In Harm's Way
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 …
SRD feats and custom campaign feats. Filter by category or view all.
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 …
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. …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same …
You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage …
Whenever you score a critical hit with a melee attack, you can push your opponent back, in addition to the normal damage dealt by …
When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully …
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 …
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 …
When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against …
Whenever you score a critical hit against an opponent, its speed is halved for 1 minute. A successful Fortitude save reduces this duration to …
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 deliver a coup de grace to cowering or stunned targets.
You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your …
Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the …
If you ready an action to shoot an opponent casting a spell within 30 feet and successfully hit that opponent with a ranged attack, …
You natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals …
If you miss due to concealment when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll your miss …
Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If …
As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You …
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 …
You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
Choose one type of shield (buckler, light, heavy, or tower shield) for which you possess the Shield Specialization feat. With the selected shield, you …
When you reroll a missed attack using the Second Chance feat, you can still make the rest of your attacks that turn, albeit at …
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 …
You gain a +1 dodge bonus to AC against ranged attacks. In addition, you do not provide soft cover to creatures when ranged attacks …
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, …
If your mount moves its speed or less, you can still take a full-attack action.
Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You …
Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On …
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 …
If you hit a creature with two claw attacks in the same turn, the second claw attack deals an additional 1d6 points of damage. …
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