Arcane Armor Mastery
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 …
SRD feats and custom campaign feats. Filter by category or view all.
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 …
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 …
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, …
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 …
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, …
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 can make a Bluff check to feint in combat as a move action.
When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.
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 …
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 …
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 …
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, …
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 …
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, …
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 …
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 …
You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your …
As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and …
See Armor Proficiency, Light.
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and …
See Armor Proficiency, Light.
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 do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised …
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 may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make …
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When …
You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Combat).
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with …
The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively …
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose …
Add your Strength bonus to damage rolls made with your off-hand weapon.
You make attack rolls with the weapon normally.
You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from Scorpion Style). If the …
Your attacks with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. This amount is reduced to 5 points for …
Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.
You get a third attack with your off-hand weapon, albeit at a –10 penalty.
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 …
You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll …
When using the weapon you selected, your threat range is doubled.
You get a +4 bonus on initiative checks.
Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by …
When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
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