| Feat Name |
Prerequisites |
Description |
| Acrobatic |
|
Benefit: You
get a +1 to all Climb, Jump, Ride, and Tumble checks. This may be combined with Skill
Focus in any of the listed skills. |
| Alertness |
|
Benefit: The
character gets a +2 bonus on all Listen checks and Spot checks.
Special: The master of a familiar gains the Alertness feat whenever the
familiar is within arm’s reach. |
| Animal Control |
Animal
Defiance, ability to cast speak with animals and animal friendship |
Benefit: You
can rebuke or command animals as an evil cleric rebukes undead. To command an animal you must be able to speak with it via
a speak with animals effect, though you may issue your commands mentally
if desired. The number of
times per day that you can use this ability is equal to 3 + your charisma
modifier. Your highest divine
caster level is the level at which you rebuke animals.
Special: Animals you command through this ability count against the HD
limit of animals you can befriend through animal friendship. |
| Animal Defiance |
Ability to cast detect animals or plants |
Benefit: You
can turn (but not destroy) animals as a good cleric turns undead. The number of times per day that you can use this ability
is equal to 3 + your Charisma Modifier. Your highest divine caster level is the level at which you turn
animals. |
| Armor Focus (heavy) |
Proficient with
armor, Base Attack Bonus +1 or higher, Armor Focus (light), Armor Focus
(medium) |
Benefit: See
Armor Focus (light). |
| Armor Focus (light) |
Proficient with
armor, Base Attack Bonus +1 or higher |
Benefit: When
wearing a specified type of armor it inflicts 1 less skill check penalty and the
maximum Dexterity bonus is raised by one. This cannot reduce the penalties to a sub zero level. |
| Armor Focus (medium) |
Proficient with
armor, Base Attack Bonus +1 or higher, Armor Focus (light) |
Benefit: See
Armor Focus (light). |
| Armor Proficiency (heavy) |
Armor
Proficiency (light), Armor Proficiency (medium) |
Benefit: See
Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Fighters, paladins, and clerics automatically have Armor Proficiency
(heavy) as a bonus feat. They need not select it. |
| Armor Proficiency (light) |
|
Benefit: When you wear a type of armor with which you are proficient, the armor
check penalty for that armor applies only to Balance, Climb, Escape
Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble checks.
Normal: A character who is wearing armor with which she is not proficient applies
its armor check penalty to attack rolls and to all skill checks that
involve moving, including Ride.
Special: All characters except wizards, sorcerers, and monks automatically have
Armor Proficiency (light) as a bonus feat. They need not select it. |
| Armor Proficiency (medium) |
Armor
Proficiency (light) |
Benefit: See
Armor Proficiency (light).
Normal: See Armor Proficiency (light).
Special: Fighters, barbarians, paladins, clerics, druids, and bards automatically
have Armor Proficiency (medium) as a bonus feat. They need not select it. |
| Armored Maneuvers |
Proficient with
armor, Base Attack Bonus +1 or higher, Armor Focus with armor, Dex 13+ |
Benefit:
When wearing light or medium armor, the max dexterity bonus is increased
by +1 and the character suffers no movement penalties for wearing
armor. Normal encumbrance rules still apply. |
| Artist |
|
Benefit: You
gain a +2 bonus on all Perform checks and to one Craft skill that involves
art (your choice) such as calligraphy, painting, sculpture, or weaving. |
| Augment Animations |
Spellcaster Level
4+ |
Benefit: Undead you
create through your spells (animate dead, create undead, etc., but not
through summoning spells) gain +1 hit point per die and a +1
competence bonus on attack and damage rolls. |
| Augment Summoning |
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. |
| Blind Fighting 1 |
|
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
take only half the usual penalty to speed for being unable to see.
Darkness and poor visibility in general reduces your speed to
three-quarters normal, instead of one-half.
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. |
| Blind Shot 1 |
Blind
Fighting,
Point Blank Shot, Precise Shot, Wis 15+, 8+ ranks in Listen |
Benefit:
Characters with this feat have all of the Benefits of Blind Fighting
applied to their ranged attacks whether thrown, bow, crossbow, or firearm. In order to use this feat, a character must make one Listen
check with a DC of 25. A
successful check means that the target may be targeted during the current
round.
Normal: Regular attack roll modifiers for invisible opponents apply, as do
speed reduction penalties for darkness and low visibility.
