Feats

SRD feats and custom campaign feats. Filter by category or view all.

Feat Name Category/Type Prerequisites Benefit Source
Abundant Revelations General Mystery class feature.

Choose one of your revelations that has a number of uses per day. You gain 1 additional use per day of that revelation.

Ultimate Magic
Accursed Story You must carry a curse that can be lifted only by a quest or similar great undertaking, or have the Cursed Birth background.

You gain spell resistance equal to 5 + your character level, as the curse interferes with all magic. Unlike most spell resistance, it can't voluntarily be lowered, though your own …

Ultimate Campaign
Accursed Critical Critical Critical Focus, ability to cast bestow curse or major curse, caster level 9th.

When you confirm a critical hit with a spell or spell-like ability, you may cast bestow curse or major curse on that target as an immediate action. This works even …

Ultimate Magic
Accursed Hex General Hex class feature.

When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex's …

Ultimate Magic
Accursed Hex, Mythic Mythic Accursed Hex.

When you use Accursed Hex to target a creature with one of your hexes a second time, that creature must roll its saving throw twice and take the lower result.

Mythic Adventures
Acrobatic General

You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for …

Core Rulebook
Acrobatic Steps General Dex 15, Nimble Moves.

Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those …

Core Rulebook
Acrobatic, Mythic Mythic Acrobatic.

The bonus on Acrobatics and Fly skill checks from Acrobatic increases by 2. In addition, you can expend one use of mythic power to treat an Acrobatics or Fly check …

Mythic Adventures
Adaptive Fortune General

Fortunate One, adaptable luck racial trait, character level 10th, halfling.

Increase the number of times per day you can use the adaptable luck racial trait by 1. Furthermore, when you use adaptable luck, increase the luck bonus for each type …

Advanced Race Guide
Adder Strike Combat Poison use class feature, Craft (alchemy) 1 rank, Improved Unarmed Strike.

As a swift action, you can apply one dose of contact or injury poison to two body parts that you use for unarmed strikes. You must still protect yourself against …

Ultimate Combat
Additional Traits General

You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already …

Advanced Player's Guide
Adept Champion General Smite evil class feature, base attack bonus +5.

While using your smite evil class feature, as a swift action at the start of your turn, you can forgo the bonus on damage rolls and instead gain half that …

Ultimate Combat
Advanced Ranger Trap General Trap class feature, ranger level 5th.

Add +1 to the Difficulty Class on all Perception and Disable Device skill checks to find or disable the traps you make with your trap class feature. Add a +1 …

Ultimate Magic
Agile Maneuvers Combat

You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus.

Core Rulebook
Agile Tongue General

Grippli.

You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal …

Advanced Race Guide
Airy Step General

Sylph.

You gain a +2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage. You may ignore the first 30 feet of …

Advanced Race Guide
Alertness General

You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for …

Core Rulebook
Alertness, Mythic Mythic Alertness.

The bonus on Perception and Sense Motive skill checks from Alertness increases by 2. In addition, you can expend one use of mythic power to treat a Perception or Sense …

Mythic Adventures
Alignment Channel General Ability to channel energy.

Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each …

Core Rulebook
Alignment Channel, Mythic Mythic Alignment Channel.

Your channeled energy affects any creatures with the alignment chosen when you took Alignment Channel (not just outsiders, and not just those with the alignment subtype), but grants only half …

Mythic Adventures
Allied Spellcaster Teamwork Caster level 1st.

Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. If your ally has …

Advanced Player's Guide
Amateur Gunslinger Combat You have no levels in a class that has the grit class feature.

You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the start of the day, you gain …

Ultimate Combat
Angel Wings General

Angelic Blood, aasimar, character level 10th.

You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor maneuverability) with …

Advanced Race Guide
Angelic Blood General

Con 13, aasimar.

You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not …

Advanced Race Guide
Angelic Flesh General

Angelic Blood, aasimar.

You take a –2 penalty on Disguise and Stealth checks but gain one of the following benefits, depending on the metallic affinity of your flesh (choose one).

Advanced Race Guide
Animal Affinity General

You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 …

Core Rulebook
Animal Affinity, Mythic Mythic Animal Affinity.

The bonus on Handle Animal and Ride skill checks from Animal Affinity increases by 2. In addition, you can expend one use of mythic power to speak with animals as …

Mythic Adventures
Antagonize General

You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does …

Ultimate Magic
Aquatic Ancestry General

Undine.

You gain the amphibious special quality. Your swim speed increases by +10 feet.

Advanced Race Guide
Arc Slinger Combat Point-Blank Shot, proficient with sling or halfling sling staff.

When using a sling or sling staff, you reduce your penalty on ranged attack rolls due to range by 2. Point-Blank Shot's damage bonus applies within the first normal range …

Ultimate Combat
Arcane Armor Mastery Combat Arcane Armor Training, Medium Armor Proficiency, caster level 7th.

As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This bonus replaces, and …

Core Rulebook
Arcane Armor Training Combat Light Armor Proficiency, caster level 3rd.

As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round.

Core Rulebook
Arcane Armor Training, Mythic Mythic Arcane Armor Training.

You don't have to spend a swift action to gain the reduction to arcane spell failure chance from Arcane Armor Training. Furthermore, if you're wearing light armor, reduce your arcane …

Mythic Adventures
Arcane Blast General Arcane spellcaster, caster level 10th.

As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 …

Advanced Player's Guide
Arcane Blast, Mythic Mythic Arcane Blast.

When you use Arcane Blast, you may halve the damage dice to also perform your choice of either a trip or bull rush combat maneuver against the target of the …

Mythic Adventures
Arcane Shield General Arcane spellcaster, caster level 10th.

As a immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a deflection bonus to AC equal to the level …

Advanced Player's Guide
Arcane Shield, Mythic Mythic Arcane Shield.

You add half your tier to the deflection bonus granted to your AC when you use your Arcane Shield. You can expend one use of mythic power when using this …

Mythic Adventures
Arcane Strike Combat Ability to cast arcane spells.

As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the …

Core Rulebook
Arcane Strike, Mythic Mythic Arcane Strike.

Whenever you use Arcane Strike to enhance your weapons, the effect lasts for 1 minute instead of 1 round. If you expend one use of mythic power when using Arcane …

Mythic Adventures
Arcane Talent General Cha 10; elf, half-elf, or gnome.

Choose a 0-level spell from the sorcerer/wizard spell list. You can cast this spell three times per day as a spell-like ability. The caster level is equal to your character …

Advanced Player's Guide
Arisen Story You must have been slain and brought back from the dead, or have the Left to Die or Cursed Birth background.

You don't die until your negative hit point total is equal to or greater than 4 + your Constitution score. Once per day as a standard action, you can force …

Ultimate Campaign
Armor Proficiency, Heavy Combat Light Armor Proficiency, Medium Armor Proficiency.

See Armor Proficiency, Light.

Core Rulebook
Armor Proficiency, Light Combat

When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Core Rulebook
Armor Proficiency, Medium Combat Light Armor Proficiency.

See Armor Proficiency, Light.

Core Rulebook
Armor of the Pit General

Tiefling.

You gain a +2 natural armor bonus.

Advanced Race Guide
Ascendant Spell, Mythic Metamagic

You can modify a spell to imitate the mythic version of that spell. An ascendant spell uses the mythic version of the spell, but doesn't count as a mythic spell …

Mythic Adventures
Aspect of the Beast General wild shape class feature, see Special.

Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot change it.

Advanced Player's Guide
Aspect of the Beast, Mythic Mythic Aspect of the Beast.

Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and you can't change it.

Mythic Adventures
Athletic General

You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that …

Core Rulebook
Athletic, Mythic Mythic Athletic.

The bonus on Climb and Swim skill checks from Athletic increases by 2. In addition, you can expend one use of mythic power to treat a Climb or Swim check …

Mythic Adventures
Attuned to the Wild General

Elf.

Select one type of terrain from the ranger class's favored terrain class feature (except urban). While you are in your selected terrain type, your natural healing rate (the amount of …

Advanced Race Guide
Augment Summoning General Spell Focus (conjuration).

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.

Core Rulebook
Augment Summoning, Mythic Mythic Augment Summoning.

Any creature you summon using a summon spell is considered mythic for the purpose of interacting with other mythic creatures. It doesn't gain any mythic abilities or power, but is …

Mythic Adventures
Back to Back Teamwork Perception 3 ranks.

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.

Ultimate Combat
Bashing Finish Combat Improved Shield Bash, Shield Master, Two-Weapon Fighting, base attack bonus +11.

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.

Advanced Player's Guide
Battlefield Healer Story You must successfully cast a conjuration (healing) spell on an ally after being hit by an attack of opportunity, or have the Battle, Chaplain, or Healed background.

When attempting a concentration check caused by receiving damage (including ongoing damage), you reduce the damage taken by 50% for the purposes of determining the concentration check DC.

Ultimate Campaign
Beast Rider General

Animal companion or mount class feature, character level 7th, half-orc or orc.

Select one of the following creature types: elephant, pteranodon, rhinoceros, stegosaurus, or triceratops. Add this creature type to your list of possible animal companions or mounts. When summoning a creature …

Advanced Race Guide
Bestow Luck General

Defiant Luck, Inexplicable Luck, human.

You gain an extra use per day of your Defiant Luck ability. You can also use your Inexplicable Luck ability to grant an ally that can see and hear its …

Advanced Race Guide
Betrayer General Quick Draw, Persuasive, base attack bonus +3.

When you succeed at a Diplomacy check to change a creature's attitude, you can draw a weapon and make a single melee attack against that creature as an immediate action. …

Ultimate Combat
Binding Throw Combat Improved Grapple, Improved Trip, Improved Unarmed Strike, Ki Throw.

After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against that opponent.

Ultimate Combat
Black Cat General

Catfolk.

Once per day as an immediate action, when you are hit by a melee attack, you can force the opponent who made the attack to reroll it with a –4 …

Advanced Race Guide
Blazing Aura Combat

Inner Flame, Scorching Weapons, character level 13th, ifrit.

When you use Scorching Weapons, on your turn as a free action, you may create an aura of heat that lasts for 1 round. This aura deals 1d6 points of …

Advanced Race Guide
Bleeding Critical Critical Critical Focus, base attack bonus +11.

Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn, in addition to …

Core Rulebook
Bleeding Critical, Mythic Mythic Bleeding Critical, Critical Focus (mythic).

The bleed damage dealt with Bleeding Critical increases by your tier. Stopping this bleed damage requires a Heal check with a DC equal to 15 + 1/2 your tier. Any …

Mythic Adventures
Blighted Critical Critical Caster level 5th.

Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the victim gains a random minor spellblight (see page 95).

Ultimate Magic
Blighted Critical Mastery General Blighted Critical, caster level 9th.

Whenever you apply a spellblight by way of the Blighted Critical or Greater Blighted critical feat, you can choose the spellblight you apply rather than determining it randomly.

Ultimate Magic
Blind-Fight Combat

In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker …

Core Rulebook
Blind-Fight, Mythic Mythic Blind-Fight.

As a swift action, you can expend one use of mythic power to ignore all miss chances due to concealment or total concealment for a number of rounds equal to …

Mythic Adventures
Blinding Critical Critical Critical Focus, base attack bonus +15.

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 …

Core Rulebook
Blistering Feint Combat

Combat Expertise, Improved Feint, ifrit.

You gain a +2 bonus on feint checks made while wielding a weapon that deals fire damage. Anytime you successfully feint a creature while using such a weapon, you may …

Advanced Race Guide
Blood Beak Combat

Base attack bonus +5, natural weapon racial trait, tengu.

Increase the damage of your beak attack to 1d6. Furthermore, when you confirm a critical hit with your beak attack, you also deal 1 point of bleed damage.

Advanced Race Guide
Blood Drinker General

Dhampir.

Choose one humanoid subtype, such as "goblinoid" (this subtype cannot be "dhampir"). You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood …

Advanced Race Guide
Blood Feaster General

Blood Drinker, base attack bonus +6, dhampir.

If you use your Blood Drinker feat to drain 4 or more points of Constitution from a living creature, you gain a +2 bonus on damage rolls and a +1 …

Advanced Race Guide
Blood Salvage General

Blood Drinker, dhampir.

You can use your Blood Drinker feat on a dead creature of the appropriate humanoid subtype. The creature must have died less than 6 hours beforehand.

Advanced Race Guide
Blood Vengeance General

Half-orc or orc, nonlawful.

Whenever one of your allies is reduced to negative hit points or killed, you may enter a state similar to but less powerful than a barbarian's rage as a free …

Advanced Race Guide
Blood of Heroes Optional

Hero's Fortune.

Whenever you gain a level, you gain 2 hero points instead of 1.

Advanced Player's Guide
Bloody Assault Combat Str 13, Power Attack, base attack bonus +6.

You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in …

Advanced Player's Guide
Bludgeoner Combat

You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.

Ultimate Combat
Blundering Defense Combat

Cautious Fighter, halfling.

Whenever you fight defensively or use the total defense action, allies gain a luck bonus to AC and CMD equal to 1/2 the dodge bonus you gain from the action …

Advanced Race Guide
Boar Ferocity Style Improved Unarmed Strike, Boar Style, Intimidate 6 ranks.

You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on Intimidate checks to demoralize opponents. While using Boar …

Ultimate Combat
Boar Shred Style Improved Unarmed Strike, Boar Ferocity, Boar Style, Intimidate 9 ranks.

You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent's flesh, once per round at the start …

Ultimate Combat
Boar Style Style Improved Unarmed Strike, Intimidate 3 ranks.

You can deal bludgeoning damage or slashing damage with your unarmed strikes—changing damage type is a free action. While using this style, once per round when you hit a single …

Ultimate Combat
Body Shield Combat Dex 13, Improved Grapple, Improved Unarmed Strike, base attack bonus +6.

As an immediate action while you are grappling an adjacent creature, you can make a grapple combat maneuver check against that creature to gain cover against a single attack. If …

Ultimate Combat
Bodyguard Combat Combat Reflexes.

When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use the aid …

Advanced Player's Guide
Bolstered Resilience General Damage reduction.

As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR remains unchanged. If the attack you …

Ultimate Combat
Bonebreaker Combat Dex 13, Improved Grapple, Improved Unarmed Strike, Jawbreaker, Stunning Fist, Heal 9 ranks.

When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, you can forgo any other Stunning Fist effect to deal 1d6 Strength or …

Ultimate Combat
Born Alone General

Orc.

Whenever you kill or knock unconscious an opponent with a melee attack, you gain temporary hit points equal to your Constitution bonus (minimum 1) until your next turn. These temporary …

Advanced Race Guide
Bouncing Spell Metamagic

Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) you may, as a swift …

Advanced Player's Guide
Branded for Retribution General Bane class feature.

As a standard action, expend 3 rounds of your bane class feature and make a melee touch attack with the weapon affected by bane. If you hit, your target takes …

Ultimate Combat
Breadth of Experience General Dwarf, elf, or gnome; 100+ years old.

You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.

Advanced Player's Guide
Break Guard Combat Dex 15, Int 13, Combat Expertise, Improved Disarm, Two-Weapon Fighting.

While wielding two weapons, whenever you successfully use one weapon to disarm an opponent, you can spend a swift action to attack the opponent you attempted to disarm using your …

Ultimate Combat
Brew Potion Item Creation Caster level 3rd.

You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if …

Core Rulebook
Brewmaster General

Craft (alchemy) 1 rank, Profession (brewer) 1 rank, dwarf.

You gain a +2 bonus on Craft (alchemy) and Profession (brewer) checks, and you add +1 to the DC of any ingested poison you create.

Advanced Race Guide
Broken Wing Gambit Teamwork Bluff 5 ranks.

Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on attack and damage rolls against you …

Ultimate Combat
Bull Rush Strike Combat Str 13, Improved Bull Rush, Power Attack, base attack bonus +9.

Whenever you score a critical hit with a melee attack, you can push your opponent back, in addition to the normal damage dealt by the attack. If your confirmation roll …

Advanced Player's Guide
Bullying Blow Combat

Intimidate 1 rank, orc.

As a standard action, you may make a melee attack with a –2 penalty on the attack roll. If the attack damages your opponent, you may make an Intimidate check …

Advanced Race Guide
Burn! Burn! Burn! General

Disable Device 1 rank, goblin.

You deal an extra 1d4 points of fire damage when you attack with fire from an alchemical or nonmagical source (such as with alchemical fire or torches) and gain a …

Advanced Race Guide
Burning Spell Metamagic

The acid or fire effects of the affected spell adhere to the creature, causing more damage the next round. When a creature takes acid or fire damage from the affected …

Ultimate Magic
Burrowing Teeth General

Sharpclaw, Tunnel Rat, ratfolk.

You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. You do not leave …

Advanced Race Guide
Carrion Feeder General

Tengu.

You gain a +2 racial bonus on saving throws against diseases and ingested poisons (but not other poisons). You receive a +2 bonus on Survival skill checks to find food …

Advanced Race Guide
Cartwheel Dodge General Evasion class feature, improved evasion class feature, acrobatics 12 ranks.

When you successfully use improved evasion to avoid taking damage, you can move up to half your speed as an immediate action. This movement provokes attacks of opportunity as normal.

Ultimate Combat
Casual Illusionist General

Gnome, gnome magic racial trait.

As long as you have at least one spell-like ability unused from your gnome magic racial trait, you gain a +2 racial bonus on all Bluff, Disguise, and Sleight of …

Advanced Race Guide
Catch Off-Guard Combat

You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon.

Core Rulebook
Catch Off-Guard, Mythic Mythic Catch Off-Guard.

The damage dealt when you use improvised weapons increases by your tier. You also gain a bonus to CMD equal to your tier when an opponent attempts to sunder or …

Mythic Adventures
Catfolk Exemplar General

Catfolk.

You can take the Aspect of the Beast feat even if you do not meet the normal prerequisites. Furthermore, your catlike nature manifests in one of the following ways. You …

Advanced Race Guide
Cautious Fighter Combat

Halfling.

When fighting defensively or using total defense, your dodge bonus to AC increases by 2.

Advanced Race Guide
Cavalry Formation Teamwork Mounted Combat.

You and your mount can overlap the space of mounts whose riders have this feat, although no more than two creatures can share any one square. Further, you can charge …

Ultimate Combat
Celestial Servant General

Aasimar, animal companion, familiar, or mount class feature.

Your animal companion, familiar, or mount gains the celestial template and becomes a magical beast, though you may still treat it as an animal when using Handle Animal, wild empathy, …

Advanced Race Guide
Champion Story You must have defeated a single challenging foe without any aid from another, or have the Champion of a God, Champion of the People, Competition Champion, or Gladiator background.

As a swift action, you can declare a single combat challenge to one foe within 50 feet and in line of sight. Upon doing so, you gain a +1 bonus …

Ultimate Campaign
Channel Force General

Aasimar, channel energy 2d6.

When you channel energy to deal damage, you may choose to affect only a single target within 30 feet. In addition to dealing damage, if that single target fails its …

Advanced Race Guide
Channel Smite Combat Channel energy class feature.

Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you …

Core Rulebook
Channel Smite, Mythic Mythic Channel Smite.

When using Channel Smite, you gain a bonus on your attack roll equal to the number of d6s granted by your channel energy class feature. This is either a sacred …

Mythic Adventures
Channeled Revival General Channel energy 6d6 (positive energy).

As a full-round action that provokes attacks of opportunity, you can expend three uses of your channel energy class feature to restore a dead creature to life as if you …

Ultimate Combat
Channeled Shield Wall General Channel energy, 3d6 proficiency with a shield.

As a swift action, you can spend a use of your channel energy to grant yourself a +2 deflection bonus while using a shield. This bonus lasts 1 minute per …

Ultimate Magic
Channeling Scourge General Channel energy class feature, inquisitor level 1st.

When you use channel energy to deal damage, your inquisitor levels count as cleric levels for determining the number of damage dice and the saving throw DC.

Ultimate Combat
Charge Through Combat Str 13, Improved Overrun, Power Attack, base attack bonus +1.

When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete …

Advanced Player's Guide
Charge Through, Mythic Mythic Charge Through.

When charging, you can ignore allies in your path when determining whether or not you can charge your target. Furthermore, after you have attempted at least one overrun with Charge …

Mythic Adventures
Charging Hurler Combat Point-Blank Shot.

You can use the charge rules to make a thrown weapon attack. All the parameters of a charge apply, except that you must only move closer to your opponent, and …

Ultimate Combat
Childlike General Cha 13, halfling.

You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. You gain a +2 bonus on …

Advanced Player's Guide
Chokehold Combat Improved Grapple, Improved Unarmed Strike, base attack bonus +6 or monk level 5th.

While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat maneuver with a –5 penalty on the check. If you …

Ultimate Combat
Claw Pounce Combat

Str 13, Dex 15, Nimble Striker, base attack bonus +10, catfolk, cat's claws racial trait or Aspect of the Beast (claws of the beast manifestation).

When you make a charge, you can make a full attack with your claws.

Advanced Race Guide
Cleave Combat Str 13, Power Attack, base attack bonus +1.

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 …

Core Rulebook
Cleave Through Combat

Str 13, Cleave, Power Attack, base attack bonus +11, dwarf.

When using Cleave or Great Cleave, if your initial attack hits, you may take a single 5-foot step as a free action before making your additional attacks. If doing so …

Advanced Race Guide
Cleave, Mythic Mythic Cleave.

Whenever you use Cleave or Great Cleave, one of your attacks can be made against a foe that is within your reach, but not adjacent to the foe you attacked. …

Mythic Adventures
Cleaving Finish Combat Str 13, Cleave, Power Attack.

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 …

Ultimate Combat
Close-Quarters Thrower Combat Dex 13, Dodge, Weapon Focus with selected thrown weapon.

Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are an alchemist, and you select this …

Ultimate Combat
Cloud Gazer General

Sylph.

You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, this feat instead triples …

Advanced Race Guide
Cloud Step General Spider Step, monk level 12th.

As a move action, you can air walk (as the spell) up to half your slow fall distance, maximum 50 feet. You must reach a solid, level surface by the …

Advanced Player's Guide
Cloven Helm Combat

Dented Helm, Hard-Headed, base attack bonus +11, dwarf.

When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls; this benefit stacks with Dented Helm. When you use Dented Helm to deflect a critical …

Advanced Race Guide
Clustered Shots Combat Point-Blank Shot, Precise Shot, base attack bonus +6.

When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying that opponent's damage reduction.

Ultimate Combat
Cockatrice Strike Combat Improved Unarmed Strike, Gorgon's Fist, Medusa's Wrath, base attack bonus +16.

As a full-round action, you can make a single unarmed strike against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe. If that attack is a critical hit, the target …

Advanced Player's Guide
Combat Casting General

You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled.

Core Rulebook
Combat Expertise Combat Int 13.

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 …

Core Rulebook
Combat Expertise, Mythic Mythic Combat Expertise.

Whenever you use Combat Expertise, you gain an additional +2 dodge bonus to your Armor Class. You can expend one use of mythic power to negate the penalties on melee …

Mythic Adventures
Combat Medic Teamwork Heal 5 ranks.

Whenever you use Heal to provide first aid, treat caltrop wounds, or treat poison on an ally who also has this feat, you provoke no attacks of opportunity, and can …

Ultimate Combat
Combat Patrol Combat Combat Reflexes, Mobility, base attack bonus +5.

As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning …

Advanced Player's Guide
Combat Reflexes Combat

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.

Core Rulebook
Combat Reflexes, Mythic Mythic Combat Reflexes.

You can make any number of additional attacks of opportunity per round. As a swift action, you can expend one use of mythic power to, until the start of your …

Mythic Adventures
Combat Style Master Combat Improved Unarmed Strike, two or more style feats, base attack bonus +6 or monk level 5th.

You can switch your style as a free action. At the start of combat, pick one of your styles. You start the combat in that style, even in the surprise …

Ultimate Combat
Command Undead General Channel negative energy class feature.

As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. …

Core Rulebook
Command Undead, Mythic Mythic Command Undead.

When you command undead, the DC of the Will save increases by half your tier, and intelligent undead get no additional saves beyond their first to resist your commands. Any …

Mythic Adventures
Concussive Spell Metamagic

With sonic damage comes a concussive wave of energy that rattles creatures affected by the spell. A concussive spell causes creatures that take damage from a spell that has the …

Ultimate Magic
Contingent Channeling General True healer class feature, Selective Channeling.

You can use a standard action to touch an ally and expend one of your daily uses of channel energy to create a repository of positive energy within that ally. …

Ultimate Combat
Cooperative Crafting General 1 rank in any Craft skill, any item creation feat.

You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill …

Advanced Player's Guide
Coordinated Charge Teamwork You have at least two other teamwork feats, base attack bonus +10.

When an ally with this feat charges a creature that is no further away from you than your speed, you can, as an immediate action, charge that creature. You must …

Ultimate Combat
Coordinated Defense Teamwork

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 …

Advanced Player's Guide
Coordinated Maneuvers Teamwork

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 …

Advanced Player's Guide
Cosmopolitan General

You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count as class skills for you.

