- Achaierai
- Allowed materials & house rules
- Ant
- Ape
- Archons
- Ashworm
- Asura
- Badgers
- Basilisk
- Bats
- Bear
- Bee
- Beetle
- Boar
- Carrion crawler
- Cat
- Cattle
- Centipedes
- Cockroaches
- Coyote
- Demons
- Deva
- Devils
- Dunewinder
- Eagle
- Eladrin
- Elemental grues
- Elementals
- Frog
- Ghouls
- Gnolls
- Goblins
- Grick
- Griffon
- Guardinal
- Hell hound
- Huecuva
- Hyena
- Intellect devourer
- Ironthorn
- Lillend
- Lizards
- Monkey
- Moon dog
- Other game rules
- Owls
- Phase spider
- Races
- Rats
- Ravenous ghoul
- Rituals
- Roland
- Salamanders
- Scorpions
- Shocker lizard
- Skeleton
- Snakes
- Spiders
- Stirge
- Thoqqua
- Treant
- Vulture
- Wight
- Witch
- Witch patrons
- Wood woad
- Worg
- Yellow musk creeper
The following feats are available in the Old World campaign setting. (Unless noted otherwise, the feats below are available in all systems.)
Contents
Feat list
- Acrobatic
- Alertness
- Alignment Channel
- Allied Spellcaster
- Animal Affinity
- Arcane Armor Training
- Arcane Blast
- Arcane Shield
- Arcane Strike
- Armor Proficiency, Light
- Aspect of the Beast
- Athletic
- Battle Drill
- Battle Magic Tactics
- Bleeding Critical
- Blind-Fight
- Blinding Critical
- Bloody Assault
- Bouncing Spell
- Catch Off-Guard
- Channel Smite
- Cleave
- Combat Casting
- Combat Reflexes
- Command Undead
- Coordinated Defense
- Coordinated Maneuvers
- Cosmopolitan
- Crippling Critical
- Critical Mastery
- Dastardly Finish
- Dazing Spell
- Deadly Aim
- Deafening Critical
- Deceitful
- Defensive Combat Training
- Deep Drinker
- Deepsight
- Deft Hands
- Disrupting Shot
- Disruptive
- Disruptive Spell
- Dodge
- Duck and Cover
- Eclectic
- Ectoplasmic Spell
- Eldritch Claws
- Elemental Channel
- Elemental Focus
- Elemental Spell
- Empower Spell
- Endurance
- Enforcer
- Enlarge Spell
- Eschew Materials
- Expanded Arcana
- Expanded Fiendish Resistance
- Extend Spell
- Extra Arcana
- Extra Arcane Pool
- Extra Channel
- Extra Evolution
- Extra Ki
- Extra Lay On Hands
- Extra Mercy
- Extra Pact Boon
- Extra Performance
- Extra Rage
- Extra Rage Power
- Extra Revelation
- Extra Rogue Talent
- Far Shot
- Fast Drinker
- Favored Defense
- Fiend Sight
- Fight On
- Fleet
- Flyby Attack
- Focused Spell
- Gang Up
- Great Fortitude
- Great Leader
- Hidden Talent
- Hover
- Improved Bull Rush
- Improved Channel
- Improved Counterspell
- Improved Critical
- Improved Dirty Trick
- Improved Disarm
- Improved Drag
- Improved Familiar
- Improved Feint
- Improved Initiative
- Improved Overrun
- Improved Reposition
- Improved Steal
- Improved Sunder
- Improved Trip
- Improved Unarmed Strike
- Improvised Weapon Mastery
- Intensified Spell
- Intimidating Prowess
- Ironguts
- Ironhide
- Iron Will
- Keen Scent
- Lightning Reflexes
- Lingering Performance
- Lingering Spell
- Lookout
- Lunge
- Magical Aptitude
- Master Alchemist
- Master Craftsman
- Maximize Spell
- Merciful Spell
- Minor Spell Expertise
- Mounted Combat
- Multiattack
- Natural Spell
- Nimble Moves
- Outflank
- Paired Opportunists
- Persuasive
- Persistent Spell
- Power Attack
- Practiced Spellcaster
- Precise Shot
- Precise Strike
- Preferred Spell
- Quick Draw
- Quicken Spell
- Racial Heritage
- Raging Vitality
- Rapid Reload
- Rapid Shot
- Razortusk
- Reach Spell
- Rending Claws
- Ritual Caster
- Run
- Scribe Scroll
- Selective Channeling
- Selective Spell
- Self-Sufficient
- Shadow Strike
- Shield Proficiency
- Shielded Caster
- Shot on the Run
- Sickening Critical
- Sickening Spell
- Silent Spell
- Simple Weapon Proficiency
- Skill Focus
- Spell Focus
- Spell Mastery
- Spell Penetration
- Spell Perfection
- Spellsong
- Spell-Linked Familiar
- Spider Step
- Spring Attack
- Staggering Critical
- Stealthy
- Step Up
- Still Spell
- Surprise Maneuver
- Swap Places
- Swift Aid
- Throw Anything
- Thundering Spell
- Tiring Critical
- Toughness
- Transfer Concentration
- Turn Undead
- Two-Weapon Fighting
- Undead Master
- Vital Strike
- War Singer
- Weapon Finesse
- Weapon Focus
- Weapon Proficiency
- Widen Spell
- Wingover
Change log
Listed below are changes to feats (from their published versions), removed feats (from the feat lists of sourcebooks used in the campaign), and new feats added to the game.
Changes to feats (click to expand)
Modified feats
- metamagic feats
- modified effective spell level rules
- see also Spells & higher level spell slots for changes to the baseline spellcasting rules
- critical feats
- added special critical feat bonus
- combat maneuver feats
- see Combat maneuvers for changes to baseline combat maneuver rules
- Bashing Finish
- modified prerequisites
- Bleeding Critical
- modified prerequisites
- Blinding Critical
- modified prerequisites
- Bloody Assault
- modified prerequisites
- Bull Rush Strike
- modified prerequisites
- Charge Through
- modified prerequisites
- Cleave
- modified prerequisites; added scaling effect
- Cloud Step
- modified effect
- Combat Patrol
- modified prerequisites
- Covering Defense
- modified prerequisites
- Crippling Critical
- modified prerequisites
- Critical Mastery
- modified prerequisites
- Dazing Assault
- modified prerequisites
- Deadly Stroke
- modified prerequisites
- Deafening Critical
- modified prerequisites
- Diehard
- modified effect
- Disarming Strike
- modified prerequisites
- Disrupting Shot
- modified prerequisites
- Double Slice
- modified prerequisites
- Eclectic
- modified effect
- Elemental Focus
- added scaling effect; added special feat interaction rule
- Eschew Materials
- added applicability note
- Exhausting Critical
- modified prerequisites
- Far Shot
- modified prerequisites
- Favored Defense
- modified effect
- Focused Shot
- modified prerequisites; modified effect
- Gang Up
- modified prerequisites
- Great Fortitude
- added scaling effect
- Greater Vital Strike
- modified effect
- Improved Blind-Fight
- added scaling effect
- Improved Bull Rush
- modified prerequisites; added scaling effect
- Improved Critical
- modified prerequisites; modified effect; added special stacking rule
- Improved Dirty Trick
- modified prerequisites; added scaling effect
- Improved Disarm
- modified prerequisites; added scaling effect
- Improved Drag
- modified prerequisites; added scaling effect
- Improved Familiar
- modified list of available familiars; modified familiar alignment rules
- Improved Feint
- modified prerequisites
- Improved Grapple
- added scaling effect
- Improved Overrun
- modified prerequisites; added scaling effect
- Improved Precise Shot
- modified prerequisites
- Improved Reposition
- modified prerequisites; added scaling effect
- Improved Steal
- modified prerequisites; added scaling effect
- Improved Sunder
- modified prerequisites; added scaling effect
- Improved Trip
- modified prerequisites; added scaling effect
- Improved Two-Weapon Fighting
- modified prerequisites; added scaling effect
- Improved Vital Strike
- modified effect
- Improvised Weapon Mastery
- added special caveat
- Ironhide
- added scaling effect
- Iron Will
- added scaling effect
- Ki Throw
- modified prerequisites; added scaling effect
- Lightning Reflexes
- added scaling effect
- Lunge
- modified prerequisites
- Manyshot
- modified prerequisites
- Master Alchemist
- modified effect
- Master Craftsman
- modified effect
- Maximize Spell
- modified feat interaction rule
- Mounted Shield
- modified effect
- Mounted Skirmisher
- modified prerequisites
- Nimble Moves
- added scaling effect
- Outflank
- modified prerequisites
- Penetrating Strike
- added scaling effect
- Perfect Strike
- modified prerequisites; modified effect
- Pinpoint Targeting
- modified prerequisites
- Precise Shot
- modified prerequisites
- Raging Vitality
- modified effect
- Rapid Shot
- modified prerequisites
- Repositioning Strike
- modified prerequisites
- Scribe Scroll
- modified prerequisites; modified scroll creation time requirements
- Shatter Defenses
- modified prerequisites
- Shield Focus
- added scaling effect
- Shield Master
- modified prerequisites
- Shield Slam
- modified prerequisites
- Shield Specialization
- modified effect; added scaling effect
- Shot on the Run
- modified prerequisites; added scaling effect
- Sickening Critical
- modified prerequisites
- Spell Focus
- added scaling effect; added special feat interaction rule
- Spider Step
- modified effect
- Spring Attack
- modified prerequisites
- Staggering Critical
- modified prerequisites
- Stunning Assault
- modified prerequisites
- Stunning Critical
- modified prerequisites
- Sundering Strike
- modified prerequisites
- Swift Aid
- modified prerequisites
- Team Up
- modified prerequisites
- Tiring Critical
- modified prerequisites
- Trick Riding
- modified prerequisites
- Tripping Strike
- modified prerequisites
- Two-Weapon Defense
- modified prerequisites
- Two-Weapon Fighting
- modified prerequisites
- Two-Weapon Rend
- modified prerequisites
- Unseat
- modified prerequisites
- Vital Strike
- modified effect; added special rule about ranged weapons
- Weapon Finesse
- added note about combat maneuvers
- Weapon Focus
- modified effect; added scaling effect
- Weapon Specialization
- added scaling effect
- Whirlwind Attack
- modified prerequisites; modified effect; added special two-weapon fighting effect
Removed feats
- Acrobatic Steps
- rolled into Nimble Moves
- Additional Traits
- Agile Maneuvers
- partially rolled into Weapon Finesse
- Arcane Talent
- Breadth of Experience
- Brew Potion
- potions are created using the Alchemy skill
- Childlike
- Combat Expertise
- Cooperative Crafting
- Craft Magic Arms and Armor
- Craft Rod
- Craft Staff
- Craft Wand
- Craft Wondrous Item
- Critical Focus
- see critical feats
- Crossbow Mastery
- Eagle Eyes
- Elven Accuracy
- Exotic Weapon Proficiency
- rolled into Weapon Proficiency
- Extra Bombs
- Extra Discovery
- Extra Hex
- Forge Ring
- Gnome Trickster
- Go Unnoticed
- Groundling
- Great Cleave
- partially rolled into Cleave
- Greater Blind-Fight
- rolled into Improved Blind-Fight
- Greater Bull Rush
- rolled into Improved Bull Rush
- Greater Dirty Trick
- rolled into Improved Dirty Trick
- Greater Disarm
- rolled into Improved Disarm
- Greater Drag
- rolled into Improved Drag
- Greater Elemental Focus
- rolled into Elemental Focus
- Greater Feint
- rolled into Improved Feint
- Greater Grapple
- rolled into Improved Grapple
- Greater Overrun
- rolled into Improved Overrun
- Greater Penetrating Strike
- rolled into Penetrating Strike
- Greater Reposition
- rolled into Improved Reposition
- Greater Shield Focus
- rolled into Shield Focus
- Greater Spell Focus
- rolled into Spell Focus
- Greater Steal
- rolled into Improved Steal
- Greater Sunder
- rolled into Improved Sunder
- Greater Trip
- rolled into Improved Trip
- Greater Two-Weapon Fighting
- rolled into Improved Two-Weapon Fighting
- Greater Weapon Focus
- rolled into Weapon Focus
- Greater Weapon Specialization
- rolled into Weapon Specialization
- Heighten Spell
- Improved Great Fortitude
- rolled into Great Fortitude
- Improved Iron Will
- rolled into Iron Will
- Improved Ki Throw
- rolled into Ki Throw
- Improved Lightning Reflexes
- rolled into Lightning Reflexes
- Improved Second Chance
- Improved Share Spells
- Improved Sidestep
- Improved Stonecunning
- Leadership
- replaced by general reputation/leadership rules, and Great Leader feat
- Leaf Singer
- Light Step
- Low Profile
- Lucky Halfling
- Martial Weapon Proficiency
- rolled into Weapon Proficiency
- Mobility
- Parting Shot
- rolled into Shot on the Run
- Pass For Human
- racial traits already do this
- Point-Blank Shot
- Practiced Tactician
- Second Chance
- Shared Insight
- Sharp Senses
- Sidestep
- Smash
- Sociable
- Stabbing Shot
- Steel Soul
- Stone-Faced
- Stone Sense
- Stone Singer
- Strike Back
- Summoner’s Call
- Taunt
- Under and Over
- Underfoot
- Well-Prepared
- Vermin Heart
- the vermin creature type does not exist in the Old World campaign setting
Added feats
(These feats come from sources other than the CRB or APG, or else are entirely new.)
- Battle Drill
- Battle Magic Tactics
- Expanded Fiendish Resistance
- Extra Arcana
- Extra Arcane Pool
- Extra Evolution
- Extra Pact Boon
- Fiend Sight
- Flyby Attack
- Great Leader
- Hidden Talent
- Hover
- Ki Force
- Multiattack
- Practiced Spellcaster
- Ritual Caster
- Sidestep Charge
- Spellsong
- Spell-Linked Familiar
- Superior Summoning
- Surprise Maneuver
- Transfer Concentration
- Undead Master
- Wingover
Feat types
Certain kinds of feats have special rules that govern them.
Combat feats
Any feat designated as a combat feat can be selected as a fighter’s bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet the prerequisites.