Special: The Blind Shot feat is of no use against a character who is
subject to a Blink spell. |
| Blindsight, 5 ft. radius |
Base attack bonus +4, Blind-Fight, Wisdom 19 |
Benefit: Using senses such as acute hearing and sensitivity to vibrations, you detect
the location of opponents who are no more than 5 feet away from you. Invisibility and darkness are irrelevant, though it you discern
incorporeal beings. |
| Brachiation |
Climb 6 ranks,
Jump 6 ranks, Str 13+ |
Benefit: You
move through the trees at your normal land speed by using your arms to
swing from one branch to another. To
allow brachiation, the area through which you are moving must be at least
lightly wooded, with trees no farther apart than 15 feet. You may not use this ability while
holding an item in either hand or while wearing armor heavier than medium. |
| Breech Immunity |
Str 13+, Int
13+, Power Attack, Base Attack Bonus 4 or higher |
Benefit: With
any weapon, including your bare hands, you may harm creatures that are
normally hit only by a +1 or better magical weapon. You do not actually get an attack
or damage bonus but can harm creatures such as Lycanthropes or certain
Outsiders. You can emulate a
+1 for every 4 character levels (i.e. a 15th level character can bypass a
damage reduction of up to ?/+3). This
power is not magical and is not diminished by factors such as planar
distances or effects that disrupt magic
Normal: A creature's natural weapons count as the type that ignore its own
innate damage reduction. Damage
reduction from spells such as Stoneskin do not confer this ability. |
| Cast Ritual |
|
Benefit: This feat allows a character to
use ritual magic. The
character gains Knowledge (Ritual) as a class skill. This skill is used to determine the success of rituals. |
| Cleave 1 |
Str 13+, Power
Attack. |
Benefit: If
the character deals a creature enough damage to make it drop (typically by
dropping it to below 0 hit points, killing it, etc.), the character gets
an immediate, extra melee attack against another creature in the immediate
vicinity. The character cannot take a 5-foot step before making this extra
attack. The extra attack is with the same weapon and at the same bonus as
the attack that dropped the previous creature. The character can use this
ability once per round. |
| Cloak Dance |
Hide 10 ranks, Perform (dance) 2 ranks |
Benefit: You can take a move action to obscure your exact position. Until your next
turn, you have concealment. Alternatively, you can take a full-round action
to entirely obscure your exact position. Until your next action, you have
total concealment. |
| Combat Casting |
|
Benefit: The
character gets a +4 bonus to Concentration checks made to cast a spell
while on the defensive. |
| Combat Expertise 1 |
Int 13+ |
Benefit: When you use the attack action or the full attack action in melee, you can
take a penalty of as much as –5 on your attack roll and add the same
number (+5 or less) as a dodge bonus to your Armor Class. This number may
not exceed your base attack bonus. The changes to attack rolls and Armor
Class last until your next action.
Normal: A character without the Combat Expertise feat can fight defensively while
using the attack or full attack action to take a –4 penalty on attack
rolls and gain a +2 dodge bonus to Armor Class. |
| Combat Reflexes 1 |
|
Benefit: When
foes leave themselves open, the character may make a number of additional
attacks of opportunity equal to the character's Dexterity modifier. The
character still may only make one attack of opportunity per enemy. The character may also make attacks of opportunity while
flat-footed.
Special: A rogue with the Combat Reflexes feat still can only make one
attack of opportunity in a round if he uses his opportunist ability to
make that attack. |
| Cross Class Learning |
|
Benefit: You
may choose a cross class skill in which you have a certain knack. You may treat this skill as if it were a class skill.
Special: This feat may be taken multiple times, choosing a new skill each
time. You are still limited
by level + 3 for the maximum number of skill points you may spend on this
skill. |
| Deadly Precision |
Dex 15, base attack bonus +5 |
Benefit: You have deadly
accuracy with your sneak attacks. You can reroll any result of 1 on your
sneak attack's extra damage dice. You must keep the result of the reroll,
even if it is another 1. |
| Deflect Arrows 1 |
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 a ranged weapon, you
may deflect it so that you take no damage from it. You must be aware of
the attack and not flatfooted.
Attempting
to deflect a ranged weapon doesn’t count as an action. Unusually massive
ranged weapons and ranged attacks generated by spell effects can’t be
deflected.
Special: A monk may select Deflect Arrows as a bonus feat at 2nd level, even if she
does not meet the prerequisites. |
| Diehard |
Endurance |
Benefit: When reduced to between –1 and –9 hit points, you automatically become
stable. You don’t have to roll d% to see if you lose 1 hit point each
round.
When
reduced to negative hit points, you may choose to act as if you were
disabled, rather than dying. You must make this decision as soon as you
are reduced to negative hit points (even if it isn’t your turn). If you
do not choose to act as if you were disabled, you immediately fall
unconscious.
When
using this feat, you can take either a single move or standard action each
turn, but not both, and you cannot take a full round action. You can take
a move action without further injuring yourself, but if you perform any
standard action (or any other action deemed as strenuous, including some
free actions, such as casting a quickened spell) you take 1 point of
damage after completing the act. If you reach –10 hit points, you
immediately die.
Normal: A
character without this feat who is reduced to between –1 and –9 hit
points is unconscious and dying. |
| Distinctive Fighting Style 1 |
Base Attack
Bonus +4, Weapon Focus |
Benefit: You
gain one of three benefits when fighting using your preferred style. You can either gain a +1 to hit with this feat, a +1 armor
bonus, or gain a +1 damage bonus. The
type of bonus gained is chosen when the Distinctive Style Feet is taken.
Special: The character can gain this feat multiple times. Its effects do
not stack. Each time the character takes the feat, it applies to a
different bonus. |
| Dodge 1 |
Dex 13+ |
Benefit:
During the character's action, the character designates an opponent and
receive a +1 dodge bonus to Armor Class against attacks from that
opponent. The character can select a new opponent on any action. Note: A
condition that makes the character lose his or her Dexterity bonus to
Armor Class (if any) also makes the character lose dodge bonuses. Also,
dodge bonuses stack with each other, unlike most other types of bonuses. |
| Dragon's Toughness |
Base Fort save
bonus +11 |
Benefit: You
gain +12 hit points.
