
Feats represent abilities outside of the normal scope of a character’s race and class. Many of them alter or enhance class abilities or loosen class restrictions, while others may apply bonuses to statistics, or grant the ability to take actions otherwise prohibited by the rules.
All Feats
Name | Description | PreReq | Category |
---|---|---|---|
Ability Focus | Choose one of the creature’s special attacks. Add +2 to the DC for all saving throws against the special attack on which the creature focuses. | Bomb or Arcane Bombs | |
Ability Focus – Bombs | Add +2 to the DC for all saving throws against your bombs. | Bomb, Arcane Bombs | |
Accomplished Sneak Attacker | Your sneak attack damage increases by 1d6. Your number of sneak attack dice cannot exceed half your character level (rounded up). | ||
Advanced Weapon Training | Select one advanced weapon training option, applying it to your fighter weapon groups you have selected with the weapon training class feature. | Advanced Weapon Training, Fighter 20 | Combat Feat |
Advanced Weapon Training | Select one advanced weapon training option, applying it to your fighter weapon groups you have selected with the weapon training class feature. | Advanced Weapon Training, Fighter 15 | Combat Feat |
Advanced Weapon Training | Select one advanced weapon training option, applying it to your fighter weapon groups you have selected with the weapon training class feature. | Advanced Weapon Training, Fighter 10 | Combat Feat |
Advanced Weapon Training | Select one advanced weapon training option, applying it to your fighter weapon groups you have selected with the weapon training class feature. | Weapon Training, Fighter 5 | Combat Feat |
Agile Maneuvers | You’ve learned to use your quickness in place of brute force when performing combat maneuvers. Benefit: You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus instead of your Strength bonus. Normal: You add your Strength bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus. | Bull Rush, Dirty Trick, Disarm, Sunder Armor, Trip | Combat Feat |
Aldori Dueling Mastery | You gain a +2 bonus on initiative checks as long as you start combat with a dueling sword. As long as you wield only a single dueling sword in one hand (not using a shield or an off-hand weapon), you gain a +2 shield bonus to your AC. Although the dueling sword deals slashing damage, you treat it as if it were also a piercing weapon when determining the effects of weapons used by a duelist. | Dexterity 13, Weapon Finesse, Intelligence 3 | Combat Feat |
Alertness | You get a +2 bonus on Perception skill checks. If you have 10 or more ranks in that skill, the bonus increases to +4. | ||
Allied Spellcaster | With the aid of an ally, you are skilled at piercing the protections of other creatures with your spells. Benefit: Whenever you are adjacent to an ally who also has this feat, you receive a +2 bonus on concentration checks and level checks made to overcome spell resistance. | Intelligence 3 | Combat Feat, Teamwork Feat |
Arcane Armor Mastery | You have mastered the ability to cast spells while wearing armor. Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast. This bonus replaces, and does not stack with, the bonus granted by Arcane Armor Training. | Arcane Armor Training, Intelligence 3 | Combat Feat |
Arcane Armor Training | You have learned how to cast spells while wearing armor. Benefit: Reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast. | Intelligence 3 | Combat Feat |
Arcane Focus | Some elven families have such long traditions of producing wizards (and other arcane spellcasters) that they raise their children with the assumption each is destined to be a powerful magic-user, with little need for mundane concerns such as skill with weapons. Elves with this racial trait gain a +2 racial bonus on concentration checks made to cast spells defensively, and a +1 bonus on caster levels checks to overcome spell resistance. | Elf | |
Arcane Strike | Spending a swift action each round, 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. | Intelligence 3 | Combat Feat |
Armor Focus | Your familiarity with a specific type of armor increases the amount of protection you receive from it. Benefit(s): Select one type of armor. The AC bonus granted by the selected armor increases by 1. | BaseAttackBonus 1, Intelligence 3 | Combat Feat |
Armor Proficiency (Heavy Armor) | You become proficient with Heavy Armor. | Armor Proficiency (Medium Armor) | Combat Feat |
Armor Proficiency (Heavy Barding) | Your animal companion becomes proficient with Heavy Barding. | Armor Proficiency (Medium Barding), Animal Companion 1, Animal 1 | Combat Feat |
Armor Proficiency (Light Armor) | You become proficient with Light Armor. | Combat Feat | |
Armor Proficiency (Light Barding) | Your animal companion becomes proficient with Light Barding. | Animal Companion 1, Animal 1 | Combat Feat |
Armor Proficiency (Medium Armor) | You become proficient with Medium Armor. | Armor Proficiency (Light Armor) | Combat Feat |
Armor Proficiency (Medium Barding) | Your animal companion becomes proficient with Medium Barding. | Armor Proficiency (Light Barding), Animal Companion 1, Animal 1 | Combat Feat |
Augment Summoning | 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. | Wizard Feat | |
Back to Back | Your ally’s eyes are your own, and yours are his. Benefit: While you are flanked and adjacent to an ally with this feat, you receive a +2 circumstance bonus to AC against attacks from opponents flanking you. | SkillPerception 3, Intelligence 3 | Combat Feat, Teamwork Feat |
Bashing Finish | You follow a powerful blow from your weapon with an opportunistic bash from your shield. 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. | Shield Bash, Two-Weapon Fighting, BaseAttackBonus 11, Shield Master | Combat Feat |
Blind Fight | 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 also gain immunity to gaze attacks. | Combat Feat | |
Blinding Critical | 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. Blindness can be cured by heal, regenerate, 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. | Critical Focus, BaseAttackBonus 15 | Combat Feat |
Blood Drinker (Dhampir) | Three times per day you can drink blood from an unconscious, helpless, sleeping or paralyzed living creatures. You can also drink blood from corpses of living creatures. Whenever you drink blood from such a creature, you gain 5 temporary hit points plus 5 for every three Hit Dice you have and a +1 bonus on Fortitude saving throws. The effects last 1 hour. | Dhampir | |
Blood Feaster (Dhampir) | Whenever you use the Blood Drinker feat, you gain a +2 bonus on damage rolls and a +1 bonus on Athletics checks. This bonus lasts for a number of rounds equal to 1/2 your Hit Dice. | Dhampir, Blood Drinker (Dhampir) | |