Critical feats
Critical feats modify the effects of a critical hit by inflicting an additional condition on the victim of the critical hit.
Characters without the Critical Mastery feat can only apply the effects of one critical feat to an individual critical hit. Characters with multiple critical feats can decide which feat to apply after the critical hit has been confirmed.
Additionally, for every critical feat a character possesses, he gain a +1 bonus on attack rolls made to confirm critical hits.
Metamagic feats
As a spellcaster’s knowledge of magic grows, he can learn to cast spells in ways slightly different from the norm. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, is at least possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up. Metamagic feats do not affect spell-like abilities.
Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can’t modify.
Effective Spell Level: When you cast a spell that is modified by a metamagic feat, the spell’s effective level (for the purposes of calculating saving throw DCs, interaction with a globe of invulnerability, etc.) is considered to be equal to the level of the spell slot used to cast the spell. (This means that using a metamagic feat that you possess increases a spell’s effective level, but using a metamagic rod, or similar means of applying a metamagic feat to a spell that does not require using a higher-level spell slot, does not.)
Wizards and Divine Spellcasters: Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higher-level spell slots than normal).
Sorcerers and Bards: Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell’s normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. (This isn’t the same as a 1-round casting time.) The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat.
For a spell with a longer casting time, it takes an extra full-round action to cast the spell.
Spontaneous Casting and Metamagic Feats: A cleric spontaneously casting a cure or inflict spell, or a druid spontaneously casting a summon nature’s ally spell, can cast a metamagic version of it instead. Extra time is also required in this case. Casting a standard action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast. The only exception is for spells modified by the Quicken Spell feat, which can be cast as a swift action.
Metamagic Feats and Magic Devices: The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.
It is possible to scribe a metamagic-modified version of a spell onto a scroll. Likewise, in some cases, wands or other magic items can contain metamagic-modified versions of spells. A character doesn’t need the metamagic feat to activate an item storing a metamagic-modified version of a spell.
Attacks of Opportunity: Metamagic feats that eliminate components of a spell don’t eliminate the attack of opportunity provoked by casting a spell while threatened. However, casting a spell modified by Quicken Spell does not provoke an attack of opportunity.
Counterspelling Metamagic Spells: Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell.
Multiple Metamagic Feats on a Spell: A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell.
Racial feats
Racial feats are available only to characters of a certain race (including those characters who have taken the Racial Heritage feat for that race). They typically (though not always) modify or make use of the racial traits associated with that race.
Teamwork feats
Teamwork feats grant large bonuses, but they only function under specific circumstances. In most cases, these feats require an ally who also possesses the feat to be positioned carefully on the battlefield. Teamwork feats provide no bonus if the listed conditions are not met. Note that allies who are paralyzed, stunned, unconscious, or otherwise unable to act do not count for the purposes of these feats.
Feat descriptions
A
Acrobatic
You are skilled at leaping, jumping, and flying.
Benefit: You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Alertness
You often notice things that others might miss.
Benefit: You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Alignment Channel
You can channel divine energy to affect outsiders of one alignment subtype.
Prerequisites: Ability to channel energy.
Benefit: Choose chaos, evil, good, or law. Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of the chosen alignment subtype, your channel energy has no effect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new alignment subtype. Whenever you channel energy, you must choose which type to effect.
Allied Spellcaster (Teamwork)
With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells.
Prerequisite: Caster level 1st.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. If your ally has the same spell prepared (or known with a slot available if they are spontaneous spellcasters), this bonus increases to +4 and you receive a +1 bonus to the caster level for all level- dependent variables, such as duration, range, and effect.
Animal Affinity
You are skilled at working with animals and mounts.
Benefit: You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Arcane Armor Mastery (Combat)
You have mastered the ability to cast spells while wearing armor.
Prerequisites: Arcane Armor Training, Medium Armor Proficiency, caster level 7th.
Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training.
Arcane Armor Training (Combat)
You have learned how to cast spells while wearing armor.
Prerequisites: Light Armor Proficiency, caster level 3rd.
Benefit: As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.
Arcane Blast
You can convert any spell into an attack.
Prerequisites: Arcane spellcaster, caster level 10th.
Benefit: As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 feet as a ranged touch attack. This attack deals 2d6 points of damage plus an additional 1d6 points of damage for every level of the spell or spell slot you sacrificed. 0-level spells may not be sacrificed in this manner.
Arcane Shield
You can convert any spell into a defense.
Prerequisites: Arcane spellcaster, caster level 10th.
Benefit: As a immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a deflection bonus to AC equal to the level of the spell or spell slot you sacrificed for 1 round. 0-level spells may not be sacrificed in this manner.
Arcane Strike (Combat)
You draw upon your arcane power to enhance your weapons with magical energy.
Prerequisite: Ability to cast arcane spells.
Benefit: As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.
Armor Proficiency, Heavy (Combat)
You are skilled at wearing heavy armor.
Prerequisites: Light Armor Proficiency, Medium Armor Proficiency.
Benefit: See Armor Proficiency, Light.
Normal: See Armor Proficiency, Light.
Special: Fighters and paladins automatically have Heavy Armor Proficiency as a bonus feat. They need not select it.
Armor Proficiency, Light (Combat)
You are skilled at wearing light armor.
Benefit: When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.
Normal: A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.
Special: All characters except monks, sorcerers, witches, and wizards automatically have Light Armor Proficiency as a bonus feat. They need not select it.
Armor Proficiency, Medium (Combat)
You are skilled at wearing medium armor.
Prerequisite: Light Armor Proficiency,.
Benefit: See Armor Proficiency, Light.
Normal: See Armor Proficiency, Light.
Special: Barbarians, clerics, druids, fighters, oracles, paladins, and rangers automatically have Medium Armor Proficiency as a bonus feat. They need not select it.
Aspect of the Beast
Whether by magic or a curse of your blood, some part of you is more beast than man.
Prerequisite: Wild shape class feature, see Special.
Benefit: Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot change it.
Night Senses (Ex): If your base race has normal vision, you gain low-light vision. If your base race has low-light vision, you gain darkvision out to a range of 30 feet. If your base race has darkvision, the range of your darkvision increases by 30 feet.
Claws of the Beast (Ex): You grow a pair of claws. These claws are primary attacks that deal 1d4 points of damage (1d3 if you are Small).
Predator’s Leap (Ex): You can make a running jump without needing to run 10 feet before you jump.
Wild Instinct (Ex): You gain a +2 bonus on initiative checks and a +2 bonus on Survival skill checks.
Special: A character that has contracted lycanthropy can take this feat without having to meet the prerequisites. A ranger who selects the natural weapon combat style can take this feat without having to meet the prerequisites (even if he does not select Aspect of the Beast as a bonus feat).
Athletic
You possess inherent physical prowess.
Benefit: You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Augment Summoning
Your summoned creatures are more powerful and robust.
Prerequisite: Spell Focus (conjuration).
Benefit: Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
B
Bashing Finish (Combat)
You follow a powerful blow from your weapon with an opportunistic bash from your shield.
Prerequisites: Improved Shield Bash, Shield Master, Shield Proficiency, Two-Weapon Fighting, base attack bonus +11 or fighter level 8th.
Benefit: Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free action.
Battle Drill (Racial)
Through highly efficient training techniques, you can temporarily grant tactical abilities to your allies.
Prerequisite: At least one teamwork feat, hobgoblin.
Benefit: You can train with your allies for one hour, at the end of which time, all participating allies gain one teamwork feat which you have, and for which they qualify. They retain the use of that feat for the rest of the day, but can make use of the feat only as long as you are present and participating in the combat. On any given day, you can train a number of allies equal to your character level in this way. (You need not train all your allies at once, nor in the same way; you can, for instance, train some number of allies in one teamwork feat, then train some other set of allies in another teamwork feat.)
Battle Magic Tactics (Racial, Teamwork)
Through intense training and impeccable timing, you and your allies learn to augment each other’s magical attacks when you focus your efforts on a single target.
Prerequisites: Spellcraft 3 ranks, arcane caster level 3rd, hobgoblin.
Benefit: Each time you cast a spell that requires the target to make a saving throw, that target gains a Battle Magic Tactics token after the spell resolves. A creature gains a token whether the save succeeds or fails, but a creature that avoids a spell through spell resistance does not gain a token. Each Battle Magic Tactics token imposes a cumulative −1 penalty on saving throws against the spells of spellcasters that have this feat. At the end of each round, all Battle Magic Tactics tokens disappear.
Bleeding Critical (Combat, Critical)
Your critical hits cause opponents to bleed profusely.
Prerequisites: Base attack bonus +11 or fighter level 7th.
Benefit: Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on his turn, in addition to the damage dealt by the critical hit. The effects of this feat stack.
(See Bleed effects & healing for details on how bleed damage interacts with healing spells, and with the Heal skill.)
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Additionally, for every critical feat you possess, you gain a +1 bonus on attack rolls made to confirm critical hits.
Blind-Fight (Combat)
You are skilled at attacking opponents that you cannot clearly perceive.
Benefit: In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.
An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.
You do not need to make Acrobatics skill checks to move at full speed while blinded.
Normal: Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.
Special: The Blind-Fight feat is of no use against a character who is the subject of a blink spell.
Blinding Critical (Combat, Critical)
Your critical hits blind your opponents.
Prerequisites: Base attack bonus +15 or fighter level 11th.
Benefit: Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, at the GM’s discretion). Blindness can be cured by heal, regeneration, remove blindness, or similar abilities.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Additionally, for every critical feat you possess, you gain a +1 bonus on attack rolls made to confirm critical hits.
Bloody Assault (Combat)
Sacrificing accuracy, you can inflict bloody wounds that are slow to heal.
Prerequisite: Base attack bonus +6 or fighter level 4th.
Benefit: You can choose to take a −5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in addition to the normal damage dealt by the weapon. A creature continues to take bleed damage every round at the start of its turn. Bleed damage from this feat does not stack with itself. You must choose to use this feat before making the attack roll, and its effects last until your next turn (although the bleeding lasts until healed, as normal).
Bodyguard (Combat)
Your swift strikes ward off enemies attacking nearby allies.
Prerequisite: Combat Reflexes.
Benefit: When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally’s AC. You may not use the aid another action to improve your ally’s attack roll with this attack.
Normal: Aid another is a standard action.
Bouncing Spell (Metamagic)
You can direct a failed spell against a different target.
Benefit: Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) you may, as a swift action, redirect it to target another eligible creature within range. The redirected spell behaves in all ways as if its new target were the original target for the spell. Spells that affect a target in any way (including a lesser effect from a successful saving throw) may not be redirected in this manner.
A bouncing spell uses up a spell slot one level higher than the spell’s actual level.
Bull Rush Strike (Combat)
Your critical hits can push back your foes.
Prerequisites: Str 13, Improved Bull Rush, base attack bonus +9 or fighter level 6th.
Benefit: Whenever you score a critical hit with a melee attack, you can push your opponent back, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent’s CMD, you may push your opponent back as if from the bull rush combat maneuver. (You do not provoke an attack of opportunity, even if your bull rush attempt fails.) You do not need to move with the target if successful.
Normal: You must perform a bull rush combat maneuver to bull rush an opponent.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.
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Catch Off-Guard (Combat)
Foes are surprised by your skilled use of unorthodox and improvised weapons.
Benefit: You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.
Normal: You take a −4 penalty on attack rolls made with an improvised weapon.
Channel Smite (Combat)
You can channel your divine energy through a melee weapon you wield.
Prerequisite: Channel energy class feature.
Benefit: Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you hit an undead creature, that creature takes an amount of additional damage equal to the damage dealt by your channel positive energy ability. If you channel negative energy and you hit a living creature, that creature takes an amount of additional damage equal to the damage dealt by your channel negative energy ability. Your target can make a Will save, as normal, to halve this additional damage. If your attack misses, the channel energy ability is still expended with no effect.
Charge Through (Combat)
You can overrun enemies when charging.
Prerequisites: Str 13, Improved Overrun, base attack bonus +1.
Benefit: When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete the charge. If the overrun is unsuccessful, the charge ends in the space directly in front of that creature.
Normal: You must have a clear path toward the target of your charge.
Cleave (Combat)
You can strike two adjacent foes with a single swing.
Prerequisites: Str 13, base attack bonus +1.
Benefit: As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can make an additional attack (using your full base attack bonus) against a foe that is adjacent to the first and also within reach. You can only make one additional attack per round with this feat. When you use this feat, you take a −2 penalty to your Armor Class until your next turn.
Great Cleave: If your base attack bonus is at least +6, then you can use this feat to attack three foes at once. If you hit with your first Cleave attack, you can make an additional attack against a foe that is adjacent to the first cleaved opponent and also within reach. You cannot attack an individual foe more than once during this attack action (i.e., the enemy you attack with your second additional attack cannot be the same as the target of your initial attack).
Cloud Step
Your tread is of unearthly lightness.
Prerequisites: Spider Step, monk level 12th.
Benefit: You can air walk (as the spell) as part of any normal movement (including abilities or feats that involve moving as part of another action, such as charging or using Spring Attack). You can move up to your slow fall distance per round in this way. You must reach a solid, level surface by the end of your turn or you will fall.
Cockatrice Strike (Combat)
With a single strike, you transmute flesh to stone.
Prerequisites: Improved Unarmed Strike, Gorgon’s Fist, Medusa’s Wrath, base attack bonus +14.
Benefit: As a full-round action, you can make a single unarmed strike against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe. If that attack is a critical hit, the target is petrified unless it succeeds on a Fortitude saving throw with a DC of 10 + 1⁄2 your character level + your Wisdom modifier. This is a supernatural polymorph effect.
Combat Casting
You are adept at spellcasting when threatened or distracted.
Benefit: You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.
Combat Patrol (Combat)
You range across the battlefield, dealing with threats wherever they arise.
Prerequisites: Combat Reflexes, base attack bonus +5.
Benefit: As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning of your next turn, you may make attacks of opportunity against any opponent in this threatened area that provokes attacks of opportunity. You may move as part of these attacks, provided your total movement before your next turn does not exceed your speed. Any movement you make provokes attacks of opportunity as normal.