Special: You can gain this feat multiple times. |
| Dwarf's Toughness |
Base Fort save
bonus +5 |
Benefit: You
gain +6 hit points.
Special: You can gain this feat multiple times> |
| Endurance |
|
Benefit: You gain a +4 bonus on the following checks and saves: Swim checks made to
resist nonlethal damage, 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, and Fortitude saves
made to resist damage from suffocation. Also, 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
automatically fatigued the next day.
Special: A ranger automatically gains Endurance as a bonus feat at 3rd level. He
need not select it. |
| Eschew Materials |
|
Benefit: You
can cast any spell that has 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
at hand to cast the spell, just as normal. |
| Exotic Weapon Proficiency 1 |
Base attack
bonus +1 or higher |
Benefit: The
character makes attack rolls with the weapon normally.
Normal: A character who uses a weapon without being proficient with it
suffers a -4 penalty on attack rolls.
Special: The character can gain this feat multiple times. Each time The
character takes the feat, it applies to a new weapon. Proficiency with the
bastard sword or the Dwarven waraxe has a prerequisite of Str 13+. |
| Eyes in the Back of Your Head |
Base attack bonus +3, Wis 19 |
Benefit: Attackers do not gain the usual +2 attack bonus when flanking you. This feat
grants no effect whenever you are attacked without benefit of your Dexterity
modifier to AC, such as when you are flat-footed or when you are the target
of a rogue's sneak attack. |
| Far Shot 1 |
Point Blank
Shot |
Benefit: When
the character uses a projectile weapon, such as a bow, its range increment
increases by one-half (multiply by 1.5). When the character uses a thrown
weapon, its range increment is doubled. |
| Faster Healing |
Base Fort save
bonus +5 |
Benefit: You
recover lost hit points and ability score points at twice the rate than you normally would. |
| Favored Critical |
Base attack
bonus +5, at least one favored enemy |
Benefit:
Select one of your favored enemies that is normally subject to critical
hits. Whenever you attack
this type of creature, the threat range of whatever weapon you are using
is doubled.
Special: You can take this feat multiple times. Each time you do, it applies to a
new favored enemy. The effects of this feat do not stack with those of
Improved Critical. |
| Featherfoot |
Dex 13+, Skill
Focus (Move Silently) |
Benefit: You can make your footsteps as
light as a feather, moving silently and exerting very little pressure on
the surface you are moving on. A
character using this feat may move up to his full movement rate without
evoking a penalty to his Move Silently skill. The character suffers a -5 when
hustling, a -10 when running (x3), and a -15 when doing a full run (x4) or
charge.
Normal: A character suffers a
-5 penalty when moving more than half speed up to full movement, -10 while
hustling, -10 when running (x3), and a -20 when doing a full run (x4) or
charge. |
| Fleet of Foot |
Dex 15+, Run |
Benefit: When running or charging, you can make a single direction
change of 90 degrees or less. You can't use this feat while wearing medium
or heavy armor, or when carrying a medium or heavy load. If you are
charging, you must move in a straight line for 10 feet after the turn to
maintain the charge.
Normal: Without this feat, you can run or charge only in a
straight line. |
| Force of Will |
|
Benefit: You may add your wisdom modifier
to your Fortitude saves. Having
this feat also allows a character to remain conscious while dying (Fort
save DC 10 + last damage dealt). Characters
remaining conscious still have the same chance to stabilize and still die
upon reaching -10 hit points. |
| Giant's Toughness |
Base Fort save
+8 |
Benefit: You
gain +9 hit points.
Special: You can gain this feat multiple times. |
| Great Cleave 1 |
Str 13+, Power
Attack, Cleave, base attack bonus +4 or higher |
Benefit: As
Cleave, except that the character has no limit to the number of times the
character can use it per round. |
| Great Critical 1 |
Improved
Critical with weapon, Weapon Focus with weapon, Weapon Specialization with
weapon, Base attack bonus +11 |
Benefit:
When using the weapon you selected, your critical multiplier is increased
by one. For example, a long sword will do x3 damage on a critical
hit instead of x2. |
| Great Fortitude |
|
Benefit: The
character gets a +2 bonus to all Fortitude saving throws. |
| Greater Manyshot 1 |
Dex 17, Manyshot, Point Blank Shot, Rapid Shot, base attack
bonus +6 |
Benefit: When you use the Manyshot feat, you can fire each arrow at a different
target instead of firing all of them at the same target. You make a separate
attack roll for each arrow, regardless of whether you fire them at separate
targets or the same target. Your precision-based damage applies to each
arrow fired, and, if you score a critical hit with more than one of the
arrows, each critical hit deals critical damage. |
| Greater Resiliency |
Damage
reduction as a class feature or innate ability |
Benefit: Your
damage reduction increases by +1/-. If
it would normally rise thereafter with level, it does so at its previous
rate. You may not take this
feat more than once. |
| Greater Spell Focus |
Spell Focus |
Benefit: Add
+4 to the DC for all saving throws against spells from the school of magic
you select to focus on. This
overlaps (does not stack with) the bonus from Spell Focus.
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. |
| Greater Spell Penetration |
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 Two-Weapon Fighting 1 |
Dex 19, Improved Two-Weapon Fighting, Two-Weapon
Fighting, base attack bonus +11 |
Benefit: You
get a third attack with your off-hand weapon, albeit at a -10 penalty.
