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<blockquote data-quote="TheCrazyMuffinMan" data-source="post: 3664010" data-attributes="member: 53470"><p><strong>Spam, Spam, Spam</strong> [General]</p><p></p><p>Required: Dex 13+</p><p></p><p>Every time your standard action is the same as your last standard action, you gain +2 to any rolls involving that action.</p><p></p><p><strong>Just a Flesh Wound</strong> [General]</p><p></p><p>Required: <strong>Diehard</strong>, Con 14+</p><p></p><p>If damage would bring you to "Dying", but not "Dead", you may make a fortitude save (DC 10 + negative HP number). If you do, you are instead brought to 1 hp. You can't use this feat if you're at less than 1 hp.</p><p></p><p><strong>Pining for the Fjords</strong> [General]</p><p></p><p>Required: <strong>Just a Flesh Wound</strong>, Con 15+</p><p></p><p>If damage would kill you, you may make a fortitude save (DC 10 + damage dealt). If you do, you are instead brought to -1 hp, and dying. You can't use this feat if you're at less than 1 hp.</p><p></p><p><strong>Silly Walks</strong></p><p></p><p>Required: <strong>Improved Initiative, Dodge, Combat Expertise, Mobility</strong></p><p></p><p>Whenever you delay, you gain +1 to AC and Reflex Saves for every 4 points you forfeit from your initiative value at that time, rounded down, until your next turn.</p><p></p><p><strong>Always Look at the Bright Side of Life</strong></p><p></p><p>Required: Cha 13+, Wis 13+, Will Save +5 or greater</p><p></p><p>You gain a +3 to all Will saving throws against ECMAs.</p><p></p><p><strong>And Now for Something Completely Different</strong></p><p></p><p>Required: Cha 16+ </p><p></p><p>Once per day, you may force a reroll of any die. You must accept this reroll, even if it is less favorable than the previous one.</p></blockquote><p></p>
[QUOTE="TheCrazyMuffinMan, post: 3664010, member: 53470"] [b]Spam, Spam, Spam[/b] [General] Required: Dex 13+ Every time your standard action is the same as your last standard action, you gain +2 to any rolls involving that action. [b]Just a Flesh Wound[/b] [General] Required: [b]Diehard[/b], Con 14+ If damage would bring you to "Dying", but not "Dead", you may make a fortitude save (DC 10 + negative HP number). If you do, you are instead brought to 1 hp. You can't use this feat if you're at less than 1 hp. [b]Pining for the Fjords[/b] [General] Required: [b]Just a Flesh Wound[/b], Con 15+ If damage would kill you, you may make a fortitude save (DC 10 + damage dealt). If you do, you are instead brought to -1 hp, and dying. You can't use this feat if you're at less than 1 hp. [b]Silly Walks[/b] Required: [b]Improved Initiative, Dodge, Combat Expertise, Mobility[/b] Whenever you delay, you gain +1 to AC and Reflex Saves for every 4 points you forfeit from your initiative value at that time, rounded down, until your next turn. [b]Always Look at the Bright Side of Life[/b] Required: Cha 13+, Wis 13+, Will Save +5 or greater You gain a +3 to all Will saving throws against ECMAs. [b]And Now for Something Completely Different[/b] Required: Cha 16+ Once per day, you may force a reroll of any die. You must accept this reroll, even if it is less favorable than the previous one. [/QUOTE]
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