Boon Companion | Your bond with your animal companion is unusually close. The abilities of your animal companion are calculated as though your class were 4 levels higher, to a maximum effective level equal to your character level. | Animal Companion | |
Breadth of Experience | You get a +2 bonus on all Knowledge and Lore skill checks. | Elf, Dwarf, Gnome | |
Brew Potions | Allows you to brew potions of spells up to level 3 during camping. | Intelligence 3 | Combat Feat |
Bull Rush | This feat gives the character an ability to perform the bull rush combat maneuver. It also grants a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it. A bull rush attempts to push an opponent straight back without doing any harm. If your combat maneuver is successful, your target is pushed back 5 feet. For every 5 by which your attack exceeds your opponent’s CMD you can push the target back an additional 5 feet. An enemy being moved by a bull rush does not provoke an attack of opportunity because of the movement unless you possess the Greater Bull Rush feat. You cannot bull rush a creature into a square that is occupied by a solid object or obstacle. | Power Attack, Strength 13, Intelligence 3 | Combat Feat |
Cautious Fighter | When fighting defensively, your dodge bonus to AC increases by 2. | Halfling | |
Cleave | 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. | Power Attack, Strength 13 | Combat Feat |
Cleaving Finish | If you make a melee attack, and your target drops to 0 or fewer hit points as a result of your attack, you can make another melee attack using your highest base attack bonus against another opponent within reach. You can make only one extra attack per round with this feat. | Cleave, Strength 13, Power Attack | Combat Feat |
Clustered Shots | You take a moment to carefully aim your shots, causing them all to strike nearly the same spot. Benefit: When you use a full attack to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent’s damage reduction. | Point-Blank Shot, Precise Shot, BaseAttackBonus 6 | Combat Feat |
Combat Casting | You are adept at spellcasting when threatened or distracted. You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability. | Intelligence 3 | Wizard Feat |
Combat Expertise | You can choose to take a -1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack bonus reaches +4, and every +4 thereafter, the penalty increases by -1 and the dodge bonus increases by +1. You can only choose to use this feat when you declare that you are making an attack or a full attack with a melee weapon. The effects of this feat last until your next turn. | Intelligence 13 | Combat Feat |
Combat Mobility | You can easily move through a dangerous melee. Benefit: You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses. Dodge bonuses stack with each other, unlike most types of bonuses. | Dexterity 13, Dodge | Combat Feat |
Combat Reflexes | 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. | Combat Feat | |
Coordinated Defense | 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. | Intelligence 3 | Combat Feat, Teamwork Feat |
Coordinated Maneuvers | 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. | Intelligence 3 | Combat Feat, Teamwork Feat |
Cornugon Smash | When you damage an opponent with a Power Attack, you may make an immediate Persuasion (intimidate) check as a free action to attempt to demoralize your opponent. | SkillPersuasion 6, Power Attack | Combat Feat |
Crane Riposte | You take only a -1 penalty on attack rolls for fighting defensively. Whenever you lose the dodge bonus from Crane Wing because an attack missed you by 4 or less, the enemy provokes an attack of opportunity. | Dodge, Improved Unarmed Strike, Crane Style, Crane Wing, Monk 7, BaseAttackBonus 8 | Combat Feat, Style Feat |
Crane Style | You take only a -2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively, you gain an additional +1 dodge bonus to your Armor Class. | Dodge, Improved Unarmed Strike, Monk 1, BaseAttackBonus 2, Intelligence 3 | Combat Feat, Style Feat |
Crane Wing | When fighting defensively with at least one hand free, you gain a +4 dodge bonus to AC against melee attacks. If a melee attack misses you by 4 or less, you lose this dodge bonus until the beginning of your next turn. | Dodge, Improved Unarmed Strike, Crane Style, Monk 5, BaseAttackBonus 5 | Combat Feat, Style Feat |
Critical Focus | You are trained in the art of causing pain. You receive a +4 circumstance bonus on attack rolls made to confirm critical hits. | BaseAttackBonus 9 | Combat Feat |
Critical Mastery | 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. | Fighter 14, Critical Focus | Combat Feat |
Crushing Blow | You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target’s AC by an amount equal to your Wisdom modifier for 1 minute. This penalty does not stack with other penalties applied due to Crushing Blow. | Improved Unarmed Strike, Stunning Fist, Intelligence 3 | Combat Feat |
Dazzling Display | Your skill with your favored weapon can frighten enemies. Benefit: While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make a Persuasion (intimidate) check to demoralize all foes within 30 feet who can see your display. | Weapon Focus | Combat Feat |
Deadly Aim | 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. | Dexterity 13, BaseAttackBonus 1, Intelligence 3 | Combat Feat |
Deceitful | You get a +2 bonus on all Persuasion and Trickery skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. | Intelligence 3 | |
Defensive Combat Training | 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. | Combat Feat | |
Deflect Arrows | 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. | Improved Unarmed Strike, Dexterity 13, Intelligence 3 | Combat Feat |
Deft Hands | You get a +2 bonus on all Trickery and Use Magic Device skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. | Intelligence 3 | |
Destructive Dispel | When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of the spell used to dispel) or be stunned until the start of your next turn. If the save succeeds, the opponent is instead sickened until the start of your next turn. | ||
Diehard | You are especially hard to kill. When your hit point total is below 0 but you are not killed, you can fight on for 1 more round as if disabled. At the end of your next turn, unless brought to above 0 hit points, you immediately fall unconscious. | ||
Dirty Trick | This feat gives the character an ability to perform the dirty trick combat maneuver. It also grants a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it. You can attempt to hinder a foe in melee as a standard action. If your attack is successful, the target takes a penalty. The penalty is limited to one of the following conditions: blinded, entangled, or sickened. This condition lasts for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. | Combat Expertise, Intelligence 13, Kinetic Warrior, Intelligence 3 | Combat Feat |