Special: An 11th-level ranger who has chosen the two-weapon
combat style is treated as having Greater Two-Weapon Fighting, even if he
does not have the prerequisites for it, but only when he is wearing light
or no armor. |
| Greater Weapon Focus 1 |
Proficiency with selected weapon, Weapon Focus
with selected weapon, fighter level 8th |
Benefit: You gain a +1 bonus on all attack rolls you make using the selected
weapon. This bonus stacks with other bonuses on attack rolls, including
the one from Weapon Focus (see below).
Special: You can gain Greater Weapon Focus multiple times. Its effects do not
stack. Each time you take the feat, it applies to a new type of weapon.
A
fighter must have Greater Weapon Focus with a given weapon to gain the
Greater Weapon Specialization feat for that weapon. |
| Greater Weapon
Specialization 1 |
Proficiency with selected weapon, Greater Weapon
Focus with selected weapon, Weapon Focus with selected weapon, Weapon
Specialization with selected weapon, fighter level 12th. |
Benefit: You gain a +2 bonus on all damage rolls you make using the selected
weapon. This bonus stacks with other bonuses on damage rolls, including
the one from Weapon Specialization.
Special: You can gain Greater Weapon Specialization multiple times. Its effects do
not stack. Each time you take the feat, it applies to a new type of
weapon. |
| Hail of Arrows 1 |
Base Attack
Bonus +4, Dex 13+, Point Blank Shot, Rapid Shot, Quick Draw |
Benefit: Characters with this feat may make
one extra ranged attack for every four character levels achieved. The extra attacks are made at the
characters highest attack bonus but these extra attacks, and all other
attacks, suffer an additional -2 penalty. You must use the full attack action when you use this feat. Additionally, characters using
this feat is unable to make any other actions within the round (including
the 5' correction allowed normally).
Special: DM's are encouraged
to keep careful track of a character's arrows. A high level character using this
feat tends to run out of available arrows very fast. Also, a character may only carry
"so many" arrows readily available. |
| Hold The Line |
Combat Reflexes, base attack bonus +2 |
Benefit: You may make an attack of opportunity against a charging opponent who enters
an area you threaten. Your attack of opportunity happens immediately before
the charge attack is resolved.
Normal: You only get an attack of opportunity against a character that exits a
square you threaten. |
| Improved Bull Rush 1 |
Str 13+, Power
Attack |
Benefit: When you perform a bull rush you do not provoke an attack of opportunity
from the defender. You also gain a +4 bonus on the opposed Strength check
you make to push back the defender. |
| Improved Counterspell |
|
Benefit: When
counterspelling, instead of using the exact spell you are trying to
counter, you may use a spell of the same school that is one or more levels
higher than the target spell. |
| Improved Charge 1 |
Dex
13+ |
Benefit:
You can make one direction alteration while making a charge attack as long
as that change is not within the last 5' of the end of the charge. (You
may not dodge through obstructions but you can turn a corner.)
Normal:
You must move in a straight line to perform a charge maneuver. |
| Improved Critical 1 |
Proficient with
weapon, base attack bonus +8 or higher |
Benefit: When using the weapon you selected, your threat range is doubled.
Special: You can gain Improved Critical multiple times. The effects do not stack.
Each time you take the feat, it applies to a new type of weapon.
This effect doesn’t stack with any other effect that
expands the threat range of a weapon. |
| Improved Disarm 1 |
Int 13+,
Combat Expertise |
Benefit: You do not provoke an attack of opportunity when you attempt to disarm an
opponent, nor does the opponent have a chance to disarm you. You also gain
a +4 bonus on the opposed attack roll you make to disarm your opponent.
Normal: See the normal disarm rules.
Special: A monk may select Improved Disarm as a bonus feat at
6th level, even if she does not meet the prerequisites. |
| Improved Feint 1 |
Int 13, Combat Expertise |
Benefit: You can make a Bluff check to feint in combat as a move action.
Normal: Feinting in combat is a standard action. |
| Improved Grapple 1 |
Dex 13, Improved Unarmed Strike |
Benefit: You do not provoke an attack of opportunity when you make a touch attack
to start a grapple. You also gain a +4 bonus on all grapple checks,
regardless of whether you started the grapple.
Normal: Without this feat, you provoke an attack of opportunity when you make a
touch attack to start a grapple.
Special: A monk may select Improved Grapple as a bonus feat at
1st level, even if she does not meet the prerequisites. |
| Improved Initiative 1 |
|
Benefit: The
character gets a +4 bonus on initiative checks. |
| Improved Overrun 1 |
Str 13, Power Attack |
Benefit: When you attempt to overrun an opponent, the target may not choose to
avoid you. You also gain a +4 bonus on your Strength check to knock down
your opponent.
Normal: Without this feat, the target of an overrun can choose to avoid you or to
block you. |
| Improved Precise Shot 1 |
Dex 19, Point Blank Shot, Precise Shot, base
attack bonus +11 |
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.
In
addition, when you shoot or throw ranged weapons at a grappling opponent,
you automatically strike at the opponent you have chosen.
Normal: See the normal rules on the effects of cover and concealment. Without this
feat, a character who shoots or throws a ranged weapon at a target
involved in a grapple must roll randomly to see which grappling combatant
the attack strikes.
