Okay, I'll repost these with the recent batch of changes:
Acrobatic [General]Prerequisite: A total of two ranks in Jump and Tumble.
Benefit: You get a +2 bonus on all Jump checks and Tumble checks and those skills are considered class skills for you each level.
You may treat falls as though they were ten feet shorter per two ranks you have in Tumble for purposes of taking damage.
When jumping, you do not double the DC if you don't have a 20' running start. If you
do take a running start, increase the distance of the jump by 50%. For example, normally, with a running start, a DC 20 horizontal jump clears 20'. With this feat, it would clear 30'.
When you have 8 ranks in Jump, you gain a flight with a speed equal to your base speed at average maneuverability for one round. You must start your flight from a surface capable of supporting your weight. You may use this ability as many times as you want, but only one round at a time, starting from a proper surface. For every two ranks beyond your 8th, you increase the duration of your flight by one round.
If you have 8 ranks in Tumble, you may gain the benefits of the Air Walk spell as an extraordinary ability for one round, providing you start your movement from a surface that can support your weight. For every two ranks you have in Tumble beyond the 8th, you may increase this duration by one round. You may use this ability as many times as you want, but only one round at a time, starting from a proper surface.
If you have at least 18 ranks in both Jump and Tumble, you gain a fly speed equal to your land speed with good maneuverability.
If you have at least 23 ranks in both Jump and Tumble, you gain a fly speed equal to your land speed with perfect maneuverability.
Animal Affinity [General]Prerequisite: A total of two ranks in Handle Animal and Ride.
Benefit: You get a +2 bonus on all Handle Animal checks and Ride checks and those skills are considered class skills for you each level.
You may speak with animals and magical beasts as if you shared a language. This does not modify the creature’s initial attitude toward you, but friendly and helpful creatures will generally answer questions to the best of their knowledge and intelligence.
You may attempt to improve the attitude of animals and magical beasts to "friendly" as an extraordinary ability if you make a Handle Animal check opposed by either the creature's Sense Motive or d20 + the creature's Hit Dice + its Wisdom modifier. Any creature that wins the check cannot be affected again for 24 hours and its attitude shifts one step closer to hostile. You may only affect a creature if it's Intelligence score is lower than three.
Athletic [General]Prerequisite: A total of two ranks in Climb and Swim.
Benefit: You get a +2 bonus on all Climb checks and Swim checks and those skills are considered class skills for you each level.
You gain a climb speed and a swim speed equal to half your base land speed. You may use the run option while swimming.
If you have at least 8 ranks in Climb, your climb speed increases to your base land speed.
If you have at least 8 ranks in Swim, your swim speed increases to your base land speed, and you can breath under water.
If you already have a climb or swim speed, that speed increases by ten feet.
Your base land speed increases by five feet for every five ranks you have in total between Climb and Swim.
Deceitful [General]Prerequisite: A total of two ranks in Disguise and Forgery.
Benefit: You get a +2 bonus on all Disguise checks and Forgery checks and those skills are considered class skills for you each level.
You may apply a disguise as a full-round action, providing you have the necessary materials on hand.
You may forge a simple document as a full-round action and a complex document in 1d4 rounds.
If you have at least 8 ranks in Disguise, magical effects to determine your alignment or read your thoughts do not automatically succeed. The caster must beat your Disguise check with either a Sense Motive check or caster level check for the effect to work.
If you have at least 8 ranks in Forgery, you gain the following spells-like abilities at will, but with a range of "touch": Arcane Mark, Erase, and Explosive Runes. Each use requires special inks that cost 50gp per level of the spell. Explosive Runes may only be used once per object.
Diligent [General]Prerequisite: A total of two ranks in Appraise and Decipher Script.
Benefit: You get a +2 bonus on all Appraise checks and Decipher Script checks and those skills are considered class skills for you each level.
If you study an item for at least a minute, you can determine if it is magical. If it is, you may also learn the properties it as though you cast Identify. This is an extraordinary ability.
Any time you sense an illusion (see, hear, touch, etc), you make an Appraise check as a free action to disbelieve the illusion (against the normal DC of the effect). This is in addition to the save you get for interacting with it. This includes illusions that normally hide things from your senses, such as Invisibility. This will likely happen before the player is aware of the illusion, so the DM may have to make the check or ask the player to make it.
Investigator [General]Prerequisite: A total of two ranks in Gather Information and Search.
Benefit: You get a +2 bonus on all Gather Information checks and Search checks and those skills are considered class skills for you each level.
After studying a 10 by 10 foot area for 10 minutes, you gain the benefits of the Stone Tell spell as an extraordinary ability. This ability functions regardless of if the area contains any stones or not and lasts one minute per character level.
You can detect magical auras and poisons as if using Detect Magic or Detect Poison at will. This is an extraordinary ability.
If you talk to a person for at least one minute, you may read their surface thoughts as the Detect Thoughts spell as an extraordinary ability. The DC of the saving throw is 10 + half your Hit Dice + your Charisma modifier. If the person succeeeds on their Will save, they cannot be affected by this ability again for 24 hours, and their attitude shifts one step closer to hostile.
If you have at least 8 ranks in Gather Information, you can attempt to detect hostile intent (not necessarily against you). You may either look for intent in a single person within 60' or in all people within 60'. To succeed, you must succeed at a Gather Information check opposed by the person's Bluff check. If checking against a group, use the lowest Bluff score among all hostile creatures in the area. Success indicates hostile intent, but not at whom the intent is directed, or even who has the intent if checking more than one person. For purposes of this ability, hostile intent includes any deliberate attempts or desires to bring harm to someone (physically, financially, politically, etc), but does not include things like grudges or animosity if the person doesn't plan to act on those feelings.
Magical Aptitude [General]Prerequisite: A total of two ranks in Spellcraft and Use Magic Device.
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks and those skills are considered class skills for you each level.
You may use Detect Magic and one other 0-level spell (subject to the DM’s approval) at will as a spell-like ability. Your caster level is equal to your character level for these abilities.
Every three levels, you learn a new 0-level spell-like ability.
Self-Sufficient [General]Prerequisite: A total of two ranks in Heal and Survival.
Benefit: You get a +2 bonus on all Heal checks and Survival checks and those skills are considered class skills for you each level.
You gain Fast Healing at a rate of 1 hit point per four ranks you have in Survival.
You may use the
abilities of the Heal skill faster than normal, based on your ranks in Heal:
- 2 Ranks: Remove Status Affliction as a full-round action.
- 5 Ranks: Remove Status Affliction as a standard action.
- 8 Ranks: Administer First Aid as a swift action.
- 13 Ranks: Administer First Aid as an immediate action. Remove Status Afflictions from yourself as an immediate action.