Disarm | This feat gives the character an ability to perform the disarm combat maneuver. It also grants a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it. You can attempt to disarm a foe in melee as a standard action. If your combat maneuver is successful, the target cannot use his weapons for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the disarmed condition lasts 1 additional round. | Combat Expertise, Intelligence 13, Kinetic Warrior | Combat Feat |
Disarming Strike | 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. This does not provoke an attack of opportunity. 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. | Disarm, Intelligence 13, BaseAttackBonus 9 | Combat Feat |
Discerning Eye | You receive a +2 racial bonus on saving throws against illusion spells and effects and a +2 bonus on Use Magic Device skill checks. | Elf, Half-Elf | |
Dispel Synergy | If you successfully dispel an ongoing magical effect on an opponent, that opponent takes a -2 penalty on saving throws against your spells for one round. | ||
Disruptive | The DC to cast spells defensively increases by +4 for all enemies that are within 10 feet of you. | Fighter 6, Arcane, Intelligence 3 | Combat Feat |
Dodge | 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. | Dexterity 13 | Combat Feat |
Double Slice | Your off-hand weapon while dual-wielding strikes with greater power. 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. | Dexterity 15, Two-Weapon Fighting | Combat Feat |
Dragon Ferocity | You attack with the strength of a dragon, your telling blows striking fear into your enemies. While using Dragon Style, increase your Strength bonus on unarmed strike damage rolls by an additional one-half your Strength bonus, to a total of double your Strength bonus on the first attack and 1.5 times your Strength bonus on the other attacks. When you score a critical hit or a successful Stunning Fist attempt against an opponent while using this style, that opponent is also shaken for a number of rounds equal to 1d4 + your Strength bonus. | Improved Unarmed Strike, SkillMobility 5, Strength 15, Dragon Style, Stunning Fist | Combat Feat |
Dragon Roar | The spirit of the dragon wells up inside you and bursts forth in a mighty roar. You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a concussive roar in a 15-foot cone. Creatures caught in the cone take your unarmed strike damage and become shaken for 1d4 rounds. A successful Will save (DC 10 + 1/2 your character level + your Wis modifier) prevents a target from being shaken. | Improved Unarmed Strike, Dragon Style, Stunning Fist, Strength 15, SkillMobility 8 | |
Dragon Style | You call upon the spirit of dragonkind, gaining greater resilience, mobility, and fierceness from the blessing of these great beings. While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. Further, you can add 1.5 times your Strength bonus on the damage roll for your first unarmed strike on a given round. | Improved Unarmed Strike, SkillMobility 3, Strength 15, Intelligence 3 | Combat Feat |
Dreadful Carnage | Slaying an enemy demoralizes your other nearby foes. Benefit: Whenever you reduce an enemy to 0 or fewer hit points, you can make a Persuasion (to 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. | Strength 15, Dazzling Display, Power Attack, BaseAttackBonus 11 | Combat Feat |
Echoes of Stone | You gain a +4 racial bonus on Perception checks and a +2 bonus on Initiative rolls underground. | Oread | |
Elemental Fist | Benefit: When you use Elemental Fist, 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 plus one additional use for every four monk levels you have attained, and no more than once per round. | Improved Unarmed Strike, Constitution 13, Wisdom 13, BaseAttackBonus 8 | Combat Feat |
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. | Intelligence 3 | Wizard Feat |
Elven Spirit | You possess the elven magic racial trait of the elves, granting you a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, you receive a +2 racial bonus on Knowledge (Arcana) checks made to identify the properties of magic items. | Half-Elf | |
Endurance | Harsh conditions or long exertions do not easily tire you. Benefit: You gain +2 bonus on Athletics checks and +4 bonus on Fortitude saves against fatigue and exhaustion. You may sleep in light or medium armor without becoming fatigued. | Combat Feat | |
Exhausting Critical | 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. | Critical Focus, BaseAttackBonus 15, Tiring Critical | Combat Feat |
Exotic Weapon Proficiency | Choose one type of exotic weapon, such as the dueling sword or sai. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow. | BaseAttackBonus 1 | Combat Feat |
Extra Arcane Pool | Your arcane pool increases by 2. You can gain this feat multiple times. Its effects stack, granting you an increase to your arcane pool each time you take this feat. | Arcane Pool, Eldritch Pool, Arcane Pool | |
Extra Bane Weapon | You can use inquisitor’s bane weapon ability for 3 additional rounds per day. | Bane | |
Extra Bloodrage | Benefit: You can bloodrage for 6 additional rounds per day. Special: You can gain Extra Bloodrage multiple times. Its effects stack. | Bloodrage | |
Extra Bombs | You can throw four additional bombs per day. | Bomb | |
Extra Channel (Cleric) | You can channel energy two additional times per day. | Channel Positive Energy, Channel Negative Energy | |
Extra Channel (Empyreal Sorcerer) | You can channel energy two additional times per day. | Channel Positive Energy | |
Extra Channel (Hex Channeler) | You can channel energy two additional times per day. | Hex Channeler – Channel Energy | |
Extra Channel (Hospitaler) | You can channel energy two additional times per day. | Channel Positive Energy | |
Extra Channel (Oracle) | You can channel energy two additional times per day. | Channel | |
Extra Channel (Shaman) | You can channel energy two additional times per day. | Channel Positive Energy | |
Extra Lay On Hands | 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 Performance | You can use bardic performance for 6 additional rounds per day. | Bardic Performance | |
Extra Performance (Skald) | You can use raging song for 6 additional rounds per day. | Raging Song | |
Extra Rage | Benefit: You can rage for 6 additional rounds per day. Special: You can gain Extra Rage multiple times. Its effects stack. | Rage | |
Extra Rage (Instinctual Warrior) | Benefit: You can rage for 6 additional rounds per day. Special: You can gain Extra Rage multiple times. Its effects stack. | Focused Rage | |
Extra Rage Power | The barbarian unlocks a new ability to use while raging. She gains one additional rage power. She must meet all of the prerequisites for this rage power. This feat can be taken multiple times. | Rage Power, Rage Power (Instinctual Warrior), Rage Powers | |
Fast Learner | You gain one additional skill point per level. | Human | |