Special: An 11th-level ranger who has chosen the archery combat style is treated as
having Improved Precise Shot, even if he does not have the prerequisites
for it, but only when he is wearing light or no armor. |
| Improved Rapid Shot 1 |
Dex 13+, Point
Blank Shot, Rapid Shot, Base Attack Bonus +8 |
Benefit: Characters with this feat may gain
one additional ranged attack per round. This attack is in addition to any others they gain for a high base
attack bonus or other feats. The
attack is at the highest attack bonus but suffers an additional -5
penalty. You must use the
full attack action when you use this feat. |
| Improved Shield Bash 1 |
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 who performs a shield bash loses the
shield’s shield bonus to AC until his or her next turn. |
| Improved Sunder 1 |
Str 13, Power Attack |
Benefit: When you strike at an object held or carried by an opponent (such as a
weapon or shield), you do not provoke an attack of opportunity.
You
also gain a +4 bonus on any attack roll made to attack an object held or
carried by another character.
Normal: Without this feat, you provoke an attack of opportunity when you strike at
an object held or carried by another character. |
| Improved Trip 1 |
Int 13+,
Combat Expertise |
Benefit: You do not provoke an attack of opportunity when you attempt to trip an
opponent while you are unarmed. You also gain a +4 bonus on your Strength
check to trip your opponent.
If
you trip an opponent in melee combat, you immediately get a melee attack
against that opponent as if you hadn’t used your attack for the trip
attempt.
Normal: Without this feat, you provoke an attack of opportunity when you attempt
to trip an opponent while you are unarmed.
Special: At
6th level, a monk may select Improved Trip as a bonus feat, even if she
does not have the prerequisites. |
| Improved Two-Weapon Fighting 1 |
Dex 17, 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.
Normal: Without this feat, you can only get a single extra attack with an off-hand
weapon.
Special: A 6th-level ranger who has chosen the two-weapon combat
style is treated as having Improved Two-Weapon Fighting, even if he does
not have the prerequisites for it, but only when he is wearing light or no
armor. |
| Improved Unarmed Strike 1 |
|
Benefit: You are considered to be armed even when unarmed —that is, you do not
provoke attacks or opportunity from armed opponents when you attack them
while unarmed. However, you still get an attack of opportunity against any
opponent who makes an unarmed attack on you.
In
addition, your unarmed strikes can deal lethal or nonlethal damage, at
your option.
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.
Special: A
monk automatically gains Improved Unarmed Strike as a bonus feat at 1st
level. She need not select it. |
| Improved Swimming |
Swim 6 ranks |
Benefit: You
swim at one-half your land speed as a move-equivalent action or at
three-quarters of your land speed as a full-round action.
Normal: You swim at one-quarter of your land speed as a move-equivalent
action or at one-half of your land speed as a full-round action. |
| Instant Stand 1 |
6 or more ranks
in Balance, 6 or more ranks in Tumble |
Benefit: If
the character makes a successful tumble check against a DC 15 he may get
to his feat from a prone position as a free action. |
| Investigator |
|
Benefit: You get a +2 bonus on all Gather Information checks and Search checks. |
| Iron Will |
|
Benefit: The
character gets a +2 bonus to all Will saving throws. |
| Jack of all Trades |
6th level + |
Benefit: You can use any skill untrained, even those that normally require training. |
| Ki Strike |
Improved
Unarmed Strike |
Benefit: As a full round action you may
make a single melee attack against an opponent. This attack ignores armor bonuses
and acts as a touch attack. You
may use your bare hands or a melee weapon. This ability may be used once per day per 4 character levels. |
| Knock Down |
Base attack
bonus +2, Improved Trip, Str 15 |
Benefit: Whenever you deal 10 or more points of damage to your opponent in melee, you
make a trip attack as a free action against the same target. |
| Leadership |
The character
must be at least 6th level. |
Benefits: Having this feat enables the character to attract loyal companions and
devoted followers, subordinates who assist her. See the table for what sort of cohort and how many followers the character can recruit. |
| Lightning Reflexes |
|
Benefit: The
character gets a +2 bonus to all Reflex saving throws. |
| Manyshot 1 |
Dex 17, Point Blank Shot, Rapid Shot, base attack
bonus +6 |
Benefit: As a standard action, you may fire two arrows at a single opponent within
30 feet. Both arrows use the same attack roll (with a –4 penalty) to
determine success and deal damage normally (but see Special).
For
every five points of base attack bonus you have above +6, you may add one
additional arrow to this attack, to a maximum of four arrows at a base
attack bonus of +16. However, each arrow after the second adds a
cumulative –2 penalty on the attack roll (for a total penalty of –6
for three arrows and –8 for four).
Damage
reduction and other resistances apply separately against each arrow fired.
Special: Regardless of the number of arrows you fire, you apply precision-based
damage only once. If you score a critical hit, only the first arrow fired
deals critical damage; all others deal regular damage.
A 6th-level ranger who has chosen the archery combat
style is treated as having Manyshot even if he does not have the
prerequisites for it, but only when he is wearing light or no armor. |
| Martial Weapon Proficiency |
|
Benefit: You make attack rolls with the selected weapon normally.
Normal: When using a weapon with which you are not proficient, you take a –4
penalty on attack rolls.
