Feats
SRD feats and custom campaign feats. Filter by category or view all.
| Feat Name | Category/Type | Prerequisites | Benefit | Source |
|---|---|---|---|---|
| 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 |
| 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 |
| 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 |
| 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 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| Cautious Fighter | Combat | Halfling. |
When fighting defensively or using total defense, your dodge bonus to AC increases by 2. |
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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 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 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 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 |
| 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 |
| 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 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 |
| 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 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 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 |
| 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 |
| Dastardly Finish | Combat | Sneak attack +5d6. | You can deliver a coup de grace to cowering or stunned targets. |
Advanced Player's 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 |
| 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 |
| 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 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 |
| 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 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 |
| 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 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| Distance Thrower | Combat | Str 13. | With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2. |
Ultimate Combat |
| 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 |
| 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 |
| 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 Slice | Combat | Dex 15, Two-Weapon Fighting. | Add your Strength bonus to damage rolls made with your off-hand weapon. |
Core Rulebook |
| 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 |
| 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 |
| 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 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 |
| 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 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 |
| 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 |
| 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 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 |
| 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 |
| Exotic Weapon Proficiency | Combat | Base attack bonus +1. | You make attack rolls with the weapon normally. |
Core Rulebook |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 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 |
| 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 |
| 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 |
| 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 |
| 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 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 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 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 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 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 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 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 Critical | Combat | Proficient with weapon, base attack bonus +8. | When using the weapon you selected, your threat range is doubled. |
Core Rulebook |
| 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 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 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 Feint | Combat | Int 13, Combat Expertise. | You can make a Bluff check to feint in combat as a move action. |
Core Rulebook |
| 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 Initiative | Combat | — | You get a +4 bonus on initiative checks. |
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 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 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 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 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 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 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 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 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 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 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 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 |
| 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 |
| 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 |
| Intimidating Prowess | Combat | — | Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier. |
Core Rulebook |
| 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 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 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 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 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 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 |
| 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 |
| 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 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 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 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 |
| 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 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 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 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 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 |
| 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 |
| 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 |
| Simple Weapon Proficiency | Combat | — | You make attack rolls with simple weapons without penalty. |
Core Rulebook |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 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 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 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 |
| 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-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 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 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 |
| 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 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 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 |
| 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 |
| 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 |
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