Fencing Grace | Your dashing style and fluid fencing forms allow you to use agility rather than brute force to fell your foes. Benefits: Choose one kind of light or one-handed piercing weapon (such as the rapier). When wielding your chosen weapon one-handed, you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. You do not gain this benefit while fighting with two weapons or using flurry of blows, or anytime another hand is otherwise occupied. You can still use buckler in your off-hand. | Dexterity 13, Weapon Finesse, Intelligence 3 | Combat Feat |
Fury’s Fall | You can use strength and agility to send foes crashing to the ground. Benefit: When making a trip attack, add your Dexterity bonus to your CMB. | Trip | Combat Feat |
Great Cleave | 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 previous foe and also within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once during this attack action. When you use this feat, you take a -2 penalty to your Armor Class until your next turn. | Cleave, Strength 13 | Combat Feat |
Great Fortitude | You get a +2 bonus on all Fortitude saving throws. | ||
Greater Blind Fight | Your melee attacks ignore the miss chance for less than total concealment, and 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. 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. | SkillPerception 15, Improved Blind Fight | Combat Feat |
Greater Bull Rush | You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Bull Rush. Whenever you bull rush an opponent, his movement provokes attacks of opportunity from you and all of your allies. | Bull Rush, Strength 13, Power Attack, BaseAttackBonus 6 | Combat Feat |
Greater Dirty Trick | You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted by Dirty Trick. 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. | Dirty Trick, Intelligence 13, Combat Expertise, BaseAttackBonus 6, Kinetic Warrior | Combat Feat |
Greater Disarm | You receive a +2 bonus on checks made to attempt a disarm. This bonus stacks with the bonus granted by Disarm. Whenever you successfully perform a disarm, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target’s CMD. | Disarm, Intelligence 13, Combat Expertise, BaseAttackBonus 6, Kinetic Warrior | Combat Feat |
Greater Elemental Focus | Choose an energy type to which you have already applied the Elemental Focus feat. Any spells you cast of this energy type are very hard to resist. Prerequisite: Elemental Focus. Benefit: Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. This bonus stacks with the bonus from Elemental Focus. | Elemental Focus – Acid, Elemental Focus – Cold, Elemental Focus – Electricity, Elemental Focus – Fire | Wizard Feat |
Greater Penetrating Strike | Your attacks made with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. | Fighter 16, Weapon Focus, Penetrating Strike | Combat Feat |
Greater Shield Focus | You are skilled at deflecting blows with your shield. Benefit: Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus. | Fighter 8, Shield Focus | Combat Feat |
Greater Snap Shot | You threaten an additional 5 feet with Snap Shot. Additionally, whenever you make an attack of opportunity using a ranged weapon and hit, you gain a +2 bonus on the damage roll and a +2 bonus on rolls to confirm a critical hit with that attack. These bonuses increase to +4 when you have base attack bonus +16, and to +6 when you have base attack bonus +20. | Point-Blank Shot, Improved Snap Shot | Combat Feat |
Greater Spell Focus | Choose a school of magic to which you have already applied the Spell Focus feat. Any spells you cast of this school are very hard to resist. Benefit: Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks 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 to which you already have applied the Spell Focus feat. | Spell Focus | Wizard Feat |
Greater Spell Penetration | Your spells break through spell resistance much more easily than most. 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. | Spell Penetration | Wizard Feat |
Greater Sunder Armor | You receive a +2 bonus on checks made to attempt a sunder. This bonus stacks with the bonus granted by Sunder Armor. Whenever you successfully perform a sunder, the penalty lasts for 1d4 rounds, plus 1 round for every 5 by which your attack exceeds the target’s CMD. | Sunder Armor, Strength 13, Power Attack, BaseAttackBonus 6 | Combat Feat |
Greater Trip | You can make free attacks on foes that you knock down. Benefit: You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Trip. Whenever you successfully trip an opponent, that opponent provokes attacks of opportunity. Normal: Creatures do not provoke attacks of opportunity from being tripped. | Combat Expertise, Intelligence 13, Trip, BaseAttackBonus 6, Kinetic Warrior | Combat Feat |
Greater Two-Weapon Fighting | You get a third attack with your off-hand weapon, albeit at a -10 penalty. | Dexterity 19, Improved Two-Weapon Fighting, BaseAttackBonus 11 | Combat Feat |
Greater Vital Strike | You can make a single attack that deals incredible damage. Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack four times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. | BaseAttackBonus 16, Improved Vital Strike | Combat Feat |
Greater Weapon Focus | Choose one type of weapon (including unarmed strike) for which you have already selected Weapon Focus. You are a master at your chosen weapon. Benefit: You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus. 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. | Fighter 8, Weapon Focus | Combat Feat |
Greater Weapon Specialization | Choose one type of weapon (including unarmed strike) for which you possess the Weapon Specialization feat. Your attacks with the chosen weapon are more devastating than normal. Benefit: You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll bonuses, including any you gain 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. | Fighter 12, Weapon Specialization | Combat Feat |
Hammer the Gap | You repeatedly strike the same location, causing increasing amounts of damage. Benefit: When you make a full attack, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits you have made against that opponent this turn. This damage is multiplied on a critical hit. | BaseAttackBonus 6 | Combat Feat |
History of Terrors | Humans with this feat gain a +2 racial bonus on saving throws to resist mind-affecting effects. The bonus increases to +4 if the effect is also a fear effect. | Human | |
Improved Blind Fight | 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. | SkillPerception 10, Blind Fight | Combat Feat |
Improved Cleaving Finish | You can use Cleaving Finish any number of times per round. | Cleave, Strength 13, Power Attack, Great Cleave, Cleaving Finish, BaseAttackBonus 6 | Combat Feat |
Improved Critical | Choose one type of weapon. 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. | BaseAttackBonus 8 | Combat Feat |