Special: Barbarians, fighters, paladins, and rangers are proficient with all
martial weapons. They need not select this feat.
You
can gain Martial Weapon Proficiency multiple times. Each time you take the
feat, it applies to a new type of weapon.
A cleric who chooses the War domain automatically gains
the Martial Weapon Proficiency feat related to his deity’s favored
weapon as a bonus feat, if the weapon is a martial one. He need not select
it. |
| Mobility 1 |
Dex 13+, Dodge |
Benefit: The
character gets a +4 dodge bonus to Armor Class against attacks of
opportunity caused when the character moves out of or within a threatened
area.
Note: A condition that makes the character lose the Dexterity bonus to
Armor Class (if any) also makes the character lose dodge bonuses. Also,
dodge bonuses stack with each other, unlike most types of bonuses. |
| Mounted Archery 1 |
Ride skill,
Mounted Combat |
Benefit: The
penalty the character suffers when using a ranged weapon from horseback is
halved: -2 instead of -4 if the character's mount is taking a double move,
and -4 instead of -8 if the character's mount is running. |
| Mounted Combat 1 |
Ride skill |
Benefit: Once
per round when the character's mount is hit in combat, the character may
make a Ride check to negate the hit. The hit is negated if the character's
Ride check is greater than the attack roll (essentially, the Ride check
becomes the mount’s Armor Class if it’s higher than the mount’s
regular AC). |
| Multi-dexterity |
Dex 15+, three
or more arms |
Benefit: The
creature ignores all penalties for using an off hand.
Normal: Without this feat, a creature who uses an off hand suffers a -4
penalty to attack rolls, ability checks, and skill checks. A creature has
one primary hand, and all the others are off hands; for example, a
four-armed creature has one primary hand and three off hands.
Special: This feat replaces the Ambidexterity feat for creatures with more
than two arms. |
| Negotiator |
|
Benefit: You get a +2 bonus on all Diplomacy checks and Sense Motive checks. |
| Off-Hand Parry |
Dex 13+, Two-Weapon Fighting, Base attack bonus +3, Proficiency with
weapon |
Benefit: When
fighting with two weapons and using the full attack option, you can on
your action decide to attack normally or to sacrifice all your off-hand
attacks for that round in exchange for a +2 dodge bonus to your AC. If you take this option, you also suffer penalties on your attacks
as if you were fighting with two weapons. If you are also using a buckler,
its AC bonus stacks with the dodge bonus. You can use only bladed or hafted weapons of a size category
smaller than your own with this feat. |
| Pack Mule |
|
Benefit: You
can carry weight as if your strength were two points higher. |
| Plant Control |
Plant Defiance,
ability to speak with plants |
Benefit: You
rebuke or command plants as an evil cleric rebukes undead. To command a plant, you must be
able to speak with it via a speak with plants effect, though you may issue
your commands mentally if desired. The
number of times per day that you can use this ability is equal to 3 + your
Charisma modifier. Your
highest divine caster's level is the level at which you rebuke plants. |
| Plant Defiance |
Ability to cast detect animals or plants |
Benefit: You
turn (but not destroy) plants as a good cleric turns undead. Threat immobile plant creatures as creatures unable to
flee. The number of times
per day that you can use this ability is equal to 3 + your Charisma
modifier. Your highest divine
caster level is the level at which you turn undead. |
| Point Blank Shot 1 |
|
Benefit: The
character gets a +1 bonus to attack and damage rolls with ranged weapons
at ranges of up to 30 feet. |
| Power Attack 1 |
Str 13+ |
Benefit: On your action, before making attack rolls for a round, you may choose to
subtract a number from all melee attack rolls and add the same number to
all melee damage rolls. This number may not exceed your base attack bonus.
The penalty on attacks and bonus on damage apply until your next turn.
Special: If
you attack with a two-handed weapon, or with a one-handed weapon wielded
in two hands, instead add twice the number subtracted from your attack
rolls. You can’t add the bonus from Power Attack to the damage dealt
with a light weapon (except with unarmed strikes or natural weapon
attacks), even though the penalty on attack rolls still applies.
(Normally, you treat a double weapon as a one-handed weapon and a light
weapon. If you choose to use a double weapon like a two-handed weapon,
attacking with only one end of it in a round, you treat it as a two-handed
weapon.) |
| Power Charge 1 |
Str
13+ |
Benefit:
If you successfully hit your opponent at the end of a charge action, you
add double your strength modifier to the damage roll.
Special: If you are attacking with a two-handed
weapon, or with a one-handed weapon wielded in two hands, instead add
three times your strength modifier to the damage roll. You can’t add the bonus from Power
Charge to the damage dealt
with a light weapon (except with unarmed strikes or natural weapon
attacks).
Normal: A charge action does not grant any
additional damage. |
| Power Critical 1 |
Improved
Critical with weapon, base attack bonus +12, proficiency with weapon |
Benefit: Once
per day, you can declare a single melee attack with your chosen kind of
weapon to be an automatic threat before you make the attack roll. If the attack is successful, you roll to confirm the
critical, regardless of whether the attack roll was a threat.
