
Characters gain two feats at first level, and 1 feat at every level beyond that. Some pokemon gain bonus feats. What these are will be listed in their entry.
Adept Flyer [Elemental]
Prerequisites: Flying Pokemon traits. Character level 5+
Benefit: Your Fly speed improves to twice your base land speed (minimum 60'), or increases by +10', whichever result is greater, and your maneuverability improves to Perfect. Your Fly speed improves by 20' for every five character levels you gain beyond 5th.
Agile Thrower [Fighter]
You are quite an agile shot with a sling or a javelin.
Prerequisites: BaB +1, Proficiency with a throwing weapon.
Benefit: You may use dexterity instead of your strength for damages with thrown weapons and slings. Triple the range of all thrown weapons and slings you wield to a minimum of 50 ft. for each increment. You may reroll any miss chance or concealment twice, taking the best result.
Anger Point [Monstrous, Fighter]
Getting punched in the face makes you angry. More than it pisses most people off, that is.
Benefit: Any time you are damaged, you benefit from a Rage effect (as the spell) for one minute. If you suffer a Critical Hit, your next attack deals an additional 1d6 damage if made in your next turn. Multiple Critical Hits won't stack - a single attack gains just 1d6 bonus damage, no matter what.
Normal: Getting injured is a purely bad thing.
Angry Glare [General]
Benefit: You can make an Intimidation check in place of a Will save against [Charm] & [Compulsion] effects, with a penalty equal to half the user’s CR (or CL if from an item).
Antennae [Monsterous]
Prerequisites: Bug Pokemon Traits
Benefit: A pair of sensitive antennae adorn whatever passes for your face, granting you blindsense out to 30 feet.
Arena Trap [Monstrous]
They can hide, but they can't run.
Prerequisites: Psychic, Ground or Dark Pokemon Traits
Benefit: You radiate a constant 100' radius Dimensional Anchor, making it hard for foes to escape by supernatural means.
Atlas Shrugged [General]
Prerequisites: Level 16+
As a full round action, you gain SR, DR X/Epic, AC, and bonus to your Saving throws, equal to your Melee Attack Bonus; the bonus lasts 5 rounds.
Backflip Evasion [General]
Prerequisite: Character level 9+
Benefit: On a successful Reflex save, you can move up to your base land speed as an immediate action. You still provoke AoOs as normal for this movement.
Bat Out of Hell [Fiend]
You scream across the world.
Prerequisites: Fly Speed, Flying-Type
Benefit: You may use an attack of opportunity to greatly accelerate your flight, provided you fly in a straight line. On the round that you use Bat Out of Hell, you double your fly speed (that is, add your fly speed to itself). Once you use this Bat Out of Hell, you cannot use it again for three rounds.
Special: If you have multiple attacks of opportunity in a round, such as from Combat Reflexes and a high Dexterity, you may spend an additional attack of opportunity to create an infernal shriek as you fly, dealing [1d6 damage per three character levels + your Constitution modifier] in sonic [Flying] damage to those within forty feet of the path you take. You can also spend attacks of opportunity to increase your flight speed further, adding your base fly speed again for each attack of opportunity used this way.
Battle Armour [Monstrous]
People are lucky to even dent you.
Prerequisites: Rock Pokémon Traits, Steel Pokémon Traits, or Bug Pokémon Traits
Benefit: You are 100% Immune to all Critical Hits, even Super Effective ones. However, you are not immune to other things that are typically negated by immunity to Critical Hits, such as Sneak Attack damage, many kinds of Stunning, and so on.
By: Sister Acacia
Binding Growth [Elemental]
You grow on people.
Prerequisites: Grass Type Pokemon
Benefit: After pinning or lifting a creature for a round, you may attempt to grow a Binding Growth on them with another grapple check against a DC of 10 + their Grapple modifier. Once you do so, they are bound, losing their Dexterity bonus to AC and their ability to take physical actions other than trying to escape, until they break the bonds. The bonds can be broken by others with a slashing melee weapon capable of doing 5 + your hit dice points of damage against AC 5 + your Constitution modifier, but a miss hurts the bound creature. The bonds may also be broken by a Strength check (DC 15 + your Constitution modifier) or by an Escape Artist check (DC 10 + your hit dice + your Constitution modifier). Even once broken, they remain on for 1d4 rounds, entangling the bound creature.
Blazing Speed [Elemental]
You streak across the battlefield like a flaming meteor.
Prerequisites: Burn, Fire Type Pokemon
Benefit: Your base land speed improves to 50', and your base Climb speed improves to 30'. You gain a +4 dodge bonus to AC against attacks of opportunity provoked due to your movement through a threatened area. You may also take a full round action to transform into pure fire and move up to twice your speed in any movement mode in a straight line. When you do so, you may move through any number of enemies. You provoke no attacks of opportunity for this movement. Any enemies you pass through take 1d6 fire damage per character level (Burn applies to this as usual) and may make a reflex save based on your dexterity for half damage.
Blind-Fight [General]
Benefit: You may reroll your miss chance caused by concealment. You are not impaired in movement from obscured vision, nor are invisible attackers at any advantage when attacking you.
Blood of Stone [Fighter]
You can withstand even the most painful of attacks.
Prerequisites: BAB +3, Toughness
Benefit: As an immediate action, make a Fortitude save when hit by a non-touch attack with a DC equal to damage taken. On a successful save you take half damage from the attack or reduce the damage by a number equal to your BAB, whichever is less damage; on a failed save you reduce the damage taken by a number equal to your BAB. If you roll a natural 16 or higher on the Fortitude save, it automatically counts as a success.
Special: Damage taken on a successful or failed save is not affected by the Mettle ability or similar effects.
Born Thief [General]
You were born and raised as a thief and thus you have gained useful assorted skills.
Prerequisites: 1st level only.
Benefit: You gain a +2 bonus on disable device, hide, move silently, open lock, sleight of hand checks and they are always class skill for you. Choose one of these skills, you automatically have the maximum number of rank in that skill for you level without needing to spend skill point. You can use cheatBoVD as extraordinary ability at will. You ignore difficult terrain when moving on rooftop, crowd, sewers, littered alleyway and other urban terrain.
Brutal Thrower [Fighter]
You are brutally efficient at throwing weapons.
Prerequisites: BaB +1, Proficiency with a throwing weapon.
Benefit: You may use strength instead of your dexterity for your attack rolls when attacking with thrown weapons and slings. Triple the range of all thrown weapons and slings you wield to a minimum of 50 ft. for each increment. You may also use power attacks when attacking with thrown weapons. Normal: Power Attack cannot be used with thrown weapons and slings, and Dexterity, not Strength, is used for attack rolls.
Burn [Elemental]
You're hot. You're on fire. You like to burn things.