Improved Elven Immunuties | You become even more resistance to enchantment spells, gaining an additional +2 bonus on saving throws against them. Additionally, the DC of enchantment spells you cast increases by 1. | Elf, Half-Elf | |
Improved Great Fortitude | You get a +2 bonus on all Fortitude saving throws. | Great Fortitude | |
Improved Initiative | Your quick reflexes allow you to react rapidly to danger. You get a +4 bonus on initiative checks. | Combat Feat | |
Improved Iron Will | You get a +2 bonus on all Will saving throws. | Iron Will | |
Improved Lightning Reflexes | You get a +2 bonus on all Reflex saving throws. | Lightning Reflexes | |
Improved Precise Shot | Your ranged attacks ignore anything but total concealment and cover. Benefit: Your ranged attacks ignore the miss chance granted to targets by anything less than total concealment. Total concealment provides their normal benefits against your ranged attacks. | Dexterity 19, BaseAttackBonus 11, Point-Blank Shot, Precise Shot | Combat Feat |
Improved Snap Shot | You threaten an additional 5 feet with Snap Shot. | Point-Blank Shot, Snap Shot, Rapid Shot | Combat Feat |
Improved Two-Weapon Fighting | You get a second attack with your off-hand weapon, albeit at a -5 penalty. | Dexterity 17, Two-Weapon Fighting, BaseAttackBonus 6 | Combat Feat |
Improved Unarmed Strike | You are considered to be armed even when unarmed – you can make unarmed attacks that deal 1d3 bludgeoning damage (if Medium; 1d2 if Small). | Intelligence 3 | Combat Feat |
Improved Vital Strike | You can make a single attack that deals a large amount of damage. Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack three times and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. | BaseAttackBonus 11, Vital Strike | Combat Feat |
Indomitable Mount | Once per round when your mount fails a saving throw, you can make a Mobility check. Your mount makes its save if your Mobility check result is greater than the DC of the opponent’s attack. | SkillMobility 5, Intelligence 3 | Mounted Combat Feat, Combat Feat |
Intimidating Prowess | Your physical might is intimidating to others. Benefit: Add your Strength modifier to Persuasion skill (when used to intimidate) checks in addition to your Charisma modifier. | Combat Feat, Rogue Talent | |
Iron Will | You get a +2 bonus on all Will saving throws. | ||
Ironguts | You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all poisons. | Dwarf, Half-Orc | |
Ironhide | You gain a +1 natural armor bonus to AC due to your unusually tough hide. | Dwarf, Half-Orc | |
Life-Dominant Soul | You are healed by both the channeled positive energy used to heal living creatures, and channeled negative energy used to heal undead, but both only heal half the normal amount. You still take damage from positive energy used to harm undead, such as that from channeled energy and lay on hands. | Dhampir | |
Lightning Reflexes | You get a +2 bonus on all Reflex saving throws. | ||
Lingering Performance | The effects of your bardic performance carry on, even after you have stopped performing. 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. | Bardic Performance, Intelligence 3, Raging Song | |
Magical Tail (Kitsune) | You gain a new spell-like ability, each usable twice per day, from the following list, in order: 1. vanish 2. sleep 3. blur 4. invisibility 5. deep slumber 6. displacement 7. confusion 8. dominate person. For example, the first time you select this feat, you gain vanish 2/day; the second time you select this feat, you gain sleep 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based. You may select this feat up to eight times. Each time you take it, you gain an additional ability as described above. | Kitsune, Magical Tail (Kitsune) | |
Magical Tail (Kitsune) | You gain a new spell-like ability, each usable twice per day, from the following list, in order: 1. vanish 2. sleep 3. blur 4. invisibility 5. deep slumber 6. displacement 7. confusion 8. dominate person. For example, the first time you select this feat, you gain vanish 2/day; the second time you select this feat, you gain sleep 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based. You may select this feat up to eight times. Each time you take it, you gain an additional ability as described above. | Kitsune, Magical Tail (Kitsune) | |
Magical Tail (Kitsune) | You gain a new spell-like ability, each usable twice per day, from the following list, in order: 1. vanish 2. sleep 3. blur 4. invisibility 5. deep slumber 6. displacement 7. confusion 8. dominate person. For example, the first time you select this feat, you gain vanish 2/day; the second time you select this feat, you gain sleep 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based. You may select this feat up to eight times. Each time you take it, you gain an additional ability as described above. | Kitsune, Magical Tail (Kitsune) | |
Magical Tail (Kitsune) | You gain a new spell-like ability, each usable twice per day, from the following list, in order: 1. vanish 2. sleep 3. blur 4. invisibility 5. deep slumber 6. displacement 7. confusion 8. dominate person. For example, the first time you select this feat, you gain vanish 2/day; the second time you select this feat, you gain sleep 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based. You may select this feat up to eight times. Each time you take it, you gain an additional ability as described above. | Kitsune, Magical Tail (Kitsune) | |
Magical Tail (Kitsune) | You gain a new spell-like ability, each usable twice per day, from the following list, in order: 1. vanish 2. sleep 3. blur 4. invisibility 5. deep slumber 6. displacement 7. confusion 8. dominate person. For example, the first time you select this feat, you gain vanish 2/day; the second time you select this feat, you gain sleep 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based. You may select this feat up to eight times. Each time you take it, you gain an additional ability as described above. | Kitsune | |
Magical Tail (Kitsune) | You gain a new spell-like ability, each usable twice per day, from the following list, in order: 1. vanish 2. sleep 3. blur 4. invisibility 5. deep slumber 6. displacement 7. confusion 8. dominate person. For example, the first time you select this feat, you gain vanish 2/day; the second time you select this feat, you gain sleep 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based. You may select this feat up to eight times. Each time you take it, you gain an additional ability as described above. | Kitsune, Magical Tail (Kitsune) | |
Magical Tail (Kitsune) | You gain a new spell-like ability, each usable twice per day, from the following list, in order: 1. vanish 2. sleep 3. blur 4. invisibility 5. deep slumber 6. displacement 7. confusion 8. dominate person. For example, the first time you select this feat, you gain vanish 2/day; the second time you select this feat, you gain sleep 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based. You may select this feat up to eight times. Each time you take it, you gain an additional ability as described above. | Kitsune, Magical Tail (Kitsune) | |