Combat Reflexes (Combat)
You can make additional attacks of opportunity.
Benefit: You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed.
Normal: A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while flat-footed.
Special: The Combat Reflexes feat does not allow a rogue to use her opportunist ability more than once per round.
Command Undead
Using foul powers of necromancy, you can command undead creatures, making them into your servants.
Prerequisites: Channel negative energy class feature.
Benefit: As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1⁄2 your cleric level + your Charisma modifier. Undead that fail their saves fall under your control, obeying your commands to the best of their ability, as if under the effects of control undead. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
You can control any number of undead, so long as their total Hit Dice do not exceed your cleric level. Intelligent undead receive a new saving throw each day to resist your command. If an undead creature is under the control of another creature, you must make an opposed Charisma check whenever your orders conflict.
Coordinated Defense (Combat, Teamwork)
You are adept at working with allies to avoid being tripped, grappled, and subjected to other maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the creature attempting the maneuver is larger than both you and your ally.
Coordinated Maneuvers (Combat, Teamwork)
You are skilled at working with your allies to perform dangerous combat maneuvers.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting to break free from a grapple.
Cosmopolitan
Living in large, exotic cities has put you in touch with many diverse civilizations, cultures, and races.
Benefit: You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.
Covering Defense (Combat)
You are skilled at protecting yourself and your allies with your shield.
Prerequisites: Shield Focus, Shield Proficiency, base attack bonus +6 or fighter level 4th.
Benefit: When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against all attacks to an adjacent ally your size or smaller. This cover bonus is equal to your shield’s shield bonus and lasts until the beginning of your next turn. Your shield does not provide a cover bonus to Reflex saves.
Crippling Critical (Combat, Critical)
You are able to maim a target and hinder its movement.
Prerequisite: Base attack bonus +13 or fighter level 9th.
Benefit: Whenever you score a critical hit against an opponent, its speed is halved for 1 minute. A successful Fortitude save reduces this duration to 1d4 rounds. The DC of this save is equal to 10 + your base attack bonus. Against creatures with multiple types of movement, you must choose which movement type to affect. A flying creature hit by this attack must make a DC 10 Fly check to remain airborne, and has its maneuverability reduced by one step.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Additionally, for every critical feat you possess, you gain a +1 bonus on attack rolls made to confirm critical hits.
Critical Mastery (Combat)
Your critical hits cause two additional effects.
Prerequisites: Any two critical feats, fighter level 14th.
Benefit: When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.
Normal: You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt.
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Dastardly Finish (Combat)
You can take advantage of an enemy’s debilitated state to attempt a coup de grace.
Prerequisite: Sneak attack +5d6.
Benefit: You can deliver a coup de grace to cowering or stunned targets.
Normal: You can only coup de grace helpless targets.
Dazing Assault (Combat)
You can daze foes with wild attacks.
Prerequisites: Str 13, Power Attack, base attack bonus +11 or fighter level 8th.
Benefit: You can choose to take a −5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in addition to the normal damage dealt by the attack. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.
Dazing Spell (Metamagic)
You can daze creatures with the power of your spells.
Benefit: You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the daze effect. If the spell does not allow a save, the target can make a Will save to negate the daze effect. If the spell effect also causes the creature to become dazed, the duration of this metamagic effect is added to the duration of the spell. Spells that do not inflict damage do not benefit from this feat.
A dazing spell uses up a spell slot three levels higher than the spell’s actual level.
Dazzling Display (Combat)
Your skill with your favored weapons can frighten enemies.
Prerequisites: Weapon Focus.
Benefit: While wielding a weapon to which your Weapon Focus applies, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes within 30 feet who can see your display.
Deadly Aim (Combat)
You can make exceptionally deadly ranged attacks by pinpointing a foe’s weak spot, at the expense of making the attack less likely to succeed.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You can choose to take a −1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by −1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Deadly Stroke (Combat)
With a well-placed strike, you can bring a swift and painful end to most foes.
Prerequisites: Dazzling Display, Shatter Defenses, Weapon Focus, base attack bonus +11 or fighter level 8th.
Benefit: As a standard action, make a single attack with any weapon to which your Weapon Focus applies, against a stunned or flat-footed opponent. If you hit, you deal double the normal damage and the target takes 1 point of Constitution bleed (advancing one step on the Constitution damage track each round). The additional damage and bleed is not multiplied on a critical hit.
Deafening Critical (Combat, Critical)
Your critical hits cause enemies to lose their hearing.
Prerequisites: Base attack bonus +13 or fighter level 9th.
Benefit: Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Additionally, for every critical feat you possess, you gain a +1 bonus on attack rolls made to confirm critical hits.
Deceitful
You are skilled at deceiving others, both with the spoken word and with physical disguises.
Benefit: You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Defensive Combat Training (Combat)
You excel at defending yourself from all manner of combat maneuvers.
Benefit: You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense.
Deep Drinker
You draw greater amounts of ki from your libations.
Prerequisites: Con 13, monk level 11, drunken ki class feature.
Benefit: When you gain temporary ki from drunken ki, you gain 2 temporary ki rather than just 1.
Deepsight
Your senses are especially keen in the utter darkness.
Prerequisite: Darkvision 60 feet.
Benefit: Your darkvision has a range of 120 feet.
Normal: Darkvision normally extends 60 or 90 feet.
Deflect Arrows (Combat)
You can knock arrows and other projectiles off course, preventing them from hitting you.
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can’t be deflected.
Deft Hands
You have exceptional manual dexterity.
Benefit: You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Diehard
You are especially hard to kill. Your wounds automatically stabilize when you are grievously injured, and you can perform strenuous actions while disabled without passing out.
Prerequisite: Endurance.
Benefit: When your hit point total is at 0 or below, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing additional hit points.
Additionally, you gain a +5 bonus on all Fortitude saves made to avoid falling unconscious due to damage or hit point loss that leaves you at 0 hit points or fewer.
Normal: A character without this feat who is reduced to 0 or fewer hit points must succeed at a DC 10 Fortitude save (with his current hit point total applied as a modifier), or else fall unconscious. (See “Disabled & dying characters” for details.)
Disarming Strike (Combat)
Your critical hits can disarm your foes.
Prerequisites: Dex 13, Improved Disarm, base attack bonus +9 or fighter level 6th.
Benefit: Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent’s CMD, you may disarm your opponent as if from the disarm combat maneuver. (You do not provoke an attack of opportunity, even if your disarm attempt fails.)
Normal: You must perform a disarm combat maneuver to disarm an opponent.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.
Disrupting Shot (Combat)
With a well-placed shot, you make it harder for a nearby opponent to cast spells.
Prerequisites: Dex 13, fighter level 6th.
Benefit: If you ready an action to shoot an opponent casting a spell within 30 feet and successfully hit that opponent with a ranged attack, the concentration DC to successfully cast the spell is increased by +4.
Disruptive (Combat)
Your training makes it difficult for enemy spellcasters to safely cast spells near you.
Prerequisites: Fighter level 6th.
Benefit: The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware of the enemy’s location and are capable of taking an attack of opportunity. If you have already used all of your attacks of opportunity for the round, this increase does not apply.
Disruptive Spell (Metamagic)
Your magical energies cling to enemies, interfering with their spellcasting.
Benefit: Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the spell being cast) for 1 round. Targets that avoid the spell’s effects avoid this feat’s effect as well.
A disruptive spell uses up a spell slot one level higher than the spell’s actual level.
Diviner’s Delving
Your keen magical intuition makes reading signs, portents, and mystical clues quick and easy.
Prerequisite: Spell Focus (divination).
Benefit: You gain a +2 bonus on caster level checks with divinations to overcome spell resistance or effects that impede divination (for example, nondetection). When using a divination spell that requires concentration, you gain information from the spell 1 round sooner than normal (so you gain information from the first 2 rounds with 1 round of concentration, and information from the third round in the second round of concentration).
Dodge (Combat)
Your training and reflexes allow you to react swiftly to avoid an opponents’ attacks.
Prerequisite: Dex 13.
Benefit: You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.
Double Slice (Combat)
Your off-hand weapon while dual-wielding strikes with greater power.
Prerequisites: Dex 13, Two-Weapon Fighting.
Benefit: Add your Strength bonus to damage rolls made with your off-hand weapon.
Normal: You normally add only half of your Strength modifier to damage rolls made with a weapon wielded in your off-hand.
Dreadful Carnage (Combat)
Slaying an enemy demoralizes your other nearby foes.
Prerequisites: Str 15, Power Attack, Furious Focus, base attack bonus +11.
Benefit: Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that cannot see both you and the enemy you reduced to 0 or fewer hit points are unaffected.
Duck and Cover (Teamwork)
Your allies assist you in avoiding certain attacks.
Benefit: Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Reflex saving throw against a spell or effect, you may take the result of your die roll or that of your ally (your modifiers still apply to the roll, regardless of which result you take). If you take your ally’s result, you are knocked prone (or staggered on your next turn, if you are already prone or cannot be knocked prone). In addition, you receive a +2 cover bonus to your AC against ranged attacks as long as your ally is wielding a shield.
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Eclectic
You have a talent for picking up different vocations.
Prerequisite: Human.
Benefit: All classes are now considered favored classes for you, granting you either +1 hit point or +1 skill point whenever you take a level in any class. The benefits of this feat are retroactive (thus you gain hit points or skill points for class levels you already have in classes which were previously not favored for you).
Ectoplasmic Spell (Metamagic)
Your spells breach the gulf between dimensions, sending ghostly emanations into the ether.
Benefit: An ectoplasmic spell has full effect against incorporeal or ethereal creatures.
An ectoplasmic spell uses up a spell slot one level higher than the spell’s actual level.
Eldritch Claws (Combat)
Who needs magic weapons? Eldritch tricks are no match for your bestial ferocity.
Prerequisites: Str 15, natural weapons, base attack bonus +6.
Benefit: You natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
Elemental Channel
You can channel your divine energy to harm or heal outsiders that possess one elemental subtype.
Prerequisites: Channel energy class feature.
Benefit: Choose one elemental subtype, such as air, earth, fire, or water. Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of that elemental subtype. You must make this choice each time you channel energy. If you choose to heal or harm creatures of your elemental subtype, your channel energy has no affect on other creatures. The amount of damage healed or dealt and the DC to halve the damage is otherwise unchanged.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new elemental subtype.
Elemental Fist (Combat)
You empower your strike with elemental energy.
Prerequisites: Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of damage of the chosen type. You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You may attempt an elemental fist attack once per day for every four levels you have attained (see Special), and no more than once per round.
Special: A monk of the four winds receives Elemental Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt an Elemental Fist attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Elemental Focus
Your spells of a certain element are more difficult to resist.
Benefit: Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select.
Greater Elemental Focus: If your caster level is 10th or higher, add another +1 to the DC for saving throws against spells of your chosen energy type (for a total increase of +2).
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, it applies to a new energy type.
The effects of this feat do not stack with the effects of similar feats (such as Spell Focus) that increase the DCs of your spells.
Elemental Spell (Metamagic)
You can manipulate the elemental nature of your spells.
Benefit: Choose one energy type: acid, cold, electricity, or fire. You may replace a spell’s normal damage with that energy type or split the spell’s damage, so that half is of that energy type and half is of its normal type.
An elemental spell uses up a spell slot one level higher than the spell’s actual level.
Special: You can gain this feat multiple times. Each time you take this feat, you must choose a different energy type.
Empower Spell (Metamagic)
You can increase the power of your spells, causing them to deal more damage.
Benefit: All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.
Saving throws and opposed rolls are not affected by this increase, nor are spells without random variables.
An empowered spell uses up a spell slot two levels higher than the spell’s actual level.
Endurance
Harsh conditions or long exertions do not easily tire you.
Benefit: You gain a +4 bonus on the following checks and saves:
- Swim checks made to resist nonlethal damage from exhaustion
- Constitution checks made to continue running
- Constitution checks made to avoid nonlethal damage from a forced march
- Constitution checks made to hold your breath
- Constitution checks made to avoid nonlethal damage from starvation or thirst
- Fortitude saves made to avoid nonlethal damage from hot or cold environments
- Fortitude saves made to resist damage from suffocation
Additionally, you may sleep in light or medium armor without becoming fatigued.
Normal: A character without this feat who sleeps in medium or heavier armor is fatigued. the next day.
Enforcer (Combat)
You are skilled at causing fear in those you brutalize.
Prerequisite: Intimidate 1 rank.
Benefit: Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is shaken for a number of rounds equal to the damage dealt. If your attack was a critical hit, your target is frightened for 1 round with a successful Intimidate check, as well as being shaken for a number of rounds equal to the damage dealt.
Enlarge Spell (Metamagic)
You can increase the range of your spells.
Benefit: You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a range of 50 ft. + 5 ft./ level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level.
Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not benefit from this feat.
An enlarged spell uses up a spell slot one level higher than the spell’s actual level.
Eschew Materials
You can cast many spells without needing to utilize minor material components.
Benefit: You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, as normal.
Special: The benefit of this feat may not apply to material components that are unique, priceless, or otherwise not “generic”; the DM’s discretion determines when this is the case.
Exhausting Critical (Combat, Critical)
Your critical hits cause opponents to become exhausted.
Prerequisites: Tiring Critical, base attack bonus +15 or fighter level 11th.
Benefit: When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess the Critical Mastery feat.
Additionally, for every critical feat you possess, you gain a +1 bonus on attack rolls made to confirm critical hits.
Expanded Arcana
Your research has revealed new spells.
Prerequisites: Caster level 1st, see Special.
Benefit: Add one spell from your class’s spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level in your class. You may instead add two spells from your class’s spell list to your list of spells known, but both of these spells must be at least one level lower than the highest level spell you can cast in that class. Once made, these choices cannot be changed.
Special: You can only take this feat if you possess levels in a class whose spellcasting relies on a limited list of spells known, such as the bard, oracle, sorcerer, or witch.
You can gain Expanded Arcana multiple times.
Expanded Fiendish Resistance (Racial)
You are resistant to more forms of energy.
Prerequisites: Fiendish resistance racial trait, tiefling.
Benefit: Select two energy types, out of those which are listed in the fiendish resistance racial trait description, but which you are not already resistant to. You gain resist 5 to those energy types.
