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.
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. …
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 …
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 …
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 …
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 …
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 …
Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
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 …
As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
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 …
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 …
If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
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. …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 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 get a third attack with your off-hand weapon, albeit at a –10 penalty.
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 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 …
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 …
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 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. …
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 …
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 …
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 …
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 …
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 …
As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
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 …
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 …
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 …
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 …
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
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 …
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 …
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 …
You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.
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 …
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) …
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 …
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
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 …
As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
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 …
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 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 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 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 …
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 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. …
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 …
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 …
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 …
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) …
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
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 …
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 …
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 …
Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.
Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.
When you perform a shield bash, you may still apply the shield's shield bonus to your AC.
Increase the AC bonus granted by any shield you are using by 1.
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 …
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 …
When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills.
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 …
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 …
Add your Strength bonus to damage rolls made with your off-hand weapon.
You get a third attack with your off-hand weapon, albeit at a –10 penalty.
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.
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 …
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 …
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 …
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. …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
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 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 make attack rolls with the weapon normally.
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.
You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step …
Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to …
You make attack rolls with the selected weapon normally (without the non-proficient penalty).
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight …
You make attack rolls with simple weapons without penalty.
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 …
You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside …
You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown …
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead …
You gain a +2 bonus on all damage rolls you make using the selected weapon.
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