Prerequisites: Fire Pokemon Traits
Benefit: Anything you hit with your natural weapons or unarmed strikes must make a Reflex save (DC 10 + 1/2 your hit dice + your Constitution modifier) or gain the burned condition. Creatures hitting you with natural weapons suffer the same effect. Any creature grappling you, or that you grapple, is automatically burned and cannot be put out until it is no longer grappling you. Also your natural weapons add 1d6 fire damage with an extra d6 of fire damage at 5th level and every 5 levels after that. If you choose to do this, your natural attack becomes [Fire] type.
Burst of Speed [General]
Prerequisites: Character level 6th, Not a [Rock] type.
Benefit: As a swift action, you can gain the benefits of a haste spell for 1 round, except that it is considered an extraordinary ability. You cannot use this ability twice in a row (thus, you must leave one round between activations). Special: This feat counts as Run and any similar feat for prerequisite purposes. You cannot take this feat and any feats it counts as on the same character.
Careful Movement [Fighter]
Running is always an option.
Prerequisites: BAB +3
Benefit: When you use the Withdraw action, you do not provoke an Attack of Opportunity with any movement. Also, your first square of movement each turn does not provoke an Attack of Opportunity.
Normal: Beyond your first square of movement, every square of movement provokes an Attack of Opportunity when using he Withdraw action. Furthermore, every square of normal movement provokes an Attack of Opportunity.
By: Ghostwheel
Castigate
Prerequisite: Character level 3+
Benefit: You can use the demoralize opponent action as a move action to all enemies within 30’, and at no penalty for being smaller than the opponent. You can use your Strength modifier instead of Charisma on the check, and the effects of demoralization last for 1 minute. This is a language-dependent effect which cannot stack with itself.
Charge Through [General]
Prerequisites: Not a [Ghost] type.
Benefit: When charging, you can ignore allies in your path when determining whether or not you can charge your target. You can also attempt to overrun one creature in the path of the charge as a free action.
When you attempt to overrun an opponent, the target may not choose to avoid you. You also gain a +4 bonus on your Strength check to knock down your opponent.
Clear Sky [Monstrous, Weather]
Everyday is an ordinary day~
Prerequisites: Must not have Fire, Water, Ground or Ice Pokemon Traits
Benefit: The weather is always clear and mild within a 100' radius of you. This over-rules any other weather-altering effect. This doubles at 10 HD, and extends to 500 feet at 20 HD. Special: No creature can have more than one [Weather] Feat at a time.
By: SisterAcacia
Cleave, Grimoire [General]
Benefit: If you deal enough damage to a creature to defeat it (typically by dropping it to below 0 hit points or killing it), you get an immediate, extra melee attack against another creature within reach as a non-action. The extra attack is with the same weapon and at the same bonus as the attack that dropped the previous creature. You can use this ability once per round.
You may choose to deal an amount of damage on this ability equal to the damage on the attack that triggered it. This choice must be declared before the attack roll.
Special: You may only repeat the damage you dealt once per round, even if you would get multiple cleaves in a single round.
By: Ghostwheel
Close Miss [Fighter]
Whiff!
Prerequisites: BAB +3, Power Attack
Benefit: If you use the Power Attack feat at a penalty of -2 or more and would have hit the enemy had you not used Power Attack, you instead deal damage to your target equal to the damage you would have dealt from your strength modifier added to the damage you would have dealt that was derived from the Power Attack feat.
Example: Bob the fighter has +5 BAB, and a Strength modifier of +4 for an attack roll of +9. With his two-handed battle-axe, he attacks a foe with 18 AC taking a -5 penalty to Power Attack, and rolls a 12 for a total of 17. Since he would have hit had he not used Power Attack, instead of whiffing completely he deals 6 (his strength modifier multiplied by one and a half) + 10 (double his damage from Power Attack) damage instead since he's wielding a two-handed weapon.Special: Any feats and abilities that would normally modify the damage for Power Attack do not apply to the damage dealt by this feat.
Combat Reflexes [General]
Benefit: Choose either Dexterity or Wisdom bonus. You gain a number of additional AoOs each round equal to the bonus chosen. Additionally, you can make AoOs even while flat-footed.
Compensate for Size [Fighter]
"It's not how big it is, but how you use it that counts."
Prerequisites: BAB +3
Benefit: When it would be advantageous for you (that is, when targeting or being targeted by larger creatures), you may eliminate all bonuses and penalties based on size used in grapple rolls from grapple checks, effectively treating both yourself and your foe as being Medium size for the purposes of Bull Rush, Disarm, Grapple, Overrun, Sunder, or Tripping. Special: Compensate for Size can be used in place of Clever Wrestling (CW) to qualify for a feat, prestige class, or other special ability.
Conductivity [Monstrous]
Prerequisites: Not weak to Electric.
Benefit: Your resistance to the Electric type increases by one stage (normally effective becomes not very effective, not very effective becomes immune). Whenever you take electricity damage, you may send a line of electricity arcing from your body at any single target within 30’. This bolt does half the damage you received; a Reflex save (DC 10 + ½ level + Cha mod) halves this damage.
Controlled Immolation [Monstrous]
Prerequisites: Not weak to Fire.
Benefit: You're resistance to fire increases by one stage (normally effective becomes not very effective, not very effective becomes immune). If you gain the burned condition you take no damage from the flames nor is your equipment, and any creature striking you with a melee attack will take 1d6 fire damage.
Copy Technique [Fighter]
Prerequisites: BAB +1, Intelligence 13
Benefit: Upon training with a friendly ally for 15 minutes, you gain the benefit of a single feat they possess for the next 24 hours. You must qualify for non-feat-based prerequisites; for example, if you chose Spring Attack, you would need to have a Dexterity of at least 13 and +4 BAB, but would not need to have Dodge or Mobility.
Special: Feats gained by copying others do not count towards prerequisites of other feats or prestige classes. This feat may be taken more than once, each time allowing the character to train for another 15 minutes to gain the use of one extra feat.
By: Ghostwheel
Cursed Body [Monstrous]
You're worse luck than a haunted video
Prerequisites: Ghost Pokemon Traits
Benefit: Any time a foe hits you with a Spell, Spell-Like Ability, Supernatural Special Attack or Extraordinary Special Attack, after the effects have been resolved, they must pass a Will Save (Charisma-based). If they fail, that ability is "locked" for the next hour - they are unable to use it for the duration. If someone knocks you out or kills you, they are afflicted with a Curse (as Bestow Curse) of your choice, with no saving throw allowed. The duration is Permanent until Dispelled/Removed.
By: SisterAcacia
Cute Charm [Monstrous]
"Wild Darkrai is immobilised with love!"
Benefit: Any creature that tries to attack you must first pass a Will Save (Charisma-based) or be Charmed, falling in love with you for the rest of the day. If they pass the save, they are immune for the rest of the day.
By: SisterAcacia
Danger Intuition [General]
Benefit: As long as you are not helpless (such as when sleeping), you are never caught surprised and may always act during the first round of combat (even during a surprise round).
Darkstalker
Benefit: When you hide, creatures with blindsense, blindsight, scent, or tremorsense must make a Notice check just as sighted creatures would to detect you. You cannot hide in plain sight unless you have that ability as a class feature. In addition, you can flank creatures that have the all-around vision special quality.