Advanced Player's Guide
Courageous Resolve General

Craven racial trait or fearless racial trait, halfling.

If you have the fearless racial trait, your racial bonus on saving throws against fear effects increases to +4. If you have the craven racial trait, you still take the …

Advanced Race Guide
Covering Defense Combat Shield Focus, base attack bonus +6.

When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against all attacks to an adjacent ally …

Advanced Player's Guide
Craft Magic Arms and Armor Item Creation Caster level 5th.

You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. …

Core Rulebook
Craft Rod Item Creation Caster level 9th.

You can create magic rods. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, you must use up raw materials costing …

Core Rulebook
Craft Staff Item Creation Caster level 11th.

You can create any staff whose prerequisites you meet. Crafting a staff takes 1 day for each 1,000 gp in its base price. To craft a staff, you must use …

Core Rulebook
Craft Wand Item Creation Caster level 5th.

You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft …

Core Rulebook
Craft Wondrous Item Item Creation Caster level 3rd.

You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you …

Core Rulebook
Crane Riposte Combat Crane Style, Crane Wing, Dodge, Improved Unarmed Strike, base attack bonus +8 or monk level 7th.

You take only a Ð1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent's attack, you can make an attack of opportunity against …

Ultimate Combat
Crane Style Style Dodge, Improved Unarmed Strike, base attack bonus +2 or monk level 1st.

You take only a –2 penalty on attack rolls for fighting defensively. While using this style and fighting defensively or using the total defense action, you gain an additional +1 …

Ultimate Combat
Crane Wing Combat Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.

Once per round, when fighting defensively with at least one hand free, you can designate one melee attack being made against you before the roll is made. You receive a …

Ultimate Combat
Create Reliquary Arms and Shields General Craft Magic Arms and Armor, ability to cast consecrate or desecrate.

When you craft a magic weapon, magic armor, or magic shield, you may add one casting of consecrate or desecrate as part of the item crafting process. This increases the …

Ultimate Magic
Create Sanguine Elixir General Cha 15, Brew Potion, Craft (alchemy) 12 ranks, sorcerer level 3rd.

Once per day, when you clear your mind to regain spell slots, you can create a sanguine elixir. When you do, pick one of your bloodline powers. You transfer that …

Ultimate Magic
Crippling Critical Combat Critical Focus, base attack bonus +13.

Whenever you score a critical hit against an opponent, its speed is halved for 1 minute. A successful Fortitude save reduces this duration to 1d4 rounds. The DC of this …

Advanced Player's Guide
Critical Focus Combat Base attack bonus +9.

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.

Core Rulebook
Critical Focus, Mythic Mythic Critical Focus.

You automatically confirm critical threats against non-mythic opponents. In addition, when you threaten a critical hit against a creature wearing armor with the fortification special ability or similar effect, that …

Mythic Adventures
Critical Mastery Combat Critical Focus, any two critical feats, 14th-level fighter.

When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.

Core Rulebook
Critical Mastery, Mythic Mythic Critical Focus (mythic), Critical Mastery.

When using Critical Mastery, increase the number of critical feats you may apply by every 3 tiers that you possess.

Mythic Adventures
Critical Versatility Combat

Fighter level 11th, human.

Once per day, you can spend 1 hour practicing maneuvers to gain one single critical feat that you meet the prerequisites for. You gain the benefits of the chosen critical …

Advanced Race Guide
Crossbow Mastery Combat Dex 15, Point-Blank Shot, Rapid Reload, Rapid Shot.

The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as …

Advanced Player's Guide
Crusader's Fist Combat Lay on hands class feature or touch of corruption class feature, Improved Unarmed Strike, base attack bonus +6.

When you attack with an unarmed strike and hit a creature that you can harm with your lay on hands or touch of corruption feature, you can use a swift …

Ultimate Combat
Crusader's Flurry General Channel energy class feature, flurry of blows class feature, Weapon Focus with your deity's favored melee weapon.

You can use your deity's favored weapon as if it were a monk weapon.

Ultimate Combat
Crushing Blow Combat Improved Unarmed Strike, Stunning Fist.

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 …

Ultimate Combat
Damned Story You must have had friendly contact with an evil-aligned outsider that would qualify as a challenging foe, have a fiend-related sorcerous bloodline such as abyssal or infernal, have direct fiendish ancestry (such as being a tiefling or half-fiend), or have the Fiend Raised or The Fiend background.

You gain a +2 bonus on Charisma-based checks involving evil-aligned outsiders and +1 bonus to the DC of spells and spell-like abilities you use against such creatures. You take a …

Ultimate Campaign
Dark Sight General

Gloom Sight, fetchling.

You gain the ability to see up to 15 feet clearly in magical darkness, such as that created by the deeper darkness spell.

Advanced Race Guide
Dastardly Finish Combat Sneak attack +5d6.

You can deliver a coup de grace to cowering or stunned targets.

Advanced Player's Guide
Dastardly Finish, Mythic Mythic Dastardly Finish.

You can deliver a coup de grace to dazed and staggered non-mythic opponents. In addition, when any creature makes a Fortitude saving throw to survive one of your coup de …

Mythic Adventures
Dauntless Destiny General

Cha 13, Fearless Curiosity, Intimidate 10 ranks, human.

You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with those granted by Fearless Curiosity and Intimidating Confidence. In addition, once per …

Advanced Race Guide
Dazing Assault Combat Str 13, Power Attack, base attack bonus +11.

You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in …

Advanced Player's Guide
Dazing Spell Metamagic

You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal …

Advanced Player's Guide
Dazzling Display Combat Weapon Focus, proficiency with the selected weapon.

While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes …

Core Rulebook
Dazzling Display, Mythic Mythic Dazzling Display.

While wielding the weapon with which you have Weapon Focus, you can use Dazzling Display as a standard action with a –5 penalty on your Intimidate check, as a move …

Mythic Adventures
Deadly Aim Combat Dex 13, base attack bonus +1.

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, …

Core Rulebook
Deadly Aim, Mythic Mythic Deadly Aim.

When you use Deadly Aim, you gain a +3 bonus on ranged damage rolls instead of +2. When your base attack bonus reaches +4, and every +4 thereafter, the bonus …

Mythic Adventures
Deadly Finish Combat Base attack bonus +11.

When you hit with a melee attack and reduce your opponent to –1 or fewer hit points, you can force that opponent to succeed at a Fortitude save (DC 15 …

Ultimate Combat
Deadly Stroke Combat Dazzling Display, Greater Weapon Focus, Shatter Defenses, Weapon Focus, proficiency with the selected weapon, base attack bonus +11.

As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you deal double …

Core Rulebook
Deadly Stroke, Mythic Mythic Deadly Stroke.

When making a Deadly Stroke attack, you can expend one use of mythic power to instantly kill a non-mythic living creature. A Fortitude save (DC 10 + your base attack …

Mythic Adventures
Deafening Critical Critical Critical Focus, base attack bonus +13.

Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save …

Core Rulebook
Deafening Explosion General

Bomb class feature, hobgoblin.

You may reduce your bomb damage by one die to give it the ability to deafen the creature struck by it. The bomb must deal fire, force, or sonic damage. …

Advanced Race Guide
Death from Above Combat

Whenever you charge an opponent from higher ground, or from above while flying, you gain a +5 bonus on attack rolls in place of the bonuses from charging and being …

Ultimate Combat
Death from Above, Mythic Mythic Death from Above.

Whenever you charge an opponent from higher ground, or from above while flying, the critical multiplier of your weapon increases by 2 (to a maximum of ×6). This doesn't stack …

Mythic Adventures
Death or Glory Combat Str 13, Power Attack, base attack bonus +6.

Against a creature of size Large or larger, you can make a single melee attack as a full-round action, gaining a +4 bonus on the attack roll, damage roll, and …

Ultimate Combat
Deathless Initiate Combat Str 13, Con 13, orc or half-orc, Diehard, Endurance, base attack bonus +6.

You are not staggered while using the Diehard feat, but if you take a move and a standard action or a full-round action while you are at 0 or fewer …

Ultimate Combat
Deathless Master Combat Str 13, Con 15, orc or half-orc, Deathless Initiate, Diehard, Endurance, Ironhide**, base attack bonus +9.

When you are at 0 or fewer hit points, you do not lose 1 hit point when you take an action.

Ultimate Combat
Deathless Zealot Combat Str 13, Con 17, orc or half-orc, Deathless Initiate, Deathless Master, Diehard, Endurance, Ironhide**, base attack bonus +12.

Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.

Ultimate Combat
Deceitful General

You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for …

Core Rulebook
Deceitful, Mythic Mythic Deceitful.

The bonus on Bluff and Disguise skill checks from Deceitful increases by 2. In addition, you can expend one use of mythic power to treat a Bluff or Disguise check …

Mythic Adventures
Deceptive Exchange General Int 13, Combat Expertise, Improved Feint.

If you successfully feint an opponent, you can trick that opponent into accepting a one-handed object you are holding instead of denying that opponent its Dexterity bonus to AC against …

Ultimate Combat
Deep Drinker General Con 13, monk level 11, drunken ki class feature.

When you gain temporary ki from drunken ki, you gain 2 temporary ki rather than just 1.

Advanced Player's Guide
Deepsight General Darkvision 60 feet.

Your darkvision has a range of 120 feet.

Advanced Player's Guide
Deepsight, Mythic Mythic Deepsight.

The range of your darkvision increases by 10 feet per tier.

Mythic Adventures
Defending Eidolon General Shield ally feature.

Whenever you are adjacent to your eidolon, you can choose for the eidolon to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 …

Ultimate Magic
Defensive Combat Training Combat

You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Combat).

Core Rulebook
Defensive Combat Training, Mythic Mythic Defensive Combat Training, 4th mythic tier.

Add half your tier to your CMD.

Mythic Adventures
Defensive Weapon Training Combat Int 13, base attack bonus +5.

Choose a weapon group from the fighter's weapon training class ability list (except natural weapons). You gain a +2 dodge bonus on AC when an opponent attacks you using a …

Ultimate Combat
Defiant Luck General

Human.

Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force …

Advanced Race Guide
Deflect Arrows Combat Dex 13, Improved Unarmed Strike.

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, …

Core Rulebook
Deflect Arrows, Mythic Mythic Deflect Arrows.

When using Deflect Arrows, you can deflect an additional number of ranged attacks per round equal to half your tier. You can expend one use of mythic power as an …

Mythic Adventures
Deft Hands General

You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to …

Core Rulebook
Deft Hands, Mythic Mythic Deft Hands.

The bonus on Disable Device and Sleight of Hand skill checks from Deft Hands increases by 2. In addition, you can expend one use of mythic power to treat a …

Mythic Adventures
Deft Shootist Deed Grit Grit class feature or Amateur Gunslinger feat, Dodge, Mobility.

As long as you have at least 1 grit point, you do not provoke attacks of opportunity when shooting or reloading a firearm.

Ultimate Combat
Demoralizing Lash Combat

Base attack bonus +1, Intimidate 1 rank, hobgoblin.

To use this feat, you must use a whip (or another weapon in the flails fighter weapon group) to attack a foe demoralized by an Intimidate check. If the attack …

Advanced Race Guide
Dented Helm Combat

Hard-Headed, base attack bonus +6, dwarf.

When wearing a helmet, you add +1 to your AC against critical hit confirmation rolls. When a critical hit is confirmed against you, as an immediate action, you can apply …

Advanced Race Guide
Deny Death General Ki pool, Endurance

As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If you succeed …

Ultimate Magic
Deny the Reaper Story You must have witnessed the death of a close companion in battle—a death that could have been prevented, such as from bleeding, failure to stabilize, or ongoing poison damage—or have the Death in the Family or The War background. The lives you could not save stay with you to your final breath. Ultimate Campaign
Desperate Swing Combat

Cautious Fighter, base attack bonus +1, halfling.

Once per day, you can make a single melee attack while taking the total defense action. You take a –4 penalty on attack rolls when making this attack. You also …

Advanced Race Guide
Destroyer's Blessing Combat

Half-orc or orc, rage class feature.

When you are raging and you succeed at a sunder combat maneuver, you regain 1 round of rage. If the sunder attempt causes the object to gain the broken condition, …

Advanced Race Guide
Destructive Dispel General Ability to cast dispel magic or greater dispel magic, caster level 11th.

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 …

Ultimate Combat
Detect Expertise General Int 13; ability to cast detect chaos, detect evil, detect good, detect law, or detect magic.

When you use any of the spells listed in this feat's prerequisites to detect a creature's alignment or its magic, you have a chance of detecting what spellcasting expertise it …

Ultimate Magic
Detect Expertise, Mythic Mythic Detect Expertise.

You gain the benefit of Detect Expertise immediately (without needing to observe a creature for 3 rounds) when using the divinations listed in Detect Expertise. Non-mythic creatures cannot attempt a …

Mythic Adventures
Devastating Strike Combat Vital Strike, base attack bonus +9.

Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a +2 bonus on each extra weapon damage dice roll those feats grant (+6 maximum). This …

Ultimate Combat
Die for Your Master General Tumor familiar alchemist discovery.

If your tumor familiar is attached, and you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell …

Ultimate Magic
Diehard General Endurance.

When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing …

Core Rulebook
Dimensional Agility General Ability to use the abundant step class feature or cast dimension door.

After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks …

Ultimate Combat
Dimensional Assault General Ability to use the abundant step class feature or cast dimension door, Dimensional Agility.

As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed (up to …

Ultimate Combat
Dimensional Dervish General Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6.

You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed (up to …

Ultimate Combat
Dimensional Maneuvers General Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, Dimensional Dervish, base attack bonus +9.

While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent.

Ultimate Combat
Dimensional Savant General Dimensional Agility, Dimensional Assault, Dimensional Dervish, ability to use the abundant step class feature or cast dimension door, base attack bonus +9.

While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of your next …

Ultimate Combat
Disarming Strike Combat Int 13, Combat Expertise, Improved Disarm, base attack bonus +9.

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 …

Advanced Player's Guide
Discerning Eye General

Elf or half-elf, keen senses racial trait.

You receive a +2 racial bonus on saving throws against illusion spells and effects and a +2 bonus on Linguistic checks to detect forgeries. You can use the Linguistic skill …

Advanced Race Guide
Discordant Voice General Bardic performance class feature, Perform (oratory or sing) 10 ranks.

Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points of sonic damage with successful weapon …

Ultimate Combat
Disengaging Feint Combat Int 13, Combat Expertise, Improved Feint.

As a standard action, use Bluff to feint against an opponent. Instead of denying that opponent his Dexterity bonus to AC, a successful feint allows you to move up to …

Ultimate Combat
Disengaging Flourish Combat Int 13, Combat Expertise, Disengaging Feint, Improved Feint.

As a standard action, make a Bluff check against each opponent that currently threatens you. If you succeed against at least one opponent, you can move up to your speed. …

Ultimate Combat
Disengaging Shot Combat Int 13, Combat Expertise, Disengaging Feint, Dodge, Improved Feint, Mobility.

Whenever you use Disengaging Feint or Disengaging Flourish, you can make a single melee attack against one opponent you succeeded at feinting against. That opponent is denied his Dexterity bonus …

Ultimate Combat
Disorienting Maneuver General Dodge, Acrobatics 5 ranks.

If you successfully use Acrobatics to tumble through an opponent's space, you gain a +2 circumstance bonus on attack rolls against that opponent until the start of your next turn. …

Ultimate Combat
Dispel Synergy General Spellcraft 5 ranks.

If you successfully dispel an ongoing magical effect on an opponent, that opponent takes a –2 penalty on saving throws against your spells until the end of your next turn.

Ultimate Combat
Dispelling Critical Critical Arcane Strike, base attack bonus +11, ability to cast dispel magic.

If you have dispel magic prepared or can cast it spontaneously, when you score a critical hit against an opponent, you may use a swift action to cast dispel magic

Ultimate Combat
Dispelling Fist General Improved Unarmed Strike, base attack bonus +11, ability to cast dispel magic, caster level 7th.

If you have dispel magic prepared or can cast it spontaneously, you can cast it as a swift action after hitting an opponent with an unarmed strike. Treat this as …

Ultimate Combat
Disposable Weapon General Base attack bonus +1, proficient with weapon.

Whenever you use a melee or thrown weapon with the fragile weapon special quality to score a critical threat against an opponent, you can give your weapon the broken condition …

Ultimate Combat
Disrupting Shot Combat Dex 13, Point-Blank Shot, fighter level 6th.

If you ready an action to shoot an opponent casting a spell within 30 feet and successfully hit that opponent with a ranged attack, the concentration DC to successfully cast …

Advanced Player's Guide
Disruptive Combat 6th-level fighter.

The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware …

Core Rulebook
Disruptive Recall General Spell recall class feature, Spellcraft 5 ranks.

When you use a melee attack to successfully disrupt an arcane spellcaster's spell, you can immediately use your spell recall class feature to regain a magus spell you have already …

Ultimate Combat
Disruptive Spell Metamagic

Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the …

Advanced Player's Guide
Disruptive, Mythic Mythic Disruptive.

The DC to cast spells defensively within your threatened area increases by half your tier. This stacks with the increase granted by Disruptive. In addition, even if you can't make …

Mythic Adventures
Distance Thrower Combat Str 13.

With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2.

Ultimate Combat
Distance Thrower, Mythic Mythic Str 17, Distance Thrower.

Thrown weapons wielded by you have twice their normal range.

Mythic Adventures
Diverse Palate General

Blood Drinker, dhampir.

Choose a humanoid subtype or the monstrous humanoid type. You may use your Blood Drinker feat on creatures of this subtype or type.

Advanced Race Guide
Divine Interference General Divine spellcaster, caster level 10th.

As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) …

Ultimate Magic
Divine Interference, Mythic Mythic Divine Interference.

When you use Divine Interference, the penalty on your opponent's attack roll is equal to twice the level of the spell sacrificed. You can expend one use of mythic power …

Mythic Adventures
Diviner's Delving General Spell Focus (divination).

You gain a +2 bonus on caster level checks with divinations to overcome spell resistance or effects that impede divination (for example, nondetection). When using a divination spell that …

Advanced Player's Guide
Djinni Spin Combat Con 15, Wis 17, Djinni Style, Djinni Spirit, Elemental Fist**, Improved Unarmed Strike, base attack bonus +13 or monk level 11th.

While using Djinni Style, as a standard action you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to surround yourself with a whirlwind of electrified air. Creatures …

Ultimate Combat
Djinni Spirit Combat Con 15, Wis 15, Djinni Style, Elemental Fist**, Improved Unarmed Strike, base attack bonus +11 or monk level 9th.

You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Djinni Style, you gain electricity resistance equal to your base attack bonus or monk …

Ultimate Combat
Djinni Style Style Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.

You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While you are in this style you must use Elemental Fist to deal electricity damage and …

Ultimate Combat
Dodge Combat Dex 13.

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.

Core Rulebook
Dodge, Mythic Mythic Dodge.

The bonus to AC from Dodge increases by 1. As an immediate action, you can expend one use of mythic power to grant yourself an additional +10 dodge bonus to …

Mythic Adventures
Domain Strike Combat Domain class feature, Improved Unarmed Strike.

When you gain this feat, choose one domain-granted power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, …

Ultimate Combat
Double Bane General Bane class feature, Two-Weapon Fighting.

You can apply your bane to a second weapon you are wielding. While your bane class feature is active, at the start of each of your turns as a free …

Ultimate Combat
Double Slice Combat Dex 15, Two-Weapon Fighting.

Add your Strength bonus to damage rolls made with your off-hand weapon.

Core Rulebook
Draconic Aspect General

Kobold.

Your scales take on the color and some of the resistances of one of the chromatic dragons. Choose one of the following chromatic dragon types: black (acid), blue (electricity), green …

Advanced Race Guide
Draconic Breath General

Draconic Aspect, kobold.

You gain a +2 bonus against sleep and paralysis effects. You gain a breath weapon that is determined by your scale coloration by either the Draconic Aspect feat or the …

Advanced Race Guide
Draconic Glide General

Draconic Aspect, kobold.

You gain a +2 bonus against sleep and paralysis effects. You grow a pair of wings that you can use to fall and glide at a safe pace. You can …

Advanced Race Guide
Draconic Paragon General

Draconic Aspect, either Draconic Breath or Draconic Glide, character level 10th, kobold.

You gain an additional +2 bonus against sleep and paralysis effects. You can use your breath weapon twice per day and your breath weapon damage increases to 4d6 points of …

Advanced Race Guide
Drag Down Combat Int 13, Combat Expertise, Improved Trip.

Whenever an opponent successfully trips you, you can attempt to trip that opponent as an immediate action.

Ultimate Combat
Dragon Ferocity Combat Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 5 ranks.

While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical hit or a successful Stunning Fist …

Ultimate Combat
Dragon Roar Combat Str 15, Improved Unarmed Strike, Dragon Style, Stunning Fist, Acrobatics 8 ranks.

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 …

Ultimate Combat
Dragon Style Style Str 15, Improved Unarmed Strike, Acrobatics 3 ranks.

While using this style, you gain a +2 bonus on saving throws against sleep effects, paralysis effects, and stunning effects. You ignore difficult terrain when you charge, run, or withdraw. …

Ultimate Combat
Dragonbane Aura General Aura of courage class feature, caster level 8th.

When fighting dragons, your aura of courage expands to a 20-foot-radius emanation, and allies in the aura gain a morale bonus on saving throws against dragon breath equal to your …

Ultimate Magic
Dramatic Display Performance Dazzling Display.

When you spend a swift action to make a performance check, you exude an aura of awe-inspiring skill. You gain a +2 bonus on your performance check, and gain a …

Ultimate Combat
Dreadful Carnage Combat Str 15, Power Attack, Furious Focus, base attack bonus +11.

Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that …

Advanced Player's Guide
Dreadful Carnage, Mythic Mythic Dreadful Carnage.

When you use Dreadful Carnage, you affect non-mythic enemies within 60 feet in addition to all enemies within 30 feet. You can expend one use of mythic power before making …

Mythic Adventures
Drink Is Life, Mythic Mythic Con 19, 3rd mythic tier.

You never take penalties for consuming nonmagical alcohol, and you can consume an alcoholic beverage as a swift action instead of a move action. Each time you consume an alcoholic …

Mythic Adventures
Drow Nobility General

Able to use drow spell-like abilities, drow.

You may use detect magic as a spell-like ability at will, and add feather fall and levitate to the spell-like abilities that you may use once each per day. Your …

Advanced Race Guide
Dual Path, Mythic Mythic 1st mythic tier.

Select a mythic path other than the path you selected at your moment of ascension. You gain that path's 1st-tier ability (either archmage arcana, champion's strike, divine surge, guardian's call, …

Mythic Adventures
Duck and Cover Teamwork

Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Reflex saving throw against a spell or effect, you …

Advanced Player's Guide
Dwarf Blooded General

Oread.

Your dwarven heritage manifests in two ways. First, your speed is never modified by armor or encumbrance, as the dwarf slow and steady racial trait. Second, you gain the stonecunning …

Advanced Race Guide
Eagle Eyes General Wis 13, keen senses racial trait.

You ignore up to –5 in penalties due to distance on visual Perception checks, allowing you to see accurately at much greater distances than most.

Advanced Player's Guide
Eagle Eyes, Mythic Mythic Eagle Eyes.

You ignore up to –10 in penalties due to distance on visual Perception checks, instead of the normal –5. As a swift action, you can expend one use of mythic …

Mythic Adventures
Earth Child Binder Combat Wis 13, dwarf or gnome, defensive training racial trait, Earth Child Style, Earth Child Topple, Greater Trip, Improved Trip, Improved Unarmed Strike, Stunning Fist, Acrobatics 9 ranks.

You can trip a creature of the giant subtype no matter its size. While you are using Earth Child Style, when a prone creature of the giant subtype stands up …

Ultimate Combat
Earth Child Style Style Wis 13, dwarf or gnome, defensive training racial trait, Improved Unarmed Strike, Acrobatics 3 ranks.

While using this style, your defensive training dodge bonus to AC increases to +6. Further, against creatures of the giant subtype, you can add your Wisdom bonus on your unarmed …

Ultimate Combat
Earth Child Topple Combat Wis 13, dwarf or gnome, defensive training racial trait, Earth Child Style, Improved Trip, Improved Unarmed Strike, Acrobatics 6 ranks.

You can trip a creature of the giant subtype of up to Huge size. While using Earth Child Style, you add your Wisdom bonus on combat maneuver checks made to …

Ultimate Combat
Echoes of Stone General

Oread.

You gain a +4 racial bonus on Perception checks underground, and on Survival checks to avoid becoming lost in caverns and rocky areas.

Advanced Race Guide
Echoing Spell Metamagic

When you cast an echoing spell, it does not disappear entirely from memory, and you can cast it one additional time during that day. No effect that allows you to …

Ultimate Magic
Eclectic General Human.

