3 tokens
Add Bonus Common Language
5 tokens
Bonus 5 skill points
8 tokens
Bonus Feat (maximum x5)
10 tokens
Feat: Parry - fighter/ranger/paladin only
Innate Regeneration 1
12 tokens
Contingency - Cure Moderate Wounds 1/day
Contingency - Cause Moderate Wounds 1/day
15 tokens
Immunity to Paralysis
Immunity to Sleep
Immunity to Natural Diseases
Immunity to Natural Poisons
Feat: Sacred Defender - good cleric/paladin only (add CHA to AC)
Favored Enemy (max x3)
20 tokens
Feat: Detect Magic as free action 5x per day - casters only
Unique Feat: Death's Delay (you do not die until you reach -15hp)
Additional Ring Slot (max 2 times)
Unique Feat: Acrobatic Strike (as a full round action you may make a Tumble check (DC 20 + opponent's base attack bonus) to make one melee attack. If you fail, you fall prone.) - must have Tumble
Luthia's Tools of Precision (+10 to Open Lock/Disable Device) - rogue/bard only
22 tokens
Contingency - Cure Serious Wounds 1/day
Contingency - Cause Serious Wounds 1/day
25 tokens
Unique Feat: Scarlet Elite (Change fire damage into lightening damage at will) - Scarlet Bringers only
Feat: Aura of the Leader - attract one follower who must be paid- earns 25% xp/must pay 5g per day
Innate Regeneration 5
Damage Reduction 10
Spell Resistance 5
Unique Feat: Divine Flame (use one of your turn/rebuke undead attempts to give a melee weapon a fire bonus 1d6 for number of rounds equal to your charisma bonus) - cleric/paladin/scarlet bringer only
Unique Feat: Armored Mage (while wearing armor, you may opt to cast a spell as a full round rather than a standard one to reduce arcane spell failure you are wearing by 10% to a min. of 5%) - wizard/sorcerer lvl 10+
Unique Feat: Blood Frenzy (you are allowed to make a Reflex save each round against one melee attack (DC equal to attack roll). If successful, the damage is reduced by your Dex bonus (min of 1) - Dex 15 minimum
30 tokens
Unique Feat: Sprite Fender (creatures smaller than you lose their AC and attack bonus for size difference)
Unique Feat: Death Angel (you can inflict critical and sneak attacks on undead) - Paladin Lvl 10+
Unique Feat: Earthen Harmonics (+3 to all Listen checks, +3 to all Perform checks that involve sound, +1 damage to all sonic attacks, -1 damage from all sonic attacks per level) - Bard Lvl 10+
Unique Feat: Knife Fighter (while you wield two daggers, you gain +2 to all attack rolls, and +2 to AC) - Weapon Focus (dagger), Ambidexterity, and Two-Weapon Fighting
Unique Feat: Arcane Authority (+4 insight bonus to all Concentration, Knowledge Arcana, Spellcraft and Use Magical Device checks)
Unique Feat: Streetwise Specialty (+4 insight bonus to all Sleight of Hand, Hide, Move Silently, and Open Lock checks)
35 tokens
Unique Feat: Winds of Change (you may use teleportation 1/day) - Gale Walker
Unique Feat: Body of Water (Allows user to stay in water form until 100 damage is dealt to them or they are knocked unconscious) - Tide Weaver & must have Watermeld
Unique Feat: Steel Temperance (Can use Basic Earthbending to manipulate metal at 1/2 the Terra Breaker's level) - Terra Breaker only
Unique Feat: Armor Penetration (you gain +1 vs. opponents in light armor, +2 vs. medium armor and +3 vs. heavy armor to attack rolls) - Fighter/Barbarian/Terra Breaker Lvl 10+
Unique Feat: Bloodletting (you attacks with a slashing or piercing weapon cause massive bleeding (1d4 hp per round until treated). A successful Heal check (DC 15) or a cure spell will stop the bleeding but the first 5 pts. of healing are close the wound and are not added
to healing total. - Rogue Lvl 10+
Unique Feat: Dead Eye (when using a ranged weapon which you have Weapon Focus, you may sacrifice your second attack to guarantee a critical strike.) - Ranger Lvl 10+
Unique Feat: Fast Talker (+7 to all Bluff, Disguise and Diplomacy checks) - Chr. 20+
Unique Feat: Heart of the Mountain (you gain +3 hp per level, even retroactively.) - Dwarf
Unique Feat: Purity of Nature (you are immune to ability drain, energy drain, wisdom or intelligence drain from any negative energy or undead source) - Druid Lvl 10+
Unique Feat: Twelve Dragon Fist (if a successful unarmed strike, roll two dice for damage and take the best result) - Monk only
Unique Feat: Divinity's Aid (as a standard action, you can automatically save the life of a dying creature - you take -3 temporary Constitution damage that can only be healed by sleeping) - cleric only
40 tokens
+1 to Stat (max x5)
Fate of One (max x3)
Metamagic Feat - Chain Spell (must be a ray or cone spell)
Add Bane (Creature Type) to Weapon for 2d6 additional dmg
50 tokens
Bonus Feat - Shapechanging - (one form up and down - 1/day each) tokens
Scry Protection - detect/damage scryers
Great Leadership - cohort earns 75% xp instead of 50%
65 tokens
Dweomer Crystal (a pure diamond that uses hit points to cast arcane spells - 25hp per spell level)
Flute of the 4 Winds - bard only
Wind of the North - cone of cold 15d6
Wind of the East - wind walk
Wind of the South - fog cloud
Wind of the West - wind wall
The Four Winds - whirlwind (20th lvl druid spell)
100 tokens
Contingency - True Resurrection