Magical Tail (Kitsune) | You gain a new spell-like ability, each usable twice per day, from the following list, in order: 1. vanish 2. sleep 3. blur 4. invisibility 5. deep slumber 6. displacement 7. confusion 8. dominate person. For example, the first time you select this feat, you gain vanish 2/day; the second time you select this feat, you gain sleep 2/day. Your caster level for these spells is equal to your Hit Dice. The DCs for these abilities are Charisma-based. You may select this feat up to eight times. Each time you take it, you gain an additional ability as described above. | Kitsune, Magical Tail (Kitsune) | |
Manyshot | When making a full attack 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. Damage bonuses from using a composite bow with a high Strength bonus apply 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. | Rapid Shot, BaseAttackBonus 6 | Combat Feat |
Martial Weapons Proficiency | You become proficient with all Martial Weapons. | Combat Feat | |
Metamagic (Bolster Spell) | You make your spells deal additional area of effect damage, while making them stronger. Benefit: Spell now deals 2 more damage per die rolled to all its targets. Additionally, all enemies in 5 feet of the spell targets are dealt 2 damage per die rolled of the original spell. The spell no longer applies precision damage. | Intelligence 3 | Wizard Feat |
Metamagic (Empower Spell) | 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 rolls. Saving throws and opposed rolls are not affected, nor are spells without random variables. Level Increase: +2 (An empowered spell uses up a spell slot two levels higher than the spell’s actual level.) | Intelligence 3 | Wizard Feat |
Metamagic (Extend Spell) | 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. Level Increase: +1 (An extended spell uses up a spell slot one level higher than the spell’s actual level.) | Intelligence 3 | Wizard Feat |
Metamagic (Heighten Spell) | You can cast spells as if they were a higher level. Benefit: A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. Level Increase: The heightened spell is as difficult to prepare and cast as a spell of its effective level. | Intelligence 3 | Wizard Feat |
Metamagic (Maximize Spell) | 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, nor are spells without random variables. Level Increase: +3 (A maximized spell uses up a spell slot three levels higher than the spell’s actual level.) An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus half the normally rolled result. | Intelligence 3 | Wizard Feat |
Metamagic (Persistent Spell) | 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. Level Increase: +2 (a persistent spell uses up a spell slot two levels higher than the spell’s actual level.) Spells that do not require a saving throw to resist or lessen the spell’s effect do not benefit from this feat. | Intelligence 3 | Wizard Feat |
Metamagic (Quicken Spell) | 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. Level Increase: +4 (A quickened spell uses up a spell slot four levels higher than the spell’s actual level.) Casting a quickened spell doesn’t provoke an attack of opportunity. 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. | Intelligence 3 | Wizard Feat |
Metamagic (Reach Spell) | Your spells go farther than normal. Benefit: You can alter a spell with a range of touch, close, or medium to increase its range by one range category, using the following order: touch, close, medium, and long. Level Increase: +1 (A reach spell uses up a spell slot one level higher than the spell’s actual level.) 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. | Intelligence 3 | Wizard Feat |
Metamagic (Selective Spell ) | 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 the ability score modifier used to determine bonus spells of the same type (Charisma for bards, oracles, paladins, sorcerers, and summoners; Intelligence for witches and wizards; Wisdom for clerics, druids, inquisitors, and rangers). These targets are excluded from the effects of your spell. Level Increase: +1 (a selective spell uses up a spell slot one level higher than the spell’s actual level.) Spells that do not have an area of effect or a duration of instantaneous do not benefit from this feat. | Intelligence 3 | Wizard Feat |
Missile Shield | You must be using a 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. | Shield Focus, Dexterity 13 | Combat Feat |
Mounted Combat | Once per round when your mount is hit in combat, you attempt a Mobility check to negate the hit. The hit is negated if your Mobility check result is greater than the opponent’s attack roll. | SkillMobility 1, Intelligence 3 | Mounted Combat Feat, Combat Feat |
Mounted Shield | You may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your mount’s AC. | Mounted Combat, Shield Focus | Mounted Combat Feat, Combat Feat |
Murmurs of Earth | You become aware of all creatures within 15 feet that are in contact with the ground. | Oread, Echoes of Stone, Level 9 | |
Natural Charmer (Dhampir) | Once per day you can take 20 on your next Persuasion skill check. | Dhampir | |
Natural Spell | You can cast spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. | Wild Shape (Wolf), Wisdom 13, Intelligence 3, Wild Shape (Wolf) | Combat Feat |
Outflank | 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. | BaseAttackBonus 4, Intelligence 3 | Combat Feat, Teamwork Feat |
Penetrating Strike | Your attacks made with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. | Fighter 12, Weapon Focus | Combat Feat |
Perfect Strike | You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You can roll your attack roll twice and take the higher result. You may attempt a perfect attack once per day for every four levels you have attained (but see Special). Special: A 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 an 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. | Improved Unarmed Strike, Intelligence 3 | Combat Feat |
Persuasive | You get a +2 bonus on all Persuasion and Perception skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. | Intelligence 3 | |
Piranha Strike | When wielding a light weapon or any other weapon that can be used with Weapon Finesse, 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 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 for every 4 points thereafter, the penalty increases by -1 and the bonus on damage rolls increases by +2. You must choose to use this feat before the 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. This feat cannot be used in conjunction with the Power Attack feat. | Dexterity 13, Weapon Finesse | Combat Feat |
Point-Blank Master | Benefit: Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened. Normal: Using a ranged weapon while you are threatened provokes attacks of opportunity. | Fighter 4 | Combat Feat |