Choose an additional favored class and gain either +1 hit point or +1 skill point whenever you take a level in that class. If you choose a class in which …

Advanced Player's Guide
Ectoplasmic Spell Metamagic

An ectoplasmic spell has full effect against incorporeal or ethereal creatures. An ectoplasmic spell uses up a spell slot one level higher than the spell's actual level.

Advanced Player's Guide
Efreeti Stance Combat Con 15, Wis 15, Efreeti Style, Elemental Fist**, Improved Unarmed Strike, base attack bonus +11 or monk level 9th.

You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Efreeti Style, you gain fire resistance equal to your base attack bonus or your …

Ultimate Combat
Efreeti Style Style Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.

You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using this style and Elemental Fist to deal fire damage, you gain a bonus on …

Ultimate Combat
Efreeti Touch Combat Con 15, Wis 17, Efreeti Style, Efreeti Stance, Elemental Fist**, Improved Unarmed Strike, base attack bonus +13 or monk level 11th.

While using Efreeti Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 15-foot cone-shaped burst of flame. Creatures caught …

Ultimate Combat
Eldritch Claws Combat Str 15, natural weapons, base attack bonus +6.

You natural weapons are considered both magic and silver for purpose of overcoming damage reduction.

Advanced Player's Guide
Eldritch Heritage General Cha 13, Skill Focus with the class skill of bloodline selected for this feat (see below), character level 3rd.

Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This …

Ultimate Magic
Eldritch Heritage, Mythic Mythic Eldritch Heritage.

You gain sorcerer bloodline powers of the bloodline tied to Eldritch Heritage as if your sorcerer level were your character level – 2. For that bloodline's 1st-level bloodline power, use …

Mythic Adventures
Eldritch Researcher Story You must have created a new spell, or have The Way Things Work background.

When casting a spell you've created, add 1 to your caster level. In addition, you gain a +2 bonus on Spellcraft checks. If you have 10 or more ranks in …

Ultimate Campaign
Elemental Channel General Channel energy class feature.

Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. You must make this choice each …

Core Rulebook
Elemental Channel, Mythic Mythic Elemental Channel.

Your Elemental Channel can affect any elemental subtype, not just the one you chose when you took Elemental Channel. Each time you use Elemental Channel, you must pick one elemental …

Mythic Adventures
Elemental Fist Combat Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of …

Advanced Player's Guide
Elemental Fist, Mythic Mythic Elemental Fist.

The extra energy damage dealt by Elemental Fist increases to 1d8 points, and you gain additional uses of Elemental Fist per day equal to your tier. You can expend one …

Mythic Adventures
Elemental Focus General

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.

Advanced Player's Guide
Elemental Focus, Mythic Mythic Elemental Focus.

Choose an energy type in which you already have Elemental Focus. The increase to save DC provided by Elemental Focus and Greater Elemental Focus for spells of the selected energy …

Mythic Adventures
Elemental Jaunt General

Character level 15th, ifrit, oread, sylph, or undine.

Once per day, you can cast plane shift as a spell-like ability with a caster level equal to your level to transport yourself and willing targets to an elemental plane …

Advanced Race Guide
Elemental Spell Metamagic

Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage, so that half is of …

Advanced Player's Guide
Elusive Redirection General Elusive target class feature, Combat Expertise, Improved Unarmed Strike, flowing monk level 12th.

When you successfully use your elusive target class feature to avoid taking damage, you can spend an immediate action and an additional point from your ki pool to redirect that …

Ultimate Combat
Elven Accuracy Combat Elf.

If you miss due to concealment when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll your miss chance roll one time to see …

Advanced Player's Guide
Elven Accuracy, Mythic Mythic Elven Accuracy.

When you make an attack with a longbow or short bow (including composite bows), you can ignore concealment, but not total concealment. You still suffer a miss chance for total …

Mythic Adventures
Elven Battle Training Combat

Base attack bonus +1, elf.

You have received special training with traditional elven weapons (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word "elven" in its name). You receive a …

Advanced Race Guide
Elven Spirit General

Half-elf.

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 …

Advanced Race Guide
Empower Spell Metamagic

All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.

Saving throws and opposed rolls are not affected, nor are spells without …

Core Rulebook
Endurance General

You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to …

Core Rulebook
Endurance, Mythic Mythic Endurance.

The bonus on checks and saves from Endurance increases by half your tier. You take half the damage when you fail a check to avoid nonlethal damage from a forced …

Mythic Adventures
Enfilading Fire Teamwork Point-Blank Shot, Precise Shot, one other teamwork feat.

You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.

Ultimate Combat
Enforcer Combat Intimidate 1 rank.

Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is …

Advanced Player's Guide
Enlarge Spell Metamagic

You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a …

Core Rulebook
Ensemble Teamwork Perform 5 ranks

When you are performing, allies within 20 feet who also have this feat can aid you with your Perform checks (including those made as part of bardic performance) as if …

Ultimate Magic
Escape Route Teamwork

An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.

Ultimate Combat
Eschew Materials General

You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. …

Core Rulebook
Eschew Materials, Mythic Mythic Eschew Materials.

You can cast any spell with a material component costing 10 gp per tier or less without providing that component. If you expend one use of mythic power while casting …

Mythic Adventures
Evolved Familiar General Int 13, Cha 13, familiar class feature.

Select an evolution from the list of 1-point evolutions available to a summoner's eidolon. Your familiar has this evolution. The familiar must conform to any limitations of the evolution. For …

Ultimate Magic
Exhausting Critical Critical Critical Focus, Tiring Critical, base attack bonus +15.

When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures.

Core Rulebook
Exile's Path General

Half-elf.

Once per day, when you fail a Will save against an enchantment spell or effect, you may reroll that saving throw, but must take the reroll result even if it's …

Advanced Race Guide
Exotic Weapon Proficiency Combat Base attack bonus +1.

You make attack rolls with the weapon normally.

Core Rulebook
Expanded Arcana General Caster level 1st, see Special.

Add one spell from your class's spell list to your list of spells known. This is in addition to the number of spells normally gained at each new level in …

Advanced Player's Guide
Expanded Fiendish Resistance General

Tiefling.

Pick one of the following energy types that you do not already have resistance to: acid, cold, electricity, or fire. You gain resistance 5 to that energy type.

Advanced Race Guide
Expanded Resistance General

Gnome, illusion resistance racial trait.

Select one school of magic other than illusion. You gain a +2 racial bonus on saving throws against spells or effects from the selected school.

Advanced Race Guide
Experimental Spellcaster Optional

Ability to cast spells.

Select one class that grants you the ability to cast spells. You can now use the slots from that class to cast a limited number of words of power spells. …

Ultimate Magic
Expert Driver General Skilled Driver with the selected vehicle type.

You can make an accelerate, decelerate, or turn action as a move action instead of a standard action. Furthermore, when stopping a vehicle, you subtract 10 feet from the roll …

Ultimate Combat
Exploit Lore General Monster lore class feature, base attack bonus +11.

Once per day, when you successfully identify all abilities and weaknesses of a creature using the appropriate Knowledge check, you gain a +2 bonus on attack and damage rolls against …

Ultimate Magic
Extend Spell Metamagic

An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up …

Core Rulebook
Extended Bane General Bane class feature.

Add your Wisdom bonus to the number of rounds per day that you can use your bane ability.

Ultimate Magic
Extra Arcana General Magus arcana class feature.

You gain one additional magus arcana. You must meet all the prerequisites for this magus arcana.

Ultimate Magic
Extra Arcane Pool General Arcane pool class feature.

Your arcane pool increases by 2.

Ultimate Magic
Extra Bane General Bane class feature.

You can use your bane ability for 3 additional rounds per day.

Ultimate Combat
Extra Bombs General Bomb class feature.

You can throw two additional bombs per day.

Advanced Player's Guide
Extra Cantrips or Orisons General Ability to cast cantrips or orisons.

Add two cantrips to your cantrips known or two orisons to your orisons known.

Ultimate Magic
Extra Channel General Channel energy class feature.

You can channel energy two additional times per day.

Core Rulebook
Extra Discovery General Discovery class feature.

You gain one additional discovery. You must meet all of the prerequisites for this discovery.

Advanced Player's Guide
Extra Elemental Assault General

Suli.

Your elemental assault ability lasts an additional 2 rounds per day.

Advanced Race Guide
Extra Evolution General Eidolon class feature.

Your eidolon's evolution pool increases by 1.

Ultimate Magic
Extra Grit Grit Grit class feature or the Amateur Gunslinger feat.

You gain 2 extra grit points at the start of each day, and your maximum grit increases by 2.

Ultimate Combat
Extra Hex General Hex class feature.

You gain one additional hex. You must meet all of the prerequisites for this hex.

Advanced Player's Guide
Extra Ki General Ki pool class feature.

Your ki pool increases by 2.

Core Rulebook
Extra Lay On Hands General Lay on hands class feature.

You can use your lay on hands ability two additional times per day.

Core Rulebook
Extra Mercy General Lay on hands class feature, mercy class feature.

Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also receives the additional effects of this mercy.

Core Rulebook
Extra Mythic Power, Mythic Mythic

You gain two extra uses of mythic power each day.

Mythic Adventures
Extra Path Ability, Mythic Mythic 3rd mythic tier.

Choose one mythic ability from your path or from the universal path abilities that you meet the prerequisites for. You gain that path ability.

Mythic Adventures
Extra Performance General Bardic performance class feature.

You can use bardic performance for 6 additional rounds per day.

Core Rulebook
Extra Rage General Rage class feature.

You can rage for 6 additional rounds per day.

Core Rulebook
Extra Rage Power General Rage power class feature.

You gain one additional rage power. You must meet all of the prerequisites for this rage power.

Advanced Player's Guide
Extra Ranger Trap General Trap class feature.

You can set ranger traps two additional times per day.

Ultimate Magic
Extra Revelation General Revelation class feature.

You gain one additional revelation. You must meet all of the prerequisites for this revelation.

Advanced Player's Guide
Extra Rogue Talent General Rogue talent class feature.

You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.

Advanced Player's Guide
Extra Summons General Ability to cast summon monster as a spell-like ability, summoner 1st.

You gain 1 additional use of your summon monster spell-like ability per day.

Ultimate Magic
Extra Word Optional

Caster level 1st, ability to cast wordspells, see Special.

Add one effect word from your class's word list to your list of words known. This is in addition to the number of words normally gained at each level in …

Ultimate Magic
Eyes of Judgment General Detect alignment class feature, caster level 6th.

When using your detect alignment class feature, you may spend 3 rounds studying a creature within 60 feet. You cannot take any other actions while doing this. After that time …

Ultimate Magic
Fabulous Figments, Mythic Mythic Spell Focus (illusion).

Non-mythic creatures can't identify your illusion spells with Spellcraft, including checks attempted as part of arcane sight, detect magic, or similar effects. When mythic creatures attempt to identify …

Mythic Adventures
False Opening Combat Dex 13, Dodge, Close Quarters Thrower or Point-Blank Master, Weapon Focus with selected ranged weapon.

Choose a ranged weapon or a thrown weapon. When you make a ranged attack using that weapon, you can choose to provoke an attack of opportunity from one or more …

Ultimate Combat
Far Shot Combat Point-Blank Shot.

You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.

Core Rulebook
Far Shot, Mythic Mythic Far Shot.

As a swift action, you can expend one use of mythic power to ignore all range increment penalties for your ranged attacks until the end of your turn.

Mythic Adventures
Fast Drinker General Con 18, drunken ki class feature.

Drinking strong alcohol to gain temporary ki, takes a swift action rather than a standard action.

Advanced Player's Guide
Fast Empathy General Handle Animal 5 ranks, wild empathy class feature.

Using wild empathy is a standard action for you.

Ultimate Magic
Fast Empathy, Mythic Mythic Fast Empathy.

You can use wild empathy as a swift action.

Mythic Adventures
Fast Healer General Con 13, Diehard, Endurance.

When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).

Advanced Player's Guide
Fast Learner General

Int 13, human.

When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you …

Advanced Race Guide
Favored Defense General Favored enemy class feature.

Choose one of your favored enemy types. You add half your favored enemy bonus to your CMD and as a dodge bonus to AC when attacked by a favored enemy.

Advanced Player's Guide
Favored Judgment General Wis 13, judgment class feature.

Select a favored race from the ranger's favored enemies chart. Any sacred or profane bonus you gain from a judgment is 1 higher for attacks you make against or take …

Ultimate Magic
Fearless Aura General Aura of courage class feature, caster level 8th.

Your aura of courage expands to a 20-foot-radius emanation. Allies within the aura are immune to fear effects.

Ultimate Magic
Fearless Curiosity General

Cha 13, human.

You gain a +1 bonus on saving throws against effects with the emotion descriptor. In addition, for any round in which you begin your turn affected by a fear effect, …

Advanced Race Guide
Fearless Zeal Story You must be ordained as a sacred (or profane) champion of your faith by a high-ranking member of its clergy, or have the Devoted, Faith-Bringer, or Moral Debt background. Such an honor goes above and beyond the normal oaths required of a cleric or paladin.

Once per day, you can add a +2 bonus on any single attack roll, caster level check, saving throw, or skill check. You must choose to add this bonus after …

Ultimate Campaign
Feint Partner Teamwork Bluff 1 rank.

Whenever an ally who also has this feat successfully feints an opponent, that opponent also loses his Dexterity bonus to AC against the next attack you make against him before …

Ultimate Combat
Feline Grace General

Dexterity 13, catfolk.

You gain a +2 bonus to your CMD against bull rush, grapple, overrun, repositioning, and trip combat maneuvers.

Advanced Race Guide
Felling Escape Combat Int 13, Combat Expertise, Improved Trip.

When you break an opponent's grapple with a combat maneuver check or Escape Artist check, you can spend a swift action to make a trip attempt against that opponent.

Ultimate Combat
Felling Smash Combat Int 13, Str 13, Combat Expertise, Improved Trip, Power Attack, base attack bonus +6.

If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you hit an opponent, you can spend …

Ultimate Combat
Feral Combat Training Combat Improved Unarmed Strike, Weapon Focus with selected natural weapon.

Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike as a prerequisite, as well as …

Ultimate Combat
Feral Heart Story You must have reverted to savage behavior through a traumatic event or extended period in the wilderness, or have the Raised by Beasts background.

Whenever you receive a morale bonus on Strength or attack rolls (such as from heroism or the barbarian rage class feature), you receive a +2 bonus on Dexterity- and Strength-based …

Ultimate Campaign
Ferocious Action General

Ferocity racial trait, orc.

When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that …

Advanced Race Guide
Ferocious Resolve General

Con 13, half-orc, orc ferocity racial trait.

You gain the ferocity universal monster ability, allowing you to continue fighting at negative hit points. When using this ability, you gain a +2 bonus on Intimidate checks.

Advanced Race Guide
Ferocious Summons General

Augment Summoning, Spell Focus (conjuration), half-orc or orc.

Creatures you summon gain the ferocity universal monster ability.

Advanced Race Guide
Ferocious Tenacity Combat

Ferocity racial trait, half-orc or orc, rage class feature.

Once per day when raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative hit points equal to your Constitution …

Advanced Race Guide
Field Repair General Craft 4 ranks.

If you are trained in a Craft skill appropriate to a broken item, you can repair that item with no raw material cost and no penalty on your Craft skill …

Ultimate Combat
Fiend Sight General

Darkvision 60 ft., tiefling.

You gain low-light vision and your darkvision improves to 120 ft.

Advanced Race Guide
Fight On General Con 13; dwarf, half-orc, or orc.

Once per day, you can gain a number of temporary hit points equal to your Constitution modifier. You can activate this feat as an immediate action when reduced to 0 …

Advanced Player's Guide
Final Embrace Combat Str 13, Int 3; naga, serpentfolk, or creature that has the constrict special attack; base attack bonus +3.

You gain the constrict and grab special attacks. Your constrict attack deals damage equal to your unarmed strike or primary natural weapon melee attack. Further, you can grab and constrict …

Ultimate Combat
Final Embrace Horror Combat Str 15, Int 3; naga, serpentfolk, or creature that has the constrict special attack; Final Embrace; base attack bonus +6.

A creature that takes damage from your constrict attack is also shaken until the start of your next turn.

Ultimate Combat
Final Embrace Master Combat Str 17, Int 3; naga, serpentfolk, or creature that has the constrict special attack; Ability Focus (constrict); Final Embrace; Final Embrace Horror; base attack bonus +9.

Double the number of damage dice for your constrict special attack.

Ultimate Combat
Fire Hand Combat

Goblin.

You can wield a torch as a weapon without taking the nonproficient penalty and gain a +1 bonus on attack rolls with melee weapons that deal fire damage.

Advanced Race Guide
Fire Music General Spellcraft 5 ranks, ability to cast bard spells, ability to cast an arcane fire spell from some other spellcasting class.

When you cast a bard spell that deals damage, you may replace the spell's normal damage with fire damage or split the spell's damage so that half of it is …

Ultimate Magic
Fire Music, Mythic Mythic Fire Music.

When you use Fire Music to change any of the damage dealt by a bard spell to fire damage, that damage ignores fire resistance up to your tier.

If you …

Mythic Adventures
Fire Tamer General

Goblin.

You gain a +2 bonus on saves against spells with the fire descriptor. Additionally, your scars mark you as a talented fire tamer, granting you a +2 circumstance bonus on …

Advanced Race Guide
Firesight General

Ifrit.

You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you to see anything you could not …

Advanced Race Guide
Flame Heart General

Fire Tamer, character level 5th, goblin.

You gain fire resistance 5. When casting spells with the fire descriptor or throwing alchemist bombs that deal fire damage, treat your caster level or alchemist level as if you …

Advanced Race Guide
Flanking Foil Combat

Whenever you hit an adjacent opponent with a melee attack, until the start of your next turn, that opponent does not gain any flanking bonus on attack rolls while it …

Ultimate Combat
Flaring Spell Metamagic

The electricity, fire, or light effects of the affected spell create a flaring that dazzles creatures that take damage from the spell. A flare spell causes a creature that takes …

Ultimate Magic
Fleet General

While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.

Core Rulebook
Fleet, Mythic Mythic Fleet.

Your base land speed increases by 5 feet, regardless of what armor you wear or whether you're encumbered. This bonus stacks with the bonus gained from Fleet.

Mythic Adventures
Focused Eidolon General Shield ally class feature.

While you are adjacent to your eidolon, you receive a +4 bonus on concentration checks.

Ultimate Magic
Focused Shot Combat Int 13, Point Blank Shot, Precise Shot.

As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of …

Advanced Player's Guide
Focused Spell Metamagic

When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That creature's saving throw DC to resist …

Advanced Player's Guide
Focusing Blow Teamwork

Hobgoblin Discipline, hobgoblin.

An ally who also has this feat can deal damage to you in order to break an ongoing mind-affecting effect that allows a saving throw. The ally must cause at …

Advanced Race Guide
Foeslayer Story You must have been defeated and robbed of at least half your possessions by a particular group of humanoids or monstrous humanoids, or have the An Eye for an Eye, Hated Foe, Raiders, or Vengeance background. You may choose a specific race, such as duergar, or a broader group, such as goblinoids. At the GM's option, you may instead choose residents of a particular country, settlement, or tribe.

The save DCs for your spells or abilities increase by 1 when you use them against the chosen group, and you gain a +1 dodge bonus to AC against their …

Ultimate Campaign
Following Step Combat Dex 13, Step Up.

When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot step during your next turn, and …

Advanced Player's Guide
Foment the Blood General

Channel energy class feature, orc.

When you channel energy, instead of creating its normal effect, you can give orcs a bonus on weapon damage and critical hit confirmation rolls until your next turn. This bonus …

Advanced Race Guide
Forge Ring Item Creation Caster level 7th.

You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing …

Core Rulebook
Forgotten Past Story You must have suffered permanent memory loss or have the Reincarnated background.

The duration of mind-affecting spells (even beneficial ones) is halved for you, to a minimum of 1 round. Your inquisitive nature gives you a +2 bonus on Perception checks. If …

Ultimate Campaign
Fortified Armor Training Combat Proficient with armor or shield.

If an opponent scores a critical hit against you, you can turn the critical hit into a normal hit. If you do, either your armor or your shield gains the …

Ultimate Combat
Fortunate One General

Adaptable luck racial trait, halfling.

The number of times per day you can use the adaptable luck racial trait increases by 1.

Advanced Race Guide
Furious Finish General Rage class feature, Vital Strike, base attack bonus +6.

While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those …

Ultimate Combat
Furious Focus Combat Str 13, Power Attack, base attack bonus +1.

When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack …

Advanced Player's Guide
Furious Focus, Mythic Mythic Furious Focus.

When you are using Furious Focus, you don't take Power Attack's penalty on attack rolls that are made as attacks of opportunity. As a free action, you can expend one …

Mythic Adventures
Gang Up Combat Int 13, Combat Expertise.

You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.

Advanced Player's Guide
Giant Killer Combat

Str 13, Cleave, Goblin Cleaver, Orc Hewer, Power Attack, Strike Back, base attack bonus +11, dwarf.

This functions as Goblin Cleaver, but your additional attacks can be made against creatures one size category larger than you or smaller. In addition, any such attacks made against humanoids …

Advanced Race Guide
Giant Steps General

Duergar, slow and steady racial trait.

When your size increases to Large or larger, your base speed increases by 20 feet. This increase applies only if the effect that changed your size does not alter your …

Advanced Race Guide
Gliding Steps General Dodge, Mobility, Nimble Moves, ki pool.

If you have at least one ki in your ki pool, when you move you do not provoke attacks of opportunity when leaving the first square of that movement. You …

Ultimate Magic
Glimpse Beyond Story You must have faced an undead, evil outsider, or aberration with a CR greater than your level +4, or have the Raised Among the Dead or The Dead One background.

You gain a +2 bonus on Knowledge (dungeoneering) checks to identify the vulnerabilities and powers of aberrations, Knowledge (planes) checks to identify the vulnerabilities and powers of evil outsiders, and …

Ultimate Campaign
Gloom Sight General

Fetchling.

You gain darkvision 90 ft., but gain the light sensitivity weakness.

Advanced Race Guide
Gloom Strike Combat

Blind-Fight, fetchling.

When you are within an area of dim light or darkness, you gain a +1 bonus on attack rolls against enemies that are also within dim light or darkness.

Advanced Race Guide
Gnome Trickster General Cha 13, gnome, gnome magic racial trait.

In addition to your normal gnome spell-like abilities, you also gain the following spell-like abilities: 1/day—mage hand and prestidigitation.

Advanced Player's Guide
Gnome Trickster, Mythic Mythic Gnome Trickster.

You gain the following spell-like abilities: 1/day—blur and vanish.

You can use your gnome spell-like abilities an additional number of times per day equal to half your tier. …

Mythic Adventures
Gnome Weapon Focus Combat

Base attack bonus +1, gnome, proficient with all martial weapons.

You gain a +1 bonus on attack rolls with gnome weapons (weapons with "gnome" in the title).

Advanced Race Guide
Go Unnoticed General Dex 13, Small size or smaller.

During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing you to make a Stealth check …

Advanced Player's Guide
Goblin Cleaver Combat

Str 13, Cleave, Power Attack, dwarf.

When using Cleave or Great Cleave, if your initial attack hits, you may take your additional attacks against any creature smaller than you that you threaten; your targets need not …

Advanced Race Guide
Goblin Gunslinger Combat

Goblin.

You can wield Medium firearms without taking the penalty for an inappropriately sized weapon.

Advanced Race Guide
Gore Fiend General

Half-orc or orc, rage class feature.

When you are raging and you confirm a critical hit with a melee weapon or a critical hit is confirmed on you (whether by a melee weapon, spell, or ranged …

Advanced Race Guide
Gorgon's Fist Combat Improved Unarmed Strike, Scorpion Style, base attack bonus +6.

As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from Scorpion Style). If the attack hits, you deal damage normally …

Core Rulebook
Gorgon's Fist, Mythic Mythic Gorgon's Fist.

When you hit a creature while using Gorgon's Fist, if the target fails its Fortitude saving throw, it is dazed for 1 round instead of staggered. You can expend one …

Mythic Adventures
Gory Finish Combat Dazzling Display, Weapon Focus.

When you use the attack action, you can use a weapon with which you have Weapon Focus to make a single attack at your highest base attack bonus. If you …

Ultimate Combat
Grant Initiative General Cunning initiative class feature.

At the start of each encounter, you can either choose to keep the bonus granted to you by your Wisdom modifier on initiative checks or choose to give that bonus …

Ultimate Magic
Grasping Tail General

Tiefling.

You can use your tail to grab stowed items. While you cannot wield weapons with your tail, you can use it to retrieve small, stowed objects carried on your person …

Advanced Race Guide
Great Cleave Combat Str 13, Cleave, Power Attack, base attack bonus +4.

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 …

Core Rulebook
Great Fortitude General

You get a +2 bonus on all Fortitude saving throws.

Core Rulebook
Great Fortitude, Mythic Mythic Great Fortitude.

Whenever you roll a Fortitude saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the higher result.

Mythic Adventures
Great Hatred Combat

Gnome, hatred racial trait.

