The Ultimate Tournament
This is a list of all Racial Feats im using and allowing to be used in character creation that are not in the pathfinder books.
Benefit: When charging while flying, if you move at least 30 feet and descend at least 10 feet, you gain a bonus on your damage roll based on your fl y speed. (The damage bonus is based on your fly speed, not how far you have moved in your charge.)
Fly Speed Damage Bonus
30 or lower +1d6, 31 to 90 feet +2d6, 91 feet or faster +3d6
In addition, after you make this attack you can choose, regardless of your maneuverability, to turn in place so that you are now flying parallel to the ground.
Prerequisite: Natural fly speed.
Benefit: Your maneuverability while flying improves by one category, for example, if your normal maneuverability is poor, it becomes average.
Prerequisites: Improved Flight, must have wings, base attack bonus 20ft per size increment)
Special: A fighter may select Winged Warrior as one of his fighter bonus feats.
Benefit: You add your Wisdom modifier as a bonus on initiative checks.
Perquisite: halfling, Dexterity 13, Bab 1
If you hit a target with a thrown splash weapon, you may make a second attack roll on another target that is adjacent to the first. If successful, that target takes damage as if it received a direct hit too. In addition, you may choose not to deal splash damage to one (or more) targets adjacent to a target that takes a direct hit.
Prerequisite: human 1st lvl
Are skills are treated as in class for you.
Prerequisite: Dwarf or Warforged
You gain a +4 bonus on ability checks made to resist being Bull Rushed or Tripped while you standing on the ground. You take no movement penalty when moving over difficult terrain.
Your body has the equivalent of Armor Spikes, allowing you to do 1d6 Piercing damage on a successful Grapple attack. This does not change the damage of your Slam attack, but it now does Piercing –and– Bludgeoning damage.
Prerequisite: Warforged, Bab 3
You may declare that your attack will have a ‘Shocking Fist’ effect once per round as a Free Action. Choose a number up to your Base Attack Bonus. You take this much damage (DR does not apply). If Your attack hits, do +1d4 Electrical damages per point you chose (taking 3 hp of damage produces in +3d4 Electrical damage). This may only be applied to melee attacks.
Prerequisite: Kobold, strength 6 or lower, HD 4
Add your intelligence modifier to Bluff, Diplomacy, Perception, and Sense motive checks (min +2). You take penalty on intimidate checks and to resist Fear affects equal to your intelligent modifier (min +2). Whenever something would make you shaken you become frightened. Whenever something would make you frightened you become panicked. Whenever you are frightened or panicked you gain 10ft to all speeds and your intelligence modifier to Ac.
Prerequisite: Goblin, intelligence 6 or lower, HD 4
When ever you take half your Max hp in damage in one round, get taken to 10% of your Max hp or lower, unwillingly get moved half or more your land speed, or gain any of these conditions: Blinded, Confused,
Cowering, Dazed, Dazzled, Deafened, Disabled, Entangled, Frightened, Nauseated, Panicked, Paralyzed, Pinned, Shaken, Sickened, Staggered, or Stunned you must make a DC 20 will save. If you fail the save you are no longer under any fear condition and you are no longer fatigued or exhausted. You instead become confused, gain 10ft to all speeds, +1 to attack, +2 to damage, – 6 to Ac (cant bring the AC lower then 10), +4 to make Combat Maneuvers (Sunder, Trip, Grapple, Bullrush, and Drag), – 4 to Combat maneuver Defense (Dirty Trick, Disarm, Grapple, Overrun, Reposition, Steal Sunder, and Trip), +2 to Reflex and Fortitude saves, -4 to Will saves, immunity to Fear effects and fatigue, takes 1 non-lethal damage every round and takes 1 bleeding damage every round (if you ever take piercing or slashing damage and you automatically stabilize if it brings you to negative hit points). This last for a number of hours equal to the number you failed the save by (failed by 4, last 4 hours). If still alive after the duration of the frenzy you loose all Conditions and then become exhausted for 1d4 rounds, after which you then fall unconscious for 1d4 hours. You heal your constitution modifier (min 1) every 5 minutes while asleep. You immediately fall unconscious and heal if anything causes you to be fatigued or exhausted while in the frenzy.