Special: You can take this feat multiple times. Each time you do, it applies to a new kind of weapon. You may use this ability only once
per day per kind of weapon to which it applies. |
| Precise Shot 1 |
Point Blank
Shot |
Benefit: The
character can shoot or throw ranged weapons at an opponent engaged in
melee without suffering the standard -4 penalty. |
| Quick Draw 1 |
Base attack
bonus +1 or higher |
Benefit: The
character can draw a weapon as a free action instead of as a
move-equivalent action. |
| Quick
Recovery |
Base
Fortitude Save +5, Endurance, Faster Healing |
Benefit:
You need only half the rest time of most people. You are considered
fully rested after only four hours of sleep. Elves need meditate for
only two hours for a full nights rest.
Normal:
Characters need eight hours of sleep to be fully recovered. Elves do
not sleep but need four hours of meditation for be fully rested. A
character must be fully rested to regain spells, and recover lost hit
points or attributes. |
| Rapid Reload 1 |
Weapon Proficiency (crossbow type chosen) |
Benefit: The time required for you to reload your 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 1 |
Point Blank
Shot, Dex 13+ |
Benefit: You can get one extra attack per round with a ranged weapon. The attack is
at your highest base attack bonus, but each attack you make in that round
(the extra one and the normal ones) takes a –2 penalty. You must use the
full attack action to use this feat.
Special: A 2nd-level ranger who has chosen the archery combat
style is treated as having Rapid Shot, even if he does not have the
prerequisites for it, but only when he is wearing light or no armor. |
| Ride-by-Attack 1 |
Ride skill,
Mounted Combat |
Benefit: When
the character is mounted and uses the charge action, the character may
move and attack as with a standard charge and then move again (continuing
the straight line of the charge). The character's total movement for the
round can’t exceed double the character's mounted speed. The character
does not provoke an attack of opportunity from the opponent that the
character attacks. |
| Run |
|
Benefit: When
running, the character moves five times normal speed instead of four times
normal speed. If the character makes a running jump, increase the distance
or height cleared by one-fourth, but not past the maximum. |
| Sharp Shooting 1 |
Point Blank Shot, Precise Shot, base attack bonus +3 |
Benefit: Your targets only receive a +2 bonus to Armor class due to cover. This feat
has no effect against foes with no cover or total cover.
Normal: Cover normally gives a +4
bonus to AC. |
| Shield Focus |
Proficient with
shield, Base Attack Bonus +1 or higher |
Benefit: When
wielding a shield, it inflicts 1 less skill penalty and 5% less Arcane
Spell Failure. This cannot
reduce the penalties to sub zero levels |
| Shield Proficiency |
|
Benefit: You can use a shield and take only the standard penalties.
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, including Ride checks.
Special: Barbarians, bards, clerics, druids, fighters, paladins, and rangers
automatically have Shield Proficiency as a bonus feat. They need not
select it. |
| Shield Specialization 1 |
Proficient with
shield, Base Attack Bonus +1 or higher, Shield Focus |
Benefit: You
get a +1 AC bonus when using a shield. |
| Shot on the Run 1 |
Point Blank
Shot, Dex 13+, Dodge, Mobility |
Benefit: When
using the attack action with a ranged weapon, the character can move both
before and after the attack, provided that the character's total distance
moved is not greater than the character's speed. |
| Simple Weapon Proficiency |
|
Benefit: The
character makes attack rolls with simple weapons normally.
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 |
|
Benefit: The
character gets a +3 bonus on all skill checks with that skill.
Special: The character can gain this feat multiple times. Its effects do
not stack. Each time the character takes the feat, it applies to a new
skill. |
| Skill Mastery |
Skill Focus (in
the desired skill) |
Benefit: You
get a +5 bonus on all skill checks with that skill.
Special: you can gain this feat multiple times. Its effects do not stack with Skill Focus or itself. Each time you take this feat, it
applies to a new skill. |
| Snatch Arrow 1 |
Dex 15, Deflect Arrows, Improved Unarmed Strike |
Benefit: When using the Deflect Arrows feat you may catch the weapon instead of
just deflecting it. Thrown weapons can immediately be thrown back at 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 |
|
Benefit: Add +1 to the Difficulty Class for all saving throws against spells from
the school of magic you select.
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. |
| Spell Penetration |
|
Benefit: The
character gets a +2 bonus to caster level checks (1d20+caster level) to
beat a creature’s spell resistance. |
| Spirited Charge 1 |
Ride skill,
Mounted Combat, Ride-By Attack |
Benefit: When
mounted and using the charge action, the character deals double damage
with a melee weapon (or triple damage with a lance). |
| Spring Attack 1 |
Dex 13+, Dodge,
Mobility, base attack bonus +4 or higher |
Benefit: When
using the attack action with a melee weapon, the character can move both
before and after the attack, provided that the character's total distance
moved is not greater than the character's speed. Moving in this way does
not provoke an attack of opportunity from the defender the character
attacks. The character can’t use this feat if the character is in heavy
armor. |
| Strategic Mind 1 |
Int
13+, Combat Reflexes |
Benefit:
When flanking an opponent, you gain a +4 attack bonus. This attack
bonus pertains to both melee and range attacks against the flanked
opponent Your attack bonus increases to +6 when making an attack of
opportunity against an opponent who is flanked.