Extend Spell (Metamagic)
You can make your spells last twice as long.
Benefit: An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat.
An extended spell uses up a spell slot one level higher than the spell’s actual level.
Extra Arcana
You have unlocked the secret of a new magus arcana.
Prerequisite: Magus arcana class feature.
Benefit: You gain one additional magus arcana. You must meet all the prerequisites for this magus arcana.
Special: You can gain this feat multiple times. Its effects stack, granting a new arcana each time you gain this feat.
Extra Arcane Pool
You have learned how to draw more power from your arcane pool.
Prerequisite: Arcane pool class feature.
Benefit: Your arcane pool increases by 2.
Special: You can gain this feat multiple times. Its effects stack, granting you an increase to your arcane pool each time you take this feat.
Extra Channel
You can channel divine energy more often.
Prerequisite: Channel energy class feature.
Benefit: You can channel energy two additional times per day.
Special: If a paladin with the ability to channel positive energy takes this feat, she can use lay on hands four additional times a day, but only to channel positive energy.
Extra Evolution
Your eidolon has more evolutions.
Prerequisite: Eidolon class feature.
Benefit: Your eidolon’s evolution pool increases by 1.
Special: You can take this feat once, plus one additional time for every four character levels you have beyond 1st.
Extra Ki
You can use your ki pool more times per day than most.
Prerequisite: Ki pool class feature.
Benefit: Your ki pool increases by 2.
Special: You can gain Extra Ki multiple times. Its effects stack.
Extra Lay On Hands
You can use your lay on hands ability more often.
Prerequisite: Lay on hands class feature.
Benefit: You can use your lay on hands ability two additional times per day.
Special: You can gain Extra Lay On Hands multiple times. Its effects stack.
Extra Mercy
Your lay on hands ability adds an additional mercy.
Prerequisites: Lay on hands class feature, mercy class feature.
Benefit: Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also receives the additional effects of this mercy.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take this feat, select a new mercy.
Extra Pact Boon
Your patron grants you an additional pact boon.
Prerequisite: Patron class feature.
Benefit: You gain one additional pact boon. You must meet all of the prerequisites for this boon.
Special: You can gain this feat multiple times.
Extra Performance
You can use your bardic performance ability more often than normal.
Prerequisite: Bardic performance class feature.
Benefit: You can use bardic performance for 6 additional rounds per day.
Special: You can gain Extra Performance multiple times. Its effects stack.
Extra Rage
You can use your rage ability more than normal.
Prerequisite: Rage class feature.
Benefit: You can rage for 6 additional rounds per day.
Special: You can gain Extra Rage multiple times. Its effects stack.
Extra Rage Power
You have unlocked a new ability to use while raging.
Prerequisite: Rage power class feature.
Benefit: You gain one additional rage power. You must meet all of the prerequisites for this rage power.
Special: You can gain Extra Rage Power multiple times.
Extra Revelation
You have discovered a new aspect of your mystery.
Prerequisite: Revelation class feature.
Benefit: You gain one additional revelation. You must meet all of the prerequisites for this revelation.
Special: You can gain Extra Revelation multiple times.
Extra Rogue Talent
Through constant practice, you have learned how to perform a special trick.
Prerequisite: Rogue talent class feature.
Benefit: You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.
Special: You can gain Extra Rogue Talent multiple times.
F
Far Shot (Combat)
You are more accurate at longer ranges.
Benefit: You only suffer a −1 penalty per full range increment between you and your target when using a ranged weapon.
Normal: You suffer a −2 penalty per full range increment between you and your target.
Fast Drinker
You swiftly guzzle spirits to draw forth ki.
Prerequisites: Con 18, drunken ki class feature.
Benefit: Drinking strong alcohol to gain temporary ki, takes a swift action rather than a standard action.
Fast Healer
You benefit greatly from your healing, be it from spells or natural healing.
Prerequisites: Con 13, Diehard, Endurance.
Benefit: When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).
Favored Defense
Your cunning is your shield against your quarry’s attacks.
Prerequisite: Favored enemy class feature.
Benefit: You add half your favored enemy bonus to your CMD and as a dodge bonus to AC when attacked by a favored enemy.
Fiend Sight (Racial)
Your eyes develop keener sight in dim light and darkness.
Prerequisites: Darkvision 60 ft., tiefling.
Benefit: You gain low-light vision and your darkvision improves to 120 ft.
Special: You can take this feat twice. When you take it a second time, you gain the see in darkness ability, allowing you to see perfectly in darkness of any kind.
Fight On (Racial)
You can keep fighting even after you should be dead.
Prerequisites: Con 13; half-orc.
Benefit: Once per day, you can gain a number of temporary hit points equal to your Constitution modifier. You can activate this feat as an immediate action when reduced to 0 or fewer hit points. You can use this feat to prevent yourself from dying. These temporary hit points last for 1 minute. If your hit points drop below 0 due to the loss of these temporary hit points, you fall unconscious and are dying as normal. If you also have the ferocity racial trait, you can use that once you have lost the temporary hit points from this feat.
Fleet
You are faster than most.
Benefit: While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.
Special: You can take this feat multiple times. The effects stack.
Flyby Attack
You can make an attack before and after you move while flying.
Prerequisite: Fly speed.
Benefit: When flying, you can take a move action and another standard action at any point during the move. You cannot take a second move action during a round when you make a flyby attack.
Normal: Without this feat, you can take a standard action either before or after your move.
Focused Shot (Combat)
Your anatomical insight adds deadliness to your shots.
Prerequisites: Int 13, Precise Shot.
Benefit: When you make an attack with a bow or crossbow, you can add your Intelligence bonus to the damage roll. You can add this damage to only one attack per round (you must decide to use this feat before you make the attack roll, so a missed attack roll uses up the attempt). You must be within 30 feet of your target to deal this extra damage. Creatures immune to critical hits and sneak attacks are immune to this extra damage.
Special: Starting at 2nd level, a ranger with the archery combat style may select Focused Shot as a combat style feat.
Focused Spell (Metamagic)
When you cast a spell that affects more than one creature, one opponent finds it more difficult to resist.
Benefit: When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That creature’s saving throw DC to resist the spell is increased by +2. You must choose which target to focus the spell on before casting the spell. Spells that do not require a saving throw to resist or lessen the spell’s effect do not benefit from this feat.
A focused spell uses up a spell slot one level higher than the spell’s actual level.
Following Step (Combat)
You can repeatedly close the distance when foes try to move away, without impeding your normal movement.
Prerequisites: Dex 13, Step Up.
Benefit: When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and any movement you make using this feat does not subtract any distance from your movement during your next turn.
Normal: You can only take a 5-foot step to follow an opponent using Step Up.
Furious Focus (Combat)
Even in the midst of fierce and furious blows, you can find focus in the carnage and your seemingly wild blows strike home.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack’s penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.
G
Gang Up (Combat)
You are adept at using greater numbers against foes.
Prerequisites: Base attack bonus +4 or fighter level 2nd.
Benefit: You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
Normal: You must be positioned opposite an ally to flank an opponent.
Gorgon’s Fist (Combat)
With one well-placed blow, you leave your target reeling.
Prerequisites: Improved Unarmed Strike, Scorpion Style, base attack bonus +6.
Benefit: As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from Scorpion Style). If the attack hits, you deal damage normally and the target is staggered until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + 1⁄2 your character level + your Wis modifier). This feat has no effect on targets that are staggered.
Great Fortitude
You are resistant to poisons, diseases, and other maladies.
Benefit: You get a +2 bonus on all Fortitude saving throws.
Improved Great Fortitude: If your character level is 10th or higher, once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Great Leader
You attract more followers to your cause, and gain a companion to join you on your adventures.
Prerequisite: Character level 7th.
Benefits: Your leadership score is increased by 2 for the purpose of determining the number and levels of your followers. (See Reputation? for details on followers.)
Additionally, you can attract a loyal cohort. A cohort is generally an NPC with class levels.
Cohort Level: Regardless of your leadership score, you can only recruit a cohort who is two or more levels lower than yourself. The cohort should be equipped with gear appropriate for its level. A cohort can be of any race or class. The cohort’s alignment may not be opposed to your own.
A cohort does not count as a party member when determining the party’s XP. Instead, divide the cohort’s level by your level. Multiply this result by the total XP awarded to you, then add that number of experience points to the cohort’s total.
If a cohort gains enough XP to bring it to a level one lower than your level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed to attain the next level.
Greater Spell Penetration
Your spells break through spell resistance much more easily than most.
Prerequisite: Spell Penetration.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. This bonus stacks with the one from Spell Penetration.
Greater Vital Strike (Combat)
You can make a single attack that deals incredible damage.
Prerequisites: Improved Vital Strike, Vital Strike, base attack bonus +16.
Benefit: When using the Vital Strike feat, roll the weapon’s damage dice three additional times instead of just one, adding any bonuses from Weapon Specialization each time.
H
Heroic Defiance
You struggle on when others would fall.
Prerequisites: Diehard, Endurance, base Fortitude save +8.
Benefit: Once per day as an immediate action you can delay the onset of one harmful condition or affliction (such as panicked, paralyzed, stunned, and so on), including permanent and instantaneous conditions. Activating this feat delays the onset of the condition until the end of your next turn, after which time the condition takes its normal effect. This feat has no effect on hit point damage or ability damage.
Heroic Recovery
You can throw off the effects of crippling conditions.
Prerequisites: Diehard, Endurance, base Fortitude save +4.
Benefit: Once per day as a standard action you may attempt a new saving throw against a harmful condition or affliction requiring a Fortitude save that is affecting you. If this save against the affliction fails, there is no additional effect, but a successful save counts toward curing an affliction such as poison or disease. You cannot use this feat to recover from instantaneous effects, effects that do not allow a saving throw, or effects that do not require a Fortitude save.
Hidden Talent
Your mind wakes to a previously unrealized talent for psionics.
Prerequisite: This feat must be taken at 1st level (but see Special).
Benefit: Your latent power of psionics flares to life, conferring upon you the designation of a psionic character. As a psionic character, you gain a reserve of 2 power points, and you can take psionic and metapsionic feats. If you have power points from another source, the power points gained from Hidden Talent are added to your total power point reserve.
When you take this feat, choose one power from the list below.
You know this power (it becomes one of your powers known). You can manifest this power with the power points provided by this feat if you have a Wisdom score of 11 or higher. (Wisdom is your key ability score for determining how hard your powers are to resist, and for any other purposes related to manifesting psionic powers.) If you have no psionic class levels, you are considered a 1st-level manifester when manifesting this power. (If you have psionic class levels, you can manifest the power at the highest manifester level you have attained.)
Special: At the DM’s option, this feat may be taken after 1st level if the character experiences an event or performs an action which causes his mind to awaken with previously unknown psionic potential.
Hover
You can hover in place with ease.
Prerequisite: Fly speed.
Benefit: You can halt your movement while flying, allowing you to hover without needing to make a Fly skill check.
Normal: Without this feat, you must make a Fly skill check to hover.
I
Improved Blind-Fight (Combat)
Your keen senses guide your hand against hidden foes.
Prerequisites: Perception 10 ranks, Blind-Fight.
Benefit: Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment.
If you successfully pinpoint an invisible or hidden attacker within 30 feet, that attacker gets no advantages related to hitting you with ranged attacks. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible.
Greater Blind-Fight: If you have at least 15 ranks in the Perception skill, you treat opponents with total concealment as if they had normal concealment (20% miss chance instead of 50%). You may still reroll a miss chance percentile roll as normal.
If you successfully pinpoint an invisible or hidden attacker, that attacker gets no advantages related to hitting you with ranged attacks, regardless of the range.
Special: The Improved Blind-Fight feat is of no use against a character who is the subject of a blink spell.
Improved Bull Rush (Combat)
You are skilled at pushing your foes around.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You receive a +2 bonus on checks made to bull rush a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to bull rush you.
Greater Bull Rush: If your base attack bonus is at least +6, the bonuses granted by this feat increase to +4. Additionally, whenever you bull rush an opponent, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by bull rush do not provoke attacks of opportunity.
Improved Channel
Your channeled energy is harder to resist.
Prerequisite: Channel energy class feature.
Benefit: Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.
Improved Counterspell
You are skilled at countering the spells of others using similar spells.
Benefit: When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.
Normal: Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.
Improved Critical (Combat)
Attacks made with your chosen weapons are quite deadly.
Prerequisites: Weapon Focus, base attack bonus +8 or fighter level 6th.
Benefit: When using any weapon to which your Weapon Focus applies, your critical threat range is doubled.
Special: If multiple effects or abilities that increase your critical threat range are in effect, their effects combine in a special way. Your threat range is doubled, then increased by 1 number for every additional such effect past the first. (For example, if you were wielding a keen longsword, and had the Improved Critical feat, your threat range would be 16-20.)
Improved Dirty Trick (Combat)
You are skilled at pulling dirty tricks on your foes.
Prerequisites: Int 13.
Benefit: You receive a +2 bonus on checks made to attempt a dirty trick. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries a dirty trick on you.
Greater Dirty Trick: If your base attack bonus is at least +6, the bonuses granted by this feat increase to +4. Additionally, whenever you successfully perform a dirty trick, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target’s CMD; and removing the condition requires the target to spend a standard action.
Normal: The condition imposed by a dirty trick lasts for 1 round plus 1 round for every 5 by which your attack exceeds the target’s CMD. Removing the condition requires the target to spend a move action.
Improved Disarm (Combat)
You are skilled at knocking weapons from a foe’s grasp.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You receive a +2 bonus on checks made to disarm a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to disarm you.
Greater Disarm: If your base attack bonus is at least +6, the bonuses granted by this feat increase to +4. Additionally, whenever you successfully disarm an opponent, at your option, the weapon lands 15 feet away from its previous wielder, in a random direction.
Normal: Disarmed weapons and gear land at the feet of the disarmed creature.
Improved Drag (Combat)
You are skilled at dragging foes around the battlefield.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You receive a +2 bonus on checks made to drag a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to drag you.
Greater Drag: If your base attack bonus is at least +6, the bonuses granted by this feat increase to +4. Additionally, whenever you drag a foe, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by drag do not provoke attacks of opportunity.