Dash [Fighter]
Prerequisites: Not a [Rock] type.
Benefit: You may move up to one-half your base speed as a swift action.
Special: Dash can be used in place of Mobility to qualify for a feat, prestige class, or other special ability.
The movement from dash is treated as normal movement for all intents and purposes; thus, you cannot dash in the same round that you take a 5' step and movement when dashing provokes attacks of opportunity. You cannot combine a dash with a Jump or Climb check of any kind, although you can combine it with Tumble checks.
By: Ghostwheel
Defensive Roll [General]
Prerequisites: Reflex +6, Dexterity 15
Benefit: Once per encounter when you would be reduced to under 1 HP, you can take an immediate action to instead be reduced to 1 HP and cannot be reduced to 0 HP or less until the end of your next turn. Enemies immediately realize the effects of this feat.
Special: You cannot activate this feat when flat-footed.
Deflect Blow [General]
Benefit: When taking the Total Defense action, add your level as a bonus to your AC.
Diehard, Grimoire [Fighter]
Prerequisites: BAB +1
Benefit: Rather than falling unconscious when below 0 HP, you may tap into a deeper strength that allows you to fight on. Extend the number of negative hitpoints you have before you fall unconscious or die by a number equal to one-third your maximum health. When within that range, you may continue fighting as normal, though you are staggered during that time. Rising above 0 HP is the only way to remove the staggered condition.
Example: Narim the Fighter has 90 HP, would become staggered at 0 HP, falls unconscious at -1 HP, and would die at -10 HP. Upon taking this feat, he becomes staggered at 0 HP, falls unconscious at -30 HP, and dies at -40 HP.Normal: You fall unconscious at -1 HP and die at -10 HP.
Dimensional Hitchhiker [General]
Prerequisite: Character level 12+
Benefit: When a creature uses a [teleport] effect within medium range of yourself, you may choose to be transported as well. This is not an action
Directed Assault [General]
Benefit: If you successfully confirm a critical hit against an opponent, an ally within 30’ of the opponent automatically threatens on their next attack against that opponent.
Distracting Assault [General]
Prerequisite: Character level 7+
Benefit: If you successfully strike a foe in melee, you can spend a swift action to make all attacks against the foe have the benefit of flanking for an entire round, which is increased to +4.
Dodge [General]
Damn you Pavlov!
You gain a Dodge bonus to your AC equal to 1/3 of your CR, this bonus is doubled if you elect to have it apply to a single enemy.
Drizzle [Monstrous, Weather]
I'm siiiiiiinging in the rain...
Prerequisites: Water Pokemon Traits
Benefit: At your option (a free action) the weather is raining within a 100' radius of you (doubled at 10 HD, and increased to 500' at 20 HD). Everyone in the area gains a +4 bonus to Saving Throws against [Fire] attacks, and all [Water] attacks in the area deal an additional 1d6 damage. It is impossible to be set on fire in this rain, and [Electric] attacks don't gain a damage increase, but they do gain an accuracy boost of +2 to the Attack roll or Save DC. In Contests, [Water] and [Electric] moves gain +2, and [Fire] effects are at -2.
Special: No creature may have more than one [Weather] Feat at a time. If multiple [Weather] feats "collide", use the one belonging to the creature with more hit dice. If equal, they cancel each other out. The exception is Clear Sky, which always overrules the others.
By: SisterAcacia
Drought [Monstrous, Weather]
It's always shirtless weather when you're around.
Prerequisites: Ground or Fire Pokemon Traits
Benefit: At your option (a free action) two stages hotter and drier within a 100' radius of you (doubled at 10 HD and increased to 500' at 20 HD). Everyone in the area gains a +4 bonus to Saving Throws against [Water] and [Ice] attacks, and all [Fire] attacks in the area deal an additional 1d6 damage (as do Burns and being on fire). It is also actually brighter during the day, being incredibly well lit even in caves and such. In a Pokemon Contest, all [Fire] moves gain a +2 and all [Water] and [Ice] moves have a -2, but if the [Ice] or [Water] move gains a Point, it's so refreshing that another Point is gained. Special: No creature may have more than one [Weather] Feat at a time. If multiple [Weather] feats "collide", use the one belonging to the creature with more hit dice. If equal, they cancel each other out. The exception is Clear Sky, which always overrules the others.
Drowning Grasp [Elemental]
You drown your enemies in your watery embrace.
Prerequisites: Water Type Pokemon, Character level 3+
Benefit: You gain the Vortex ability of a Water Elemental with a CR equal or lower than yours. You gain Improved Grab on one type of natural weapon that you have, such as Slam or Claw, which can only be used for the Hold Down grapple option; if you have no natural weapons, but gain them at a later level, this applies to the first natural weapon you gain and any alike to it. Also, any creature you have Held Down or Lifted, or any creature Grabbing On to you, is considered to be underwater, and must breathe or hold its breath appropriately.
Dry Skin [Monstrous]
No amount of L'Oreal can fix your problem.
Prerequisites: Ground, Grass or Poison Pokemon Traits
Benefit: When the weather is hot and dry (at least two stages hotter than average) or when "Sunny Day" is in effect, you lose 5 HP per round - this bypasses Damage Reduction, Immunities and so on. On the other hand, whenever it's raining or you're at least up to your waist in water, you gain Fast Healing 10. Additionally, you are immune to damage from [Water] effects, instead being healed an equal amount.
By: SisterAcacia
Eerie Emanation [Monstrous]
Your mere presence is really spooky
Prerequisites: Ghost Type Pokemon
Benefit: You have some weird aura that emanates from you out to a fifteen foot radius. You can suppress and resume it at will. Select one of the following - it doesn't change after your decision is made:
Black Hole: all in the area must pass a Fortitude Save (Charisma-based) or be Slowed for the duration. The area is treated as Difficult Terrain for everyone that is not you, and anyone adjacent to you is automatically Entangled and Anchored for as long as they remain adjacent.
Frighten: everyone in the area suffers the effects of
Vision of Entropy (Charisma-based). The effects only continue to stack up while they area in the area, but they linger on for one minute thereafter. Leaving the area, then entering again before the effects finish, cause the duration to reset and the effects to continue stacking up.
Interference: you have Concealment against all attacks made from within the area. Everyone else in the area has a mere 5% Miss Chance against all attacks made from within the area - except for those made by you. Spellcasters need to Concentrate to cast spells in the area (DC 10 + your Hit Dice + your Charisma Bonus).
By: SisterAcacia
Electrical Torment [General]
Your lightning is extremely painful and can be used in excruciating but nonlethal burst.
Prerequisites: 3rd level or higher. Electric Type Pokemon. Benefit: Your [electricity] spell and powers are so painful that creatures not immune to pain-effect are taken by wracking pains that impose a penalty on attack rolls, skill checks, and ability checks equal to one fourth your level (round up) A successful fortitude save (DC=10+1/2HD+Cha) negates this.. Also, you may make any electricity damage you deal nonlethal at no penalty.