Point-Blank Shot | You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. | Intelligence 3 | Combat Feat |
Power Attack | 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 1-1/2 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. The effects of this feat last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage. | Strength 13 | Combat Feat |
Precise Shot | You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard -4 penalty on your attack roll. | Point-Blank Shot, Intelligence 3 | Combat Feat |
Precise Strike | Whenever you and an ally who also has this feat are flanking the same 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. | Dexterity 13, BaseAttackBonus 1, Intelligence 3 | Combat Feat, Teamwork Feat |
Pummeling Bully | When you use Pummeling Style to make an entire full attack or flurry of blows against a single target, if you hit with any of your attacks, you attempt a trip combat maneuver check as a free action. | Pummeling Style, Trip, BaseAttackBonus 9, Monk 5, Improved Unarmed Strike | Combat Feat |
Pummeling Charge | Your charge ends with a mighty haymaker. Benefit: You can charge and make a full attack or flurry of blows at the end of your charge as part of the charge action. You can use Pummeling Charge in this way only if all of your attacks qualify for using Pummeling Style against a single target. | Pummeling Style, BaseAttackBonus 12, Monk 8 | Combat Feat |
Pummeling Style | Your unarmed strikes weave together in an effortless combo, focusing on the spots you’ve weakened with the last hit. Benefit: Whenever you use a full attack or flurry of blows to make multiple attacks against a single opponent with unarmed strikes, total the damage from all hits before applying damage reduction. This ability works only with unarmed strikes, no matter what other abilities you might possess. | Improved Unarmed Strike, Flurry of Blows, BaseAttackBonus 6, Intelligence 3 | Combat Feat |
Rapid Shot | When making a full attack 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. | Intelligence 3 | Combat Feat |
Ray Shield | You must be using a light, heavy, or tower shield to use this feat. You add your shield bonus (not including any enchantment bonuses) to your touch AC. | Missile Shield, Dexterity 15 | Combat Feat |
Razortusk | 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. | Half-Orc | |
Scribe scrolls | Allows you to craft scrolls during camping. | Intelligence 3 | Combat Feat |
Seize the Moment | When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack of opportunity against that opponent. | Combat Reflexes, Intelligence 3 | Combat Feat, Teamwork Feat |
Selective Channel | Whenever you channel positive energy to heal the living or channel negative energy to heal the undead, you do not affect enemies. When you channel positive energy to damage undead or channel negative energy to damage living, you do not affect allies. | Channel Energy, Charisma 13, Channel Positive Energy, Channel Positive Energy, Channel Positive Energy, Channel Positive Energy, Channel Positive Energy, Channel Positive Energy, Hex Channeler – Channel Energy, Channel Positive Energy | |
Shadowplay | Characters with this feat cast shadow spells at +2 caster level. | Gnome | |
Shaitan Earthblast | Benefit: While using the Shaitan Style, as a standard action, you can spend two Elemental Fist attempts to unleash a column of acid that has a 10-foot radius and erupts from a point of origin within 30 feet of you. Creatures caught in the column take your unarmed strike damage plus the acid damage from your Elemental Fist and are staggered for 1 round. A successful Reflex save (DC = 10 + half your character level + your Wisdom modifier) reduces the damage by half and prevents the target from being staggered. | Improved Unarmed Strike, Shaitan Style, Shaitan Skin, Constitution 15, Wisdom 17, BaseAttackBonus 13, Monk 13 | Combat Feat |
Shaitan Skin | Benefit: You gain one additional Elemental Fist attempt per day. While using the Shaitan Style, you gain acid resistance equal to your base attack bonus. Creatures that take acid damage from your Elemental Fist attack must succeed at a Reflex save (DC = 10 + half your character level + your Wisdom modifier) or be staggered for 1 round. | Improved Unarmed Strike, Shaitan Style, Constitution 15, Wisdom 15, BaseAttackBonus 11, Monk 9 | Combat Feat |
Shaitan Style | Benefit: You gain one additional Elemental Fist attempt per day. While using the Shaitan Style and Elemental Fist feats to deal acid damage, you gain a bonus on acid damage rolls equal to your Wisdom bonus. Further, if your Elemental Fist melee attack misses while you are using it to deal acid damage, you still deal 1d6 points of acid damage to your target. | Improved Unarmed Strike, Constitution 13, Wisdom 13, BaseAttackBonus 9, Monk 5 | Combat Feat |
Shake It Off | When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such ally (maximum +4). | Intelligence 3 | Teamwork Feat |
Shatter Defenses | Your skill with your chosen weapon leaves opponents unable to defend themselves if you strike them when their defenses are already compromised. Benefit: 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. | Weapon Focus, Dazzling Display, BaseAttackBonus 6, Intelligence 3 | Combat Feat |
Shield Bash | You may attack with light and heavy shields. This incurs standard penalties for two-weapon fighting if you have a weapon in your other hand. A light shield deals 1d4 damage and is considered a light weapon. A heavy shield deals 1d6 damage and is considered a one-handed weapon. | Intelligence 3 | Combat Feat |
Shield Focus | Increase the AC bonus granted by any shield you are using by 1. | Intelligence 3 | Combat Feat |
Shield Master | Your mastery of the shield allows you to fight with it without hindrance. 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 attack and damage rolls made with the shield as if it were a weapon enhancement bonus. | Shield Bash, Two-Weapon Fighting, BaseAttackBonus 11 | Combat Feat |
Shield Proficiency | You become proficient with Bucklers, Light Shields, and Heavy Shields. | Combat Feat | |
Shield Wall | 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. | Intelligence 3 | Combat Feat, Teamwork Feat |
Shielded Caster | 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. | Intelligence 3 | Combat Feat, Teamwork Feat |
Sickening Critical | 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. | Critical Focus, BaseAttackBonus 11 | Combat Feat |
Simple Weapon Proficiency | You become proficient with all Simple Weapons. | Combat Feat | |
Skill Focus | Choose a skill. You are particularly adept at that skill. Benefit: You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that 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. | Rogue Talent, Kinetic Wild Talent | |