Improved Familiar
This feat allows you to acquire a powerful familiar, but only when you could normally acquire a new familiar.
Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).
Benefit: When choosing a familiar, the creatures listed below are also available to you. You may not choose a familiar with an alignment opposed to yours.
Familiar | Alignment | Arcane Spellcaster Level |
---|---|---|
Celestial hawk1 | good | 3rd |
Dire rat | — | 3rd |
Fiendish viper2 | evil | 3rd |
Elemental, Small (any) | — | 5th |
Stirge | — | 5th |
Homunculus3 | any | 7th |
Imp | evil, lawful | 7th |
Mephit (any) | — | 7th |
Quasit | chaotic, evil | 7th |
Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change; and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).
Special: This feat applies only to the “familiar” class feature, not the “witch’s familiar” class feature.
Improved Feint (Combat)
You are skilled at fooling your opponents in combat.
Prerequisites: Int 13.
Benefit: You can make a Bluff check to feint in combat as a move action.
Greater Feint: If your base attack bonus is at least +6, whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity bonus against your next attack.
Normal: Feinting in combat is a standard action. A creature you feint loses its Dexterity bonus against your next attack.
Improved Grapple (Combat)
You are skilled at grappling opponents.
Prerequisites: Dex 13, Improved Unarmed Strike.
Benefit: You receive a +2 bonus on checks made to grapple a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to grapple you.
Greater Grapple: If your base attack bonus is at least +6, the bonuses granted by this feat increase to +4. Additionally, once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.
Normal: Maintaining a grapple is a standard action.
Improved Initiative (Combat)
Your quick reflexes allow you to react rapidly to danger.
Benefit: You get a +4 bonus on initiative checks.
Improved Overrun (Combat)
You are skilled at running down your foes.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You receive a +2 bonus on checks made to overrrun a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to overrun you. Targets of your overrun attempt may not choose to avoid you.
Greater Overrun: If your base attack bonus is at least +6, the bonuses granted by this feat increase to +4. Additionally, whenever you overrun opponents, they provoke attacks of opportunity if they are knocked prone by your overrun.
Normal: Creatures knocked prone by your overrun do not provoke an attack of opportunity.
Improved Precise Shot (Combat)
Your ranged attacks ignore anything but total concealment and cover.
Prerequisites: Dex 17, Precise Shot, base attack bonus +11 or fighter level 8th.
Benefit: Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total cover and total concealment provide their normal benefits against your ranged attacks.
Normal: See the normal rules on the effects of cover and concealment in Combat.
Improved Reposition (Combat)
You have learned how to force your enemies to move around the battlefield.
Prerequisites: Int 13.
Benefit: You receive a +2 bonus on checks made to reposition a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to reposition you.
Greater Reposition: If your base attack bonus is at least +6, the bonuses granted by this feat increase to +4. Additionally, whenever you reposition a foe, his movement provokes attacks of opportunity from all of your allies (but not you).
Normal: Creatures moved by reposition do not provoke attacks of opportunity.
Improved Shield Bash (Combat)
You can protect yourself with your shield, even if you use it to attack.
Prerequisite: Shield Proficiency.
Benefit: When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.
Normal: Without this feat, a character that performs a shield bash loses the shield’s shield bonus to AC until his next turn.
Improved Steal (Combat)
You have a knack for snatching items from your opponents.
Prerequisites: Int 13.
Benefit: You receive a +2 bonus on checks made to steal an item from a foe. You also receive a +2 bonus to your Combat Maneuver Defense when an opponent tries to steal an item from you.
Greater Steal: If your base attack bonus is at least +6, the bonuses granted by this feat increase to +4. Additionally, if you successfully steal an item from a foe during combat, it does not notice the theft until after combat is over or if it attempts to use the missing item.
Normal: Creatures automatically notice items taken from them through the steal combat maneuver.
Improved Sunder (Combat)
You are skilled at damaging your foes’ weapons and armor.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You receive a +2 bonus on checks made to sunder an item. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to sunder your gear.
Greater Sunder: If your base attack bonus is at least +6, the bonuses granted by this feat increase to +4. Additionally, whenever you sunder to destroy a weapon, shield, or suit of armor, any excess damage is applied to the item’s wielder. No damage is transferred if you decide to leave the item with 1 hit point.
Improved Trip (Combat)
You are skilled at sending your opponents to the ground.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: You receive a +2 bonus on checks made to trip a foe. You also receive a +2 bonus to your Combat Maneuver Defense whenever an opponent tries to trip you.
Greater Trip: If your base attack bonus is at least +6, the bonuses granted by this feat increase to +4. Additionally, whenever you successfully trip an opponent, that opponent provokes attacks of opportunity.
Normal: Creatures do not provoke attacks of opportunity from being tripped.
Improved Two-Weapon Fighting (Combat)
You are skilled at fighting with two weapons.
Prerequisites: Dex 15, Two-Weapon Fighting, base attack bonus +6.
Benefit: In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a −5 penalty.
Greater Two-Weapon Fighting: If your base attack bonus is at least +11, you get a third attack with your off-hand weapon, with a −10 penalty.
Normal: Without this feat, you can only get a single extra attack with an off-hand weapon.
Improved Unarmed Strike (Combat)
You are skilled at fighting while unarmed.
Benefit: You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.
Normal: Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.
Improved Vital Strike (combat)
You can make a single attack that deals a large amount of damage.
Prerequisites: Vital Strike, base attack bonus +11.
Benefit: When using the Vital Strike feat, roll the weapon’s damage dice two additional times instead of just one, adding any bonuses from Weapon Specialization each time.
Improvised Weapon Mastery (Combat)
You can turn nearly any object into a deadly weapon, from a razor-sharp chair leg to a sack of flour.
Prerequisites: Catch Off-Guard or Throw Anything, base attack bonus +8.
Benefit: You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.
Special: You cannot take the Weapon Focus feat with improvised weapons.
Intensified Spell (Metamagic)
Your spells can go beyond several normal limitations.
Benefit: An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this feat. No other variables of the spell are affected, and spells that inflict damage that is not modified by caster level are not affected by this feat.
An intensified spell uses up a spell slot one level higher than the spell’s actual level.
Intimidating Prowess (Combat)
Your physical might is intimidating to others.
Benefit: Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
In Harm’s Way (Combat)
You put yourself in danger’s path to save your allies.
Prerequisite: Bodyguard, Combat Reflexes.
Benefit: While using the aid another action to improve an adjacent ally’s AC, you can intercept a successful attack against that ally as an immediate action, taking full damage from that attack and any associated effects (bleed, poison, etc.). A creature cannot benefit from this feat more than once per attack.
Ironguts (Racial)
You have an especially strong stomach.
Prerequisites: Con 13; half-orc.
Benefit: You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but not other poisons). In addition, you receive a +2 bonus on Survival skill checks to find food for yourself (and only yourself).
Ironhide (Racial)
Your skin is thicker and more resilient than that of most of your people.
Prerequisites: Con 13; half-orc.
Benefit: You gain a +1 natural armor bonus due to your unusually tough hide. At 10th character level, this bonus increases to +2.
Iron Will
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.
Improved Iron Will: If your character level is 10th or higher, once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
K
Keen Scent (Racial)
Your nose is as sensitive as that of a wild predator.
Prerequisites: Wis 13, half-orc.
Benefit: You gain the scent special ability.
Ki Force (Combat)
You can use your ki to lend kinetic power to your maneuvers.
Prerequisites: Improved Unarmed Strike, ki pool.
Benefit: When performing an unarmed bull rush, overrun, or trip maneuver, you can expend 1 ki point to amplify the force of this maneuver. Doing so grants you a +2 bonus on your combat maneuver check. If the maneuver succeeds, the target takes damage equal to your base unarmed strike damage (without any bonuses, such as from Strength). If you throw (as with the Ki Throw feat) or push your target into another creature or object, that creature or object takes the same damage.
You may also expend more than 1 ki point, in such cases. Expending each additional ki point requires using a move action to focus your ki. Expending an additional ki point grants you a cumulative +2 bonus on your combat maneuver check, and doubles the damage dealt (remember that two doublings is a tripling, etc.).
Ki Throw (Combat)
Your physical control and mastery of momentum allows you to throw enemies.
Prerequisites: Dex 13, Improved Trip, Improved Unarmed Strike.
Benefit: On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any space you threaten rather than its own space. This movement does not provoke attacks of opportunity. You cannot throw the target into a space that is occupied by another creature.
Improved Ki Throw: If your Strength is 13 or higher, and you also have the Improved Bull Rush feat, then you can choose to throw your target into a space that is occupied by another creature. Make a bull rush combat maneuver check with a −4 penalty against the secondary target. If this check succeeds, the thrown creature lands prone in the secondary target’s space, while the secondary target is pushed back and knocked prone in an adjacent space. If the check fails, the thrown creature lands prone in the nearest space you threaten adjacent to the secondary target.
If you throw a Large or larger creature into an area containing multiple secondary targets, you take an additional penalty of −4 on your combat maneuver check for each target after the first.
Special: A monk may gain Ki Throw as a bonus feat at 10th level. A monk with this feat can affect creatures larger than his own size by spending 1 ki point per size category difference.
L
Lightning Reflexes
You have faster reflexes than normal.
Benefit: You get a +2 bonus on all Reflex saving throws.
Improved Lightning Reflexes: If your character level is 10th or higher, once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it is worse.
Lightning Stance (Combat)
The speed at which you move makes it nearly impossible for opponents to strike you.
Prerequisites: Dex 17, Dodge, Wind Stance, base attack bonus +11.
Benefit: If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
Lingering Performance
The effects of your bardic performance carry on, even after you have stopped performing.
Prerequisite: Bardic performance class feature.
Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.
Lingering Spell (Metamagic)
You spell clings to existence, slowly fading from the world.
Benefit: You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. A lingering spell with a visual manifestation obscures vision, providing concealment (20% miss chance) beyond 5 feet and total concealment (50% miss chance) beyond 20 feet.
A lingering spell uses up a spell slot one level higher than the spell’s actual level.
Lookout (Combat, Teamwork)
Your allies help you avoid being surprised.
Benefit: Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act in the surprise round. If you would normally be denied the ability to act in the surprise round, your initiative is equal to your initiative roll or the roll of your ally − 1, whichever is lower. If both you and your ally would be able to act in the surprise round without the aid of this feat, you may take both a standard and a move action (or a full-round action) during the surprise round.
Lunge (Combat)
You can strike foes that would normally be out of reach.
Prerequisite: Base attack bonus +6 or fighter level 4th.
Benefit: You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a −2 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.
M
Magical Aptitude
You are skilled at spellcasting and using magic items.
Benefit: You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Major Spell Expertise
You can cast a single low-level spell as a spell-like ability.
Prerequisites: Minor Spell Expertise, ability to cast 9th-level spells.
Benefit: Choose one spell that you know of 5th level or lower. You may cast that spell twice per day as a spell-like ability. The caster level for this spell-like ability is equal to your caster level in the class from whose spell list the spell is taken. The spell-like ability’s save DC is Charisma-based. If the spell has an expensive focus or material component, it may not be chosen for this feat. You cannot apply metamagic feats to this spell.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell.
Manyshot (Combat)
You can fire multiple arrows at a single target.
Prerequisites: Dex 15, Rapid Shot, base attack bonus +6.
Benefit: When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical hit damage only once for this attack. Your Strength damage bonus applies to each arrow, as do other damage bonuses, such as a ranger’s favored enemy bonus. Damage reduction and resistances apply separately to each arrow.
Master Alchemist
Your mastery of alchemy is truly exceptional.
Prerequisite: Alchemy 5 ranks.
Benefit: This feat provides three benefits.
First, your skill rank in the Alchemy skill is considered to be 3 higher than it actually is, for the purpose of determining which alchemical recipes you can learn. (This does not actually improve your Alchemy skill bonus, only allows you to learn higher-level recipes.)
Second, when crafting an alchemical item, you may choose to roll an Alchemy skill check against the item’s crafting DC (instead of taking 10, as normal). If you fail, you ruin the common ingredients for the item, and you have a 10% chance per point of margin of failure to ruin any special ingredients as well. (If you fail by 10 or more, you also cause a mishap to occur.) If you succeed, there is a 10% chance that an additional item, identical to the first (an extra dose, twice the usual amount of a substance, etc.) is created, at no additional cost. For every 10 points by which you beat the crafting DC, the chance of creating an additional item increases by 10%.
Third, your mastery of alchemy also enables you to conduct alchemical research. You can analyze substances to determine how they were made, reconstruct recipes for items by observing the items’ effects, and invent entirely new alchemical creations.
Master Craftsman
Your superior crafting skills allow you to create simple magic items.
Prerequisites: 5 ranks in any Craft or Profession skill.
Benefit: Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen skill count as your caster level for the purposes of magic item creation.
You cannot use this feat to create any spell-trigger or spell-activation item.
Normal: Only spellcasters can create magic items.
Maximize Spell (Metamagic)
Your spells have the maximum possible effect.
Benefit: All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected by this increase, nor are spells without random variables.
Note: An empowered, maximized spell has 150% of the maximum normal result (i.e., the effects of this feat combine multiplicatively with the effects of Empower Spell).
A maximized spell uses up a spell slot three levels higher than the spell’s actual level.
Medusa’s Wrath (Combat)
You can take advantage of your opponent’s confusion, delivering multiple blows.
Prerequisites: Improved Unarmed Strike, Gorgon’s Fist, Scorpion Style, base attack bonus +11.
Benefit: Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must be made against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe.
Merciful Spell (Metamagic)
Your damaging spells subdue rather than kill.
Benefit: You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as fire) inflict nonlethal damage of that same type.
A merciful spell does not use up a higher-level spell slot than the spell’s actual level.
Minor Spell Expertise
You are able to cast a 1st-level spell as a spell-like ability.
Prerequisite: Ability to cast 4th-level spells.
Benefit: Choose one 1st-level spell that you know. You may cast that spell twice per day as a spell-like ability. The caster level for this spell-like ability is equal to your caster level in the class from whose spell list the spell is taken. The spell-like ability’s save DC is Charisma-based. If the spell has an expensive focus or material component, it may not be chosen for this feat. You cannot apply metamagic feats to this spell.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new spell.