Originally by: Leziad
Electrocute [General]
You deal more electricity damage than normal and cause jittering and paralysis in enemies.
Prerequisites: Electric Type Pokemon
Benefit: Whenever you deal electricity damage, you deal an extra point of electricity damage per die. In addition, creatures with less than 50% of their hit points remaining after they take at least one point of electricity damage from you start
jittering until the end of their next turn. Whenever you would reduce a creature to −1 hit points or lower with electricity damage, you may instead paralyze that creature at 0 hit points; it remains paralyzed for 1 minute per character level you have.
Elemental Aura [Elemental]
Prerequisites: Character level 7, Fire, Ice, Electric or Poison types.
Benefit: Choose one of your elemental subtypes granting immunity to a form of elemental damage. You radiate a damaging aura that does 4d6 of your types damage of that type to any creature within 10’ of you at the beginning of your turn.
Elemental Whirlwind [Elemental]
You gain the signature ability of Air Elementals to transform into a Whirlwind.
Prerequisites: Flying Type Pokemon, Character Level 5+
Benefit: You gain the Air Elemental's Whirlwind ability. It is sized, and does damage, as an Air Elemental of equal or less CR than you.
Empty Hands [General]
Benefit: You can hide objects up to your size with Sleight of Hand, and it’s a free action to retrieve or put an item, even if it’s stored in a bag.
Endurance, Grimoire [General]
You can carry the heaviest of loads, run for days, and ignore even the tightest of armors.
Prerequisites: Con 13
Benefit: You gain the following benefits:
Treat medium and heavy armor as light for the purposes of movement and resting/sleeping.
Be able to run or hustle for four times as long without being fatigued (making a check due to using hustle overland every four hours instead of once per hour). Only make one check, which replaces your allies' check as well (effectively sharing this ability with them).
Ignore any movement penalties from being under a medium or heavy encumberance.
Gain a +4 bonus against effects that would include causing you to be fatigued or exhausted.
For the purpose of suffocation, you may hold your breath for 2 hours per point of Constitution, repeating the save once an hour rather than once a round. You can also easily breathe in a 10' cubed room for 3600 hours (rather than 6 hours) before depleting the air within, and needing to make checks every 150 hours (rather than 15 minutes) against taking nonlethal damage from slow suffocation.
You may hold your breath (as per the suffocation rules modified by this feat) against airborne poisons and inhaled effects. Some examples of this include ignoring the status effect of stinking cloud, the ability damage from cloudkill, or the damaging component (but not movement penalties) from acid fog.
While underwater, you can move and attack normally, even with slashing weapons such as axes and swords or with bludgeoning weapons such as flails, hammers, and maces, provided that the weapon is wielded in the hand rather than hurled. Additionally, you may cast spells including verbal and somatic components normally.
Treat your Strength as though it were four higher for the purposes of encumbrance and lifting objects.
You are constantly under the effects of endure elements.
By: Ghostwheel
Evasion [General]
Benefit: If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if the character is wearing light armor or no armor. A helpless character doesn't gain the benefit of evasion.
If the character already has Evasion from another source, then it becomes Improved Evasion. If they already have improved evasion, then it becomes Perfect Evasion, where they take no damage from an effect that has a reflex save for half damage (they are still treated as having passed their save).
Evil Eye [Fiend]
Prerequisites: Character Level 3,
Benefit: As a swift or immediate action, you may force an opponent within 30' to make a Will save or lose their move-equivalent action that turn. The save for this ability is Charisma based, and you may use once per day, plus one additional time per 3 character levels.
Expose Weakness [General]
Prerequisites: Sneak Attack +1d6, Dark Pokemon Traits
Benefit: If you damage an enemy with an attack while they are denied their Dexterity bonus to AC, they are considered flat-footed for the purpose of dealing precision-based damage (such as sneak attacks) for this round and the next two rounds.
Originally by: Ghostwheel
Fey Glare [Racial]
Prerequisites: Fairy pokemon traits
Benefit: As a standard action, a you can stun or blind (your choice) a creature within 30 feet with a look. The target must be able to see your eyes. The target must succeed on a Fortitude save (DC 10 + ½ your HD + your Cha modifier) or be stunned or blinded (as though by the blindness spell) for 1 round.
Special: This is a supernatural gaze ability.
Fey Grace [Racial]
Prerequisites: Fairy Type Pokemon
Benefit: You add your Charisma bonus as a resistance bonus on all your saving throws and as a deflection bonus to your Armor Class. This bonus is capped at a number equal to 1/4 your ECL.
Fleet [General]
Benefit: Increase your base land speed by +10’. When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Jump skill description), you gain a +4 bonus on your Jump check. While running, you retain your Dexterity bonus to AC, and can turn once per round.
Special: Your land speed grants a +4 to Jump, above and beyond the bonus from running.
Flyby Attack [General]
Prerequisites: Fly speed of course.
Benefit: 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.
Formation Fighting [General]
Benefit: You and an ally cannot be flanked while adjacent to each other. In addition, any Dodge bonus to AC you is also granted to an adjacent ally, for as long as they remain adjacent.
Frog’s Mind [General]
Benefit: You are immune to [phantasm] spells and the confusion condition.
Giant Slayer [General]
Prerequisite: Character level 6+
Benefit: You have The Edge against any creature that is larger than you. Also, an opponent using the Improved Grab ability on you provokes an attack of opportunity from you. You may take this attack even if you do not threaten a square occupied by your opponent.
Goad [Fighter]
"TAUNT BUTTON"
Prerequisites: BAB +1, Charisma 13
Benefit: As a move action, you may have a creature within 30' make a Will save (DC equal to 10 + 1/2 your HD + Charisma modifier) or take a -4 penalty to all attacks and DCs that don't target you (or include you in the area in the case of abilities with an area of effect) for one round. On a successful save, the penalties are halved. Increase the penalties by two (-6 on a failed save, -3 on a successful save) if you are in melee with your target. This is a language-dependent mind-affecting effect, and can only be used once per round.
Special: At +3 BAB, this ability is no longer language-dependent. At +6 BAB, this ability may be used as a swift action. At +9 BAB, this ability is no longer mind-affecting. If you use goad on one creature while it still affects a different one, the first goad ends. If more than one goad affects a single creature, only the latest one applies.
Great Fortitude [General]
Benefit: You gain a +3 bonus to Fortitude saves and 1 additional HP per level.
Hard Freeze [Fiend]
Your personality chills people to the bone.
Prerequisites: Ice-Type
Benefit: With a touch attack, you can freeze your opponents, causing an effect like the slow spell for 1d4 rounds if the target fails a Fortitude save of DC 10 + ½ HD + Charisma modifier.
Heedful Charge [Fighter]
Prerequisites: BAB +3, Improved Charge
Benefit: Movement that results from charging does not provoke attacks of opportunity. Normal: Normally, movement (including the movement when charging) provokes attacks of opportunity.
