| Name |
Type |
Prerequisites |
Benefits |
| Ability Focus |
General |
Special
attack |
Benefit: Add +2 to the DC for all saving throws against the special attack on which
the creature focuses.
Special: A
creature can gain this feat multiple times. Its effects do not stack. Each
time the creature takes the feat it applies to a different special attack. |
| Awesome Blow |
General
Fighter |
Str 25, Power Attack, Improved Bull Rush, size
Large or larger |
Benefit: As a standard action, the creature may choose to subtract 4 from its melee
attack roll and deliver an awesome blow. If the creature hits a corporeal
opponent smaller than itself with an awesome blow, its opponent must
succeed on a Reflex save (DC = damage dealt) or be knocked flying 10 feet
in a direction of the attacking creature’s choice and fall prone. The
attacking creature can only push the opponent in a straight line, and the
opponent can’t move closer to the attacking creature than the square it
started in. If an obstacle prevents the completion of the opponent’s
move, the opponent and the obstacle each take 1d6 points of damage, and
the opponent stops in the space adjacent to the obstacle. |
| Craft Construct |
Item Creation |
Craft Magic Arms and Armor, Craft Wondrous Item |
Benefit: A creature with this feat can create any construct whose prerequisites it
meets. Enchanting a construct takes one day for each 1,000 gp in its
market price. To enchant a construct, a spellcaster must spend 1/25 the
item’s price in XP and use up raw materials costing half of this price
(see individual construct monster entries for details).
A
creature with this feat can repair constructs that have taken damage. In
one day of work, the creature can repair up to 20 points of damage by
expending 50 gp per point of damage repaired.
A newly created construct has average hit points for
its Hit Dice. |
| Empower Spell-like Ability |
General |
Spell-like ability at caster
level 6th or higher |
Benefit: Choose one of the creature’s spell-like abilities, subject to the
restrictions below. The creature can use that ability as an empowered
spell-like ability three times per day (or less, if the ability is
normally usable only once or twice per day).
When a creature uses
an empowered spell-like ability, all variable, numeric effects of the
spell-like ability are increased by one half. Saving throws and opposed
rolls are not affected. Spell-like abilities without random variables are
not affected.
The creature can only
select a spell-like ability duplicating a spell with a level less than or
equal to half its caster level (round down) –2. For a summary, see the
table in the description of the Quicken Spell-Like Ability feat.
Special: This feat can be taken multiple times. Each time it is taken, the
creature can apply it to a different one of its spell-like abilities. |
| Flyby Attack |
General |
Fly Speed |
Benefit: When flying, the creature can take a move action (including a dive) and
another standard action at any point during the move. The creature cannot
take a second move action during a round when it makes a flyby attack.
Normal: Without
this feat, the creature takes a standard action either before or after its
move. |
| Greater Multiweapon Fighting |
General |
Dex 19, three or more arms, Improved
Multiweapon Fighting, Multiweapon Fighting, base attack bonus +15 |
Benefit: The creature may make
up to three extra attacks with each extra offhand weapon it wields, albeit
at a -10 penalty on the third attack with each weapon.
Special: This feat replaces the
Greater Two-Weapon Fighting feat for creatures with more than two arms. |
| Hover |
General |
Fly Speed |
Benefit: When flying, the creature can halt its forward motion and hover in place
as a move action. It can then fly in any direction, including straight
down or straight up, at half speed, regardless of its maneuverability.
If a
creature begins its turn hovering, it can hover in place for the turn and
take a full-round action. A hovering creature cannot make wing attacks,
but it can attack with all other limbs and appendages it could use in a
full attack. The creature can instead use a breath weapon or cast a spell
instead of making physical attacks, if it could normally do so.
If a
creature of Large size or larger hovers within 20 feet of the ground in an
area with lots of loose debris, the draft from its wings creates a
hemispherical cloud with a radius of 60 feet. The winds so generated can
snuff torches, small campfires, exposed lanterns, and other small, open
flames of non-magical origin. Clear vision within the cloud is limited to
10 feet. Creatures have concealment at 15 to 20 feet (20% miss chance). At
25 feet or more, creatures have total concealment (50% miss chance, and
opponents cannot use sight to locate the creature).
Those
caught in the cloud must succeed on a Concentration check (DC 10 + 1/2
creature’s HD) to cast a spell.
Normal: Without
this feat, a creature must keep moving while flying unless it has perfect
maneuverability. |
| Improved Flight |
General |
Ability to fly |
Benefit: Your
maneuverability while flying improves by one grade. |
| Improved Flyby Attack |
General |
Fly speed, Dodge, Flyby Attack, Mobility |
Benefit: If the standard
action taken by a creature during a round in which it uses Flyby Attack is
a melee attack, the creature provokes no attacks of opportunity from
moving out of squares threatened by its target.