You gain an additional +1 bonus on melee and thrown weapon attacks against targets of your hatred racial trait.

Advanced Race Guide
Greater Blighted Critical Critical Blighted Critical, caster level 12th.

Whenever you confirm a critical hit with a touch spell, ranged touch spell, or spell-like ability against an opponent, the victim gains a random major spellblight.

Ultimate Magic
Greater Blind-Fight Combat Perception 15 ranks, Improved 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 …

Advanced Player's Guide
Greater Bull Rush Combat Improved Bull Rush, Power Attack, base attack bonus +6, Str 13.

You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, …

Core Rulebook
Greater Called Shot Optional

Int 13, Combat Expertise, Improved Called Shot, base attack bonus +6.

Whenever you make an attack, you can choose to replace that attack with a called shot. You can make multiple called shots in a single round. Each additional called shot …

Ultimate Combat
Greater Channel Force General

Channel Force, Improved Channel Force, aasimar, channel energy 6d6.

When using Improved Channel Force, you can affect all creatures in a 30-foot-radius burst.

Advanced Race Guide
Greater Channel Smite General Channel energy class feature, Channel Smite, base attack bonus +8.

Before making any melee attacks on your turn, you can use a swift action to expend one daily use of your channel energy class feature. The dice from your channel …

Ultimate Combat
Greater Dirty Trick Combat Int 13, Combat Expertise, Improved Dirty Trick, base attack bonus +6.

You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted by Improved Dirty Trick. Whenever you successfully perform a dirty …

Advanced Player's Guide
Greater Disarm Combat Combat Expertise, Improved Disarm, base attack bonus +6, Int 13.

You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, the weapon …

Core Rulebook
Greater Drag Combat Str 13, Improved Drag, Power Attack, base attack bonus +6.

You receive a +2 bonus on checks made to drag a foe. This bonus stacks with the bonus granted by Improved Drag. Whenever you drag a foe, his movement provokes …

Advanced Player's Guide
Greater Drow Nobility General

Cha 13, Drow Nobility, Improved Drow Nobility, able to use drow spell-like abilities, drow.

Your detect magic spell-like ability is now constant. You may use your dancing lights, deeper darkness, faerie fire, feather fall, and levitate spell-like abilities at will.

Advanced Race Guide
Greater Eldritch Heritage General Cha 17, Eldritch Heritage, Improved Eldritch Heritage, character level 17th.

You gain an additional power from the bloodline you selected with the Eldritch Heritage feat. You gain a 15th-level (or lower) sorcerer bloodline power that you do not already have. …

Ultimate Magic
Greater Elemental Focus General Elemental Focus.

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.

Advanced Player's Guide
Greater Feint Combat Combat Expertise, Improved Feint, base attack bonus +6, Int 13.

Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity …

Core Rulebook
Greater Grapple Combat Improved Grapple, Improved Unarmed Strike, base attack bonus +6, Dex 13.

You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the …

Core Rulebook
Greater Mercy General Cha 13, lay on hands class feature, mercy class feature.

When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points …

Ultimate Magic
Greater Overrun Combat Improved Overrun, Power Attack, base attack bonus +6, Str 13.

You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of …

Core Rulebook
Greater Penetrating Strike Combat Penetrating Strike, Weapon Focus, 16th-level fighter.

Your attacks with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such …

Core Rulebook
Greater Rending Fury Combat Improved Rending Fury, Rending Fury, base attack bonus +12, rend special attack.

Whenever you rend an opponent, you deal 1d6 bleed damage to that opponent. This is an addition to the effects of the rend.

Ultimate Combat
Greater Reposition Combat Int 13, Combat Expertise, Improved Reposition, base attack bonus +6.

You receive a +2 bonus on checks made to reposition a foe. This bonus stacks with the bonus granted by Improved Reposition. Whenever you reposition a foe, his movement provokes …

Advanced Player's Guide
Greater Shield Focus Combat Shield Focus, Shield Proficiency, base attack bonus +1, 8th-level fighter.

Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.

Core Rulebook
Greater Shield Specialization Combat Proficiency with selected shield, Greater Shield Focus, Shield Focus, Shield Specialization with selected shield, fighter level 12th.

Choose one type of shield (buckler, light, heavy, or tower shield) for which you possess the Shield Specialization feat. With the selected shield, you gain a +2 bonus to your …

Advanced Player's Guide
Greater Snap Shot Combat Dex 17, Improved Snap Shot, Point-Blank Shot, Rapid Shot, Snap Shot, base attack bonus +12.

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 …

Ultimate Combat
Greater Spell Focus General Spell Focus.

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.

Core Rulebook
Greater Spell Penetration General Spell Penetration.

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.

Core Rulebook
Greater Spell Specialization General Int 13, Spell Focus, Spell Specialization, able to prepare 5th-level spells.

By sacrificing a prepared spell of the same or higher level than your specialized spell, you may spontaneously cast your specialized spell. The specialized spell is treated as its normal …

Ultimate Magic
Greater Steal Combat Int 13, Combat Expertise, Improved Steal, base attack bonus +6.

You receive a +2 bonus on checks made to steal an item from a foe. This bonus stacks with the bonus granted by Improved Steal. If you successfully steal an …

Advanced Player's Guide
Greater Sunder Combat Improved Sunder, Power Attack, base attack bonus +6, Str 13.

You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, …

Core Rulebook
Greater Trip Combat Combat Expertise, Improved Trip, base attack bonus +6, Int 13.

You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent …

Core Rulebook
Greater Two-Weapon Fighting Combat Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

You get a third attack with your off-hand weapon, albeit at a –10 penalty.

Core Rulebook
Greater Vital Strike Combat Improved Vital Strike, Vital Strike, base attack bonus +16.

When you use the attack 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 …

Core Rulebook
Greater Weapon Focus Combat Proficiency with selected weapon, Weapon Focus with selected weapon, base attack bonus +1, 8th-level fighter.

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.

Core Rulebook
Greater Weapon Specialization Combat Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, 12th-level fighter.

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 …

Core Rulebook
Greater Whip Mastery Combat Improved Whip Mastery, Weapon Focus (whip), Whip Mastery, base attack bonus +8.

You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further, you gain the ability to grapple using …

Ultimate Combat
Greater Wild Empathy General Knowledge (nature) 5 ranks, wild empathy class feature.

You gain a +2 insight bonus on wild empathy checks, and you may use wild empathy to duplicate an Intimidate check rather than a Diplomacy check. In addition, choose one …

Ultimate Magic
Groundling General Cha 13, gnome, gnome magic racial trait.

You can use speak with animals as a spell-like ability at will, but only to communicate with burrowing animals like gophers, moles, and the like. You can still use your …

Advanced Player's Guide
Grudge Fighter Combat

Orc.

You gain a +1 morale bonus on attack and damage rolls made against any creature that attacked you in the current combat.

Advanced Race Guide
Guardian of the Wild General

Attuned to the Wild, elf.

When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 dodge bonus to Armor Class. If you are in …

Advanced Race Guide
Guided Hand General Channel energy class feature, Channel Smite, proficiency with your deity's favored weapon.

With your deity's favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls.

Ultimate Combat
Guided Hand, Mythic Mythic Guided Hand.

When making attacks with your deity's favored weapon, you can add your Wisdom modifier instead of your Strength or Dexterity modifier on damage rolls.

Mythic Adventures
Gunsmithing General

If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of firearms. You do not need to …

Ultimate Combat
Half-Drow Paragon General

Drow-blooded and drow magic racial traits, half-elf.

You count as a drow for any effects that relate to race. Furthermore, the spell-like abilities granted to you by your drow magic racial trait count as drow spell-like abilities …

Advanced Race Guide
Hammer the Gap Combat Base attack bonus +6.

When you take a full-attack action, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits you have made against that opponent …

Ultimate Combat
Hard-Headed Combat

Base attack bonus +1, dwarf.

You gain a +1 bonus on attack rolls and combat maneuver checks made using a helmet. You receive a +2 bonus on saves against spells and special abilities that cause …

Advanced Race Guide
Harmonic Sage General Bardic performance class feature, Knowledge (engineering) 5 ranks.

While inside an artificial structure, you can spend a free action to make a DC 15 Knowledge (engineering) check when you begin your bardic performance. Success on this check allows …

Ultimate Combat
Haunted Gnome Combat Cha 13, gnome magic racial trait, Knowledge (arcana) 1 rank.

You add haunted fey aspect (page 230) to your list of gnome magic spell-like abilities, and you can use this spell-like ability twice per day.

Ultimate Combat
Haunted Gnome Assault Combat Cha 13, gnome magic racial trait, Haunted Gnome, Knowledge (arcana) 3 ranks.

You gain one use of your gnome magic that is independent of your gnome magic spell-like abilities. When you wish to cast a gnome magic spell-like ability for which you …

Ultimate Combat
Haunted Gnome Shroud Combat Cha 13, gnome magic racial trait, Haunted Gnome, Haunted Gnome Assault, Knowledge (arcana) 6 ranks.

You gain another independent use of your gnome magic like that which Haunted Gnome Assault grants. Further, while you are under the effect of haunted fey aspect, you also …

Ultimate Combat
Heavenly Radiance General

Aasimar, daylight spell-like ability, sufficiently high level (see below).

You gain one additional use per day of daylight. Choose one spell from the table below; by expending a use of daylight, you may use this spell as …

Advanced Race Guide
Heighten Spell Metamagic

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 …

Core Rulebook
Hero's Display Performance Dazzling Display, Weapon Focus, and proficiency with the selected weapon.  

When you spend a swift action to make a performance combat check, you present the weapon in which you have Weapon Focus in a triumphant display. You gain a +2 …

Ultimate Combat
Hero's Fortune Optional

You gain a hero point. The maximum number of hero points you can have at any one time is increased to 5.

Advanced Player's Guide
Heroic Defiance General Diehard, Endurance, base Fortitude save +8.

Once per day as an immediate action you can delay the onset of one harmful condition or affliction (such as panicked, paralyzed, stunned, and so on), including permanent and instantaneous …

Advanced Player's Guide
Heroic Defiance, Mythic Mythic Heroic Defiance.

Once per day as an immediate action, you can attempt to negate the onset of one harmful condition or affliction (such as panicked, paralyzed, stunned, and so on) that allowed …

Mythic Adventures
Heroic Recovery General Diehard, Endurance, base Fortitude save +4.

Once per day as a standard action you may attempt a new saving throw against a harmful condition or affliction requiring a Fortitude save that is affecting you. If this …

Advanced Player's Guide
Heroic Recovery, Mythic Mythic Heroic Recovery.

As a swift action, you can expend one use of mythic power to use Heroic Recovery additional times. Whenever you do, add your tier to the result of the Fortitude …

Mythic Adventures
Heroic Will General

Iron Will, base Will save +4, human.

Once per day as a standard action, you may attempt a new saving throw against a harmful condition requiring a Will save that is affecting you. If you are dominated, …

Advanced Race Guide
Hex Strike Combat Hex class feature, Improved Unarmed Strike.

When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in …

Ultimate Combat
Hobgoblin Discipline General

Base attack bonus +1, hobgoblin.

While you are within 30 feet of at least two other hobgoblins, you gain a +1 morale bonus on saving throws.

Advanced Race Guide
Horde Charge Teamwork

Base attack bonus +1, half-orc or orc.

When charging during the same round as an ally with this feat, you gain a +2 bonus on attack and damage rolls in addition to the normal bonus for charging. …

Advanced Race Guide
Horse Master Combat Expert trainer class feature (Advanced Player's Guide 33), Ride 6 ranks.

Use your character level to determine your effective druid level for determining the powers and abilities of your mount.

Ultimate Combat
Human Spirit General

Half-elf.

You receive 1 bonus skill rank. Whenever you gain another Hit Die, you gain an additional skill rank. You cannot gain more than four skill ranks in this way.

Advanced Race Guide
Huntmaster General

Handle Animal 1 rank; either the animal companion, divine bond (mount), or mount class feature; human.

If you have the animal companion class feature, pick one of the following types of animal companions that this feat affects: bird, dog, small cat, or horse. If you have …

Advanced Race Guide
Hydraulic Maneuver General

Hydraulic push spell-like ability, undine.

You may use hydraulic push to attempt a bull rush, disarm, dirty trick (blind or dazzle, see ), or trip combat maneuver. Each time you use hydraulic push, you …

Advanced Race Guide
Impact Critical Shot Critical Dex 13, Point-Blank Shot, base attack bonus +9.

Whenever you score a critical hit with a ranged attack, in addition to the normal damage your attack deals, if your confirmation roll exceeds your opponent's CMD, you can push …

Ultimate Combat
Impaling Critical Critical Critical Focus, Weapon Specialization with selected piercing melee weapon, base attack bonus +11.

Whenever you score a critical hit with the selected piercing melee weapon, you can impale your opponent on your weapon. While your opponent is impaled in this way, each time …

Ultimate Combat
Implant Bomb General Heal 5 ranks, delayed bomb alchemist discovery.

You may implant a bomb in a willing or helpless creature (a mindless creature under your control, such as a zombie, counts as willing for this purpose). This takes 1 …

Ultimate Magic
Improved Back to Back Teamwork Back to Back, Perception 5 ranks.

While you are adjacent to an ally who is flanked and also has this feat, you can spend a swift action to gain a +2 bonus to AC against all …

Ultimate Combat
Improved Blind-Fight Combat Perception 10 ranks, 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 …

Advanced Player's Guide
Improved Bull Rush Combat Str 13, Power Attack, base attack bonus +1.

You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. …

Core Rulebook
Improved Bull Rush, Mythic Mythic Improved Bull Rush.

You gain a bonus equal to half your tier on checks to bull rush, and to your CMD when an opponent bull rushes you. These bonuses stack with those granted …

Mythic Adventures
Improved Called Shot Optional

Int 13, Combat Expertise.

You receive a +2 bonus on attack rolls when making a called shot. When taking a full-round or standard action that gives you multiple attacks, you can replace a single …

Ultimate Combat
Improved Channel General Channel energy class feature.

Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.

Core Rulebook
Improved Channel Force General

Channel Force, aasimar, channel energy 4d6.

When using Channel Force, you can affect all creatures in a 60-foot line or a 30-foot cone-shaped burst. You must choose to either push or pull all creatures within the …

Advanced Race Guide
Improved Channel, Mythic Mythic Improved Channel.

Non-mythic creatures that take damage from your channel energy must roll their saving throws twice and take the lower result.

Mythic Adventures
Improved Charging Hurler Combat Charging Hurler, Point-Blank Shot.

When you use Charging Hurler, your target can be at any range up to your weapon's maximum range. If your target is within 30 feet, you gain a +2 bonus …

Ultimate Combat
Improved Cleaving Finish Combat Str 13, Cleave, Cleaving Finish, Great Cleave, Power Attack, base attack bonus +6.

You can use Cleaving Finish any number of times per round.

Ultimate Combat
Improved Counterspell General

When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

Core Rulebook
Improved Counterspell, Mythic Mythic Improved Counterspell.

When counterspelling, you can use a spell of the same school that is the same or higher spell level as the target spell.

Mythic Adventures
Improved Critical Combat Proficient with weapon, base attack bonus +8.

When using the weapon you selected, your threat range is doubled.

Core Rulebook
Improved Critical, Mythic Mythic Improved Critical, base attack bonus +8.

Your critical multiplier with your chosen weapon is increased by 1 (to a maximum of ×6).

Mythic Adventures
Improved Dark Sight General

Dark Sight, Gloom Sight, fetchling.

You gain the see in darkness ability and lose the light sensitivity weakness, but gain the light blindness weakness.

Advanced Race Guide
Improved Devastating Strike Combat Devastating Strike, Vital Strike, base attack bonus +13.

Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a bonus on attack rolls to confirm a critical hit equal to the bonus on damage …

Ultimate Combat
Improved Dirty Trick Combat Int 13, Combat Expertise.

You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. …

Advanced Player's Guide
Improved Dirty Trick, Mythic Mythic Improved Dirty Trick.

You gain a bonus equal to half your tier on checks to attempt a dirty trick, and to your CMD when an opponent attempts to perform a dirty trick on …

Mythic Adventures
Improved Disarm Combat Int 13, Combat Expertise.

You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also …

Core Rulebook
Improved Disarm, Mythic Mythic Improved Disarm.

You gain a bonus equal to half your tier on checks to disarm, and to your CMD when an opponent tries to disarm you. These bonuses stack with those granted …

Mythic Adventures
Improved Drag Combat Str 13, Power Attack, base attack bonus +1.

You do not provoke an attack of opportunity when performing a drag combat maneuver. In addition, you receive a +2 bonus on checks made to drag a foe. You also …

Advanced Player's Guide
Improved Drag, Mythic Mythic Improved Drag.

You gain a bonus equal to half your tier on checks to attempt a drag combat maneuver, and to your CMD when an opponent attempts a drag combat maneuver against …

Mythic Adventures
Improved Drow Nobility General

Cha 13, Drow Nobility, able to use drow spell-like abilities, drow.

You may use your dancing lights, faerie fire, feather fall, and levitate spell-like abilities twice per day. Your darkness spell-like ability instead becomes deeper darkness, which …

Advanced Race Guide
Improved Eldritch Heritage General Cha 15, Eldritch Heritage, character level 11th.

You gain either the 3rd-level or the 9th-level power (your choice) of the bloodline you selected with the Eldritch Heritage feat. For purposes of using that power, treat your sorcerer …

Ultimate Magic
Improved Familiar General Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

When choosing a familiar, the creatures listed below are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis …

Core Rulebook
Improved Familiar, Mythic Mythic Improved Familiar.

For every 3 tiers you possess, your familiar gains a +2 bonus to an ability score of your choice. These bonuses stack. Your familiar adds your tier to its natural …

Mythic Adventures
Improved Feint Combat Int 13, Combat Expertise.

You can make a Bluff check to feint in combat as a move action.

Core Rulebook
Improved Feint Partner Teamwork Bluff 1 rank, Combat Reflexes, Feint Partner, base attack bonus +6.

Whenever an ally who also has this feat successfully feints against an opponent, that opponent provokes an attack of opportunity from you.

Ultimate Combat
Improved Grapple Combat Dex 13, Improved Unarmed Strike.

You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also …

Core Rulebook
Improved Grapple, Mythic Mythic Improved Grapple.

You gain a bonus equal to half your tier on checks to grapple, and to your CMD when an opponent tries to grapple you. These bonuses stack with those granted …

Mythic Adventures
Improved Great Fortitude General Great Fortitude.

Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it …

Core Rulebook
Improved Impaling Critical Critical Impaling Critical, Critical Focus, Weapon Specialization with selected piercing melee weapon, base attack bonus +13.

While you are using Impaling Critical to impale an opponent, and you are still holding onto that weapon, that opponent must succeed at a grapple combat maneuver check against you …

Ultimate Combat
Improved Improvisation General

Int 13, Fast Learner, Improvisation, human.

Your nonproficiency penalty with weapons, armor, and shields is halved. In addition, the bonus on all skill checks for skills you have no ranks in increases to +4 instead of …

Advanced Race Guide
Improved Initiative Combat

You get a +4 bonus on initiative checks.

Core Rulebook
Improved Initiative, Mythic Mythic Improved Initiative.

The bonus on initiative checks granted by Improved Initiative increases by an amount equal to your tier. This bonus stacks with the bonus from Improved Initiative. In addition, instead of …

Mythic Adventures
Improved Iron Will General Iron Will.

Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it …

Core Rulebook
Improved Ki Throw Combat Improved Bull Rush, Ki Throw.

When using the Ki Throw feat, you may throw your target into any square you threaten that is occupied by another creature. Make a bull rush combat maneuver check with …

Advanced Player's Guide
Improved Lightning Reflexes General Lightning Reflexes.

Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it …

Core Rulebook
Improved Low Blow Combat

Base attack bonus +4, halfling, low-blow racial trait.

Your bonus to confirm critical hits against opponents larger than yourself improves to +2. Furthermore, once per day, after you fail to hit with a critical hit confirmation roll, you …

Advanced Race Guide
Improved Monster Lore General Monster lore class feature.

You gain a sacred bonus on all skill checks to identify the abilities and weaknesses of creatures equal to 1/2 your level in classes that grant you the monster lore …

Ultimate Magic
Improved Overrun Combat Str 13, Power Attack, base attack bonus +1.

You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also …

Core Rulebook
Improved Overrun, Mythic Mythic Improved Overrun.

You gain a bonus equal to half your tier on checks to overrun, and to your CMD when an opponent tries to overrun you. These bonuses stack with those granted …

Mythic Adventures
Improved Precise Shot Combat Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +11.

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 …

Core Rulebook
Improved Rending Fury Combat Rending Fury, base attack bonus +9, rend special attack.

Whenever you successfully rend an opponent, you deal an extra 1d6 damage. This damage is not multiplied on a critical hit.

Ultimate Combat
Improved Reposition Combat Int 13, Combat Expertise.

You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +2 bonus on checks made to reposition a foe. You also …

Advanced Player's Guide
Improved Reposition, Mythic Mythic Improved Reposition.

You gain a bonus equal to half your tier on checks to attempt a reposition combat maneuver, and to your CMD when an opponent attempts to perform a reposition combat …

Mythic Adventures
Improved Second Chance Combat Int 13, Combat Expertise, Second Chance, base attack bonus +11.

When you reroll a missed attack using the Second Chance feat, you can still make the rest of your attacks that turn, albeit at a –5 penalty to each attack.

Advanced Player's Guide
Improved Share Spells General Spellcraft 10 ranks, ability to acquire an animal companion, eidolon, familiar, or special mount.

Any non-instantaneous spell (but not any spell-like ability) you cast on yourself can also affect a creature bonded to you (such as an animal companion, eidolon, familiar, or special mount). …

Advanced Player's Guide
Improved Shield Bash Combat Shield Proficiency.

When you perform a shield bash, you may still apply the shield's shield bonus to your AC.

Core Rulebook
Improved Sidestep Combat Dex 15, Dodge, Mobility, Sidestep.

After sidestepping an opponent's missed attack using the Sidestep feat, you may still take a 5-foot step during your next turn, or you may move up to your full speed …

Advanced Player's Guide
Improved Snap Shot Combat Dex 15, Point-Blank Shot, Rapid Shot, Snap Shot, Weapon Focus, base attack bonus +9.

You threaten an additional 10 feet with Snap Shot.

Ultimate Combat
Improved Stalwart General Diehard, Endurance, Stalwart, base attack bonus +11.

Double the DR you gain from Stalwart, to a maximum of DR 10/—.

Ultimate Combat
Improved Steal Combat Int 13, Combat Expertise.

You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a …

Advanced Player's Guide
Improved Steal, Mythic Mythic Improved Steal.

You gain a bonus equal to half your tier on checks to attempt a steal combat maneuver, and to your CMD when an opponent attempts a steal combat maneuver on …

Mythic Adventures
Improved Stonecunning General Wis 13, dwarf, stonecunning racial trait.

You receive a +4 bonus on Perception checks to notice unusual stonework. This bonus replaces the stonecunning ability's normal bonus on Perception checks.

Advanced Player's Guide
Improved Stonecunning, Mythic Mythic Improved Stonecunning.

You gain stone tell as a spell-like ability usable once per day with a caster level equal to twice your tier.

Mythic Adventures
Improved Sunder Combat Str 13, Power Attack, base attack bonus +1.

You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also …

Core Rulebook
Improved Sunder, Mythic Mythic Improved Sunder.

You gain a bonus equal to half your tier on checks to sunder, and to your CMD when an opponent tries to sunder an object used by you. These bonuses …

Mythic Adventures
Improved Surprise Follow-Through Combat

Str 13, Cleave, Great Cleave, Power Attack, Surprise Follow Through, base attack bonus +8.

When using Great Cleave, each opponent you attack on your turn (other than the first) is denied his Dexterity bonus against you.

Advanced Race Guide
Improved Trip Combat Int 13, Combat Expertise.

You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also …

Core Rulebook
Improved Trip, Mythic Mythic Improved Trip.

You gain a bonus equal to half your tier on checks to trip, and to your CMD when an opponent tries to trip you. These bonuses stack with those granted …

Mythic Adventures
Improved Two-Weapon Feint Combat Dex 17, Int 13, Combat Expertise, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +6.

While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent. If you successfully feint, that …

Ultimate Combat
Improved Two-Weapon Fighting Combat Dex 17, Two-Weapon Fighting, base attack bonus +6.

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.

Core Rulebook
Improved Umbral Scion General

Cha 13, Wis 13, Drow Nobility, Greater Drow Nobility, Improved Drow Nobility, Umbral Scion, able to use drow spell-like abilities, drow.

You may use dispel magic, divine favor, and suggestion once per day as spell-like abilities. Your caster level is equal to your character level.

Advanced Race Guide
Improved Unarmed Strike Combat

You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, …

Core Rulebook
Improved Unarmed Strike, Mythic Mythic Improved Unarmed Strike.