HM Slave [Monstrous]
This Pokemon tends to be valued mostly for its ability to handle mundane crap.
Benefit: You can do all of the following
Smash rocks: by making a Slam attack against an inanimate, non-magical rock (including stone statues, bricks and walls made out of stone or brick), you deal 1d6 damage per hit die, ignoring all Hardness. This has no recoil and is a [Fighting] effect. The GM might allow you to find Fossils, Shards and gems by doing this.
Cut trees: with a Standard Action, you may hack any single nonmagical tree down as long as the diameter of the trunk is no greater than 5 feet. You can likewise hack through a 5' square of brambles and such, clearing the way. This is a [Normal] effect.
Surf: you gain a Swim Speed equal to your Land Speed, and all attendant bonuses. Even if too small to ride, up to 500lbs of creatures and gear can hang onto you and be pulled along without penalty. This is a [Water] effect.
Ignore Whirlpools: You, and all clinging to you, completely ignore whirlpools, treating them as gentle motionless water. This is a [Water] effect.
By: SisterAcacia
Hero [Monstrous]
You value your friends so much that them being hurt makes you angry with RIGHTEOUSNESS. And anger.
Prerequisites: Not a Dark or Ghost Type Pokemon
Benefit: Any time an ally within line of sight is incapacitated, you gain a +1 Morale Bonus to attack rolls and +1d6 damage. This lasts until you make an attack or the end of your next turn, whichever comes first. Multiple allies dropping in the same turn will actually increase the bonus by +1 and +1d6 respectively, but not extend the duration. The total number of allies granting the bonus at any time cannot exceed your hit dice, and any incapacitated ally will not add to the bonus if their own number of hit dice is smaller than the bonus. Example: If three allies drop to a Fireball and then one is Petrified, you would gain +4/+4d6 on your revenge attack.
By: SisterAcacia
Hordebreaker [General]
"One vs 1000. I like those odds..."
You gain a number of Bonus AoOs equal to your total physical score modifiers (if positive). If you hit an enemy, an other enemy you threaten provokes an AoO. An enemy can only be targeted this manner once per Iterative attack, and is modified appropriately if wielding more weapons.
Hydration [Monstrous]
Getting soaked is good for you.
Prerequisites: Water or Ice Type Pokemon
Benefit: As long as you're in the rain or at least up to your waist in water, at the end of each of your turns, any ongoing afflictions you suffer from - with the exception of death - end.
By: SisterAcacia
Icewalker [General]
You can not only walk on icy surfaces with no problems, you can leave ice in your wake.
Prerequisites: Ice Type Pokemon
Benefit: You can move on ice-covered surfaces at your full speed without making balance checks or Reflex saves to avoid falling. You gain the following supernatural ability.
Icewalking (Su): As a swift action, you can cover the square you are in and each adjacent square with ice. For the next 3 rounds, any square you move into is also covered in ice. At the end of the 3 rounds, all the ice created by this ability melts into nothingness.
Unlike normal ice, this ice requires any creature that begins its turn on it to make a Reflex save DC 10 + 1/2 your character level + your Wisdom, Intelligence, or Charisma modifier, whichever is best, or else fall prone. The base DC to balance on the ice is 10 + your character level + your Wisdom, Intelligence, or Charisma modifier, whichever is best. The Reflex save is only for beginning a turn on icy ground. Otherwise, the balance skill is used.
Impair Terrain [General]
Prerequisite: Character level 6+
Benefit: As a move action, you can make any 5’ square within reach difficult ground. It requires a full-round action to remove this condition from the terrain.
Improved Critical [General]
Prerequisite: Character level 6+
Benefit: Your melee attacks have double critical threat range
Improved Initiative [General]
Benefit: Gain a +4 bonus to initiative.
Incinerate [General]
You deal more fire damage than normal and cause spontaneous combustion.
Prerequisites: Fire Type Pokemon
Benefit: Whenever you deal fire damage, you deal an extra point of fire damage per die. In addition, creatures with less than 50% of their hit points remaining after they take at least one point of fire damage from you start burning, and remain on fire until the end of their next turn. Whenever you kill a creature with fire damage, you may have it explode in a powerful conflagration, causing all creatures within the creature's natural reach to start burning for 1 round and reducing the corpse to ashes.
Insight [Monstrous, Psionic]
You always see it coming. You even saw the "That's what she said" comment coming.
Prerequisites: Psychic Pokemon Traits or the [Psionic] Subtype
Benefit: With an Immediate Action, you may add your Intelligence or Wisdom Bonus, whichever is higher, as an Insight Bonus to your Armour Class and Reflex Saves against a single effect. You always apply this bonus, without spending an action, against attacks from your allies. In this latter case you also benefit from Evasion.
Insightful Strike [General]
Benefit: Your attacks have the Edge against an opponent with a lower Wisdom and Dexterity than your Wisdom, regardless of relative BAB.
Intervene [Fighter]
Prerequisites: BAB +1
Benefit: In response to an attack or ability declared against an adjacent ally by an enemy, as an immediate action you may switch places with that ally before the enemy has rolled any dice or our ally rolls a saving throw of any sort. This movement provokes no attack of opportunity for either you or your ally. You become the new target for the attack for all intents and purposes, as though they had targeted you from the start. Special: At +6 BAB, you may instead switch places with an ally within your reach (rather than one adjacent), and may spend an attack of opportunity in place of an immediate action to activate this feat.
Improved Charge [Fighter]
Prerequisites: BAB +1
Benefit: Reduce the penalty to AC you take from charging by 2, up to the minimum penalty of −0. Normal: You take a −2 penalty to AC for one round upon charging.
Iron Will [General]
Benefit: You gain a +3 bonus to Will saves, and act as if dazed when stunned.
Jagged Edge [Monstrous]
It hurts them more than it hurts you.
Prerequisites: Rock or Steel Pokemon Traits, Constitution 15+
Benefit: Anyone who hits you with a natural weapon, unarmed attack or non-reach melee weapon suffers Slashing damage equal to your Constitution Bonus. This also applies every round they remain in a grapple with you, and every single time they Constrict you.
Knockout Punching [Fighter]
"
Yo mama say knock you out!"
Prerequisites: Fighting Type Pokemon
Benefit: Whenever you hit with a normal unarmed attack, you may attempt to trip, disarm, or rush the target as a free action that does not provoke attacks of opportunity or require an attack roll. If you fail to trip, your opponent does not get a chance to trip you back. If you bull rush, you do not have to enter the target's square or move with them.
Levitate [Monstrous]
You see the ground there? You're above that.
Prerequisites: Not a Ground Type Pokemon
Benefit: You can levitate at will, anywhere from an inch all the way up to 30 feet.
