This is in a hurry, so no formatting at the moment.
Greater Feint
You can fake out an opponent on the move, and attack from implausible angles.
Prerequisite: Improved Feint, ??
Benefit: You may use the Bluff skill to feint in combat as part of a move action, or at the end of the movement portion of a charge. When you successfully feint against an opponent in combat, they lose their shield bonus as well as their dexterity and dodge bonuses to armor.
Sign Reader
You are well-versed at reading various portents sent by gods and forces of nature, giving you a vague measure of information about future events.
Prerequisite: Wis 13+, knowledge(religion) 3 ranks.
Benefit: You may study the sky, nature, tea leaves, or just about anything for one hour in order to gain one of the following benefits, which last until you read the signs again. You must have at least 8 hours of rest before reading the signs.
Warning: You get a +1 bonus on initiative, spot checks, and listen checks.
Opportunity: You get a +1 bonus on bluff checks, search checks, and diplomacy checks.
Safety: You get a +2 bonus against saving throws against one energy type, or against poison.
What do you guys think?
Greater Feint
You can fake out an opponent on the move, and attack from implausible angles.
Prerequisite: Improved Feint, ??
Benefit: You may use the Bluff skill to feint in combat as part of a move action, or at the end of the movement portion of a charge. When you successfully feint against an opponent in combat, they lose their shield bonus as well as their dexterity and dodge bonuses to armor.
Sign Reader
You are well-versed at reading various portents sent by gods and forces of nature, giving you a vague measure of information about future events.
Prerequisite: Wis 13+, knowledge(religion) 3 ranks.
Benefit: You may study the sky, nature, tea leaves, or just about anything for one hour in order to gain one of the following benefits, which last until you read the signs again. You must have at least 8 hours of rest before reading the signs.
Warning: You get a +1 bonus on initiative, spot checks, and listen checks.
Opportunity: You get a +1 bonus on bluff checks, search checks, and diplomacy checks.
Safety: You get a +2 bonus against saving throws against one energy type, or against poison.
What do you guys think?