You can add half your tier to your damage with unarmed strikes. As a swift action, you can expend one use of mythic power to overcome the hardness of objects …

Mythic Adventures
Improved Vital Strike Combat Vital Strike, base attack bonus +11.

When you use the attack 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 …

Core Rulebook
Improved Whip Mastery Combat Weapon Focus (whip), Whip Mastery, base attack bonus +5.

While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny object within …

Ultimate Combat
Improvisation General

Int 13, Fast Learner, human.

You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all trained skills untrained.

Advanced Race Guide
Improvised Weapon Mastery Combat Catch Off-Guard or Throw Anything, base attack bonus +8.

You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to …

Core Rulebook
In Harm's Way Combat Bodyguard.

While using the aid another action to improve an adjacent ally's AC, you can intercept a successful attack against that ally as an immediate action, taking full damage from that …

Advanced Player's Guide
Incremental Elemental Assault General

Suli.

You may use your elemental assault ability in 1-round increments, up to a maximum number of rounds per day equal to your character level. These rounds do not have to …

Advanced Race Guide
Inexplicable Luck General

Defiant Luck, human.

Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this ability after the …

Advanced Race Guide
Inner Breath General

Character level 11th, sylph.

You no longer need to breathe. You are immune to effects that require breathing (such as inhaled poison). This does not give you immunity to cloud or gas attacks that …

Advanced Race Guide
Inner Flame Combat

Scorching Weapons, character level 7th, ifrit.

Your bonus on saves against fire attacks and spells with the fire descriptor or light descriptor increases to +4. When you use Scorching Weapons, the affected weapons deal an additional …

Advanced Race Guide
Innocent Blood Story You must slay at least 50 intelligent noncombatants for either your own personal gain or for no cause at all, or have the Bloodthirsty, First Kill, or The Kill background.

You gain a +2 bonus on Intimidate checks. If you have 10 or more ranks in Intimidate, this bonus increases to +4. Each time you slay an intelligent creature, you …

Ultimate Campaign
Insightful Gaze General Stern gaze class feature, Sense Motive 5 ranks.

Whenever you make a Sense Motive check to oppose someone's Bluff check, you can roll two dice and take the higher result.

Ultimate Magic
Instant Judgment General Second judgment class feature.

You can spend an immediate action to pronounce a judgment or change an active judgment.

Ultimate Combat
Intensified Spell Metamagic

An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this …

Advanced Player's Guide
Intimidating Bane General Bane class feature, Dazzling Display, Weapon Focus, character level 8th.

Whenever you use Dazzling Display while your bane feature is active, you gain a +2 bonus on the Intimidate check that Dazzling Display allows against creatures of the type your …

Ultimate Combat
Intimidating Confidence General

Cha 13, Fearless Curiosity, Intimidate 5 ranks, human.

You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with the bonus granted by Fearless Curiosity. When you confirm a critical hit, …

Advanced Race Guide
Intimidating Gaze General Cha 13+, stern gaze class feature, Intimidate 5 ranks.

Once per day, as a free action, when making an Intimidate skill check, you can roll two dice and take the higher result.

Ultimate Magic
Intimidating Prowess Combat

Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.

Core Rulebook
Intimidating Prowess, Mythic Mythic Intimidating Prowess.

You gain a bonus on Intimidate checks equal to your tier against non-mythic creatures, or half your tier against mythic creatures. If you also have the Persuasive (mythic) feat, you …

Mythic Adventures
Iron Will General

You get a +2 bonus on all Will saving throws.

Core Rulebook
Iron Will, Mythic Mythic Iron Will.

Whenever you roll a Will saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the higher result.

Mythic Adventures
Ironguts General Con 13; dwarf, half-orc, or orc.

You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but not other poisons). In addition, you …

Advanced Player's Guide
Ironhide General Con 13; dwarf, half-orc, or orc.

You gain a +1 natural armor bonus due to your unusually tough hide.

Advanced Player's Guide
Janni Rush Combat Improved Unarmed Strike, Janni Style, Janni Tempest, Acrobatics 8 ranks, Perform (dance) 8 ranks.

While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of a charge and make an unarmed strike against …

Ultimate Combat
Janni Style Style Improved Unarmed Strike, Acrobatics 3 ranks, Perform (dance) 3 ranks.

While using this style, you take only a –1 penalty to AC for charging. Further, opponents that flank you gain only a +1 bonus on attack rolls against you.

Ultimate Combat
Janni Tempest Combat Improved Unarmed Strike, Janni Style, Acrobatics 5 ranks, Perform (dance) 5 ranks.

While you are using the Janni Style feat, whenever you make an unarmed attack and hit an opponent, you gain a +4 bonus on checks made to bull rush or …

Ultimate Combat
Jawbreaker Combat Improved Unarmed Strike, Stunning Fist, Heal 6 ranks.

When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, instead of imparting any other Stunning Fist effect, you can cripple that opponent's …

Ultimate Combat
Judgment Surge General Judgment class feature.

Once per day, you can treat your class level for your judgment class feature as if it were 3 higher than normal. If you have multiple judgments active at the …

Ultimate Magic
Keen Scent General Wis 13, half-orc or orc.

You gain the scent special ability.

Advanced Player's Guide
Ki Stand General Ki pool.

While you have at least 1 ki point in your ki pool, you can stand up as a swift action that provokes attacks of opportunity.

You may spend 1 point …

Ultimate Magic
Ki Throw Combat Improved Trip, Improved Unarmed Strike.

On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any square you threaten rather than its own square. This …

Advanced Player's Guide
Kirin Path Combat Int 13, Kirin Strike, Kirin Style, Improved Unarmed Strike, Knowledge (arcana) 12 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 5 ranks.

Whenever you make a Knowledge check to identify a creature, even when using Kirin Style, you can take 10 even if stress and distractions would normally prevent you from doing …

Ultimate Combat
Kirin Strike Combat Int 13, Kirin Style, Improved Unarmed Strike, Knowledge (arcana) 9 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 3 ranks.

You gain a +2 insight bonus on Knowledge checks made to identify creatures, including the one Kirin Style allows. While using Kirin Style against a creature you have identified using …

Ultimate Combat
Kirin Style Style Improved Unarmed Strike, Knowledge (arcana) 6 ranks, Knowledge (dungeoneering, local, nature, planes, or religion) 1 rank.

While using this style, you can spend a swift action to make a Knowledge check to identify a single creature (DC 15 + the creature's CR for this purpose). If …

Ultimate Combat
Knockout Artist General Sneak attack class feature, Improved Unarmed Strike.

When you use your unarmed strike to deal nonlethal damage and sneak attack damage to an opponent denied his Dexterity bonus to AC, you gain a +1 bonus on the …

Ultimate Combat
Knockout Artist, Mythic Mythic Knockout Artist.

When you use your unarmed strike to deal nonlethal damage and sneak attack damage to an opponent, roll d8s for each sneak attack die instead of d6s.

Mythic Adventures
Kobold Ambusher Combat

Stealth 4 ranks, kobold.

You take no penalty on Stealth checks when you move up to your full speed. You can use the run or charge action and remain hidden, taking a –10 penalty …

Advanced Race Guide
Kobold Sniper Combat

Stealth 1 rank, kobold.

When you are sniping, you only take a –10 penalty on your Stealth checks to stay hidden.

Advanced Race Guide
Landing Roll Combat Dex 13, Dodge, Mobility.

If you are tripped, you can spend an immediate action to move 5 feet without provoking an attack of opportunity. This does not count as taking a 5-foot step. You …

Ultimate Combat
Leadership General Character level 7th.

This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are …

Core Rulebook
Leaf Singer General Cha 13, bardic performance class feature, elf or half-elf.

When you use bardic performance with audible components in a forest, the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your …

Advanced Player's Guide
Leaping Shot Deed Grit Dex 13, grit class feature or Amateur Gunslinger feat, Dodge, Mobility, base attack bonus +4.

You gain a +2 bonus on Acrobatics checks made to jump. As a full-round action, you can move up to your speed and make firearm attacks at your highest base …

Ultimate Combat
Learn Ranger Trap General Survival 5 ranks.

Select one ranger trap (see page 64). You may use this trap a number of times per day equal to your Wisdom bonus (minimum 1). The DC for your trap …

Ultimate Magic
Ledge Walker General

Dex 13, dwarf, mountaineer or stability racial trait.

You can move at full speed while using Acrobatics to balance on narrow surfaces, and you gain a +4 bonus on Climb checks to catch yourself or another creature while …

Advanced Race Guide
Legendary Teamwork, Mythic Mythic Any two teamwork feats.

Any fixed numeric bonuses you gain from teamwork feats are increased by 1. This doesn't apply to variable numeric bonuses or to effects that are not numeric bonuses, such as …

Mythic Adventures
Liberator Story You must have been enslaved for at least 6 months, or have the Imprisoned or Kidnapped background.

You gain a +1 bonus on attack rolls, weapon damage rolls, and skill checks when your actions would directly lead to freeing prisoners or slaves.

Ultimate Campaign
Life Lure General Channel positive energy class feature.

As a standard action, you can channel positive energy to fascinate all undead within 30 feet for a number of rounds equal to your Charisma modifier (minimum of 1). Undead …

Ultimate Magic
Life's Blood General

Samsaran.

At will as a full-round action, you may perform a special bloodletting ritual through which you sacrifice some of your own vitality to heal another creature. When using this feat, …

Advanced Race Guide
Light Step General Acrobatic Steps, Nimble Moves, elf.

You can ignore the effects of difficult terrain in natural environments, as if it were normal terrain.

Advanced Player's Guide
Lightning Reflexes General

You get a +2 bonus on all Reflex saving throws.

Core Rulebook
Lightning Reflexes, Mythic Mythic Lightning Reflexes.

Whenever you roll a Reflex saving throw against a spell, spell-like ability, or supernatural ability from a non-mythic source, roll twice and take the higher result.

Mythic Adventures
Lightning Stance Combat Dex 17, Dodge, Wind Stance, base attack bonus +11.

If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.

Core Rulebook
Lingering Invisibility General

Duergar.

When your invisibility ends, you gain concealment for 1 round per minute of duration the invisibility effect had remaining (minimum 1 round). This only occurs if the invisibility is from …

Advanced Race Guide
Lingering Performance General Bardic performance class feature.

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 …

Advanced Player's Guide
Lingering Spell Metamagic

You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other …

Advanced Player's Guide
Long-Nose Form General

Character level 3rd, tengu.

Once per day, you can assume the form of a human whose nose is the length of your beak. This spell-like ability functions as alter self with a caster level …

Advanced Race Guide
Lookout Teamwork

Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act …

Advanced Player's Guide
Lost Legacy Story Your family must have claim to an inherited title or position that no longer belongs to them, or have the Dishonored Family background. You can take this feat even if you have no knowledge of this lost family title.

You gain a +1 bonus on Charisma-based ability checks and skill checks.

Ultimate Campaign
Low Profile Combat Dex 13, Small size or smaller.

You gain a +1 dodge bonus to AC against ranged attacks. In addition, you do not provide soft cover to creatures when ranged attacks pass through your square.

Advanced Player's Guide
Luck of Heroes Optional

Hero's Fortune.

Whenever you spend a hero point to reroll a die roll or to grant yourself a bonus before a die roll is made, there is a chance that the hero …

Advanced Player's Guide
Lucky Halfling General Halfling.

Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if you were the one subject to …

Advanced Player's Guide
Lucky Halfling, Mythic Mythic Lucky Halfling.

When you use Lucky Halfling, add your tier as a bonus on the saving throw. You can expend one use of mythic power when an ally uses your save but …

Mythic Adventures
Lucky Healer General

Adaptive luck racial trait, halfling.

Spend a use of your adaptive luck racial trait to reroll the damage healed from a single magical healing effect (such as a spell with "cure" in the title or …

Advanced Race Guide
Lucky Strike Combat

Base attack bonus +5, adaptive luck racial trait, halfling.

Spend a use of your adaptive luck racial trait to reroll the damage from a single weapon attack. You deal damage equal to the new damage roll, or the original …

Advanced Race Guide
Lucky Surge, Mythic Mythic Potent Surge, 3rd mythic tier.

Whenever you use your surge ability, you can roll your surge dice twice and take the higher result. If you can already roll your surge dice twice and take the …

Mythic Adventures
Lunge Combat Base attack bonus +6.

You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. …

Core Rulebook
Lunge, Mythic Mythic Lunge.

Whenever you use Lunge and hit a creature with the melee attack, you no longer take a –2 penalty to AC against that creature. You can expend one use of …

Mythic Adventures
Mage of the Wild General

Attuned to the Wild, elf.

When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 bonus on caster level checks, concentration checks, and, Knowledge …

Advanced Race Guide
Magical Aptitude General

You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to …

Core Rulebook
Magical Aptitude, Mythic Mythic Magical Aptitude.

The bonus on Spellcraft and Use Magic Device skill checks from Magical Aptitude increases by 2. In addition, you can expend one use of mythic power to treat a Spellcraft …

Mythic Adventures
Magical Tail General

Kitsune.

You gain a new spell-like ability, each usable twice per day, from the following list, in order: disguise self, charm person, misdirection, invisibility, suggestion, displacement

Advanced Race Guide
Magnum Opus Story You must either have sold five or more self-created works of art worth a total of at least 5,000 gp, have performed at least five performances for audiences of 50 or more while achieving a great performance result or better on your Perform check, or have the Virtuoso background.

Choose a single Craft or Perform skill. Whenever you take 10 with this skill, treat your die result as a 15 instead.

Ultimate Campaign
Major Spell Expertise General Minor Spell Expertise, ability to cast 9th-level spells.

Choose one spell that you know of 5th level or lower. You may cast that spell twice per day as a spell-like ability. The caster level for this spell-like ability …

Advanced Player's Guide
Mantis Style Style Improved Unarmed Strike, Stunning Fist, Heal 3 ranks.

You gain one additional Stunning Fist attempt per day. While using this style, you gain a +2 bonus to the DC of effects you deliver with your Stunning Fist.

Ultimate Combat
Mantis Torment Combat Heal 9 ranks, Improved Unarmed Strike, Mantis Style, Mantis Wisdom, Stunning Fist.

You gain one additional Stunning Fist attempt per day. While using Mantis Style, you make an unarmed attack that expends two daily attempts of your Stunning Fist. If you hit, …

Ultimate Combat
Mantis Wisdom Combat Improved Unarmed Strike, Mantis Style, Stunning Fist, Heal 6 ranks.

Treat half your levels in classes other than monk as monk levels for determining effects you can apply to a target of your Stunning Fist per the Stunning Fist monk …

Ultimate Combat
Manyshot Combat Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6.

When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) and critical …

Core Rulebook
Manyshot, Mythic Mythic Manyshot.

When making a full-attack action with a bow and using Manyshot, you fire two arrows with both your first and second attacks, instead of just your first attack.

Mythic Adventures
Marid Coldsnap Combat Con 15, Wis 17, Elemental Fist**, Marid Spirit, Marid Style, Improved Unarmed Strike, base attack bonus +13 or monk level 11th.

While using Marid Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 30-foot line of frigid water. Creatures caught …

Ultimate Combat
Marid Spirit Combat Con 15, Wis 15, Elemental Fist**, Marid Style, Improved Unarmed Strike, base attack bonus +11 or monk level 9th.

You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Marid Style, you gain cold resistance equal to your base attack bonus, or monk …

Ultimate Combat
Marid Style Style Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.

You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using this style and Elemental Fist to deal cold damage, you gain a bonus on …

Ultimate Combat
Marked for Glory, Mythic General Great Fortitude, Iron Will, or Lightning Reflexes.

You can use the surge ability once per day (adding 1d6). If you are or become mythic, you can use your surge one additional time per day.

Mythic Adventures
Martial Mastery Combat

Martial Versatility, fighter level 16th, human.

Each combat feat you have that applies to a specific weapon (e.g., Weapon Focus) can be used with all weapons in the same weapon group.

Advanced Race Guide
Martial Versatility Combat

Fighter level 4th, human.

Choose one combat feat you know that applies to a specific weapon (e.g., Weapon Focus). You can use that feat with any weapon within the same weapon group.

Advanced Race Guide
Martial Weapon Proficiency Combat

You make attack rolls with the selected weapon normally (without the non-proficient penalty).

Core Rulebook
Master Alchemist General Craft (alchemy) 5 ranks.

You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of …

Advanced Player's Guide
Master Combat Performer Combat Performing Combatant or at least three performance feats, base attack bonus +6.

You can make performance combat checks as a free action. You are proficient in all weapons with the performance special quality.

Ultimate Combat
Master Craftsman General 5 ranks in any Craft or Profession skill.

Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen …

Core Rulebook
Master Siege Engineer Combat Siege Weapon Engineer, Knowledge (engineering) 10 ranks.

If you are the crew lead on a siege engine, your crew can use move actions to load a siege engine. When you spend actions to aim a siege engine, …

Ultimate Combat
Masterful Display Performance Dazzling Display, any two performance feats.

Choose the effects of any two performance feats you have. When you make a performance combat check, you gain the benefits of those two feats, but you only gain a …

Ultimate Combat
Maximize Spell Metamagic

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. A maximized spell …

Core Rulebook
Maximize Surge, Mythic Mythic 6th mythic tier.

Once per day when you surge, you can expend two uses of mythic power to treat your surge die as though it rolled the maximum result.

Mythic Adventures
Maximized Spellstrike General Maximized magic magus arcana, weapon expertise class feature or Quick Draw.

When you make a melee attack and successfully use your spellstrike ability against an opponent denied his Dexterity bonus to AC, you can spend 3 points from your arcane pool …

Ultimate Combat
Medusa's Wrath Combat Improved Unarmed Strike, Gorgon's Fist, Scorpion Style, base attack bonus +11.

Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus attacks must …

Core Rulebook
Medusa's Wrath, Mythic Mythic Medusa's Wrath.

You may forgo the two additional unarmed strikes of Medusa's Wrath to instead make a single unarmed strike at your highest base attack bonus. If you successfully hit your opponent, …

Mythic Adventures
Menacing Bane General Bane class feature.

You can use your bane class feature to imbue a melee weapon with the menacing special weapon ability (Advanced Player's Guide 288) instead of bane. You can spend a …

Ultimate Combat
Merciful Bane General Bane class feature.

While a weapon you wield is under the effect of your bane class feature, you can spend a swift action to switch between dealing lethal or nonlethal damage with bane. …

Ultimate Combat
Merciful Spell Metamagic

You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as fire) inflict nonlethal damage of that same type. …

Advanced Player's Guide
Meta Word Mastery Optional

Ability to cast wordspells.

You can use meta words three additional times per day. In addition, select one additional meta word and add it to your spellbook, familiar, or list of words known.

Ultimate Magic
Metallic Wings General

Angelic Blood, Angelic Flesh, Angel Wings, aasimar, character level 11th.

You gain two wing attacks. These are secondary natural attacks that deal 1d4 points of slashing damage (or 1d3 if you are Small).

Advanced Race Guide
Minor Spell Expertise General Ability to cast 4th-level spells.

Choose one 1st-level spell that you know. You may cast that spell twice per day as a spell-like ability. The caster level for this spell-like ability is equal to your …

Advanced Player's Guide
Missile Shield Combat Dex 13, Shield Focus.

You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon …

Advanced Player's Guide
Missile Shield, Mythic Mythic Missile Shield.

When using Missile Shield, you can deflect an additional number of ranged attacks per round equal to half your tier. You can expend one use of mythic power as an …

Mythic Adventures
Mobility Combat Dex 13, Dodge.

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 …

Core Rulebook
Mobility, Mythic Mythic Mobility.

Whenever you use Mobility, you gain a +6 dodge bonus to AC instead of the normal +4. In addition, once per round when an attack of opportunity provoked by your …

Mythic Adventures
Mocking Dance Performance Acrobatics 4 ranks or Perform (dance) 4 ranks.

When you spend a swift action to make a performance combat check, before making that check you can either move 5 feet without provoking attacks of opportunity, or you can …

Ultimate Combat
Monastic Legacy Combat Still mind class feature, Improved Unarmed Strike.

Add half the levels you have in classes other than monk to your monk level to determine your effective monk level for your base unarmed strike damage. This feat does …

Ultimate Combat
Monastic Legacy, Mythic Mythic Monastic Legacy.

Add half the levels you have in classes other than monk to your monk level to determine your effective monk level for your AC bonus. As a free action, you …

Mythic Adventures
Monkey Moves Combat Wis 13, Improved Unarmed Strike, Monkey Style, Acrobatics 8 ranks, Climb 8 ranks.

While using Monkey Style, you gain a Wisdom bonus on Climb checks. You can also can climb and crawl at half your speed; you can take a 5-foot step by …

Ultimate Combat
Monkey Shine Combat Wis 13, Improved Unarmed Strike, Monkey Moves, Monkey Style, Stunning Fist, Acrobatics 11 ranks, Climb 11 ranks.

While using Monkey Style, if you successfully deliver a Stunning Fist attempt, in addition to the normal effect of Stunning Fist, you can spend a free action to enter a …

Ultimate Combat
Monkey Style Style Wis 13, Improved Unarmed Strike, Acrobatics 5 ranks, Climb 5 ranks.

You add your Wisdom bonus on Acrobatics checks. While using this style, you take no penalty on melee attack rolls or to AC while prone. Further, you can crawl and …

Ultimate Combat
Monument Builder Story Knowledge (engineering) 1 rank, and you must have built a structure worth at least 5,000 gp.

When you supervise a construction project or do the construction yourself, reduce your raw material costs by 10%. You gain a +2 bonus on Knowledge (engineering) checks. If you have …

Ultimate Campaign
Moonlight Stalker Combat Int 13, Blind-Fight, Combat Expertise, Bluff 3 ranks, darkvision or low-light vision racial trait.

While you have concealment from an opponent, you gain a +2 bonus on attack and damage rolls against that opponent.

Ultimate Combat
Moonlight Stalker Feint Combat Int 13, Blind-Fight, Combat Expertise, Moonlight Stalker, Bluff 6 ranks, darkvision or low-light vision racial trait.

Once per round, against an opponent from whom you have concealment, you can spend a swift action to make a Bluff check to feint.

Ultimate Combat
Moonlight Stalker Master Combat Int 13, Blind-Fight, Combat Expertise, Improved Feint, Moonlight Stalker, Moonlight Stalker Feint, Bluff 9 ranks, darkvision or low-light vision racial trait.

While you have concealment, your opponents' miss chance against you increases by 10%. If an opponent misses you due to your concealment, you can spend an immediate action to move …

Ultimate Combat
Moonlight Summons General Spell Focus (conjuration), able to cast summon nature's ally.

Creatures you summon shed light as a light spell. They are immune to confusion and sleep effects, and their natural weapons are treated as silver for the purposes of overcoming …

Ultimate Magic
Mother's Gift General

Changeling.

Your dark legacy manifests in one of the following ways. You choose the manifestation when you choose the feat, and once selected it cannot be changed.

Advanced Race Guide
Mounted Archery Combat Ride 1 rank, Mounted Combat.

The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead of –8 …

Core Rulebook
Mounted Archery, Mythic Mythic Mounted Archery.

When using the Ride skill to use your mount as cover, you can still make a single ranged weapon attack as a standard action. While your mount is moving, you …

Mythic Adventures
Mounted Combat Combat Ride 1 rank.

Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your …

Core Rulebook
Mounted Combat, Mythic Mythic Mounted Combat.

You can negate an additional number of hits against your mount per round equal to your tier. Once per round as an immediate action, you can expend one use of …

Mythic Adventures
Mounted Shield Combat Mounted Combat, Shield Focus.

You may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your mount's AC. In addition, you may add this bonus when …

Advanced Player's Guide
Mounted Skirmisher Combat Ride rank 14, Mounted Combat, Trick Riding.

If your mount moves its speed or less, you can still take a full-attack action.

Advanced Player's Guide
Multitalented Mastery General

Character level 5th, half-elf, multitalented racial trait.

All of your classes are considered favored classes. You gain either +1 hit point or +1 skill point whenever you take a level in any class. Apply these bonuses retroactively …

Advanced Race Guide
Murderer's Circle Performance Dodge, Acrobatics 4 ranks.

When you spend a swift action to make a performance combat check after scoring a critical hit or performing a combat maneuver, and you are adjacent to the target of …

Ultimate Combat
Murmurs of Earth General

Echoes of Stone, character level 9th, oread.

You gain a limited form of tremorsense. As a move action, you become aware of all creatures within 15 feet that are in contact with the ground at that moment.

Advanced Race Guide
Mystic Stride General Dex 15, Nimble Moves, woodland stride class feature.

You can move at full speed even through thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, even if those areas confer the entangled condition.

Ultimate Magic
Mythic Companion, Mythic General You must be non-mythic.

You're considered a mythic creature for the purposes of determining how mythic spells and effects affect you. If you ever become mythic, you gain a +1 bonus on all saves …

Mythic Adventures
Mythic Crafter, Mythic Mythic Any item creation feat.