Normal: Without this feat, a
creature making an attack as part of a Flyby Attack maneuver provokes
attacks of opportunity as normal from moving out of squares threatened by
its target. |
| Improved Multiattack |
General |
Three or more natural weapons, Multiattack |
Benefit: The creature's
secondary attacks with natural weapons have no penalty. They still add
only one-half the creature's Strength bonus, if any, to damage dealt.
Normal: Without this feat, the
creature's secondary natural attacks have a -5 penalty (or a -2 penalty if
it has the Multiattack feat). |
| Improved Multiweapon Fighting |
General |
Dex 15, three or more arms, Multiweapon
Fighting, base attack bonus +9 |
Benefit: In addition to the
single extra attack a creature gets with each extra weapon from
Multiweapon Fighting, it gets a second attack with each extra weapon,
albeit at a -5 penalty.
Normal: With only Multiweapon Fighting, a creature can only get a single attack
with each extra weapon.
Special: This feat replaces
the Improved Two-Weapon Fighting feat for creatures with more than two
arms. |
| Improved Natural Armor |
General |
Natural armor, Con 13 |
Benefit: The creature’s natural armor bonus increases by 1.
Special: A
creature can gain this feat multiple times. Each time the creature takes
the feat its natural armor bonus increases by another point. |
| Improved Natural Attack |
General |
Natural weapon, base attack bonus +4 |
Benefit: Choose one of the creature’s natural attack forms. The damage for this
natural weapon increases by one step, as if the creature’s size had
increased by one category: 1d2, 1d3, 1d4, 1d6, 1d8, 2d6, 3d6, 4d6, 6d6,
8d6, 12d6.
A weapon or attack that deals 1d10 points of damage
increases as follows: 1d10, 2d8, 3d8, 4d8, 6d8, 8d8, 12d8. |
| Multiattack |
General |
Three or more natural attacks |
Benefit: The creature’s secondary attacks with natural weapons take only a –2
penalty.
Normal: Without this feat, the creature’s secondary attacks with natural weapons
take a –5 penalty. |
| Multi-weapon Fighting |
General |
Dex 13, three or more hands |
Benefit: Penalties for fighting with multiple weapons are reduced by 2 with the
primary hand and reduced by 6 with off hands.
Normal: A creature without this feat takes a –6 penalty on attacks made with its
primary hand and a –10 penalty on attacks made with its off hands. (It
has one primary hand, and all the others are off hands.) See Two-Weapon
Fighting.
Special: This feat replaces the Two-Weapon Fighting feat for creatures with more
than two arms. |
| Quicken Spell-like Ability |
General |
Spell-like ability at caster level 10th or higher |
Benefit: Choose one of the creature’s spell-like abilities, subject to the
restrictions described below. The creature can use that ability as a
quickened spell-like ability three times per day (or less, if the ability
is normally usable only once or twice per day).
Using
a quickened spell-like ability is a free action that does not provoke an
attack of opportunity. The creature can perform another action—including
the use of another spell-like ability—in the same round that it uses a
quickened spell-like ability. The creature may use only one quickened
spell-like ability per round.
The
creature can only select a spell-like ability duplicating a spell with a
level less than or equal to half its caster level (round down) –4. For a
summary, see the table below.
In
addition, a spell-like ability that duplicates a spell with a casting time
greater than 1 full round cannot be quickened.
Normal: Normally the
use of a spell-like ability requires a standard action and provokes an
attack of opportunity unless noted otherwise.
Special: This feat can be taken multiple times. Each time it is taken, the creature
can apply it to a different one of its spell-like abilities. |
| Snatch |
General |
Size Huge or larger |
Benefits: The creature can choose to start a grapple when it hits with a claw or
bite attack, as though it had the improved grab special attack. If the
creature gets a hold on a creature three or more sizes smaller, it
squeezes each round for automatic bite or claw damage. A snatched opponent
held in the creature’s mouth is not allowed a Reflex save against the
creature’s breath weapon, if it has one.
The creature can drop a creature it has snatched as a
free action or use a standard action to fling it aside. A flung creature
travels 1d6 x 10 feet, and takes 1d6 points of damage per 10 feet
traveled. If the creature flings a snatched opponent while flying, the
opponent takes this amount or falling damage, whichever is greater. |
| Wingover |
General |
Fly speed |
Benefits: A flying creature with this feat can change direction quickly once each
round as a free action. This feat allows it to turn up to 180 degrees
regardless of its maneuverability, in addition to any other turns it is
normally allowed. A creature cannot gain altitude during a round when it
executes a wingover, but it can dive.
The change of direction consumes 10 feet of flying
movement. |