Missile Shield (Combat)
You are skilled at deflecting ranged attacks with your shield.
Prerequisites: Dex 13, Shield Focus, Shield Proficiency.
Benefit: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon (not including spell effects, natural attacks, or massive ranged weapons), you may deflect it so that you take no damage, as if you had the Deflect Arrows feat. You must be aware of the attack and not flat-footed.
Mounted Archery (Combat)
You are skilled at making ranged attacks while mounted.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: The penalty you take when using a ranged weapon while mounted is halved: −2 instead of −4 if your mount is taking a double move, and −4 instead of −8 if your mount is running.
Mounted Combat (Combat)
You are adept at guiding your mount through combat.
Prerequisite: Ride 1 rank.
Benefit: Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your Ride check result is greater than the opponent’s attack roll.
Mounted Shield (Combat)
Your defensive tactics defend both you and your mount.
Prerequisites: Mounted Combat, Shield Focus, Shield Proficiency.
Benefit: You may add your shield’s AC bonus to your mount’s AC. In addition, you may add this bonus when making a Ride check to negate a hit against your mount using the Mounted Combat feat.
Mounted Skirmisher Combat
You are adept at attacking from upon a swift moving steed.
Prerequisites: Ride 10 ranks, Mounted Combat, Trick Riding.
Benefit: If your mount moves its speed or less, you can still take a full-attack action.
Normal: If your mount moves more than 5 feet, you can only take an attack action.
Multiattack (Combat)
You are particularly skilled at making attacks with your natural weapons.
Prerequisite: Three or more natural attacks.
Benefit: Your secondary attacks with natural weapons take only a −2 penalty.
Normal: Without this feat, your secondary attacks with natural weapons take a −5 penalty.
N
Natural Spell
You can cast spells even while in a form that cannot normally cast spells.
Prerequisites: Wis 13, wild shape class feature.
Benefit: You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.
You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.
Nimble Moves
You can move across obstacles with ease.
Prerequisites: Dex 13.
Benefit: Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into difficult terrain.
Acrobatic Steps: If you have at least 5 ranks in the Acrobatics skill, you may move through up to 15 additional feet of difficult terrain each round (20 feet total) as if it were normal terrain.
O
Outflank (Combat, Teamwork)
You look for every edge when flanking an enemy.
Prerequisite: Base attack bonus +4 or fighter level 2nd.
Benefit: Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.
P
Paired Opportunists (Combat, Teamwork)
You know how to make an enemy pay for lax defenses.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that provoke attacks of opportunity from your ally also provoke attacks of opportunity from you so long as you threaten them (even if the situation or an ability would normally deny you the attack of opportunity). This does not allow you to take more than one attack of opportunity against a creature for a given action.
Parry Spell
You can throw an enemy spell back at its caster.
Prerequisites: Spellcraft 15 ranks, Improved Counterspell.
Benefit: Whenever you successfully counter a spell, it returns back to its caster. This works exactly like the spell turning spell.
Penetrating Strike (Combat)
Your attacks are capable of penetrating the defenses of some creatures.
Prerequisites: Weapon Focus, fighter level 12th.
Benefit: Your attacks made with weapons to which your Weapon Focus applies ignore up to 5 points of damage reduction. This ability does not apply to damage reduction without a type (such as DR 10/—).
Greater Penetrating Strike: If your fighter level is 16th or higher, your attacks made with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/—).
Perfect Strike (Combat)
When wielding a monk weapon, your attacks can be extremely precise.
Prerequisites: Dex 13, Wis 13, Weapon Focus, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). When using a weapon to which your Weapon Focus applies, you can roll your attack roll twice and take the higher result. If one of these rolls is a critical threat, the other roll is used as your confirmation roll (your choice if they are both critical threats). You may attempt a perfect attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A weapon master monk or zen archer monk receives Perfect Strike as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a perfect strike attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk. A monk also does not need to have Weapon Focus with the weapon he using to make a perfect strike.
Persuasive
You are skilled at swaying attitudes and intimidating others into your way of thinking.
Benefit: You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Persistent Spell (Metamagic)
You can modify a spell to become more tenacious when its targets resist its effect.
Benefit: Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If a creature fails this second saving throw, it suffers the full effects of the spell, as if it had failed its first saving throw. Spells that do not require a saving throw to resist or lessen the spell’s effect do not benefit from this feat.
A persistent spell uses up a spell slot two levels higher than the spell’s actual level.
Pinpoint Targeting (Combat)
You can target the weak points in your opponent’s armor.
Prerequisites: Dex 19, Improved Precise Shot, Precise Shot, base attack bonus +16 or fighter level 13th.
Benefit: As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the benefit of this feat if you move this round.
Point Blank Master (Combat)
You are adept at firing ranged weapons in close quarters.
Prerequisite: Weapon Specialization.
Benefit: Choose one ranged weapon group. You do not provoke attacks of opportunity when firing the selected weapons while threatened.
Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity.
Special: Starting at 6th level, a ranger with the archery combat style may select Point Blank Master as a combat style feat; he only needs to have Weapon Focus with the selected weapon, rather than Weapon Specialization.
Power Attack (Combat)
You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.
Prerequisites: Str 13, base attack bonus +1.
Benefit: You can choose to take a −1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 11⁄2 times your Strength modifier on damage rolls. This bonus to damage is halved (−50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by −1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Practiced Spellcaster
Your spells cast from one class are more powerful.
Prerequisite: Spellcraft 4 ranks.
Benefit: Choose a spellcasting class that you possess. Your caster level for the chosen spellcasting class increases by 4.
This benefit can’t increase your caster level to higher than your Hit Dice.
This feat does not affect your spells per day or spells known. It increases your caster level only, which would help you penetrate spell resistance and increase the duration and other effects of your spells.
Special: You may select this feat multiple times. Each time you choose it, you must apply it to a different spellcasting class.
Precise Shot (Combat)
You are adept at firing ranged attacks into melee.
Benefit: You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard −4 penalty on your attack roll.
Precise Strike (Combat, Teamwork)
You are skilled at striking where it counts, as long as an ally distracts your foe.
Prerequisites: Dex 13, base attack bonus +1.
Benefit: Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. This bonus damage stacks with other sources of precision damage, such as sneak attack. This bonus damage is not multiplied on a critical hit.
Preferred Spell
You find it very easy to cast one particular spell.
Prerequisites: Spellcraft 5 ranks.
Benefit: Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You can apply any metamagic feats you possess to this spell when you cast it. This increases the minimum level of the prepared spell or spell slot you must sacrifice in order to cast it but does not affect the casting time.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a different spell.
Punishing Kick (Combat)
Your kicks are so powerful you use them to push or knock back your foes.
Prerequisites: Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals damage normally and you can choose to push your target 5 feet or attempt to knock them prone. If you decide to push the target, it is moved 5 feet directly away from you. This movement does not provoke attacks of opportunity, and the target must end this move in a safe space it can stand in. If you decide to attempt to knock the target prone, the target receives a Fortitude saving throw with a DC of 10 + 1⁄2 your character level + your Wisdom modifier to avoid the effect. You may attempt a punishing kick attack once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A hungry ghost monk receives Punishing Kick as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a punishing kick attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Pushing Assault (Combat)
A strike made with a two-handed weapon can push a similar sized opponent backward.
Prerequisites: Str 15, Power Attack, base attack bonus +1.
Benefit: When you hit a creature your size or smaller with a two-handed weapon attack modified by the Power Attack feat, you can choose to push the target 5 feet directly away from you instead of dealing the extra damage from Power Attack. If you score a critical hit, you can instead push the target 10 feet directly away from you. This movement does not provoke attacks of opportunities, and the target must end this move in a safe space it can stand in. You choose which effect to apply after the attack roll has been made, but before the damage is rolled.
Q
Quick Draw (Combat)
You can draw weapons faster than most.
Prerequisite: Base attack bonus +1.
Benefit: You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move action.
A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).
Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.
Normal: Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.
Quicken Spell (Metamagic)
You can cast spells in a fraction of the normal time.
Benefit: Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose casting time is more than 1 round or 1 full-round action cannot be quickened.
Casting a quickened spell doesn’t provoke an attack of opportunity.
A quickened spell uses up a spell slot four levels higher than the spell’s actual level.
Special: You can apply the effects of this feat to a spell cast spontaneously, so long as it has a casting time that is not more than 1 full-round action, without increasing the spell’s casting time.
R
Racial Heritage
The blood of a non-human ancestor flows in your veins.
Prerequisite: Human.
Benefit: Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose orc, you are considered both a human and an orc for the purpose of taking feats, how spells and magic items affect you, and so on.
Raging Vitality
While raging, you are full of vigor and health.
Prerequisites: Con 15, rage class feature.
Benefit: Whenever you are raging, the morale bonus to your Constitution increases by +2. Additionally, the minimum hit point total to which you may be brought by loss of Constitution bonus due to the end of rage increases by an amount equal to your character level (to a maximum of −1 hp).
Rapid Reload (Combat)
You can reload one type of crossbow more quickly.
Prerequisite: Weapon Proficiency (crossbow type chosen).
Benefit: Choose a type of crossbow (hand, light, or heavy). The time required for you to reload the chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow). Reloading a crossbow still provokes an attack of opportunity.
If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.
Normal: A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.
Special: You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.
Rapid Shot (Combat)
You can make an additional ranged attack.
Prerequisite: Dex 13.
Benefit: When making a full-attack action with a ranged weapon, you can fire one additional time this round at your highest bonus. All of your attack rolls take a −2 penalty when using Rapid Shot.
Ray Shield (Combat)
You can even deflect rays with your shield.
Prerequisites: Dex 15, Disruptive, Missile Shield, Shield Focus, Spellbreaker, fighter level 10th.
Benefit: You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with a ranged touch attack (including rays and similar magical effects), you may deflect it so that you take no damage from it. Your shield suffers the full effects of the spell or effect, if applicable.
Razortusk (Racial)
Your powerful jaws and steely teeth are deadly enough to give you a bite attack.
Prerequisite: Half-orc.
Benefit: You can make a bite attack for 1d4 points of damage, plus your Strength modifier. You’re considered proficient in this attack and can apply feats or effects appropriate to natural attacks to it. If used as part of a full attack action, the bite is considered a secondary attack and is made at your full base attack bonus −5, and adds half your Strength modifier to damage.
Reach Spell (Metamagic)
Your spells go farther than normal.
Benefit: You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and long. Spells modified by this feat that require melee touch attacks instead require ranged touch attacks. Spells that do not have a range of touch, close, or medium do not benefit from this feat.
A reach spell uses up a spell slot one level higher than the spell’s actual level for each increase in range category. For example, a spell with a range of touch increased to long range uses up a spell slot three levels higher.
Rending Claws (Combat)
Your claw attacks do greater harm to your enemy.
Prerequisites: Str 13, two claw natural weapon attacks, base attack bonus +6.
Benefit: If you hit a creature with two claw attacks in the same turn, the second claw attack deals an additional 1d6 points of damage. This damage is precision damage and is not multiplied on a critical hit. You can use this feat once per round.
Repositioning Strike (Combat)
Your critical hits can move your foes where you wish.
Prerequisites: Int 13, Improved Reposition, base attack bonus +9 or fighter level 6th.
Benefit: Whenever you score a critical hit with a melee attack, you can move your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent’s CMD, you may move your opponent as if from the reposition combat maneuver. (You do not provoke an attack of opportunity, even if your reposition attempt fails.)
Normal: You must perform a reposition combat maneuver to reposition an opponent.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.
Ride-By Attack (Combat)
While mounted and charging, you can move, strike at a foe, and then continue moving.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.
Ritual Caster
You are able to use rituals to cast certain spells without expending spell slots, even if the spell is not among your spells known.
Prerequisite: Ability to cast spells without preparation.
Benefit: You are able to use thaumaturgic rituals, which allows you to cast certain spells even if they are not among your spells known. In order to cast a spell as a thaumaturgic ritual, you must be able to learn and cast it normally (and thus the spell must be on your spell list).
When you gain this feat, you acquire a ritual book. Before you can cast a spell as a thaumaturgic ritual, you must record that spell in your ritual book; and you must have the ritual book on hand in order to cast the spell. Recording a spell in your ritual book has the same cost and time requirements as adding a spell to a wizard’s spellbook. You can add spells to your ritual book in any of the following three ways:
First, you can add any eligible spell that you know (i.e., which is one of your spells known, and which you are therefore able to cast normally) to your ritual book. (Thereafter, you are able to cast the spell as a thaumaturgic ritual even if it is no longer among your known spells, e.g. if you have replaced it with another spell.)
Second, you can add a spell to your ritual book by copying it from a scroll (which causes the spell to disappear from the scroll, just as copying a spell into a wizard’s spellbook does) or another sort of magical writing (including a wizard’s spellbook, or another spontaneous caster’s ritual book).
Third, you can be taught how to cast a ritual spell by any spellcaster (prepared or spontaneous) who is able to cast that ritual spell.
Special: See “Ritual spells” for the list of spells which are eligible to be cast in this manner.
Run
You are swift of foot.
Benefit: When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check. While running, you retain your Dexterity bonus to your Armor Class.
Normal: You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.
S
Saving Shield (Combat)
You deflect attacks that could mean your ally’s death.
Prerequisite: Shield Proficiency.
Benefits: Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding a light shield, heavy shield, or tower shield to use this feat.
Scorpion Style (Combat)
You can perform an unarmed strike that greatly hampers your target’s movement.
Prerequisite: Improved Unarmed Strike.
Benefit: To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target’s base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a Fortitude saving throw (DC 10 + 1⁄2 your character level + your Wis modifier).
Scribe Scroll (Item Creation)
You can create magic scrolls.
Prerequisite: See Special.
Benefit: You can create a scroll of any spell that you know.
Scribing a scroll takes 2 hours for each 250 gp in its base price. To scribe a scroll, you must use up raw materials costing half of this base price. See the magic item creation rules for more information.
Special: This feat cannot be gained normally, but wizards automatically gain Scribe Scroll as a bonus feat at 1st level.
Selective Channeling
You can choose whom to affect when you channel energy.