You can create any mythic magic item for which you have the appropriate item creation feat. In addition, you gain a +5 bonus on skill checks when creating non-mythic magic …

Mythic Adventures
Mythic Paragon, Mythic Mythic

Your tier is considered 2 higher for determining the potency of mythic abilities, feats, and spells. This doesn't grant you access to mythic abilities or greater versions of mythic spells …

Mythic Adventures
Mythic Spell Lore, Mythic Mythic Ability to cast spells.

You can learn a number of mythic spells equal to your tier and can expend mythic power when casting them to enhance the results. To select a mythic spell, you …

Mythic Adventures
Nation Builder Story You must have explored and claimed an area of at least 100 square miles.

When in either unclaimed wilderness or land under your own control, you receive a +2 bonus on Perception checks, Stealth checks, and Survival checks. If you have 10 or more …

Ultimate Campaign
Natural Charmer General

Cha 17, dhampir.

You can take 20 on any Charisma-based skills to charm, convince, persuade, or seduce humanoids whose attitude is at least friendly to you. Taking 20 still requires 20 times the …

Advanced Race Guide
Natural Spell General Wis 13, wild shape class feature.

You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell.

Core Rulebook
Natural Spell, Mythic Mythic Natural Spell.

When you're using wild shape, you can use spell completion and spell trigger magic items that were on your person when you changed form. You don't need to physically manipulate …

Mythic Adventures
Neckbreaker Combat Bonebreaker, Greater Grapple, Improved Grapple, Improved Unarmed Strike, Jawbreaker, Stunning Fist, Heal 12 ranks.

If you have an opponent your size or smaller helpless or pinned, after you initiate or maintain a grapple, you can make a Stunning Fist attempt at a –5 penalty …

Ultimate Combat
Neither Elf nor Human General

Exile's Path, Seen and Unseen, character level 11th, half-elf.

You are not considered elven or human for the purpose of harmful spells or effects based on your type, like a bane weapon or a ranger's favored enemy class feature.

Advanced Race Guide
Nemesis Story You must have at least one enemy who wishes to cause you great harm. If you have multiple enemies, the GM may keep the specific nemesis secret, or have many of your enemies work together against you. If your nemesis is not already a challenging foe, it either advances in strength to become a challenging foe or allies with others to achieve a higher challenge rating.

Having a nemesis drives you to excel in training. For each new level you gain in a favored class, including the level you gained when you chose this feat, you …

Ultimate Campaign
Net Adept Combat Exotic Weapon Proficiency (net), base attack bonus +1.

You can treat a net as a one-handed melee reach weapon with a 10-foot reach. Further, you take no penalty on melee attack rolls for using an unfolded net, and …

Ultimate Combat
Net Maneuvering Combat Exotic Weapon Proficiency (net), Net Adept, base attack bonus +3.

In melee, you can use a net to trip or disarm opponents instead of entangling them. You gain a +2 bonus on disarm checks made to use a net in …

Ultimate Combat
Net Trickery Combat Exotic Weapon Proficiency (net), Net Adept, Net Maneuvering, base attack bonus +6.

In place of one of your melee attacks, you can use your net to attempt a dirty trick combat maneuver to blind an opponent (Advance Player's Guide 320). If …

Ultimate Combat
Net and Trident Combat Dex 15, Exotic Weapon Proficiency (net), Net Adept, Two-Weapon Fighting.

You can treat a net as a one-handed ranged weapon, allowing you to wield a light or one-handed melee weapon and still make ranged attacks with your net. When you …

Ultimate Combat
Nightmare Fist Combat Improved Unarmed Strike, Intimidate 1 rank, ability to create magical darkness.

While fighting within an area of magical darkness, you gain a +2 bonus on damage rolls with unarmed strikes, or a +4 bonus against opponents that are shaken, frightened, or …

Ultimate Combat
Nightmare Striker Combat Improved Unarmed Strike, Nightmare Fist, Nightmare Weaver, Stunning Fist, Heal 5 ranks, ability to cast faerie fire.

While a faerie fire you have cast (not one cast from a spell completion or spell trigger item) outlines an opponent, the DC for that opponent to resist your Stunning …

Ultimate Combat
Nightmare Weaver Combat Improved Unarmed Strike, Nightmare Fist, Intimidate 2 ranks, ability to cast darkness.

By spending a full-round action to cast darkness, you can also make Intimidate checks to demoralize all foes in the spell's initial area.

Ultimate Combat
Nimble Moves General Dex 13.

Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into …

Core Rulebook
Nimble Moves, Mythic Mythic Nimble Moves.

For every 2 tiers you possess, you can move through up to 5 feet of difficult terrain each round as if it were normal terrain (minimum 5 feet). This effect …

Mythic Adventures
Nimble Striker Combat

Dex 13, base attack bonus +1, catfolk, sprinter racial trait.

You do not take a –2 penalty to AC when you use the Cleave feat, Lunge feat, or when you charge.

Advanced Race Guide
No Name Grit Grit class feature or Amateur Gunslinger feat, Bluff 4 ranks.

You often rely on surprise and misdirection in your social dealings. You gain a +2 bonus on Bluff checks, and you can spend 1 grit point to gain a +10 …

Ultimate Combat
Noble Spell Resistance General

Cha 13, Wis 13, Greater Drow Nobility, character level 13th, drow.

Your spell resistance is equal to 11 + your character level.

Advanced Race Guide
Opening Volley Combat

Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the opponent. This attack must occur before …

Ultimate Combat
Oracular Intuition General Mystery class feature.

You get a +2 bonus on Sense Motive checks and Spellcraft checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for …

Ultimate Magic
Orc Hewer Combat

Str 13, Cleave, Goblin Cleaver, Power Attack, dwarf.

This feat functions as Goblin Cleaver, but your additional attacks can be made against creatures your size or smaller. In addition, any such attacks that you make against humanoids (orc) …

Advanced Race Guide
Orc Weapon Expertise Combat

Base attack bonus +1, orc.

When you take this feat, choose one of the benefits below. Whenever you wield a weapon that has "orc" in its name, you gain the benefit you chose so long …

Advanced Race Guide
Oread Burrower General

Stony Step, character level 9th, oread.

You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. You do not leave …

Advanced Race Guide
Oread Earth Glider General

Oread Burrower, Stony Step, character level 13th, oread.

You gain the earth glide universal monster ability and can use it to travel at your full base speed through sand, dirt, clay, gravel, or similar materials. If protected against …

Advanced Race Guide
Outflank Teamwork Base attack bonus +4.

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 …

Advanced Player's Guide
Pack Attack Teamwork Base attack bonus +1.

When you are adjacent to an ally with this feat, the first time you melee attack an opponent, you can spend an immediate action to take a 5-foot step, even …

Ultimate Combat
Painful Anchor General Anchoring aura class feature.

When an evil outsider uses a calling, summoning, or teleportation effect, or any ability that physically transports a creature to or from another plane (such as blink or etherealness) …

Ultimate Magic
Paired Opportunists Teamwork

Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that …

Advanced Player's Guide
Panther Claw Combat Wis 15, Combat Reflexes, Improved Unarmed Strike, Panther Style.

While using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory unarmed strike. You can make a number of retaliatory unarmed …

Ultimate Combat
Panther Parry Combat Wis 15, Combat Reflexes, Improved Unarmed Strike, Panther Claw, Panther Style.

While using Panther Style, your retaliatory unarmed strikes are resolved before the triggering attacks. If your retaliatory unarmed strike deals damage to an opponent, that opponent takes a –2 penalty …

Ultimate Combat
Panther Style Style Wis 13, Combat Reflexes, Improved Unarmed Strike.

While using this style, when an opponent makes an attack of opportunity against you for moving through a threatened square, you can spend a swift action to make a retaliatory …

Ultimate Combat
Parry Spell General Spellcraft 15 ranks, Improved Counterspell .

Whenever you successfully counter a spell, it returns back to its caster. This works exactly like the spell turning spell.

Advanced Player's Guide
Parting Shot Combat Dex 13, Dodge, Mobility, Point Blank Shot, Shot on the Run, base attack bonus +6.

Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.

Advanced Player's Guide
Pass For Human General Half-elf, half-orc, or halfling (see Special).

You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of another race when …

Advanced Player's Guide
Passing Trick Combat Int 13, Combat Expertise, Dodge, Improved Feint, Mobility, size Small or smaller.

Whenever you make a successful Acrobatics check to move through an opponent's space, you can spend a swift action to make a Bluff check against that opponent to feint in …

Ultimate Combat
Penetrating Strike Combat Weapon Focus, base attack bonus +1, 12th-level fighter, proficiency with weapon.

Your attacks with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR …

Core Rulebook
Penetrating Strike, Mythic Mythic Penetrating Strike.

When using Penetrating Strike or Greater Penetrating Strike, you can ignore an additional point of damage reduction for every 3 tiers you posses. Additionally, the effects apply to damage reduction …

Mythic Adventures
Perfect Strike Combat Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following …

Advanced Player's Guide
Performance Weapon Mastery Combat

You treat all weapons you are proficient in as if they had the performance weapon quality (page 144).

Ultimate Combat
Performing Combatant Combat Dazzling Display, any one performance feat.

You can make performance combat checks in any combat. When making a performance check outside of performance combat, you can pick a single performance feat to use. You automatically gain …

Ultimate Combat
Persistent Spell Metamagic

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 …

Advanced Player's Guide
Persuasive General

You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that …

Core Rulebook
Persuasive, Mythic Mythic Persuasive.

The bonus on Diplomacy and Intimidate skill checks granted by Persuasive increases by 2. In addition, you can expend one use of mythic power to treat a Diplomacy or Intimidate …

Mythic Adventures
Piercing Spell Metamagic

When you cast a piercing spell against a target with spell resistance, it treats the spell resistance of the target as 5 lower than its actual SR. A piercing spell …

Ultimate Magic
Pin Down Combat Combat Reflexes, fighter level 11th.

Whenever an opponent you threaten takes a 5-foot step or uses the withdraw action, that opponent provokes an attack of opportunity from you. If the attack hits, you deal no …

Ultimate Combat
Pinning Knockout Combat Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th.

While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent nonlethal damage using an unarmed strike or a light or one-handed …

Ultimate Combat
Pinning Rend Combat Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th.

While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent damage using an unarmed strike or a light or one-handed weapon, …

Ultimate Combat
Pinpoint Poisoner Combat Poison use class feature, Craft (alchemy) 6 ranks, Adder Strike, Improved Unarmed Strike, Two-Weapon Fighting or flurry of blows class feature.

When you use Adder Strike, you can instead poison up to two blowgun darts that you can then use to strike your opponent in melee. (Drawing such darts is a …

Ultimate Combat
Pinpoint Targeting Combat Dex 19, Improved Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus +16.

As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not gain the …

Core Rulebook
Pinpoint Targeting, Mythic Mythic Pinpoint Targeting.

You can use this feat even if you move this round, but only if the distance you move is equal to or less than 5 feet per tier.

Mythic Adventures
Planar Preservationist General Preservationist alchemist archetype.

For every summon nature's ally extract you know, you learn the equivalent summon monster spell as an extract. If you later learn other summon nature's ally extracts, you automatically learn …

Ultimate Magic
Planar Wild Shape General Wild shape class feature, Knowledge (planes) 5 ranks.

When you use wild shape to take the form of an animal, you can expend an additional daily use of your wild shape class feature to add the celestial template …

Ultimate Combat
Point Blank Master Combat Weapon Specialization with selected ranged weapon.

Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.

Advanced Player's Guide
Point-Blank Shot Combat

You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.

Core Rulebook
Point-Blank Shot, Mythic Mythic Point-Blank Shot.

The bonus on attack and damage rolls granted by Point-Blank Shot increases to +2. As a swift action, you can expend one use of mythic power to gain an additional …

Mythic Adventures
Potent Surge, Mythic Mythic

Whenever you use your surge ability, add 1 to your surge result.

Mythic Adventures
Power Attack Combat Str 13, base attack bonus +1.

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 …

Core Rulebook
Power Attack, Mythic Mythic Power Attack.

When you use Power Attack, you gain a +3 bonus on melee damage rolls instead of +2. When your base attack bonus reaches +4 and every 4 points thereafter, the …

Mythic Adventures
Powerful Shape General Wild shape class feature, druid level 8th.

When in wild shape, treat your size as one category larger for the purpose of calculating CMB, CMD, carrying capacity, and any size-based special attacks you use or that are …

Ultimate Magic
Powerful Shape, Mythic Mythic Powerful Shape.

You can apply the giant simple template (quick rules version, from Pathfinder RPG Bestiary 295) to any form you take with wild shape. This replaces the benefit from Powerful Shape.

Mythic Adventures
Practiced Tactician General Tactician class feature.

You can use your tactician ability to grant allies a teamwork feat one additional time per day.

Advanced Player's Guide
Precise Shot Combat Point-Blank Shot.

You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.

Core Rulebook
Precise Strike Teamwork Dex 13, base attack bonus +1.

Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. …

Advanced Player's Guide
Preferred Spell General Spellcraft 5 ranks, Heighten Spell.

Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You …

Advanced Player's Guide
Prodigy General

Choose two Craft, Perform, or Profession skills in any combination (two Craft skills, a Craft skill and a Perform skill, and so on). You receive a +2 bonus on checks …

Ultimate Magic
Prone Shooter Combat Weapon Focus (crossbow or firearm), base attack bonus +1.

If you have been prone since the end of your last turn, the penalty to your Armor Class against melee attacks made against you is reduced to -2. In addition, …

Ultimate Combat
Prone Slinger Combat

While prone, you can use a sling to make ranged attacks.

Ultimate Combat
Prophet Story Ability to cast divine spells, and you must either have received a vision from your god (or another appropriate supernatural entity) or have the Marked by the Gods background.

If you are nonevil and worship a nonevil deity, whenever you cast a beneficial spell on an ally you gain a +1 sacred bonus to AC for 1 round per …

Ultimate Campaign
Prophetic Visionary General Mystery class feature.

Once per day, you can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which time you can take no other …

Ultimate Magic
Prophetic Visionary, Mythic Mythic Prophetic Visionary.

You can use Prophetic Visionary's augury ability at will, spending 10 minutes in a deep trance each time. Your chance of a successful augury increases by 1% per tier. A …

Mythic Adventures
Punishing Kick Combat Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals …

Advanced Player's Guide
Pure Faith General Divine health class feature.

You gain a +4 sacred bonus to saving throws against poison.

Ultimate Magic
Pushing Assault Combat Str 15, Power Attack, base attack bonus +1.

When you hit a creature your size or smaller with a two-handed weapon attack modified by the Power Attack feat, you can choose to push the target 5 feet directly …

Advanced Player's Guide
Quarterstaff Master Combat Weapon Focus (quarterstaff), base attack bonus +5.

By employing a number of different stances and techniques, you can wield a quarterstaff as a one-handed weapon. At the start of your turn, you decide whether or not you …

Ultimate Magic
Quick Bull Rush Combat Str 13, Improved Bull Rush, Power Attack, base attack bonus +6.

On your turn, you can perform a single bull rush combat maneuver in place of one of your melee attacks. You must choose the melee attack with the highest base …

Ultimate Combat
Quick Channel General Knowledge (religion) 5 ranks, channel energy class feature.

You may channel energy as a move action by spending 2 daily uses of that ability.

Ultimate Magic
Quick Dirty Trick Combat Int 13, Combat Expertise, Improved Dirty Trick, base attack bonus +6.

On your turn, you can perform a single dirty trick combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee …

Ultimate Combat
Quick Drag Combat Str 13, Improved Drag, Power Attack, base attack bonus +6.

On your turn, you can perform a single drag combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack …

Ultimate Combat
Quick Draw Combat Base attack bonus +1.

You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move …

Core Rulebook
Quick Draw, Mythic Mythic Quick Draw.

You can use Quick Draw to draw items of any kind, not just weapons, provided they are stored or concealed on your person. As a move action, you can expend …

Mythic Adventures
Quick Reposition Combat Int 13, Combat Expertise, Improved Reposition, base attack bonus +6.

On your turn, you can perform a single reposition combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack …

Ultimate Combat
Quick Steal Combat Int 13, Combat Expertise, Improved Steal, base attack bonus +6.

On your turn, you can perform a single steal combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. You must choose the melee attack …

Ultimate Combat
Quick Wild Shape General Wild shape class feature, caster level 8th.

You can wild shape as a move action or a swift action. However, you are limited to forms available to a druid two levels lower when changing form as a …

Ultimate Magic
Quicken Spell Metamagic

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 …

Core Rulebook
Racial Heritage General Human.

Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human …

Advanced Player's Guide
Racial Heritage, Mythic Mythic Racial Heritage.

You gain a single racial trait of your choice from the race you picked when you took non-mythic Racial Heritage. That racial trait can't modify your size or ability scores. …

Mythic Adventures
Radiant Charge General Lay on hands class feature.

When you hit with a charge attack, you can expend all of your remaining uses of lay on hands to deal extra damage equal to 1d6 per use of lay …

Ultimate Magic
Raging Brutality General Str 13, rage class feature, Power Attack, base attack bonus +12.

While raging and using Power Attack, you can spend 3 additional rounds of your rage as a swift action to add your Constitution bonus on damage rolls for melee attacks …

Ultimate Combat
Raging Deathblow General Greater rage class feature.

While raging, whenever your attack reduces your opponent to –1 or fewer hit points, you gain 1 extra round of rage for that day. If that attack was a critical …

Ultimate Combat
Raging Hurler General Rage class feature, Throw Anything.

While raging, you can throw a two-handed weapon as a standard action, and you double the range increment for weapons you throw. If you also have the Quick Draw feat, …

Ultimate Combat
Raging Throw General Str 13, Con 13, rage class feature, Improved Bull Rush, Power Attack, base attack bonus +6.

While raging, when you attempt a bull rush combat maneuver, you can spend 1 additional round of your rage as a swift action to add your Constitution bonus on your …

Ultimate Combat
Raging Vitality General Con 15, rage class feature.

Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious you must still expend rounds of …

Advanced Player's Guide
Rapid Grappler Combat Dex 13, Greater Grapple, Improved Grapple, Improved Unarmed Strike, base attack bonus +9 or monk level 9th.

Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a grapple combat maneuver check.

Ultimate Combat
Rapid Reload Combat Weapon Proficiency (crossbow type chosen) or Exotic Weapon Proficiency (firearm).

The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), a move action (for heavy crossbow …

Ultimate Combat
Rapid Reload, Mythic Mythic Rapid Reload.

You gain the benefits of Rapid Reload with all crossbows and firearms, not just the one you originally chose when you gained that feat. As a swift action, you can …

Mythic Adventures
Rapid Shot Combat Dex 13, Point-Blank Shot.

When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using Rapid Shot.

Core Rulebook
Rapid Shot, Mythic Mythic Rapid Shot.

When using Rapid Shot, you can either ignore the feat's –2 penalty on attack rolls or make two additional attacks instead of one.

Mythic Adventures
Ray Shield Combat Dex 15, Missile Shield, Spellbreaker.

You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with a ranged touch attack (including rays …

Advanced Player's Guide
Razortusk General Half-orc.

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 …

Advanced Player's Guide
Reach Spell Metamagic

You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and …

Advanced Player's Guide
Realistic Likeness General

Kitsune.

You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an …

Advanced Race Guide
Rebounding Leap Combat Leaping lance class feature, Acrobatics 5 ranks, Ride 11 ranks.

When you succeed at the Acrobatics check to jump as part of your leaping lance class feature, you can remount your steed as a swift action.

Ultimate Combat
Rebuffing Reduction Combat Str 13, damage reduction, Improved Bull Rush, Power Attack, base attack bonus +1.

Whenever an opponent that is adjacent to you fails to penetrate your DR with a melee attack, you can spend an immediate action to attempt a bull rush combat maneuver …

Ultimate Combat
Redemption Story You must have lost class features by violating the code of conduct of a class that possesses such a code, or have the Dishonored Family background.

As an immediate action, you can add a +1 bonus to the result of an ability check, attack roll, saving throw, or skill check you have just rolled by becoming …

Ultimate Campaign
Remote Bomb General Delayed bomb discovery.

The maximum delay for your delayed bombs increases to a number of minutes equal to your level.

If you have line of effect to your delayed bomb, you may detonate …

Ultimate Magic
Rending Claws Combat Str 13, two claw natural weapon attacks, base attack bonus +6.

If you hit a creature with two claw attacks in the same turn, the second claw attack deals an additional 1d6 points of damage. This damage is precision damage and …

Advanced Player's Guide
Rending Fury Combat Base attack bonus +6, rend special attack.

You deal rend damage if you hit with half the normal natural attacks your rend requires. For example, a troll that has this feat can rend when it hits with …

Ultimate Combat
Repositioning Strike Combat Int 13, Combat Expertise, Improved Trip, base attack bonus +9.

Whenever you score a critical hit with a melee attack, you can move your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds …

Advanced Player's Guide
Resilient Brute General

Half-orc or orc.

Once per day, when a creature confirms a critical hit against you, you may treat half the damage as nonlethal damage. You cannot use this ability if you are immune …

Advanced Race Guide
Resilient Eidolon General Eidolon class feature.

If you are knocked unconscious, fall asleep, or are killed, your eidolon remains for a number of rounds equal to your summoner level before it is banished. If you are …

Ultimate Magic
Resolute Rager General

Orc, rage class feature.

While raging, when under the effect of a fear effect that allows a saving throw, you can make a new saving throw against that fear effect at the start of …

Advanced Race Guide
Revelation Strike Combat Revelation class feature, Improved Unarmed Strike.

When you gain this feat, choose one revelation that you can use to affect no more than one opponent. If you make a successful unarmed strike against an opponent, in …

Ultimate Combat
Reverse-Feint Combat

Toughness, base attack bonus +1, orc.

As a move action, you can leave a gap in your defenses for one adjacent opponent to use. If the opponent attacks you on its next turn, it gains a …

Advanced Race Guide
Reward of Grace General Lay on hands class feature.

Each time you use your lay on hands ability, you gain a +1 sacred bonus on all attack rolls for 1 round.

Ultimate Magic
Reward of Life General Lay on hands class feature.

Each time you use your lay on hands ability to heal a creature other than yourself, you heal a number of hit points equal to your Charisma bonus. This ability …

Ultimate Magic
Rhetorical Flourish General Cha 13, Persuasive.

When using the Diplomacy skill to make a request or change a creature's attitude, you can use verbal misdirection. To do so, make a Bluff check against that creature. If …

Ultimate Combat
Rhetorical Flourish, Mythic Mythic Rhetorical Flourish.

When you successfully use Rhetorical Flourish against a non-mythic creature, the bonus on your Diplomacy check increases by your tier. If the target is a mythic creature, you instead increase …

Mythic Adventures
Ricochet Shot Deed Grit Grit class feature or Amateur Gunslinger feat, Blind-Fight.

You can fire a shot at a wall or piece of solid terrain, and have it ricochet off. When you do, use the square immediately in front of the wall …

Ultimate Combat
Ricochet Splash Weapon General Dex 13, Throw Anything.

Whenever your splash weapon misses and the misdirection roll indicates it lands in a square occupied by a creature, you may make an attack roll (at a –5 penalty) as …

Ultimate Magic
Ride-By Attack Combat Ride 1 rank, Mounted Combat.

When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line of the …

Core Rulebook
Ride-By Attack, Mythic Mythic Ride-By Attack.

When you successfully strike an opponent as part of a Ride-By Attack, you can continue to make attacks against successive targets. You can make one additional attack per 3 tiers …

Mythic Adventures
Righteous Healing General Judgment class feature.

If you cast a cure spell while you have a judgment active, each target regains 1 extra hit point from the cure spell + 1 hit point per three inquisitor …

Ultimate Combat
Rime Spell Metamagic

The frost of your cold spell clings to the target, impeding it for a short time. A rime spell causes creatures that takes cold damage from the spell to become …

Ultimate Magic
Risky Striker Combat

Base attack bonus +1, halfling.

You can choose to take a –1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more size categories larger than you. When …

Advanced Race Guide
Run General

When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if …

Core Rulebook
Run, Mythic Mythic Run.

When running, you move seven times your normal speed if wearing medium, light, or no armor and carrying no more than a medium load, or six times your speed if …

Mythic Adventures
Sacred Summons General Aura class feature, ability to cast summon monster.

When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting …

Ultimate Magic
Sap Adept Combat Sneak attack +1d6.

Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage, you gain a bonus on your damage roll equal to twice the number of sneak attack damage dice …

Ultimate Combat
Sap Master Combat Sneak attack +3d6, Sap Adept.

Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal sneak attack …

Ultimate Combat
Savage Display Performance Dazzling Display.

When you spend a swift action to make a performance combat check, you gain a +2 bonus on your performance combat check and gain a +1d6 bonus on damage rolls …

Ultimate Combat
Saving Shield Combat Shield Proficiency.

Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding …

Advanced Player's Guide
Saving Shield, Mythic Mythic Saving Shield.

The shield bonus you grant an ally with Saving Shield increases to +3. If you use Saving Shield to successfully negate an attack against an adjacent ally, you can immediately …

Mythic Adventures
Scavenger's Eye General

Tengu.

