The village of Eryn’s Hope has been cut off from the rest of the world. Being situated near a road running between two major cities, the area sees a lot of travelers, but the roads haven’t been safe recently. Goblin bandits attack travelers and villagers, making a nuisance of themselves and preventing an effective plea for help from finding the right ears. With the arrival of the heroic PCs, perhaps the villagers stand a chance after all.

Spell Familiarity

Spell Familiarity [General]

Through long practice, you have become so intimately familiar with a spell that you can cast it at will.
Prerequisite: Arcane caster level 3+
Benefit: Choose one cantrip from your spell list. You may now use that spell as a spell-like ability an unlimited number of times per day. If this spell was chosen from a sorcerer or bard list, you may replace it with a new cantrip in the list of spells you know.
Special: You may take this feat multiple times. Each time you take this feat, you choose an additional cantrip to use as a spell-like ability.
Special: A wizard may select Spell Familiarity as one of his wizard bonus feats.

Improved Throw

Improved Throw [General]

You are trained in techniques that make throwing opponents easier for you, as well as making it harder for them to throw you.

Prerequisites: Str 13, Improved Grapple
Benefit: So long as your hands are free, you do not provoke an attack of opportunity when you attempt to throw an opponent. You also gain a +4 bonus to your Strength check to determine how far you may throw an opponent.
Normal: Without this feat, you provoke an attack of opportunity whenever you attempt to throw an opponent.
Special: A fighter may select Improved Throw as one of his fighter bonus feats. A monk may select Improved Throw as a bonus feat at 2nd level, even if he does not meet the prerequisites.

Note: This feat uses the rules presented in the "Throwing an Opponent" article.

Dancing Warrior

Dancing Warrior [General]

You fight in such a fluid and graceful manner that you easily evade your enemies attacks.
Prerequisite: BAB +4, Dex 13, Dodge, Mobility, Spring Attack
Benefit: You gain a +2 dodge bonus to AC during any round where you move at least 10 feet and make an attack action during combat.
A condition that makes you lose your dexterity bonus to armor class (if any) also makes you lose your dodge bonus. This feat may not be used in conjunction with a charge attack.
Special: A fighter may select Dancing Warrior as one of his fighter bonus feats.


Educated [General]

Schooling and study has increased your knowledge of the world.

Prerequisites: Int 12+
Benefit: A number of Knowledge skills equal to your Intelligence modifier become class skills.

Powerful Throw

Powerful Throw [General]

You know how you make the best use of your great strength when throwing an opponent.
Prerequisites: Str 16+
Benefit: You gain a +5 bonus to your Strength check to determine how far you can throw an opponent. This bonus stacks with the bonus granted by the Improved Throw feat.

Special: A fighter may select Powerful Throw as one of his fighter bonus feats.

Note: This feat uses the rules presented in the "Throwing an Opponent" article.

Improvised Weapon Fighting

Improvised Weapon Fighting [General]

Prerequisite: base attack bonus +1
Benefit: The penalty for fighting with an improvised weapon is reduced to -1.
Special: The character counts as proficient with all improvised weapons for the purpose of applying special abilities and feats. This feat provides no benefit to using normal weapons that the character is not proficient with (e.g. exotic weapons without the appropriate feat).
Normal: Characters take a -4 penalty when using an improvised weapon.

Deadly Touch

Deadly Touch [General]

Through a great deal of practice, you have learned the best places to aim when delivering your touch attacks in order to achieve the maximum potential.
Prerequisites: 3rd level arcane caster, Weapon Focus (touch attack)
Benefit: You are treated as a spellcaster one level higher than your actual level for all level-dependent features ( range, duration, damage, etc.) and for caster level checks to overcome spell resistance of touch spells you deliver.
Special: A wizard with a specialized school is treated as being a spellcaster two levels higher when using a touch spell from her specialized school.


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