Normal: When making a melee attack, you get a +2 flanking
bonus if your opponent is threatened by a character or creature friendly
to you on the opponent’s opposite border or opposite corner. |
| Stunning Fist 1 |
Dex 13+,
Improved Unarmed Strike, Wis 13+, base attack bonus +8 or higher |
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 action). A stunned character can’t
act, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. 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 may select Stunning Fist as a bonus feat at 1st level, even if she
does not meet the prerequisites. A monk who selects this feat may attempt
a stunning attack a number of times per day equal to her monk level, plus
one more time per day for every four levels she has in classes other than
monk. |
| Superior Expertise |
Int 13, Combat
Expertise, base attack bonus +6 |
Benefit: When you use the
Combat Expertise feat to improve your Armor Class, the number you
subtract from your attack and add to your AC can be any number that does
not exceed your base attack bonus.
This feat eliminates the +5 maximum
for the
Combat Expertise feat. |
| Toughness |
|
Benefit: The
character gains +3 hit points.
Special: A character may gain this feat multiple times. |
| Tower Shield Proficiency |
Shield Proficiency |
Benefit: You can use a tower shield and suffer only the standard penalties.
Normal: A character who is using a shield with which he or she 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. |
| Track |
|
Benefit: To find tracks or to follow them for 1 mile requires a successful Survival
check. You must make another Survival check every time the tracks become
difficult to follow.
You move at half your normal speed (or at your normal
speed with a –5 penalty on the check, or at up to twice your normal
speed with a –20 penalty on the check). The DC depends on the surface and the prevailing
conditions, as given HERE.
Normal: Without this feat, you can use the Survival skill to find tracks, but you
can follow them only if the DC for the task is 10 or lower. Alternatively,
you can use the Search skill to find a footprint or similar sign of a
creature’s passage using the DCs given above, but you can’t use Search
to follow tracks, even if someone else has already found them.
Special: A ranger automatically has Track as a bonus feat. He need not select it.
This
feat does not allow you to find or follow the tracks made by a subject of
a pass without trace spell. |
| Trample 1 |
Ride skill,
Mounted Combat |
Benefit: When
the character attempts to overrun an opponent while mounted, the target
may not choose to avoid the character. If the character knocks down the
target, the character's mount may make one hoof attack against the target,
gaining the standard +4 bonus on attack rolls against prone targets. |
| Treetopper |
|
Benefit: You
get a +2 bonus on all Climb checks. You
do not lose your Dexterity bonus to Armor Class or give your attacker a +2
bonus when you are attacked while climbing. |
| Two-weapon Defense 1 |
Dex 15, 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 1 |
Dex
15+ |
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.)
Special: A
2nd-level ranger who has chosen the two-weapon combat style is treated as
having Two-Weapon Fighting, even if he does not have the prerequisite for
it, but only when he is wearing light or no armor. |
| Weapon Break 1 |
Str 13+, Power
Attack, Improved Sunder |
Benefit: When you choose to attack an
opponent's weapon, you may attempt to break the weapon. The weapon must be of the same
size or smaller than the one you are using in the attempt. You and the defender make opposed
attack rolls. If you win, you
make a Str check (DC 15 + any enhancement bonus the weapon has). Success means that the weapon has
broken. The Defender may make
a reflex save (DC 15 + attackers Str modifier) to throw the weapon instead
of allowing it to be broken. Thrown
weapons land approximately 15 feet away from the wielder in a random
direction. Failure means you
do damage to the weapon according to page 136 of the Players Handbook.
Normal: See Strike a Weapon
page 136 of the Players Handbook. |
| Weapon Finesse 1 |
Base attack bonus +1 or higher |
Benefit: With a light weapon, rapier, whip, or spiked chain made for a creature of
your size category, you may use your Dexterity modifier instead of your
Strength modifier on attack rolls. If you carry a shield, its armor check
penalty applies to your attack rolls. |
| Weapon Focus 1 |
Proficient with
weapon, base attack bonus +1 or higher |
Benefit: You gain a +1 bonus on all attack rolls you make using the selected
weapon.
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 weapon. |
| Weapon Grand Master 1 |
Proficient with
weapon, Weapon Focus with weapon, Weapon Specialization with weapon,
Weapon Mastery with weapon, Base Attack Bonus +12, Int 13+ |
Benefit: The damage you do with the chosen
weapon is increased to the next highest base dice. (Example: A short sword does 1d6 normally
but with this feat it does 1d8. A
Greataxe does 1d12 normally but with this feat it does 2d8.)
Special: You cannot gain this
feat multiple times. The time
required to attain and maintain this level of skill doesn't allow a
character to be grand master of more than one weapon. |
| Weapon Mastery 1 |
Base Attack
Bonus +8, Proficient with weapon, Weapon Focus with weapon, Weapon
Specialization with weapon |
Benefit: You add an extra +1 to your damage
roll when using the selected weapon.
Special: You cannot gain this
feat multiple times. The time
required to attain and maintain this level of skill doesn't allow a
character to be master of more than one weapon. |
| Whirlwind Attack 1 |
Dex 13, Int 13, Combat Expertise, Dodge,
Mobility, Spring Attack, base attack bonus +4 |
Benefit: When you use the full attack action, you can give up your regular attacks
and instead make one melee attack at your full base attack bonus against
each opponent within reach.
When
you use the Whirlwind Attack feat, you also forfeit any bonus or extra
attacks granted by other feats, spells, or abilities. |