You gain a +2 bonus on Appraise checks. You may determine the most valuable item in a hoard as a standard action and gain an additional +2 bonus on the …

Advanced Race Guide
School Strike Combat Wizard school class feature, Improved Unarmed Strike.

When you gain this feat, choose one arcane school power that you can use to affect no more than one opponent. If you make a successful unarmed strike against an …

Ultimate Combat
Scorching Weapons Combat

Ifrit.

You gain a +2 bonus on saving throws against fire attacks and spells with the fire descriptor or light descriptor. As a swift action, you can make up to two …

Advanced Race Guide
Scorpion Style Combat Improved Unarmed Strike.

To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed …

Core Rulebook
Scorpion Style, Mythic Mythic Scorpion Style.

Whenever you are using Scorpion Style, you add your tier to the number of rounds the target's base land speed is reduced. You can expend one use of mythic power …

Mythic Adventures
Scribe Scroll Item Creation Caster level 1st.

You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll …

Core Rulebook
Sea Hunter Combat

Combat Expertise, merfolk.

When you make a successful melee attack against a swimming target, as a free action you can attempt to knock the target off balance. Treat this as a trip combat …

Advanced Race Guide
Sea Legs General Profession (sailor) 5 ranks.

You gain a +2 bonus on Acrobatics, Climb, and Swim checks.

Ultimate Combat
Second Chance Combat Int 13, Combat Expertise, base attack bonus +6.

When making a full attack, if you miss on your first attack, you can forgo making any other attacks for the rest of your turn to reroll that attack at …

Advanced Player's Guide
Secret Stash Deed Grit Grit class feature or Amateur Gunslinger feat, Sleight of Hand 1 rank.

Spend 1 grit point while in combat to recover either 1 bullet and 1 dose of black powder or 1 alchemical cartridge from a hidden stash on your person that …

Ultimate Combat
Seen and Unseen General

Exile's Path, character level 5th, half-elf.

You gain a +2 bonus on all saving throws against scrying or divination effects. Additionally, you gain a +2 bonus on all Stealth checks, and elves, half-elves, and humans take …

Advanced Race Guide
Seize the Moment Teamwork Combat Reflexes, Improved Critical.

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.

Ultimate Combat
Selective Channeling General Cha 13, channel energy class feature.

When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy.

Core Rulebook
Selective Channeling, Mythic Mythic Selective Channeling.

When you channel energy, the damage you heal or deal increases by a number of points equal to twice the number of targets you excluded from your channeled energy. You …

Mythic Adventures
Selective Spell Metamagic Spellcraft 10 ranks.

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 …

Advanced Player's Guide
Self-Sufficient General

You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for …

Core Rulebook
Self-sufficient, Mythic Mythic Self-Sufficient.

The bonus on Heal and Survival skill checks from Self-Sufficient increases by 2. In addition, you can expend one use of mythic power to treat a Heal or Survival check …

Mythic Adventures
Sense Link General Bond senses class feature.

When sharing the senses of your eidolon, you gain a +4 competence bonus on Perception checks for the duration of your bond senses ability.

Ultimate Magic
Shadow Caster General

Caster level 1st, drow.

When you cast spells of the shadow subschool or spells with the darkness descriptor, you are considered two levels higher when determining the duration of those spells.

Advanced Race Guide
Shadow Ghost General

Fetchling, shadow walk spell-like ability.

You gain the ability to use shadow walk an additional time each day.

Advanced Race Guide
Shadow Strike Combat Base attack bonus +1.

You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).

Advanced Player's Guide
Shadow Walker General

Fetchling, shadow walk spell-like ability.

You can expend one use of your shadow walk spell-like ability to use dimension door as a spell-like ability. Your start and end locations for this ability must be in …

Advanced Race Guide
Shadowy Dash General

Wayang.

Whenever you are in an area of dim light or darkness, you can move at full speed using Stealth without taking the normal –5 penalty for doing so.

Advanced Race Guide
Shaitan Earthblast Combat Con 15, Wis 17, Elemental Fist**, Improved Unarmed Strike, Shaitan Skin, Shaitan Style, base attack bonus +13 or monk level 11th.

While using the Shaitan Style feat, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 20-foot column of acid that …

Ultimate Combat
Shaitan Skin Combat Con 15, Wis 15, Elemental Fist**, Improved Unarmed Strike, Shaitan Style, base attack bonus +11 or monk level 9th.

You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using the Shaitan Style feat, you gain acid resistance equal to your base attack bonus, …

Ultimate Combat
Shaitan Style Style Con 13, Wis 15, Elemental Fist**, Improved Unarmed Strike, base attack bonus +9 or monk level 5th.

You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using the Shaitan Style and Elemental Fist feats to deal acid damage, you gain a …

Ultimate Combat
Shake It Off Teamwork

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).

Ultimate Combat
Shamed Story You must have been publicly embarrassed, or must have the Bastard Born background. If the embarrassment didn't cause significant harm to your personal honor or social standing, it does not qualify for the feat prerequisites. The humiliation doesn't need to have been unjustified.

Being observed drives you to excel. When you're in a conflict that is being observed by others not involved in the conflict, you gain a +1 bonus on attack rolls …

Ultimate Campaign
Shapeshifter Foil General Knowledge (arcana) 5 ranks or Knowledge (nature) 5 ranks, ability to use any polymorph effect.

A creature you deal damage to has difficulty using or maintaining polymorph effects until the end your next turn. To use a polymorph effect it must make a concentration check …

Ultimate Combat
Shapeshifting Hunter General Favored enemy class feature, wild shape class feature.

Your levels of druid stack with your ranger levels for determining when you select your next favored enemy. Also, your ranger levels stack with your druid levels in determining the …

Ultimate Combat
Shaping Focus General Wild shape class feature, Knowledge (nature) 5 ranks.

If you are a multiclassed druid, your wild shape ability is calculated as though your druid level were four higher, to a maximum level equal to your character level.

Ultimate Magic
Shared Insight General Wis 13, half-elf.

As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Perception checks for a number of rounds …

Advanced Player's Guide
Shared Judgment General Second judgment class feature.

You can pronounce a single judgment and extend its effects to one adjacent ally instead of pronouncing a second judgment. Similarly, once you have the third judgment class feature, you …

Ultimate Combat
Shared Manipulation General

Cha 13, half-elf.

As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Bluff or Intimidate checks (choose which skill …

Advanced Race Guide
Sharp Senses General Keen senses racial trait.

You receive a +4 racial bonus on Perception skill checks. This replaces the normal bonus from the keen senses racial trait.

Advanced Player's Guide
Sharpclaw Combat

Ratfolk.

You gain two claw attacks. These are primary natural attacks that deal 1d4 points of damage.

Advanced Race Guide
Shatter Defenses Combat Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon.

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 …

Core Rulebook
Shatter Defenses, Mythic Mythic Shatter Defenses.

An opponent you affect with Shatter Defenses is flat-footed to all attacks, not just yours.

Mythic Adventures
Shatterspell Combat

Disruptive, Spellbreaker, dwarf, 10th-level fighter.

As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power (Ultimate Combat 28). You may use this …

Advanced Race Guide
Shield Focus Combat Shield Proficiency, base attack bonus +1.

Increase the AC bonus granted by any shield you are using by 1.

Core Rulebook
Shield Focus, Mythic Mythic Shield Focus.

Add your shield bonus and your shield's enhancement bonus to your touch AC. As an immediate action, you can expend one use of mythic power to add your shield bonus …

Mythic Adventures
Shield Master Combat Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.

You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage rolls made …

Core Rulebook
Shield Proficiency Combat

When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills.

Core Rulebook
Shield Slam Combat Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6.

Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This bull rush …

Core Rulebook
Shield Slam, Mythic Mythic Shield Slam.

When using Shield Slam to bull rush, an opponent knocked prone because of an intervening wall or other surface also takes damage from the collision. The damage dealt is equal …

Mythic Adventures
Shield Specialization Combat Proficiency with selected shield, Shield Focus, fighter level 4th.

Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls. In …

Advanced Player's Guide
Shield Wall Teamwork Shield Proficiency.

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 …

Advanced Player's Guide
Shield of Swings Combat Str 13, Power Attack, base attack bonus +1.

When you take a full-attack action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 shield bonus to AC and CMD …

Advanced Player's Guide
Shielded Caster Teamwork

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 …

Advanced Player's Guide
Shot on the Run Combat Dex 13, Dodge, Mobility, Point-Blank Shot, base attack bonus +4.

As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.

Core Rulebook
Shot on the Run, Mythic Mythic Shot on the Run, base attack bonus +6.

Whenever you use Shot on the Run, you can make two ranged attacks at your highest base attack bonus at any point during your movement, instead of just one.

Mythic Adventures
Sickening Critical Critical Critical Focus, base attack bonus +11.

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.

Core Rulebook
Sickening Spell Metamagic

You can modify a spell to sicken a creature damaged by the spell. When a creature takes damage from this spell, they become sickened for a number of rounds equal …

Advanced Player's Guide
Sidestep Combat Dex 13, Dodge, Mobility.

Whenever an opponent misses you with a melee attack, you may move 5 feet as an immediate action so long as you remain within that opponent's threatened area. This movement …

Advanced Player's Guide
Siege Commander Combat Craft (siege weapon) 5 ranks, Knowledge (engineering) 5 ranks or Profession (siege engineer) 1 rank.

When you lead a siege engine assembly crew, you grant all of its members a +4 competence bonus on checks to assemble or move the weapon. You also halve the …

Ultimate Combat
Siege Engineer Combat Knowledge (engineering) 5 ranks or Profession (siege engineer) 5 ranks, proficiency with one siege engine.

You are considered to be proficient with all siege weapons. Also, when you are crew lead for a siege engine, you do not generate mishaps on the roll of a …

Ultimate Combat
Siege Gunner Combat Siege Engineer, Profession (siege engineer) 5 ranks.

You take no size penalty for aiming a direct-fire siege weapon larger than yourself. If you operate an indirect-fire siege weapon and miss, you misdirect fire by 1 square per …

Ultimate Combat
Signature Deed Grit Grit class feature, gunslinger level 11th.

Pick a deed that you have access to and that you must spend grit to perform. You can perform this deed for 1 fewer grit point (minimum 0). If the …

Ultimate Combat
Silent Spell Metamagic

A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the …

Core Rulebook
Simple Weapon Proficiency Combat

You make attack rolls with simple weapons without penalty.

Core Rulebook
Sin Seer General Detect undead paladin class feature.

You gain the detect evil class feature. You may use it or the detect undead class feature, but not at the same time.

Ultimate Magic
Skeleton Summoner General Spell Focus (necromancy), ability to cast summon monster.

Add “human skeleton” to the list of creatures you can summon with summon monster I and “human skeletal champion” to the list of creatures you can summon with summon monster …

Ultimate Magic
Skill Focus General

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.

Core Rulebook
Skill Focus, Mythic Mythic Skill Focus.

You can always take 10 or 20 on checks with your choice of skill for Skill Focus, even when you are rushed or threatened.

Mythic Adventures
Skilled Driver General

You gain a +4 bonus on driving checks with your chosen vehicle.

Ultimate Combat
Slayer's Knack General Favored enemy class feature, base attack bonus +6.

When you take this feat, choose one of your favored enemy types. Against enemies of that type, the threat range of any weapon you wield is doubled. This effect does …

Ultimate Combat
Sleep Venom General

Vishkanya.

As a swift action, you may alter the effects of your venom so the target falls unconscious. This changes the initial and secondary effect of your venom to the following:

Advanced Race Guide
Sling Flail Combat Weapon Focus (sling), base attack bonus +1.

You can make melee attacks using your loaded sling, using that weapon's normal statistics but treating it as a flail. Using a sling in this way does not expend mundane …

Ultimate Combat
Smash Combat Power Attack, half-orc.

When you attack an inanimate, unattended object, you ignore the first 5 points of its hardness. You also receive a +5 bonus on Strength checks made to knock down or …

Advanced Player's Guide
Smell Fear General Keen Scent, half-orc or orc.

You receive a +4 bonus on Perception checks to detect creatures with the shaken, frightened, or panicked conditions using scent. You can substitute your Perception skill for Sense Motive skill …

Advanced Player's Guide
Snake Fang Combat Combat Reflexes, Improved Unarmed Strike, Snake Sidewind, Snake Style, Acrobatics 6 ranks, Sense Motive 9 ranks.

While using the Snake Style feat, when an opponent's attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this attack of …

Ultimate Combat
Snake Sidewind Combat Improved Unarmed Strike, Snake Style, Acrobatics 3 ranks, Sense Motive 6 ranks.

You gain a +4 bonus to CMD against trip combat maneuvers and on Acrobatics checks and saving throws to avoid being knocked prone. While using the Snake Style feat, whenever …

Ultimate Combat
Snake Style Style Improved Unarmed Strike, Acrobatics 1 rank, Sense Motive 3 ranks.

You gain a +2 bonus on Sense Motive checks, and you can deal piercing damage with your unarmed strikes. While using the Snake Style feat, when an opponent targets you …

Ultimate Combat
Snap Shot Combat Dex 13, Point-Blank Shot, Rapid Shot, Weapon Focus, base attack bonus +6.

While wielding a ranged weapon with which you have Weapon Focus, you threaten squares within 5 feet of you. You can make attacks of opportunity with that ranged weapon. You …

Ultimate Combat
Snapping Turtle Clutch Combat Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.

While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent misses you …

Ultimate Combat
Snapping Turtle Shell Combat Snapping Turtle Clutch, Snapping Turtle Style, Improved Grapple, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.

While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC increases to +2, and your enemies take a –4 penalty on critical …

Ultimate Combat
Snapping Turtle Style Style Improved Unarmed Strike, base attack bonus +1 or monk level 1st.

While using the Snapping Turtle Style feat with at least one hand free, you gain a +1 shield bonus to AC.

Ultimate Combat
Snatch Arrows Combat Dex 15, Deflect Arrows, Improved Unarmed Strike.

When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack against the …

Core Rulebook
Snatch Arrows, Mythic Mythic Snatch Arrows.

When you use Snatch Arrows to catch a thrown weapon that can also be used as a melee weapon, you can make a melee attack with it as an immediate …

Mythic Adventures
Sneaking Precision General Sneak attack class feature, Critical Focus, any critical feat, base attack bonus +9.

Whenever you successfully sneak attack an opponent for a second time on your turn, you can spend a swift action to apply the effects of one critical feat you know …

Ultimate Combat
Sociable General Cha 13, half-elf.

As a move action, you grant all friendly creatures within 30 feet who can see or hear you (including yourself) a +2 bonus on Diplomacy checks for a number of …

Advanced Player's Guide
Sociable, Mythic Mythic Sociable.

You grant and benefit from the +2 bonus on Diplomacy checks from Sociable constantly without having to spend a move action. You can spend a move action to increase the …

Mythic Adventures
Sorcerous Bloodstrike General Cha 13, sorcerer bloodline class feature.

Once per day, as an immediate action upon reducing a creature to 0 or fewer hit points with one of your sorcerer spells, you can regain one usage of a …

Ultimate Magic
Sorcerous Strike Combat Sorcerer bloodline class feature, Improved Unarmed Strike.

When you gain this feat, you choose one bloodline power that you can use to affect a single opponent. If you make a successful unarmed strike against an opponent, in …

Ultimate Combat
Spell Bane General Bane class feature.

While your bane class feature is affecting a creature type, the saving throw's DCs for your spells increase by +2 for creatures of that type.

Ultimate Combat
Spell Bluff General Bluff 5 ranks, Spellcraft 5 ranks.

If another spellcaster tries to counterspell your casting, she adds +4 to her Spellcraft DC when trying to determine your spell.

Because you have studied how to mask the recognizable …

Ultimate Magic
Spell Focus General

Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Core Rulebook
Spell Focus, Mythic Mythic Spell Focus.

Choose a school of magic you already have Spell Focus in. The bonus to save DCs provided by Spell Focus and Greater Spell Focus for that school increases by 1. …

Mythic Adventures
Spell Hex General Major hex class feature.

Select one 1st-level spell in the class that grants you the major hex class feature. You can learn that spell as a hex, and can use that hex three times …

Ultimate Magic
Spell Mastery General 1st-level wizard

Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, you can prepare these spells without …

Core Rulebook
Spell Mastery, Mythic Mythic Spell Mastery.

You can prepare spells you have selected with Spell Mastery as a full-round action. You must spend the appropriate amount of time preparing other spells you have not mastered. As …

Mythic Adventures
Spell Penetration General

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.

Core Rulebook
Spell Penetration, Mythic Mythic Spell Penetration.

Add half your tier to caster level checks to overcome spell resistance. If you have Greater Spell Penetration, add your full tier instead.

Mythic Adventures
Spell Perfection General Spellcraft 15 ranks, at least three metamagic feats.

Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its …

Advanced Player's Guide
Spell Specialization General Int 13, Spell Focus.

Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of the spell.

Ultimate Magic
Spellbreaker Combat Disruptive, 10th-level fighter.

Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.

Core Rulebook
Spellbreaker, Mythic Mythic Spellbreaker.

Any non-mythic creature you threaten provokes an attack of opportunity from you whenever it uses a spell or spell-like ability, even when casting defensively or casting a quickened spell.

If …

Mythic Adventures
Spellsong General Cha 13, bardic performance class ability, able to cast 1st-level spells.

You can combine your bardic performance and your spellcasting in two ways.

First, you can conceal the activity of casting a bard spell by masking it in a performance. As …

Ultimate Magic
Spider Step General Acrobatics 6 ranks, Climb 6 ranks, monk level 6th.

As a move action, you can move up to half your slow fall distance across a wall or ceiling or across ropes, branches, or even water or other surfaces that …

Advanced Player's Guide
Spider Summoner General

Ability to cast summon monster or summon nature's ally spells, drow.

When casting either a summon monster spell or a summon nature's ally spell, your options increase. Depending on the level of the spell, you can summon the spiders listed below.

Advanced Race Guide
Spinning Throw Combat Combat Expertise, Improved Bull Rush, Improved Trip, Improved Unarmed Strike, Ki Throw.

On a successful unarmed trip combat maneuver against an opponent your size or smaller, you can spend a swift action to attempt a bull rush combat maneuver against that opponent. …

Ultimate Combat
Spirit of the Wild General

Attuned to the Wild, Guardian of the Wild, elf.

When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +4 bonus on Perception checks made to act in the …

Advanced Race Guide
Spirited Charge Combat Ride 1 rank, Mounted Combat, Ride-By Attack.

When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

Core Rulebook
Spirited Charge, Mythic Mythic Spirited Charge.

When you hit an opponent with a mounted charge, that opponent must succeed at a Fortitude saving throw (DC 10 + 1/2 your character level + your Str modifier) or …

Mythic Adventures
Spit Venom Combat

Nagaji.

As a full-round action, you can spit poison up to 10 feet as a ranged touch attack. If you hit, the target must make a successful Fortitude save or be …

Advanced Race Guide
Splintering Weapon General Base attack bonus +1, proficient with weapon, weapon made of primitive material.

Whenever you use a melee or thrown weapon with the fragile weapon feature (page 146) or similar quality and hit an opponent, you can give your weapon the broken condition …

Ultimate Combat
Split Hex General Witch level 10th.

When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can choose another creature within 30 feet of the …

Ultimate Magic
Split Major Hex General Split hex, caster level 18th.

When you use one of your major hexes (not a grand hex) that targets a creature, you can choose another creature within 30 feet of the first target to also …

Ultimate Magic
Spontaneous Metafocus General Cha 13, one metamagic feat, able to spontaneously cast spells.

Pick a single spell that you are able to cast spontaneously. When you apply metamagic feats to that spell, you can cast the spell using the normal casting time instead …

Ultimate Magic
Spontaneous Metafocus, Mythic Mythic Spontaneous Metafocus.

You can change which spell your Spontaneous Metafocus feat applies to each morning when you restore your expended spell slots. The spell it applies to can be of any level, …

Mythic Adventures
Spring Attack Combat Dex 13, Dodge, Mobility, base attack bonus +4.

As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You …

Core Rulebook
Spring Attack, Mythic Mythic Spring Attack, base attack bonus +6.

When you use Spring Attack, you don't need to move at least 10 feet before making the first attack. If you expend one use of mythic power when you start …

Mythic Adventures
Stabbing Shot Combat Rapid Shot, elf.

When adjacent to an opponent and making a full-attack action with a longbow or shortbow (including composite bows), you may choose to make a melee attack against that opponent with …

Advanced Player's Guide
Stage Combatant Combat Weapon Focus, base attack bonus +5

When you make an attack with a weapon that you have Weapon Focus in, you take no penalty on the attack roll when you are attempting to make an attack …

Ultimate Combat
Staggering Critical Critical Critical Focus, base attack bonus +13.

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 …

Core Rulebook
Stalwart General Diehard, Endurance, base attack bonus +4.

While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an equivalent amount …

Ultimate Combat
Stand Still Combat Combat Reflexes.

When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the …

Core Rulebook
Starlight Summons General Spell Focus (conjuration), able to cast summon nature's ally.

Creatures you summon gain the Blind-Fight feat, a +5 bonus to Perception and Stealth checks in dim light or darkness, and their natural weapons are treated as cold iron for …

Ultimate Magic
Stealth Synergy Teamwork

While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all take the highest roll and add …

Ultimate Combat
Stealthy General

You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 …

Core Rulebook
Stealthy, Mythic Mythic Stealthy.

The bonus on Escape Artist and Stealth skill checks from Stealthy increases by 2. In addition, you can expend one use of mythic power to treat an Escape Artist or …

Mythic Adventures
Steam Caster General

Undine.

You may increase the casting time of a fire spell to a full-round action, infusing it with elemental power (spells with a casting time of 1 full-round action or longer …

Advanced Race Guide
Steel Soul General Dwarf, hardy racial trait.

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.

Advanced Player's Guide
Step Up Combat Base attack bonus +1.

Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action so long as you end up …

Core Rulebook
Step Up and Strike Combat Dex 13, Following Step, Step Up, base attack bonus +6.

When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack …

Advanced Player's Guide
Still Spell Metamagic

A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the …

Core Rulebook
Stoic Pose General

Svirfneblin.

By spending 5 rounds finding a suitable location, you can hold yourself so still that you appear to be a Small object such as a pile of rocks. This allows …

Advanced Race Guide
Stone Sense General Improved Stonecunning, Perception 10 ranks.

You gain tremorsense to a range of 10 feet.

Advanced Player's Guide
Stone Singer General Cha 13, bardic performance class feature, dwarf.

When you use bardic performance with audible components underground, the range or area of your chosen performance is doubled, and you can affect deaf creatures if they possess tremorsense and …

Advanced Player's Guide
Stone-Faced General Dwarf.

You receive a +4 bonus on Bluff checks to lie or conceal your feelings or true motives, but not to feint in combat or deliver secret messages. In addition, the …

Advanced Player's Guide
Stony Step General

Oread.

Whenever you move, you may move through 5 feet of earth- or stone-based difficult terrain (rubble, stone stairs, and so on) each round as if it were normal terrain. The …

Advanced Race Guide
Strangler Combat Dex 13, sneak attack +1d6, Improved Grapple, Improved Unarmed Strike.

Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to the creature you are grappling.

Ultimate Combat
Stretched Wings General

Str 13, Skill Focus (Fly), strix, wing-clipped racial trait.

Your strix racial fly speed increases to 60 feet (average). You ignore the wing-clipped trait's Fly check requirement to fly upward.

Advanced Race Guide
Strike Back Combat Base attack bonus +11.

You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach.

Core Rulebook
Strike Back, Mythic Mythic Strike Back.

When you make a melee attack as a readied action against a foe outside your melee reach, you can take a 5-foot step toward that foe. If you expend one …

Mythic Adventures
Strong Comeback General

Whenever you are allowed to reroll an ability check, a skill check, or a saving throw, you gain a +2 circumstance bonus on the reroll.

Ultimate Combat
Strong Comeback, Mythic Mythic Strong Comeback.

Whenever you're allowed to reroll an ability check, a skill check, or a saving throw, roll two dice and take the higher result, before adding the bonus from Strong Comeback.

Mythic Adventures
Stronghold Story You must have the Leadership feat and must lead at least 10 combat-capable followers (such as fighters or rangers).

You can spend a move action to give battle orders to your troops, granting creatures under your command within 60 feet your choice of a +1 morale bonus on attack …

Ultimate Campaign
Stunning Assault Combat Str 13, Power Attack, base attack bonus +16.

You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to stun targets you hit with your melee attacks for 1 round. A …

Advanced Player's Guide
Stunning Critical Critical Critical Focus, Staggering Critical, base attack bonus +17.

Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this Fortitude save …

Core Rulebook
Stunning Fist Combat Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

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 …

Core Rulebook
Stunning Fist, Mythic Mythic Stunning Fist.

The DC of your Stunning Fist increases by half your tier, and you can use Stunning Fist multiple times during the same round. As a free action, you can expend …

Mythic Adventures
Stunning Pin Combat Improved Grapple, Improved Unarmed Strike, Stunning Fist.

