improved Flight |
Ability to fly (naturally, magically, or through shapechanging). |
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Flyby Attack |
Fly speed. |
When flying, the creature can take a move action (including a dive) and another standard action at any point during the move. The creature cannot take a second move action during a round when it makes a flyby attack.
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Instantaneous Rage |
Rage or frenzy ability. |
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Intimidating Rage |
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Multiattack |
Three or more natural attacks. |
The creature's secondary attacks with natural weapons take only a -2 penalty.
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Natural Spell |
Wis 13, wild shape ability. |
You can complete the verbal and somatic components of spells while in a wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while in a wild shape.
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Plant Control |
Plant Defiance, ability to cast speak with plants. |
You can rebuke or command plant creatures as an evil cleric rebukes undead. To command a plant, you must be able to speak with it via a speak with plants effect, though it may do so mentally if desired. This ability is usable a total number of times per day equal to 3 + your Charisma modifier. You use your highest caster level to determine the level at which you rebuke plants.
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Plant Defiance |
Ability to cast detect animals or plants. |
You can turn (but not destroy) plant creatures as a good cleric turns undead. When determining the result of a turning attempt, treat all destruction results as normal turning. Treat immobile plant creatures as creatures unable to flee. This ability is usable a total number of times per day equal to 3 + your Charisma modifier. You use your highest caster level to determine the level at which you turns plants.
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Power Critical |
Weapon focus (chosen weapon), base attack bonus +4 |
When using the weapon you selected, you gain a +4 bonus on the roll to confirm a threat.
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Greater Resiliency |
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Scent |
Wild shape. |
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Snatch |
Size Huge or larger. |
The creature can choose to start a grapple when it hits with a claw or bite attack, as though it had the improved grab special attack. If the creature gets a hold on a creature three or more sizes smaller, it squeezes each round for automatic bite or claw damage. A snatched opponent held in the creature's mouth is not allowed a Reflex save against the creature's breath weapon, if it has one.
The creature can drop a creature it has snatched as a free action or use a standard action to fling it aside. A flung creature travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet traveled. If the creature flings a snatched opponent while flying, the opponent takes this amount or falling damage, whichever is greater.
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Improved Swimming |
Swim 6 ranks. |
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Greater Two-Weapon Fighting |
Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11. |
You get a third attack with your off-hand weapon, albeit at a -10 penalty.
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Wingover |
Fly speed. |
A flying creature with this feat can change direction quickly once each round as a free action. This feat allows it to turn up to 180 degrees regardless of its maneuverability, in addition to any other turns it is normally allowed. A creature cannot gain altitude during a round when it executes a wingover, but it can dive.
The change of direction consumes 10 feet of flying movement.
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