Lightning Fury [Fighter]
Prerequisites: Throwing Lightning, Electric Type Pokemon
Benefit: When you use your throwing lightning's ability your lightning spread to other targets like a chain lightning, dealing weapon damages to all secondary targets. Each secondary target (not the initial target) is allowed a reflex save for half damage (DC is based on the attacker's ability score she use for attack rolls). Once per round the fighter may supercharge her light, expending a charge for the encounter as normal, except her attack behave like a
ur lightning bolt, each affected creature taking full damage from the attack (reflex for half).
Lightning Rod [Monstrous]
You draw electricity like Republicans draw criticism: all the time, and apparently with no ill effect.
Prerequisites: Electric, Steel or Ground Pokemon Traits
Benefit: Any [Electric] effect within 50 feet is redirected to you, regardless of the original target. Additionally, you suffer no damage from these redirected attacks (or ones actually targeted at you), but suffer from secondary effects normally.
Liquid Ooze [Monstrous]
Your blood is actually toxic goo.
Prerequisites: Poison Pokemon Traits
Benefit: Any effect that would drain HP from you, such as Vampiric Touch, still deals damage to you, but deals an equal amount of damage to the target instead of healing them or giving them Temporary HP. If you have a Poison Special Attack, they also suffer the Poison (but gain a Saving Throw as normal).
Magma Blood [Monstrous]
Some have blood, you have lava.
Prerequisites: Fire Pokemon Traits
Benefit: You are immune to being Slowed by [Ice] effects, suffering Dexterity Damage/Drain from [Ice] effects, and being frozen solid. Additionally, any time someone damages you with a melee attack, they must pass a Reflex Save (Constitution-based) or be Burned.
Master Plan [General]
Just according to keikaku!
If you have the opportunity to prepare for an encounter (at least 30 minutes), you may form a master plan. At any time during the encounter you may declare your master plan to be enacted. For a number of rounds equal to your Int mod your allies gain a +5 insight bonus to attacks, checks, damage, armor class, or saves (chosen at the beginning of each of their turns. What the bonus applies to may be changed each turn).
Even if you don't have the requisite prepare time, during an encounter you may make a knowledge check against the highest CR'd opponent. If successful, you and your allies gain a +1 insight bonus to the same things.
Note: By "being prepared" for an encounter, it means knowing exactly how many enemies you'll face, and their relative strength and abilities and the location of the fight. A knowledge check might be called for. A significant change in the conditions of the battle can upset the master plan. The arrival of an unexpected new enemy (excluding summons) with of your level -5 in CR or higher or a change in the location of the battle forces an intelligence check (DC equal to the new arrival's CR+15 or DC20 in the case of a location change [you can't use this feats bonus on this]) by the user of this feat or all benefits of this feat are lost for the rest of the encounter.
By: Dragonexx
Me First! [Monstrous]
You usually go first. Your partner complains about this.
Prerequisites: Race: any that is considered a Pokémon
Benefit: in the first round of combat, you may elect to automatically go first, but in this round may only utilise the Fake-Out move (Ex): make a Bluff check. All enemies must oppose this with a level check, and if they fail they are Staggered for the first round and suffer Non-Lethal Damage equal to your Charisma bonus. This is a [Dark] effect. On following turns, you use your skill check as your Initiative result.
Additionally, if someone adjacent to you is the target of a [Harmless] effect from someone else, you may try to intercept and steal the effect: make a Reflex Save (DC 10 + half the caster's HD + their Wisdom bonus), and if you are successful, you steal the effect.
Finally, in all Pokemon Contests, whenever your skill check is the highest of the bunch, you automatically go first on the following turn.
Melee Opportunist [Monstrous]
Putting the boot in is fun
Prerequisites: Dark or Fighting Pokemon Traits
Benefit: whenever someone else damages an enemy that is adjacent to you, you may make an Attack of Opportunity against that enemy. This doesn't work if the enemy damages itself, nor if you hurt them, someone else actually has to deal the damage.
Mind Killer [General]
Prerequisite: Level 6+
Benefit: Creatures that have been given the shaken or frightened condition by you are treated as blinded and deafened to everything but you.
Mood Maker [Monstrous]
Everyone wakes up on the right side of bed when you're around.
Prerequisites: Ghost, Psychic or Normal Pokemon Traits
Benefit: Whenever you wake up, you ignore any effects of having had bad dreams or restless, difficult sleep, including the Nightmare spell and similar. This actually extends to anyone who wakes up within 30' of you. Furthermore, you can Inspire Courage at will like a Bard with a level equal to your hit dice - it requires no skill ranks, but you do have to spend the action still. Finally, when you or an ally within 30' use Return, any Morale Bonus is increased by +3 for that attack.
Moxie [Monstrous]
You just love punching people out.
Prerequisites: Dark Pokemon Traits
Benefit: every time you kill a foe or knock them out or otherwise render them helpless, you remove any Morale Penalties affecting you, and gain a +4 Morale Bonus to attack and damage rolls for a number of rounds equal to the CR of the creature you defeated (if the CR is less than 1, then there is no effect). If you take multiple foes out with one attack, just use the biggest one, don't add them or anything.
Oblivious [Monstrous]
You don't get subtle hints. Or direct come-ons.
Benefit: You are immune to [Charm] effects, and to Suggestions.
Opportunist [General]
Benefit: You can Feint as an immediate action.
Overwhelming Blow [Fighter]
Prerequisites: Power Attack, BAB +6
Benefit: As a full-round action make a single melee attack; this attack and all other melee attacks you make until the start of your next turn deal double their usual damage. This attack and all other attacks you make until the start of your next turn take a -2 penalty to hit. At +11 BAB the penalty is reduced to -1, and disappears once +16 BAB is reached.
Pain for Gain [General]
Benefit: If an opponent threatens a critical against you with a melee attack, they are considered flanked to all attacks for one round.
Poison Point [Monstrous]
You are dangerous and must be handled with care.
Prerequisites: Poison Pokemon Traits
Benefit: Any time somone hits you with an unarmed attack, natural weapon or non-reach melee weapon, they get jabbed for 1d4 Piercing damage and must save against Poison (Constitution-based). The Poison deals 1 Con damage per round for 1 minute.
Polar Chill [General]
Prerequisites: Not weak to Ice.
Benefit: Your resistance to the Ice type increases by one stage (normally effective becomes not very effective, not very effective becomes immune). & the icewalking ability. This functions as spider climb, but only on icy surfaces, and you can move across icy surfaces without penalty or need for any Balance checks. In addition, thrice per day, you can cast grease as a sorcerer equal to your character level, but the effect is ice rather than slippery grease.
Power Attack, Grimoire [Fighter]
Prerequisites: Strength 13
Benefit: You may voluntarily take a penalty to attack to gain a bonus to damage as you put more strength into your blows. If you take a -2 penalty to all melee or thrown attacks that round (including ones to AoOs and the like), you gain +1 base damage on all attacks made during that round. At BAB +3 and every 2 additional BAB afterwards the base damage from this feat increases by one (+2 at 3 BAB, +3 at 5 BAB, +4 at 7 BAB, and so on). If you have a BAB of at least 3, you may instead take a penalty to attack equal to your BAB to double the normal base damage added by this feat.