Prerequisites: Cha 13, channel energy class feature.
Benefit: When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.
Normal: All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.
Selective Spell (Metamagic)
Your allies need not fear friendly fire.
Prerequisite: Spellcraft 10 ranks.
Benefit: When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to your spellcasting ability modifier. These targets are excluded from the effects of your spell. Spells that do not have an area of effect or a duration of instantaneous do not benefit from this feat.
A selective spell uses up a spell slot one level higher than the spell’s actual level.
Self-Sufficient
You know how to get along in the wild and how to effectively treat wounds.
Benefit: You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Shadow Strike (Combat)
You accurately strike even those you cannot clearly see.
Prerequisite: Base attack bonus +1.
Benefit: You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).
Shatter Defenses (Combat)
Your skill with your chosen weapons leaves opponents unable to defend themselves if you strike them when their defenses are already compromised.
Prerequisites: Weapon Focus, Dazzling Display, base attack bonus +6 or fighter level 4th.
Benefit: When you wield a weapon to which your Weapon Focus applies, any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.
Shield Focus (Combat)
You are skilled at deflecting blows with your shield.
Prerequisites: Shield Proficiency, base attack bonus +1.
Benefit: Increase the AC bonus granted by any shield you are using by 1.
Greater Shield Focus: If your fighter level is 6th or higher, the AC bonus granted by any shield you are using increases by an additional 1 (for a total of 2 points of AC increase).
Shield Master (Combat)
Your mastery of the shield allows you to fight with it without hindrance.
Prerequisites: Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +11 or fighter level 8th.
Benefit: You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield’s enhancement bonus to attacks and damage rolls made with the shield as if it was a weapon enhancement bonus.
Shield of Swings (Combat)
A wild frenzy of attacks serves to bolster your defenses.
Prerequisites: Str 13, Power Attack, base attack bonus +1.
Benefit: When you take a full-attack action while wielding a two-handed weapon, you can choose to reduce the damage by 1⁄2 to gain a +4 shield bonus to AC and CMD until the beginning of your next turn. The reduction in damage applies until the beginning of your next turn.
Shield Proficiency (Combat)
You are trained in how to properly use a shield.
Benefit: When you use a shield (except a tower shield), the shield’s armor check penalty only applies to Strength- and Dexterity-based skills.
Normal: When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving.
Special: Barbarians, bards, clerics, druids, fighters, oracles, paladins, and rangers all automatically have Shield Proficiency as a bonus feat. They need not select it.
Shield Slam (Combat)
In the right position, your shield can be used to send opponents flying.
Prerequisites: Improved Shield Bash, Shield Proficiency, base attack bonus +6 or fighter level 4th.
Benefit: Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check. Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance. You may choose to move with your target if you are able to take a 5-foot step or to spend an action to move this turn.
Shield Specialization (Combat)
You have mastered the use of one type of shield.
Prerequisites: Proficiency with selected shield, Shield Focus, fighter level 4th.
Benefit: Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls. In addition, you may add your shield’s AC bonus to your CMD.
Greater Shield Specialization: If your fighter level is 8th or higher, the bonus to AC against critical hit confirmation rolls granted by this feat increases to +4. If your fighter level is 12th or higher, the bonus to AC against critical hit confirmation rolls granted by this feat increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of shield.
Shield Wall (Combat, Teamwork)
You form a unified defense with those around you.
Prerequisite: Shield Proficiency.
Benefit: Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the shield wielded by your ally. If your ally is wielding a buckler or a light shield, your shield bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, your shield bonus increases by +2. You keep these bonuses even if your ally loses his shield bonus due to making a shield bash attack. If an adjacent ally with this feat uses a tower shield to grant total cover, you also benefit if an attack targeting you passes through the edge of the shield.
Shielded Caster (Teamwork)
Your allies cover you while you cast complicated spells.
Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a light shield, this bonus increases by +1. If your ally is wielding a heavy shield or a tower shield, this bonus increases by +2. Finally, if an enemy threatening you and your ally has the Disruptive feat, or another ability that increases the DC of concentration checks, the amount of the increase is halved.
Shot on the Run (Combat)
You can move, fire a ranged weapon, and move again before your foes can react.
Prerequisites: Dex 13, base attack bonus +4 or fighter level 2nd.
Benefit: As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
Parting Shot: If your base attack bonus is at least +6, or your fighter level is 4th or higher, once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.
Normal: You cannot move before and after an attack with a ranged weapon. You cannot attack when using the withdraw action.
Sickening Critical (Combat, Critical)
Your critical hits cause opponents to become sickened.
Prerequisite: Base attack bonus +11 or fighter level 7th.
Benefit: Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect’s duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Additionally, for every critical feat you possess, you gain a +1 bonus on attack rolls made to confirm critical hits.
Sickening Spell (Metamagic)
You can sicken creatures with your spells.
Benefit: You can modify a spell to sicken a creature damaged by the spell. When a creature takes damage from this spell, they become sickened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the sickening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the sickening effect. If the spell effect also causes the creature to become sickened, the duration of this metamagic effect is added on to the duration of the spell. Spells that do not inflict damage do not benefit from this feat.
A sickening spell uses up a spell slot two levels higher than the spell’s actual level.
Sidestep Charge (Combat)
You are skilled at dodging past charging opponents and taking advantage when they miss.
Prerequisites: Dex 13, Combat Reflexes.
Benefit: You gain a +4 dodge bonus to Armor Class against charge attacks. A charging opponent that fails to make a successful attack against you provokes an attack of opportunity from you.
Silent Spell (Metamagic)
You can cast your spells without making any sound.
Benefit: A silent spell can be cast with no verbal components. Spells without verbal components are not affected.
A silent spell uses up a spell slot one level higher than the spell’s actual level.
Special: Bard spells cannot be enhanced by this feat.
Simple Weapon Proficiency (Combat)
You are trained in the use of basic weapons.
Benefit: You make attack rolls with simple weapons without penalty.
Normal: When using a weapon with which you are not proficient, you take a −4 penalty on attack rolls.
Special: All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not select this feat.
Skill Focus
You are particularly adept at one skill.
Benefit: Choose a skill. You get a +3 bonus on all checks involving that skill. If you have 10 or more ranks in the skill, this bonus increases to +6.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.
Smell Fear (Racial)
You can catch the sour scent of fear on the wind.
Prerequisites: Keen Scent, half-orc.
Benefit: You receive a +4 bonus on Perception checks to detect creatures with the shaken, frightened, or panicked conditions using scent. You can substitute your Perception skill for Sense Motive skill checks if the subject has one of the previous conditions or is attempting to cover up their fear in some way.
Snatch Arrows (Combat)
Instead of knocking an arrow or ranged attack aside, you can catch it in mid-flight.
Prerequisites: Dex 15, Improved Unarmed Strike, Deflect Arrows.
Benefit: When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack against the original attacker (even though it isn’t your turn) or kept for later use.
You must have at least one hand free (holding nothing) to use this feat.
Spell Focus
Spells you cast from one school of magic are more difficult to resist.
Benefit: Choose a school of magic. Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
Greater Spell Focus: If your caster level is 10th or higher, add another +1 to the DC for saving throws against spells from your chosen school (for a total increase of +2).
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.
The effects of this feat do not stack with the effects of similar feats (such as Elemental Focus) that increase the DCs of your spells.
Spell Mastery
You have mastered a small handful of spells, and can prepare these spells without referencing your spellbooks at all.
Prerequisite: 1st-level wizard.
Benefit: Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, you can prepare these spells without referring to a spellbook.
Normal: Without this feat, you must use a spellbook to prepare all your spells, except read magic.
Spell Penetration
Your spells break through spell resistance more easily than most.
Benefit: You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.
Spell Perfection
You are unequaled at the casting of one particular spell.
Prerequisites: Spellcraft 15 ranks, at least three metamagic feats.
Benefit: Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its level or casting time, as long as the total modified level of the spell does not use a spell slot above 9th level. In addition, if you have other feats which allow you to apply a set numerical bonus to any aspect of this spell (such as Spell Focus, Spell Penetration, Weapon Focus [ray], and so on), double the bonus granted by that feat when applied to this spell.
Spellbreaker (Combat)
You can strike at enemy spellcasters who fail to cast defensively when you threaten them.
Prerequisites: Disruptive, fighter level 10th.
Benefit: Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
Normal: Enemies that fail to cast spells defensively do not provoke attacks of opportunity.
Spellsong
You can blend the power of your performance and spellcasting.
Prerequisites: Cha 13, bardic performance class ability, able to cast 1st-level spells.
Benefit: You can combine your bardic performance and your spellcasting in two ways.
First, you can conceal the activity of casting a bard spell by masking it in a performance. As a swift action, you may combine your casting time of a spell with a Perform check. Observers must make a Perception or Sense Motive check opposed by your Perform check to realize you are also casting a spell. This uses 1 round of your bardic performance ability, regardless of the spell’s casting time.
Second, as a move action, you can use 1 round of bardic performance to maintain a bard spell with a duration of concentration. You can cast another spell in the same round you are using bardic magic to maintain concentration; if you do this, your concentration on the maintained spell ends when you end the bardic performance the spell is part of.
Spell-Linked Familiar
Your familiar can trigger spells that you cast for it.
Prerequisite: Witch’s familiar class feature.
Benefit: You can cast spells and imbue them into your familiar, allowing the familiar to later trigger a spell’s effect. Imbuing a spell into your familiar is just like casting the spell normally, except that the spell does not take effect immediately; rather, it is delayed, and the delayed spell stored in your familiar. You must provide all components for the spell as normal. At any time within then next 24 hours, your familiar may trigger the spell as a standard action; the spell then takes effect, just as if the familiar had cast it (but using your caster level, ability scores, feats, etc. to determine save DCs and other characteristics of the spell’s effect). The familiar makes all decisions about which targets the spell will affect, etc.
An imbued spell which is not triggered within 24 hours is wasted; the spell’s effect dissipates harmlessly. You can also “clear out” an imbued spell from your familiar as a standard action, provided that your familiar is touching you.
You may, at any time, have a number of spells equal to your Intelligence bonus imbued into your familiar. The maximum level of any imbued spell is one-sixth of your witch level, rounded down. (Note that imbuing a cantrip into your familiar allows the familiar to cast the cantrip only once, just as with any other spell.)
Spider Step
Your physical mastery grants you an impossible stride.
Prerequisites: Acrobatics 6 ranks, Climb 6 ranks, monk level 6th.
Benefit: As part of any normal movement (including abilities or feats that involve moving as part of another action, such as charging or using Spring Attack), you can move across a wall or ceiling or across ropes, branches, or even water or other surfaces that cannot support your weight. You can move up to your slow fall distance per round in this way. You must reach a solid, level surface by the end of your turn or you will fall.
Spirited Charge (Combat)
Your mounted charge attacks deal a tremendous amount of damage.
Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.
Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
Spring Attack (Combat)
You can deftly move up to a foe, strike, and withdraw before he can react.
Prerequisites: Dex 13, base attack bonus +4 or fighter level 2nd.
Benefit: As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.
Normal: You cannot move before and after an attack.
Staggering Critical (Combat, Critical)
Your critical hits cause opponents to slow down.
Prerequisite: Base attack bonus +13 or fighter level 9th.
Benefit: Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Additionally, for every critical feat you possess, you gain a +1 bonus on attack rolls made to confirm critical hits.
Stand Still (Combat)
You can stop foes that try to move past you.
Prerequisites: Combat Reflexes.
Benefit: When a foe provokes an attack of opportunity due to leaving your threatened area, you can make a combat maneuver check as your attack of opportunity. If successful, the enemy cannot move for the rest of his turn. An enemy can still take the rest of his action, but cannot move.
Stealthy
You are good at avoiding unwanted attention and slipping out of bonds.
Benefit: You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill.
Step Up (Combat)
You can close the distance when a foe tries to move away.
Prerequisite: Base attack bonus +1.
Benefit: Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn. If you take an action to move during your next turn, subtract 5 feet from your total movement.
Step Up and Strike (Combat)
When a foe tries to move away, you can follow and make an attack.
Prerequisites: Dex 13, Following Step, Step Up, base attack bonus +6.
Benefit: When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack bonus. This attack counts as one of your attacks of opportunity for the round. Using this feat does not count toward the number of actions you can usually take each round.
Normal: You can usually only take one standard action and one 5-foot step each round.
Still Spell (Metamagic)
You can cast spells without moving.
Benefit: A stilled spell can be cast with no somatic components. Spells without somatic components are not affected.
A stilled spell uses up a spell slot one level higher than the spell’s actual level.
Stunning Assault (Combat)
You powerful but imprecise attacks can stun your enemies.
Prerequisites: Str 13, Power Attack, base attack bonus +16 or fighter level 12th.
Benefit: You can choose to take a −5 penalty on all melee attack rolls and combat maneuver checks to stun targets you hit with your melee attacks for 1 round. A successful Fortitude save negates the effect. The DC of this save is 10 + your base attack bonus. You must choose to use this feat before making the attack roll, and its effects last until your next turn.
Stunning Critical (Combat, Critical)
Your critical hits cause opponents to become stunned.
Prerequisites: Staggering Critical, base attack bonus +17 or fighter level 13th.
Benefit: Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Additionally, for every critical feat you possess, you gain a +1 bonus on attack rolls made to confirm critical hits.
Stunning Fist (Combat)
You know just where to strike to temporarily stun a foe.
Prerequisites: Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1⁄2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.
Special: A monk receives Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Sundering Strike (Combat)
Your critical hits can sunder your foes’ weapons.
Prerequisites: Str 13, Improved Sunder, Power Attack, base attack bonus +9 or fighter level 6th.
Benefit: Whenever you score a critical hit with a melee attack, you can sunder your opponent’s weapon, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent’s CMD, you may deal damage to your opponent’s weapon as if from the sunder combat maneuver (roll normal damage to the weapon separately). (You do not provoke an attack of opportunity, even if your sunder attempt fails.)
Normal: You must perform a sunder combat maneuver to sunder an opponent’s weapon.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.
Superior Summoning
You can summon more creatures.
Prerequisites: Augment Summoning, caster level 3rd.
Benefit: Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.