Slashing Grace | You can stab your enemies with your sword or another slashing weapon. Benefit: Choose one kind of light or one-handed slashing weapon (such as the longsword). When wielding your chosen weapon one-handed, you can treat it as a one-handed piercing melee weapon for all feats and class abilities that require such a weapon (such as a duelist’s precise strike) and you can add your Dexterity modifier instead of your Strength modifier to that weapon’s damage. The weapon must be one appropriate for your size. You do not gain this benefit while fighting with two weapons or using flurry of blows, or any time another hand is otherwise occupied. | Dexterity 13, Weapon Finesse | Combat Feat |
Snap Shot | While wielding a ranged weapon, you threaten squares within your melee reach. You can make attacks of opportunity with that ranged weapon. You do not provoke attacks of opportunity when making a ranged attack as an attack of opportunity. | Point-Blank Shot, Precise Shot | Combat Feat |
Spell Focus | Choose a school of magic. Any spells you cast of that school are more difficult to resist. 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. | Intelligence 3 | Wizard Feat |
Spell Penetration | Your spells break through spell resistance more easily than most. You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance. | Intelligence 3 | Wizard Feat |
Spell Specialization | Select one spell. You cast that spell with greater than normal power. Benefit: Select one spell. Treat your caster level as being two higher for all level-variable effects of the spell. Every time you gain a level in a spellcasting class, you can choose a new spell to replace the spell selected with this feat, and that spell becomes your specialized spell. | Spell Focus | Wizard Feat |
Spirited Charge | When mounted and using the charge action, you deal double damage with melee weapons. | Mounted Combat, Intelligence 3 | Mounted Combat Feat, Combat Feat |
Staggering Critical | 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. | Critical Focus, BaseAttackBonus 13 | Combat Feat |
Stealthy | You get a +2 bonus on all Mobility and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that skill. | ||
Steel Soul | You are especially resistant to magic. Benefit: You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf’s Hardy racial trait. Normal: Dwarves normally receive a +2 racial bonus on saving throws against spells and spell-like abilities. | Dwarf, Hardy | |
Stony Step | You gain a +2 racial bonus on Mobility checks and ignore difficult terrain underground. | Oread | |
Stunning Fist | You know just where to strike to temporarily stun a foe. You must use this feat before you make your attack (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 + half 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). A stunned character drops everything held, can’t take actions, 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, and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned. | Improved Unarmed Strike, Intelligence 3 | Combat Feat |
Sunder Armor | This feat gives the character an ability to perform the sunder armor combat maneuver. It also grants a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it. You can attempt to dislodge an armor worn by your opponent. If your combat maneuver is successful, the target loses its bonuses from armor for 1 round. For every 5 by which your attack exceeds your opponent’s CMD, the penalty lasts 1 additional round. | Power Attack, Strength 13, Intelligence 3 | Combat Feat |
Superior Summoning | Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned. | Augment Summoning | Wizard Feat |
Tandem Trip | You know how to work together to trip your foes. Benefit: Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better result. | Trip, Intelligence 3 | Combat Feat, Teamwork Feat |
Throw Anything | You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. | Intelligence 3 | |
Tiring Critical | 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. | Critical Focus, BaseAttackBonus 13 | Combat Feat |
Toughness | 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 | You become proficient with Tower Shields. | Shield Proficiency | Combat Feat |
Trample | You gain the ability to trample enemies while riding your mount. If the trample is successful, your mount deals damage to the target knocked prone by the trample as if it was hit with one natural attack. | Mounted Combat, Intelligence 3 | Mounted Combat Feat, Combat Feat |
Trip | This feat gives the character an ability to perform the trip combat maneuver. It also grants a +2 bonus to CMB when performing this maneuver, and a +2 bonus to CMD when defending against it. You can attempt to trip your opponent in place of a melee attack. If your combat maneuver is successful, the target is knocked prone. If the target has more than two legs, add +2 to the DC of the combat maneuver attack roll for each additional leg it has. Some creatures – such as oozes, creatures without legs, and flying creatures – cannot be tripped. | Combat Expertise, Intelligence 13, Kinetic Warrior | Combat Feat |
Two-Weapon Fighting | 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. | Dexterity 15, Intelligence 3 | Combat Feat |
Vital Strike | You make a single attack that deals significantly more damage than normal. Benefit: As a standard action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon’s damage dice for the attack twice and add the results together before adding bonuses from Strength, weapon abilities (such as flaming), precision-based damage, and other damage bonuses. These extra weapon damage dice are not multiplied on a critical hit, but are added to the total. | BaseAttackBonus 6 | Combat Feat |
Vulpine Pounce | You gain Pounce in your kitsune form. | Kitsune | |
Warrior Priest | You gain a +1 bonus on initiative checks and a +2 bonus on concentration checks. | Domain Selection, Domain, Mystery | |
Weapon Finesse | With a light weapon, elven curve blade, estoc, or rapier made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack rolls. | Combat Feat | |
Weapon Focus | Choose one type of weapon. You can also choose unarmed strike (or, if you are a spellcaster, melee or ranged touch attack) as your weapon for the purposes of this feat. 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. | BaseAttackBonus 1 | Combat Feat, Rogue Talent |
Weapon Specialization | You are skilled at dealing damage with one weapon. Choose one type of weapon (including unarmed strike) for which you have already selected the Weapon Focus feat. You deal extra damage when using this weapon. Benefit: You gain a +2 bonus on all damage 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. | Fighter 4, Weapon Focus | Combat Feat |
Wings | You gain a pair of wings that grant a +3 dodge bonus to AC against melee attacks and an immunity to ground based effects, such as difficult terrain. | Aasimar, Level 10 |
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