Whenever you pin an opponent, you can spend a swift action to make a Stunning Fist attempt against that opponent.

Ultimate Combat
Summoner's Call General Eidolon class feature.

Whenever you summon your eidolon, you may give it a +2 enhancement bonus to its Strength, Dexterity, or Constitution. This bonus lasts 10 minutes after the summoning ritual is complete.

Advanced Player's Guide
Sundering Strike Combat Str 13, Improved Sunder, Power Attack, base attack bonus +9.

Whenever you score a critical hit with a melee attack, you can sunder your opponent's weapon, in addition to the normal damage dealt by the attack. If your confirmation roll …

Advanced Player's Guide
Sunlight Summons General Spell Focus (conjuration), able to cast summon nature's ally.

Creatures that you summon shed light as a light spell. They are immune to blinding or dazzling effects, and their natural weapons are treated as magical for overcoming damage reduction.

Ultimate Magic
Superior Summoning General Augment Summoning, caster level 3rd.

Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.

Ultimate Magic
Sure Grasp General Climb 1 rank.

Roll twice while climbing or when making a Reflex save to avoid falling, and take the higher result.

Ultimate Combat
Sure and Fleet General

Fleet of foot racial trait, halfling.

You gain a +2 racial bonus on Acrobatics and Climb checks.

Advanced Race Guide
Surge of Success General

Human.

When you confirm a critical hit or roll a natural 20 on a saving throw, you gain a +2 circumstance bonus on a single attack roll, saving throw, skill check, …

Advanced Race Guide
Surprise Follow-Through Combat

Str 13, Cleave, Power Attack, base attack bonus +1.

When using Cleave or Great Cleave, the second foe you attack on your turn is denied its Dexterity bonus against you.

Advanced Race Guide
Surprise Strike Combat

Cautious Fighter, Desperate Swing, base attack bonus +6, halfling.

Once per day, when fighting defensively or making an attack of opportunity while taking the total defense action with the Desperate Swing feat, you take no penalty on the attack …

Advanced Race Guide
Swap Places Teamwork

Whenever you are adjacent to an ally who also has this feat, you can move into your ally's square as part of normal movement. At the same time, your ally …

Advanced Player's Guide
Swift Aid Combat Int 13, Combat Expertise, base attack bonus +6.

As a swift action, you can attempt the aid another action, granting your ally either a +1 bonus on his next attack roll or a +1 bonus to his AC.

Advanced Player's Guide
Sword and Pistol Combat Dex 13, Point-Blank Shot, Rapid Shot, Snap Shot, Two-Weapon Fighting, base attack bonus +6.

When you use the Two-Weapon Fighting feat while wielding a melee weapon and a crossbow or firearm, your attacks with the crossbow or firearm provoke no attacks of opportunity from …

Ultimate Combat
Sympathetic Rage Combat

Half-orc or orc, nonlawful.

Whenever you are adjacent to an ally who is raging, you may choose to enter a similar but less powerful rage as a free action on your turn. This weaker …

Advanced Race Guide
Tail Terror Combat

Base attack bonus +1, kobold.

You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning damage. Furthermore, you can augment your tail slap …

Advanced Race Guide
Tandem Trip Teamwork

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.

Ultimate Combat
Tangle Feet Combat

Dodge, Mobility, Underfoot , goblin, Small size or smaller.

When you successfully make an Acrobatics check to avoid provoking an attack of opportunity from a larger opponent when you move through its threatened area or its space, you can …

Advanced Race Guide
Target of Opportunity Teamwork Point-Blank Shot, base attack bonus +6.

When an ally who also has this feat makes a ranged attack and hits an opponent within 30 feet of you, you can spend an immediate action to make a …

Ultimate Combat
Taskmaster Combat

Demoralizing Lash, Intimidate 5 ranks, hobgoblin.

As a standard action, you spur an ally, who must have fewer Hit Dice than yourself, to reckless effort. For 1 minute, the ally gains a +1 morale bonus on …

Advanced Race Guide
Taunt General Cha 13, Small size or smaller.

You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target.

Advanced Player's Guide
Team Pickpocketing Teamwork Bluff 1 rank, Sleight of Hand 1 rank.

Whenever an ally with this feat succeeds a Bluff check to feint an opponent, if you are adjacent to that creature, you can spend an immediate action to make a …

Ultimate Combat
Team Up Combat Int 13, Combat Expertise, Gang Up, base attack bonus +6.

When you and at least two of your allies are adjacent to an opponent, you can attempt the aid another action as a move action.

Advanced Player's Guide
Teleport Tactician Combat Combat Reflexes, Disruptive, Spellbreaker.

Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity, even if casting defensively or using a supernatural ability.

Advanced Player's Guide
Tenacious Survivor General

Con 13, Diehard, Endurance, half-orc or orc.

When you are killed by hit point damage, your soul lingers in your body for a number of rounds equal to your Constitution bonus. You are still dead, but a …

Advanced Race Guide
Tenacious Transmutation General Spell Focus (transmutation).

The DC of caster level checks to dispel or remove your transmutations increases by 2; even if the spell is negated, its effects persist for 1 additional round before dissipating.

Advanced Player's Guide
Tengu Raven Form General

Tengu Wings, character level 7th, tengu.

Once per day, you can take the form of a Large black bird resembling a raven, granting you a fly speed of 60 feet (good maneuverability), a +4 size bonus …

Advanced Race Guide
Tengu Wings General

Character level 5th, tengu.

Once per day, you can sprout a pair of giant black crow's wings, granting you a fly speed of 30 feet (average maneuverability). This spell-like ability otherwise functions as beast …

Advanced Race Guide
Terrorizing Display Combat

Dazzling Display, Demoralizing Lash, Taskmaster, Weapon Focus, Intimidate 10 ranks, hobgoblin, proficiency with selected weapon.

When you use Dazzling Display, in addition to its normal effects, you can use it to spur allies within 30 feet as if you had used the Taskmaster feat. Use …

Advanced Race Guide
Thanatopic Spell Metamagic Knowledge (religion) 6 ranks, Spell Focus (necromancy).

A thanatopic spell pierces defenses and immunities that protect against death effects, negative levels, and energy drain, affecting the target as if the protective barrier did not exist.

For example, …

Ultimate Magic
Theurgy General Wis 13, Int or Cha 13, able to cast 1st-level arcane spells, able to cast 1st-level divine spells.

You can augment the power of your divine spells with arcane energy and augment your arcane spells with divine energy.

When casting a divine spell, you may sacrifice an arcane …

Ultimate Magic
Thief of Legend Story You must have stolen at least 1,000 gp worth of treasure without being caught and kept mementos of these thefts worth at least 500 gp, or have the Greed background.

Once per day when you attempt a Disable Device check to open a lock or Sleight of Hand check to pick a pocket, you can roll twice and take the …

Ultimate Campaign
Thoughtful Discernment General Discern lies class feature.

Once per day as a free action, you can think back about a single statement you heard in the last day and determine if it was a lie. This acts …

Ultimate Magic
Threnodic Spell Metamagic Knowledge (religion) 6 ranks, Spell Focus (necromancy).

This feat only works on mind-affecting spells. A threnodic spell affects undead creatures (even mindless undead) as if they weren't immune to mind-affecting effects, but has no effect on living …

Ultimate Magic
Thrill of the Kill General

Half-orc or orc, rage class feature.

When you are raging and your attack reduces an enemy to negative hit points or kills it, you regain 1 round of rage. You may only use this feat if …

Advanced Race Guide
Throw Anything Combat

You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons.

Core Rulebook
Throw Anything, Mythic Mythic Throw Anything.

You gain a +2 bonus on attack rolls and damage rolls made using an improvised thrown weapon or splash weapon. This bonus stacks with the bonus from the non-mythic Throw …

Mythic Adventures
Thundering Spell Metamagic

You can modify a spell to deafen a creature damaged by the spell. When a creature takes damage from this spell, it becomes deafened for a number of rounds equal …

Advanced Player's Guide
Tiger Claws Combat Improved Unarmed Strike, Tiger Style, base attack bonus +6 or monk level 5th.

While you are using the Tiger Style feat and have both hands free, you can use a full-round action to make a single unarmed strike with both hands. Use your …

Ultimate Combat
Tiger Pounce Combat Improved Unarmed Strike, Power Attack, Tiger Claws, Tiger Style, base attack bonus +9 or monk level 8th.

While using the Tiger Style feat, you can apply the penalty from Power Attack to your AC instead of attack rolls. Additionally, once per round as a swift action, you …

Ultimate Combat
Tiger Style Style Improved Unarmed Strike, base attack bonus +3 or monk level 3rd.

While using this style, you gain a +2 bonus to your CMD against bull rush, overrun, and trip maneuvers. You can also deal slashing damage with your unarmed strikes. Whenever …

Ultimate Combat
Tiring Critical Critical Critical Focus, base attack bonus +13.

Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature.

Core Rulebook
Titan Strike, Mythic Mythic Improved Unarmed Strike (mythic).

Your unarmed strike deals damage as if you were one size category larger. You also gain a +1 bonus for each size category that your target is larger than you …

Mythic Adventures
Toppling Spell Metamagic

The impact of your force spell is strong enough to knock the target prone. If the target takes damage, fails its saving throw, or is moved by your force spell, …

Ultimate Magic
Touch of Serenity Combat Wis 18, Improved Unarmed Strike, base attack bonus +8.

You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals …

Advanced Player's Guide
Toughness General

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 …

Core Rulebook
Toughness, Mythic Mythic Toughness.

Toughness provides you twice as many hit points. In addition, when you're below 0 hit points, you gain DR 10/epic. This DR stacks with any other DR/epic you might possess.

Mythic Adventures
Tower Shield Proficiency Combat Shield Proficiency.

When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills.

Core Rulebook
Town Tamer Story You must have 5 ranks in Intimidate and a personal motivation to clean up a particular town (such as an old friend calling in a favor, or seeking a place to settle down), or you must have the Bounty Hunter or Champion of the People background.

Choose a particular settlement. When you're in your chosen settlement, the DC of Intimidate checks made against you increases by 10. You gain a +1 bonus on attack rolls and …

Ultimate Campaign
Toxic Recovery General

Dwarf, hardy racial trait.

Whenever you succeed at a saving throw against poison, you heal 1 point of ability damage of the type dealt by the poison. Whenever you heal ability damage naturally or …

Advanced Race Guide
Trample Combat Ride 1 rank, Mounted Combat.

When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, …

Core Rulebook
Trample, Mythic Mythic Trample.

Your mount can make two hoof attacks against an opponent you knock down with an overrun, instead of one. You can expend one use of mythic power when you score …

Mythic Adventures
Trap Wrecker General

Power Attack, Disable Device 1 rank, orc.

You can attempt to disarm a trap by striking it with a melee weapon instead of making a Disable Device check. As a full-round action, make a melee attack against …

Advanced Race Guide
Trapper's Setup General Craft (traps) 5 ranks.

When you manually trigger a trap against opponents, that trap receives either a +2 circumstance bonus on melee attack rolls or a +2 circumstance bonus to its saving throw DC.

Ultimate Combat
Tree Hanger Combat

Acrobatics 1 rank, vanara.

You gain a +2 bonus to your CMD against all trip attacks. If your square has a branch or other sturdy large object that you could hang from, as a …

Advanced Race Guide
Trick Riding Combat Ride 9 ranks, Mounted Combat.

While wearing light or no armor, you do not need to make Ride skill checks for any task listed in the Ride skill with a DC of 15 or lower. …

Advanced Player's Guide
Tripping Staff Combat Int 13, Combat Expertise, Improved Trip, Weapon Focus (quarterstaff), base attack bonus +6.

You treat quarterstaves as if they had the trip special feature.

Ultimate Magic
Tripping Staff, Mythic Mythic Tripping Staff.

You add half your tier to CMD against trip maneuvers and on combat maneuver checks to trip with a quarterstaff. When you're wielding a quarterstaff and an opponent you threaten …

Mythic Adventures
Tripping Strike Combat Int 13, Combat Expertise, Improved Trip, base attack bonus +9.

Whenever you score a critical hit with a melee attack, you can trip your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds …

Advanced Player's Guide
Tripping Twirl Combat Int 13, Combat Expertise, Improved Trip, Tripping Staff, Weapon Focus (quarterstaff), Weapon Specialization (quarterstaff), base attack bonus +12.

As a full-round action, while wielding a quarterstaff two-handed, you can attempt a trip combat maneuver against each enemy adjacent to you.

Ultimate Magic
Triton Portal General

Character level 5th, hydraulic push spell-like ability, undine.

Once per day, you may expend your racial hydraulic push ability to instead cast summon nature's ally III as a spell-like ability with a caster level equal to your character …

Advanced Race Guide
True Love Story You must have found love with a person you can't be with, have a current lover, or have the Current Lover, For Love, or The Lover background. Possible complications include distance, your love being with another, your feelings being unrequited, or your relationship being forbidden.

You add 1 to the save DC and caster level of your spells and spell-like abilities with the emotion descriptor. In addition, you gain a +2 bonus on Sense Motive …

Ultimate Campaign
Tunnel Rat General

Ratfolk, swarming racial trait.

You count as one size smaller than normal for the purpose of squeezing.

Advanced Race Guide
Turn Undead General Channel positive energy class feature.

You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead …

Core Rulebook
Turn Undead, Mythic Mythic Turn Undead.

When you use Turn Undead, the range increases by 10 feet per tier, and non-mythic undead take a penalty on their saving throws equal to your tier.

You can expend …

Mythic Adventures
Twin Thunders Combat Dwarf or gnome, defensive training racial trait, Two-Weapon Fighting or flurry of blows class feature, Weapon Focus with both wielded weapons.

Once per round, when wielding a bludgeoning weapon in each hand against a creature with the giant subtype, if you hit the creature with your off-hand weapon after you hit …

Ultimate Combat
Twin Thunders Flurry Combat Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Weapon Focus with both wielded weapons; base attack bonus +6.

You can trip a creature with the giant subtype of up to Huge size, and you gain a +2 bonus on damage rolls against creatures of the giant subtype. Further, …

Ultimate Combat
Twin Thunders Master Combat Dwarf or gnome; defensive training racial trait; Improved Two-Weapon Fighting and Two-Weapon Fighting, or flurry of blows class feature; Twin Thunders; Twin Thunders Flurry; Weapon Focus with both wielded weapons; base attack bonus +9.

Whenever you deal an opponent extra damage with the Twin Thunders feat, that opponent is shaken for 1 round. You also force that opponent to succeed at a Fortitude saving …

Ultimate Combat
Two-Fisted Drinker, Mythic Mythic Quick Draw.

You can draw two potions or other beverages—mundane or magical—from a pouch, bandolier, or similar holder (but not from a backpack) as a move action. As a standard action, you …

Mythic Adventures
Two-Handed Thrower Combat Str 15.

Whenever you use two hands to throw a one-handed or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your Strength bonus. Using two hands to …

Ultimate Combat
Two-Weapon Defense Combat Dex 15, Two-Weapon Fighting.

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 …

Core Rulebook
Two-Weapon Defense, Mythic Mythic Two-Weapon Defense.

When using Two-Weapon Defense, you apply the highest enhancement bonus from your two weapons to the shield bonus granted by that feat.

Mythic Adventures
Two-Weapon Feint Combat Dex 15, Int 13, Combat Expertise, Two-Weapon Fighting.

While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an opponent.

Ultimate Combat
Two-Weapon Fighting Combat Dex 15.

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 …

Core Rulebook
Two-Weapon Fighting, Mythic Mythic Two-Weapon Fighting.

As an immediate action, you can expend one use of mythic power to negate the penalties on attack rolls for two-weapon fighting for a number of rounds equal to your …

Mythic Adventures
Two-Weapon Rend Combat Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. You can …

Core Rulebook
Two-Weapon Rend, Mythic Mythic Two-Weapon Rend.

The damage of your Two-Weapon Rend increases to 2d8 points plus twice your Strength modifier. You can expend one use of mythic power to gain a bonus on this damage …

Mythic Adventures
Ultimate Mercy General Cha 19, Greater Mercy, lay on hands, mercy class feature.

You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with a caster level equal …

Ultimate Magic
Ultimate Resolve General Aura of resolve class feature.

Your aura of resolve is a 20-foot emanation, and does not end if you fall unconscious.

Ultimate Magic
Umbral Scion General

Cha 13, Wis 13, Drow Nobility, Greater Drow Nobility, Improved Drow Nobility, able to use drow spell-like abilities, drow.

Select one of the following: dispel magic, divine favor, or suggestion. You may use this spell once per day as a spell-like ability. Your caster level is …

Advanced Race Guide
Uncanny Alertness General Alertness.

This feat gives you an additional +1 bonus on Perception and Sense Motive checks, and you gain a +2 bonus on saving throws against sleep and charm effects.

Ultimate Magic
Uncanny Concentration General Combat Casting.

You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration checks.

Ultimate Magic
Uncanny Defense Combat

Cautious Fighter, base attack bonus +3, halfling.

While fighting defensively or taking the total defense action, you gain a bonus on your Reflex saving throws and to your CMD equal to 1/2 of the dodge bonus to …

Advanced Race Guide
Undead Master General Spell focus (necromancy), the ability to cast animate dead or command undead.

When you cast animate dead or use the Command Undead feat, you are considered to be four levels higher when determining the number of Hit Dice you animate. When you …

Ultimate Magic
Undead Master, Mythic Mythic Undead Master.

When you cast animate dead or use the Command Undead feat, add your tier to your caster level when determining the number of Hit Dice of undead you animate. This …

Mythic Adventures
Under and Over Combat Agile Maneuvers, Small size or smaller.

If an opponent larger than you attempts to grapple you and fails, you may make a trip attack as an immediate action against that opponent with a +2 bonus. This …

Advanced Player's Guide
Underfoot Combat Dodge, Mobility, Small size or smaller.

You receive a +4 dodge bonus on Acrobatics checks to move past opponents without provoking attacks of opportunity, so long as they are larger than you. In addition, you gain …

Advanced Player's Guide
Unforgotten Story You must have a close relative, spouse, or other person dear to your heart who never returned from a journey, was captured, or otherwise vanished with little trace, or you have the Major Disaster background.

Your dogged determination reduces any nonlethal damage you take by 1 point, to a minimum of 1 point of nonlethal damage. You also gain a +1 bonus on Will saves.

Ultimate Campaign
Unsanctioned Detection General Detect evil class feature.

As a swift action, you can focus the clarity granted by your detect evil ability to heighten your awareness of other things. This gives you a +10 sacred bonus on …

Ultimate Magic
Unsanctioned Knowledge General Int 13, ability to cast 1st-level paladin spells.

Pick one 1st-level spell, one 2nd-level spell, one 3rd-level spell, and one 4th-level spell from the bard, cleric, inquisitor, or oracle spell lists. Add these spells to your paladin spell …

Ultimate Magic
Unseat Combat Str 13, Ride 1 rank, Mounted Combat, Power Attack, Improved Bull Rush, base attack bonus +1.

When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in addition to …

Core Rulebook
Unseat, Mythic Mythic Unseat.

When you successfully bull rush an opponent off his mount with Unseat, your opponent takes 1d6 points of falling damage per 2 tiers you possess. Items or abilities that reduce …

Mythic Adventures
Valiant Vault, Mythic Mythic Mounted Combat, Ride-By Attack, Ride 5 ranks.

Your mount is always considered to have a running start when using Acrobatics to jump. You can expend one use of mythic power to grant your mount a +10 bonus …

Mythic Adventures
Vast Hatred Combat

Gnome, hatred racial trait.

Select two creature types (and subtypes where appropriate) from the list of potential favored enemies from the ranger class ability. Your +1 attack bonus from the hatred racial trait applies …

Advanced Race Guide
Vengeance Story You must have a close family member or other loved one slain by a specific challenging foe or that foe's minions, or have the Raiders or Vengeance background.

You gain a +1 bonus on saving throws, attack rolls, and weapon damage rolls against your chosen foe and known minions of that foe.

Ultimate Campaign
Vermin Heart General Wild empathy class feature.

You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). You may use wild empathy to …

Advanced Player's Guide
Versatile Channeler General Channel energy class feature, necromancer or neutrally aligned cleric (see below).

You may make a choice whenever you use your channel energy class feature.

If you normally channel positive energy, you may choose to channel negative energy as if your effective …

Ultimate Magic
Vicious Stomp Combat Combat Reflexes, Improved Unarmed Strike.

Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.

Ultimate Combat
Vigilant Eidolon General Eidolon class feature.

While your eidolon is within your reach, you gain a +4 bonus on Perception checks. If you have 10 or more ranks in Perception, this bonus increases to +8. This …

Ultimate Magic
Vital Strike Combat Base attack bonus +6.

When you use the attack 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 …

Core Rulebook
Vital Strike, Mythic Mythic Vital Strike.

Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, multiply the Strength bonus, magic bonus, and other bonuses that would normally be multiplied on a critical hit …

Mythic Adventures
Voice of the Sibyl General Cha 15.

You get a +1 bonus on all Bluff, Diplomacy, and Perform (oratory) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to …

Ultimate Magic
Voice of the Sibyl, Mythic Mythic Voice of the Sibyl.

You gain a +1 bonus on all Bluff, Diplomacy, and Perform (oratory) skill checks for every 3 tiers you possess. This bonus stacks with the bonus from Voice of the …

Mythic Adventures
War Singer General Cha 13, bardic performance class feature, half-orc or orc.

When you use bardic performance with audible components on a battlefield (any area where a combat involving a dozen or more combatants is taking place), the range or area of …

Advanced Player's Guide
Warrior Priest General Ability to cast divine spells, domain or mystery class feature.

You gain a +1 bonus on initiative checks and a +2 bonus on concentration checks made to cast a spell or use a spell-like ability when casting defensively or while …

Ultimate Magic
Warrior Priest, Mythic Mythic Warrior Priest.

You gain a bonus equal to half your tier both on initiative checks and on concentration checks to cast a spell or use a spell-like ability when casting defensively or …

Mythic Adventures
Water Skinned General

Undine.

As a standard action, you can extinguish a small nonmagical fire with a touch, affecting anything up to the size of a large campfire. This ability does not affect fires …

Advanced Race Guide
Wave Strike Combat Weapon expertise class feature or Quick Draw, Bluff 1 rank.

If on your first turn of combat you draw a melee weapon to attack an opponent within your reach, you can spend a swift action to make a Bluff check …

Ultimate Combat
Weapon Finesse Combat

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 …

Core Rulebook
Weapon Finesse, Mythic Mythic Weapon Finesse.

When using Weapon Finesse, you may also use your Dexterity modifier instead of your Strength modifier on your damage rolls. If you carry a shield, its armor check penalty doesn't …

Mythic Adventures
Weapon Focus Combat Proficiency with selected weapon, base attack bonus +1.

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Core Rulebook
Weapon Focus, Mythic Mythic Weapon Focus.

Double the bonuses on your attack rolls from Weapon Focus and Greater Weapon Focus. As a swift action, you can expend one use of mythic power to gain a bonus …

Mythic Adventures
Weapon Specialization Combat Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.

You gain a +2 bonus on all damage rolls you make using the selected weapon.

Core Rulebook
Weapon Specialization, Mythic Mythic Weapon Specialization.

When using your chosen weapon, you gain a bonus equal to half your tier on damage rolls. This stacks with the bonus from Weapon Specialization and Greater Weapon Specialization.

Mythic Adventures
Well-Prepared General Halfling.

Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand check with a DC of 10 …

Advanced Player's Guide
Whip Mastery Combat Weapon Focus (whip), base attack bonus +2.

You no longer provoke attacks of opportunity when attacking with a whip. You can deal lethal damage with a whip, although you can still deal nonlethal damage when you want. …

Ultimate Combat
Whirlwind Attack Combat Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.

When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack bonus against each opponent within reach. …

Core Rulebook
Widen Spell Metamagic

You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. A widened spell uses up a spell …

Core Rulebook
Wild Speech General Druid level 6th, wild shape class feature.

When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally in any language you know. This allows …

Ultimate Magic
Wind Stance Combat Dex 15, Dodge, base attack bonus +6.

If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.

Core Rulebook
Wings of Air General

Airy Step, character level 9th, sylph.

Your bonus on saves against effects with the air or electricity descriptors and effects that deal electricity damage increases to +4. In addition, you gain a supernatural fly speed equal …

Advanced Race Guide
Witch Knife General Witch class.

Each day, when you prepare your spells, you can select a masterwork or magical dagger, transforming it into a witch knife, which serves as an additional focus component for witch …

Ultimate Magic
Witch Knife, Mythic Mythic Witch Knife.

You can use your witch knife as an additional focus component for all your witch spells, not just your patron spells, adding 1 to their DC. This bonus stacks with …

Mythic Adventures
Word of Healing General Lay on hands class feature.

You may use your lay on hands to heal another creature at a range of 30 feet as a standard action that does not provoke an attack of opportunity. You …

Ultimate Magic

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