Blundering Defense
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 …
SRD feats and custom campaign feats. Filter by category or view all.
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 …
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. …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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.
When you make a charge, you can make a full attack with your claws.
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 …
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 …
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 …
When using Great Cleave, each opponent you attack on your turn (other than the first) is denied his Dexterity bonus against you.
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 …
You gain a +2 bonus on feint checks made while wielding a weapon that deals fire damage. Anytime you successfully feint a creature while …
Increase the damage of your beak attack to 1d6. Furthermore, when you confirm a critical hit with your beak attack, you also deal 1 …
As a standard action, you may make a melee attack with a –2 penalty on the attack roll. If the attack damages your opponent, …
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 …
Once per day, you can spend 1 hour practicing maneuvers to gain one single critical feat that you meet the prerequisites for. You gain …
When you are raging and you succeed at a sunder combat maneuver, you regain 1 round of rage. If the sunder attempt causes the …
You have received special training with traditional elven weapons (longbows, composite longbows, longswords, rapiers, shortbows, composite shortbows, and any weapon with the word "elven" …
Once per day when raging, if you are hit by an attack that would deal enough hit points of damage to kill you (negative …
You can wield a torch as a weapon without taking the nonproficient penalty and gain a +1 bonus on attack rolls with melee weapons …
When you are within an area of dim light or darkness, you gain a +1 bonus on attack rolls against enemies that are also …
You gain a +1 bonus on attack rolls with gnome weapons (weapons with "gnome" in the title).
You can wield Medium firearms without taking the penalty for an inappropriately sized weapon.
You gain an additional +1 bonus on melee and thrown weapon attacks against targets of your hatred racial trait.
You gain a +1 morale bonus on attack and damage rolls made against any creature that attacked you in the current combat.
Your bonus to confirm critical hits against opponents larger than yourself improves to +2. Furthermore, once per day, after you fail to hit with …
You take no penalty on Stealth checks when you move up to your full speed. You can use the run or charge action and …
When you are sniping, you only take a –10 penalty on your Stealth checks to stay hidden.
Spend a use of your adaptive luck racial trait to reroll the damage from a single weapon attack. You deal damage equal to the …
When you take this feat, choose one of the benefits below. Whenever you wield a weapon that has "orc" in its name, you gain …
As a move action, you can leave a gap in your defenses for one adjacent opponent to use. If the opponent attacks you on …
You can choose to take a –1 penalty to AC to gain a +2 bonus on melee damage rolls against creatures two or more …
When you make a successful melee attack against a swimming target, as a free action you can attempt to knock the target off balance. …
You gain two claw attacks. These are primary natural attacks that deal 1d4 points of damage.
As a standard action, you can attempt to sunder an ongoing spell effect as if you had the spell sunder rage power (Ultimate …
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 …
Whenever you are adjacent to an ally who is raging, you may choose to enter a similar but less powerful rage as a free …
You can make a tail slap attack with your tail. This is a secondary natural attack that deals 1d4 points of bludgeoning damage. Furthermore, …
When you successfully make an Acrobatics check to avoid provoking an attack of opportunity from a larger opponent when you move through its threatened …
You gain a +2 bonus to your CMD against all trip attacks. If your square has a branch or other sturdy large object that …
Select two creature types (and subtypes where appropriate) from the list of potential favored enemies from the ranger class ability. Your +1 attack bonus …
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