Special: This does not function with grenade or splash weapons.
Originally by: Ghostwheel
Power Charge [Fighter]
Prerequisites: BAB +3, Power Attack, Improved Charge
Benefit: As long as you are charging and take at least a -2 penalty to attack when using the Power Attack feat, double the damage that would be added to your total damage from the Power Attack feat. This does not stack with any other abilities that specifically multiple Power Attack damage such as Leap Attack
CAdv.
Special: If you would make multiple attacks as part of a charge, this feat only applies to the first one.
Pressure [Monstrous]
You exert pressure, wearing people down.
Prerequisites: 7th level or higher.
Benefit: You emit an aura of spiritual pressure out to 60 ft. When a creature in this area uses an attack that has a cooldown (such as a dragon's breath waiting 1d4 rounds), the cooldown time is doubled. Whenever using an ability with limited times use per day, then two uses are used each time it is employed. For spells, two spells of equal level must be used. If this is not possible, the ability cannot be used in this area. Abilities which are at will are unaffected.
Prone Combat
Benefit: You suffer no penalty to AC or attacks while prone, and can stand as a swift action without provoking an AoO.
Pyrokinesis [General]
Prerequisites: Fire or Psychic Type Pokemon
Benefit: You can manifest
Control Flames with a manifester level equal to your ECL as a Psi-like ability at will. For each round after the first you spend concentrating, you take 1 point of nonlethal damage that bypasses all DR as the mental energy is released from your body rather painfully.
Additionally whenever you deal fire damage you deal an additional +1 damage per dic
Quick Reconnoiter [General]
Benefit: You may
take stock as swift action once per encounter.
Special: This feat may only be used once per encounter, regardless of whether your ability to take stock recharges. This feat may only be used if your campaign incorporates the taking stock action.
Ravid's Hand [General]
Objects near you occasionally animate and do what you want
Prerequisites: Dark, Fairy, Ghost, or Psychic Type Pokemon, 3rd level or higher.
Benefit: As a swift action, you can animate an object to produce an animated object of a CR of up to your level - 2, or a group of smaller objects of the same total encounter CR as that animated object would have. These objects stay animated until they are destroyed, you dismiss the effect, or you animate something else. Attended and magical objects get a will save (DC 7+1/2 your level+your Charisma modifier) to not animate. Once an object succeeds on its save, you can't try again for 24 hours for that object, or, if it was attended, anything else attended by the same person.
Robilar's Gambit
Prerequisite: Character level 12+
Benefit: At the start of your turn, you can adopt a fighting stance that exposes you to harm but allows you to take advantage of your opponent's' exposed defenses as they reach in to attack you. Anyone who strikes at you gains a +4 bonus on attack rolls and damage rolls against you. In return, they provoke attacks of opportunity from you each time they swing. Resolve your attack of opportunity after your foe's attack.
Rock Head [Monstrous]
Your head is very hard.
Prerequisites: Rock or Steel Pokemon Traits
Benefit: Your own attacks never harm you through recoil, using a Life Orb, or having a Vicious Weapon. If you attack yourself or your attack sends you into a wall of fire or something, tough luck. Additionally, you never suffer from Falling damage, and can use your Fortitude Save in place of your Will Save against [Mind-Affecting] effects.
Sand Veil [Monstrous]
You are the ninja of the dust storms.
Prerequisites: Rock, Ground or Steel Pokemon Traits
Benefit: When in a sandstorm, if you have Concealment against someone you instead have Full Concealment against them. Additionally, you gain Immunity to [Mind Affecting] effects in sandstorms, thanks to all of the interference.
Sandstream [Monstrous, Weather]
When you're around, the sand gets everywhere. Everywhere.
Prerequisites: Rock or Ground Pokemon Traits
Benefit: There is always a sandstorm within a 100' radius of you (doubled at 10 HD, increased to 500' at 20 HD). This has the usual effects, and also deals 1d6 damage per round to all creatures except for [Steel], [Rock] and [Ground] Pokemon. Any amount of Damage Reduction negates it, however. All [Electric] effects suffer a -3 Penalty to the Attack Roll or Save DC in this weather. In a Contest, [Ground] and [Rock] moves gain +2, and [Flying] and [Electric] moves take -2.
Special: No creature may have more than one [Weather] Feat at a time. If multiple [Weather] feats "collide", use the one belonging to the creature with more hit dice. If equal, they cancel each other out. The exception is Clear Sky, which always overrules the others.
Scrappy [Monstrous]
So it turns out that ghosts aren't such a big deal to you, you'll still punch it's face in.
Benefit: All of your natural weapons and attacks have the Ghost Touch property, and [Ghost] Pokemon are not immune/resistant to your [Normal] and [Fighting] attacks, treating them as being normally effective. Yes, you can land Super Effective [Fighting] hits against Ghost/Dark Pokemon with this.
Shadowrunning [General]
Benefit: When you take a -5 penalty to Hide & Move Silently, all allies within 30’ and LoS use your result.
Shadow Step [General]
Prerequisite: Character level 9+
Benefit: When running or charging, you are considered invisible, but only during the movement. You may make a number of 90 degree (or less) turns equal to your Dex mod during said movement.
Shock Trooper [General]
Prerequisite: Character level 6th
Benefit: You do not provoke an AoO when making a bull rush attack. When you make a successful bull rush as part of a charge, for every square you push your foe back, you may also push that foe one square to the left or right. If that foe is forced into the same square as another foe, you make make a free trip attempt against both foes at the same time, and neither foe gets a chance to trip you if the attempt fails.
When you charge and use Power Attack with a penalty of -5 or worse, you may assign any portion of the attack penalty from Power Attack to Armor Class instead, up to a maximum equal to your BAB.
Slime Trail [Fiend]
Your body secretes a slick mucus that dries quickly in contact with air, but you've learned to use this to your advantage.
Prerequisites: Character level 2, Poison, Bug or Grass Types
Benefit: Your square and any ground squares you move through count as is the spell grease has been cast in them, and this effect ends at the beginning of your next turn. You are immune to this grease effect. You may supress or resume this ability as a free action.
Spring Attack
Prerequisite: Character level 4+
Benefit: When using the attack action with a melee attack, you can move both before and after the attack, provided that your total distance moved is not greater than your speed. Moving in this way does not provoke an attack of opportunity from the defender you attack, though it might provoke attacks of opportunity from other creatures, if appropriate. You can’t use this feat if you are wearing heavy armor.
Stab of Betrayal [General]
Benefit: You may attack a non-hostile creature you threaten as an AoO against their flat-footed AC. If their attitude was friendly or better toward you, then a successful attack is an automatically confirmed critical. A creature unaware of your presence doesn’t have an attitude toward you for purposes of this feat.