Surprise Maneuver
Your combat maneuvers are devastating against disadvantaged foes.
Prerequisites: Sneak attack +1d6.
Benefit: When you attempt a dirty trick, disarm, grapple, reposition, steal, sunder, or trip combat maneuver against a creature that you are flanking or that is denied its Dexterity bonus to AC against your attack, you gain a bonus on the combat maneuver check that’s equal to the number of sneak attack dice you roll.
Special: The benefit of this feat may apply to other types of combat maneuvers, at the DM’s discretion.
Swap Places (Combat, Teamwork)
You are skilled at changing places with your ally during a chaotic melee.
Benefit: Whenever you are adjacent to an ally who also has this feat, you can move into your ally’s square as part of normal movement. At the same time, your ally moves into your previous space as an immediate action. Both you and your ally must be willing and able to move to take advantage of this feat. Your ally must be the same size as you to utilize this feat. Your ally does not provoke an attack of opportunity from this movement, but you provoke as normal. This movement does not count against your ally’s movement on his next turn.
Swift Aid (Combat)
With a quick but harmless swipe, you can aid an ally’s assault.
Prerequisites: Base attack bonus +6 or fighter level 4th.
Benefit: As a swift action, you can attempt the aid another action, granting your ally either a +1 bonus on his next attack roll or a +1 bonus to his AC.
Normal: Aid another is a standard action, and grants a +2 bonus to an ally’s attack roll or Armor Class.
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Team Up (Combat)
When you are ganging up against an enemy, you can aid an ally with a quick feint.
Prerequisites: Gang Up, base attack bonus +6 or fighter level 4th.
Benefit: When you and at least two of your allies are adjacent to an opponent, you can attempt the aid another action as a move action.
Normal: Aid another is a standard action.
Teleport Tactician (Combat)
You are highly alert for enemies using teleportation to approach you or flee from you.
Prerequisites: Combat Reflexes, Disruptive, Spellbreaker, fighter level 10th.
Benefit: Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity, even if casting defensively or using a supernatural ability.
Tenacious Transmutation
Your mastery of the magic of changing makes your transmutations more durable.
Prerequisite: Spell Focus (transmutation).
Benefit: The DC of caster level checks to dispel or remove your transmutations increases by 2; even if the spell is negated, its effects persist for 1 additional round before dissipating.
Throw Anything (Combat)
You are used to throwing things you have on hand.
Benefit: You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.
Normal: You take a −4 penalty on attack rolls made with an improvised weapon.
Thundering Spell (Metamagic)
You can conjure your spells into existence with blaring thunder or fearful shrieks, deafening creatures damaged by their effects.
Benefit: You can modify a spell to deafen a creature damaged by the spell. When a creature takes damage from this spell, it becomes deafened for a number of rounds equal to the original level of the spell. If the spell allows a saving throw, a successful save negates the deafening effect. If the spell does not allow a save, the target can make a Fortitude save to negate the deafening effect. If the spell effect also causes the creature to become deafened, the duration of this metamagic effect is added to the duration of the spell. Spells that do not inflict damage do not benefit from this feat.
A thundering spell uses up a spell slot two levels higher than the spell’s actual level.
Tiring Critical (Combat, Critical)
Your critical hits cause opponents to become fatigued.
Prerequisite: Base attack bonus +13 or fighter level 9th.
Benefit: Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature.
Special: You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.
Additionally, for every critical feat you possess, you gain a +1 bonus on attack rolls made to confirm critical hits.
Touch of Serenity (Combat)
With a single touch you can reduce the threat of even the most savage of foes.
Prerequisites: Wis 18, Improved Unarmed Strike, base attack bonus +8.
Benefit: You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals no damage and bestows no other effect or condition, but the target cannot cast spells or attack (including attacks of opportunity and attacks as immediate actions) for 1 round unless it succeeds on a Will saving throw with a DC of 10 + 1⁄2 your character level + your Wisdom modifier. You may attempt a touch of serenity once per day for every four levels you have attained (but see Special), and no more than once per round.
Special: A monk of the lotus receives Touch of Serenity as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk may attempt a touch of serenity a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.
Toughness
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).
Tower Shield Proficiency (Combat)
You are trained in how to properly use a tower shield.
Prerequisite: Shield Proficiency.
Benefit: When you use a tower shield, the shield’s armor check penalty only applies to Strength and Dexterity-based skills.
Normal: A character using a shield with which he is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.
Special: Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.
Trample (Combat)
While mounted, you can ride down opponents and trample them under your mount.
Prerequisites: Ride 1 rank, Mounted Combat.
Benefit: When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, gaining the standard +4 bonus on attack rolls against prone targets.
Transfer Concentration
Your familiar can concentrate on spells and other abilities for you.
Prerequisite: Witch’s familiar class feature.
Benefit: Whenever you are concentrating on a witch spell, spell-like ability granted by a pact boon, or supernatural ability granted by a pact boon, you can transfer concentration to your familiar as a standard action. Your familiar must be touching you in order for you to transfer concentration to it (but may continue concentrating on the ability without needing to remain in contact with you thereafter).
Once your familiar has accepted concentration, it is fully responsible for the spell or effect: it makes all decisions about the effect (e.g., moving the effect’s location), it must make any concentration checks (e.g., due to being damaged while concentrating), etc. While maintaining this concentration, the familiar is limited to move actions in each round (since it must use a standard action each round to maintain concentration). You can then take actions normally.
While your familiar is concentrating on a spell or ability for you, all characteristics of the effect are unchanged: it still uses your caster level, ability scores, feats, etc., to determine save DCs and other aspects of the effect. (The familiar uses its own Intelligence score to make concentration checks, however.) Any ranges are calculated from the familiar’s position, however. You and your familiar are both considered to be “you” for the purpose of determining immunities to effects to which the originator is immune (such as land of nightmares).
You may take back concentration from your familiar at any time, as a standard action. Your familiar must be touching you for you to do this.
Trick Riding (Combat)
You are not only skilled at controlling a horse in combat; you can make it look like art.
Prerequisites: Ride 7 ranks, Mounted Combat.
Benefit: While wearing light or no armor, you do not need to make Ride skill checks for any task listed in the Ride skill with a DC of 15 or lower. You do not take a −5 penalty for riding a mount bareback. You can make a check using Mounted Combat to negate a hit on your mount twice per round instead of just once.
Tripping Strike (Combat)
The force intrinsic to your critical hits can knock your foes down.
Prerequisites: Dex 13, Improved Trip, base attack bonus +9 or fighter level 6th.
Benefit: Whenever you score a critical hit with a melee attack, you can trip your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds your opponent’s CMD, you may knock your opponent prone as if from the trip combat maneuver. (You do not provoke an attack of opportunity, even if your trip attempt fails.)
Normal: You must perform a trip combat maneuver to trip an opponent.
Special: You can only apply the effects of one of the following feats to a given critical hit: Bull Rush Strike, Disarming Strike, Repositioning Strike, Sundering Strike, or Tripping Strike. You may choose to use this feat after you make your confirmation roll.
Turn Undead
Calling upon higher powers, you cause undead to flee from the might of your unleashed divine energy.
Prerequisites: Channel positive energy class feature.
Benefit: You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead receive a Will save to negate the effect. The DC for this Will save is equal to 10 + 1⁄2 your cleric level + your Charisma modifier. Undead that fail their save flee for 1 minute. Intelligent undead receive a new saving throw each round to end the effect. If you use channel energy in this way, it has no other effect (it does not heal or harm nearby creatures).
Two-Weapon Defense (Combat)
You are skilled at defending yourself while dual-wielding.
Prerequisites: Dex 13, Two-Weapon Fighting.
Benefit: When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting defensively or using the total defense action, this shield bonus increases to +2.
Two-Weapon Fighting (Combat)
You can fight effectively with a weapon wielded in each of your hands.
Prerequisite: Dex 13.
Benefit: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.
Normal: If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon. When fighting in this way you suffer a −6 penalty with your regular attack or attacks with your primary hand and a −10 penalty to the attack with your off hand. If your off-hand weapon is light, the penalties are reduced by 2 each. An unarmed strike is always considered light.
Two-Weapon Rend (Combat)
Striking with both of your weapons simultaneously, you can use them to deliver devastating wounds.
Prerequisites: Dex 15, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.
Benefit: If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 11⁄2 times your Strength modifier. You can only deal this additional damage once each round.
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Undead Master
You can marshal vast armies of the undead to serve you.
Prerequisites: Spell focus (necromancy), the ability to cast animate dead or command undead.
Benefit: When you cast animate dead or use the Command Undead feat, you are considered to be four levels higher when determining the number of Hit Dice you animate. When you cast command undead, your duration is doubled.
Unseat (Combat)
You are skilled at unseating your mounted opponents.
Prerequisites: Str 13, Ride 1 rank, Mounted Combat, Ride-By Attack, base attack bonus +1.
Benefit: When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in addition to the normal damage. If successful, the target is knocked off his horse and lands prone in a space adjacent to his mount that is directly away from you.
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Vital Strike (combat)
You make a single attack that deals significantly more damage than normal.
Prerequisites: Base attack bonus +6.
Benefit: When you make a single melee attack as a standard action, you deal additional damage. If the attack hits, after rolling the damage for the attack (including any extra damage from a critical hit), roll the weapon’s damage dice again, adding any damage bonus from the Weapon Specialization feat, but no other bonuses (such as from Strength, the weapon’s enhancement bonus, etc.). Add this additional damage to the total damage for the attack.
Special: You can use Vital Strike with a crossbow or thrown weapon, provided that you have Weapon Focus crossbows or thrown weapons (respectively), and that the target is close enough that you take no attack penalties for range.
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War Singer (Racial)
Your songs draw upon the savage chants and brutal ways of your people, inspiring those around you to new heights of violence and savagery.
Prerequisites: Cha 13, bardic performance class feature, half-orc.
Benefit: When you use bardic performance with audible components on a battlefield (any area where a combat involving a dozen or more combatants is taking place), the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your bardic performance is increased by +2 for orcs or half-orcs, regardless of where the performance occurs.
Weapon Finesse (Combat)
You are trained in using your agility in melee combat, as opposed to brute strength.
Benefit: With a light weapon, rapier, or whip made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. (This benefit also applies to combat maneuver checks for the disarm or trip combat maneuvers, assuming that you are performing the combat maneuver with an eligible weapon.)
If you carry a shield, its armor check penalty applies to your attack rolls.
Special: Natural weapons are considered light weapons.
Weapon Focus (Combat)
You are especially good at using one group of weapons.
Prerequisites: Base attack bonus +1, proficiency with selected weapon group.
Benefit: Choose one group of weapons. You gain a +1 bonus on all attack rolls you make using weapons of that group. You also gain a +1 bonus to your AC against attempts to disarm you of such weapons, and against attempts to sunder such weapons when you are wielding them.
Greater Weapon Focus: If you are a fighter of 8th level or higher, the bonus granted by this feat increases to +2.
Special: You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon group.
You can select a single exotic weapon when taking this feat, and its effects then apply to that weapon only (an exotic weapon is not considered to belong to any of the usual weapon groups).
You can select all grenade-like weapons (which includes such things as flasks of alchemist’s fire) as one weapon group for the purposes of this feat.
If you have natural weapons, you can choose all natural weapons as a weapon group. If you are a spellcaster, you can choose all weapon-like spells (rays, etc.) as a weapon group.
This feat’s effects never apply to a weapon with which you are not proficient.
See Weapon groups for more information about weapon groups.
Weapon Proficiency (Combat)
You understand how to use one group of weapons in combat.
Benefit: Choose a group of weapons. You make attack rolls with weapons of the chosen group normally (without the non-proficient penalty).
Normal: When using a weapon with which you are not proficient, you take a −4 penalty on attack rolls.
Special: All characters are proficient with basic weapons. All creatures that have natural weapons are proficient with the natural weapons they have. Characters also gain weapon proficiencies from their class (see each class description for details).
You can take this feat multiple times. Each time you take it, it applies to a new group of weapons.
You can select a single exotic weapon when taking this feat, which grants you proficiency with that weapon only (and allows you to use any relevant special weapon features).
Weapon Specialization (Combat)
You are skilled at dealing damage with your chosen weapons.
Prerequisites: Weapon Focus, fighter level 4th.
Benefit: You gain a +2 bonus on all damage rolls you make with any weapon to which your Weapon Focus applies.
Greater Weapon Specialization: If your fighter level is 12th or higher, the damage bonus granted by this feat increases to +4.
Whirlwind Attack (Combat)
You can strike out at every foe within reach.
Prerequisites: Dex 13, Str 13, Cleave, base attack bonus +6.
Benefit: As a full-round action, you can make one melee attack against each opponent within reach. You must make a separate attack roll against each opponent. When you use this feat, you take a −2 penalty to your attack rolls and your Armor Class for current round.
When using this feat, you may only make normal melee attacks; you cannot use any kind of special attacks or combat maneuvers (even if you could normally perform a special maneuver in place of a melee attack). You also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.
You cannot use a reach weapon when using Whirlwind Attack.
Special: If you are wielding two weapons, and you have the Two-Weapon Fighting and Double Slice feats, you may use both weapons with Whirlwind Attack. You make one melee attack each with your main-hand and off-hand weapons against each opponent within reach. Your two-weapon fighting penalties still apply.
Widen Spell (Metamagic)
You can cast your spells so that they occupy a larger space.
Benefit: You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell’s area increase by 100%. (Spells that do not have an area of one of these four sorts are not affected by this feat.)
A widened spell uses up a spell slot three levels higher than the spell’s actual level.
Wind Stance (Combat)
Your erratic movements make it difficult for enemies to pinpoint your location.
Prerequisites: Dex 15, Dodge, base attack bonus +6.
Benefit: If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
Wingover
You can make turns with ease while flying.
Prerequisite: Fly speed.
Benefits: Once each round, you can turn up to 180 degrees as a free action without making a Fly skill check. This free turn does not consume any additional movement.
Normal: A flying creature can turn up to 90 degrees by making a DC 15 Fly skill check and expending 5 feet of movement. A flying creature can turn up to 180 degrees by making a DC 20 Fly skill check and expending 10 feet of movement.