Stand Still, Grimoire [Fighter]
Benefit: Upon hitting a foe with an Attack of Opportunity provoked by movement, you may force them to make a Reflex save (DC 10 + Strength or Dexterity modifier + 1/2 your HD). Should they fail their save, they stop moving where you hit them and are unable to move further until the end of their turn. Your attack roll may be a touch attack, but if you choose to make it a touch attack you do not deal any damage.
Special: This version of Stand Still replaces the original version for all intents and purposes.
Startling Opportunist [Fighter]
Prerequisites: Balance 8 ranks, Jump 8 ranks, Tumble 8 ranks
Benefit: You may add any precision-based damage you have (such as Sneak Attack or Skirmish) to the damage you deal when making an attack of opportunity, even if you would not normally qualify for the damage. (For example, if you haven't moved at least 10' for skirmish, are not flanking for sneak attack, and so on.)
Static [Monstrous]
Any encounter with you is... shocking.
Prerequisites: Electric Pokemon Traits
Benefit: Any time you are hit by a melee attack, your opponent must pass a Reflex Save (Constitution-based) or be zapped by you. They become Entangled for one minute and suffer 1 point of Dexterity damage.
Stone Power, Grimoire [Fighter]
Prerequisites: BAB +1, Rock, Fighting or Steel pokemon traits.
Benefit: At the start of your turn you may choose to take a -2 to all attacks until the start of your next turn. If you do, the first time you make a melee attack during your turn, you gain a number of temporary hit points equal to twice your hit dice. These temporary hit points last until the start of your next turn and do not stack with temporary hit points from any other source.
Special: This feat counts as Power Attack for the purpose of prerequisites to classes, feats, and other abilities.
Strike of the Believer [Fighter]
Prerequisites: Charisma 13
Benefit: 1/minute you may strike a foe, placing all your faith and convictions into a single blow. Declare the use of this ability before making an attack as a free action. and for this attack you add your Charisma bonus to your attack roll and your character level to damage. Special: This feat counts as Smite Chaos/Evil/Good/Law for prerequisites such as for prestige classes and feats.
Sturdy Build [Monstrous]
It's never a One-Hit KO
Prerequisites: Rock or Steel Pokemon Traits
Benefit: You ignore [Death] effects and similar things that instantly kill someone or knock them unconscious regardless of HP. Sleep doesn't count, it has to be an actual KO like from Overwhelm. Likewise, you can still be killed or knocked out due to massive loads of damage.
Subtle Cut
Benefit: As a standard action, you can make a melee attack that also reduces the victim’s movement rate. For every 5 full points of damage, reduce the target’s base movement speed by 5’. This penalty is treated like ability damage, resisted as such, and recovered as such.
Swift Swim [Monstrous]
You're the fastest of the fishies
Prerequisites: Water Pokemon Traits
Benefit: Your Swim speed doubles. Additionally, when it is raining, you gain a +2 Circumstance Bonus to Initiative, a +2 Dodge Bonus to Armour Class and Reflex Saves and your land speed is doubled.
Tactician [General]
Benefit: You can ready a standard action to use this feat when an opponent charges you or any other target. At any point during your opponent's charge, you can charge him. In place of the normal charge benefits, you gain +2 on your attack roll and +4 on your damage roll. Your foe loses the benefits of charging (but not the penalties) but can still attack you. if the target charged someone else, he can choose to instead attack you. You take the standard -2 penalty to AC for charging. If you cannot move at least 10 feet or cannot charge due to terrain or other factors, you do nor gain this feat's benefit. In either case, you use your readied action to move but do not gain an attack.
When a foe's movement out of a square you threaten grants you an AoO, you can give up that attack and instead attempt to stop your foe in their tracks. Make your AoO normally, and if you hit the foe, they must succeed on a Reflex save (DC 10 + damage roll, no actual damage is dealt), or immediately halt as if they had used up their move actions for the round.
If an opponent begins their action adjacent to you and does not move (including 5’ steps), they provoke an AoO at the end of their turn
Throwing Lightning [Fighter]
Prerequisites:Level 3 or higher. Electric Type Pokemon
Benefit: You can turn your thrown objects into bolts of lightning. As a free action 3 times per encounter you can grant the
energy forged (electricity) or shock in addition to all other enhancement to any thrown weapons. Special: If you have weapon specialization with the feat you met the prerequisite of this feat with you gain an additional use. The same goes for greater weapon focus and greater weapon specialization.
Toughness, Grimoire [General]
Benefit: You gain a bonus to your Hit Points of 1/3 your CR per HD; or the equivalent of one racial HD; whichever is greater. This applies both retroactively to HD you already possess, and to all HD you gain in the future. Furthermore, whenever you are brought under 50% health, you gain Fast Healing 1 for every three character levels you possess (minimum one per round). This fast healing cannot increase your current HP above one-half your maximum HP.
Unstoppable Force [General]
Prerequisite: Level 6+
Benefit: You get a +4 to attack and damage rolls to destroy objects. If you deal 30+ damage in a single blow, you can shatter Force effects.
Verminfriend [General]
Benefit: You are ignored by vermin until you attack them. You are also undetectable by the scent ability of [Bug] type creatures.
Vital Spirit [Monstrous]
You never sleep. Like an elf.
Benefit: You never need to sleep (though still need to sit and rest 8 hours before preparing spells and so on), and are immune to Sleep effects.
Walking Winter [Monstrous, Weather]
You constantly bring hail, snow and cold winds. You don't get invited to beach parties.
Prerequisites: Ice Pokemon Traits
Benefit At your option (a free action) the weather can be two "levels" colder within a 100' radius of you (doubled at 10 HD, and increased to 500' at 20 HD), and snowing or hailing (although it will quickly melt if the weather is still too hot). Everyone in the area gains a +4 bonus to Saving Throws against [Fire] attacks, and all except [Ice] and [Steel] Type Pokemon suffer 1d12 Bludgeoning or Cold damage per round (your choice - hail or snow) if they lack adequate protection. In a Contest, [Ice] attacks gain +2.
Special: No creature may have more than one [Weather] Feat at a time. If multiple [Weather] feats "collide", use the one belonging to the creature with more hit dice. If equal, they cancel each other out. The exception is Clear Sky, which always overrules the others.
Wall of Steel [General]
Prerequisites: Level 6
If you make a defensive attack, at the end of your round, you may elect to count as benefiting from Cover along one of your occupied Spaces edges.
Webspinner [Fiend]
"Come into my parlor." Said the spider to the fly.
Prerequisites: Bug-Type
Benefit: You can spin a web as a Monstrous Spider of your size, and you can cast web as a spell-like ability, a number of times equal to ½ character level, with a DC of 10 + ½ HD + Constitution modifier. You can move your full speed while Spider-Climbing. Most drow (about 60% in a typical spider-oriented drow culture) find you strangely attractive, and therefore have a beginning attitude one step higher than what it would be normally.
Whirlwind [General]
DEMACIA!
Prerequisites: Level 6+
You may may damage rolls against any creatures that pass within your reach while making any form of movement. The to-hit used to calculate if damage is dealt is rolled at the begining of movement.