Pinpoint Poisoner
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 …
SRD feats and custom campaign feats. Filter by category or view all.
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 …
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 …
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 …
You can use Cleaving Finish any number of times per round.
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 …
When you are at 0 or fewer hit points, you do not lose 1 hit point when you take an action.
Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.
Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.
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 …
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 …
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 …
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 …
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 …
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. …
A creature that takes damage from your constrict attack is also shaken until the start of your next turn.
Double the number of damage dice for your constrict special attack.
Double the number of damage dice for your constrict special attack.
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 …
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 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, …
Whenever you rend an opponent, you deal 1d6 bleed damage to that opponent. This is an addition to the effects of the rend.
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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. …
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 …
Once per round, against an opponent from whom you have concealment, you can spend a swift action to make a Bluff check to feint.
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 …
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 …
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. …
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 …
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 …
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 …
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 …
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.
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 …
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 …
Whenever you rend an opponent, you deal 1d6 bleed damage to that opponent. This is an addition to the effects of the rend.
Whenever you successfully rend an opponent, you deal an extra 1d6 damage. This damage is not multiplied on a critical hit.
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 …
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 …
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 …
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 …
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 …
You threaten an additional 10 feet with Snap Shot.
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against …
You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
As an immediate action while you are grappling an adjacent creature, you can make a grapple combat maneuver check against that creature to gain …
While wielding two weapons, whenever you successfully use one weapon to disarm an opponent, you can spend a swift action to attack the opponent …
While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat maneuver with a –5 …
Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are …
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 …
You can switch your style as a free action. At the start of combat, pick one of your styles. You start the combat in …
When you attack with an unarmed strike and hit a creature that you can harm with your lay on hands or touch of corruption …
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 …
When you hit with a melee attack and reduce your opponent to –1 or fewer hit points, you can force that opponent to succeed …
Whenever you charge an opponent from higher ground, or from above while flying, you gain a +5 bonus on attack rolls in place of …
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 …
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 …
With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2.
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 …
Whenever an opponent successfully trips you, you can attempt to trip that opponent as an immediate action.
While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical …
You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts …
Choose a ranged weapon or a thrown weapon. When you make a ranged attack using that weapon, you can choose to provoke an attack …
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 …
If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you …
Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike …
Whenever you hit an adjacent opponent with a melee attack, until the start of your next turn, that opponent does not gain any flanking …
If an opponent scores a critical hit against you, you can turn the critical hit into a normal hit. If you do, either your …
When you use the attack action, you can use a weapon with which you have Weapon Focus to make a single attack at your …
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 …
When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful …
Use your character level to determine your effective druid level for determining the powers and abilities of your mount.
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 …
If you are tripped, you can spend an immediate action to move 5 feet without provoking an attack of opportunity. This does not count …
You can make performance combat checks as a free action. You are proficient in all weapons with the performance special quality.
If you are the crew lead on a siege engine, your crew can use move actions to load a siege engine. When you spend …
Add half the levels you have in classes other than monk to your monk level to determine your effective monk level for your base …
Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the …
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 …
You treat all weapons you are proficient in as if they had the performance weapon quality (page 144).
You can make performance combat checks in any combat. When making a performance check outside of performance combat, you can pick a single performance …
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 …
While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent nonlethal damage using an unarmed …
While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent damage using an unarmed strike …
If you have been prone since the end of your last turn, the penalty to your Armor Class against melee attacks made against you …
While prone, you can use a sling to make ranged attacks.
On your turn, you can perform a single bull rush combat maneuver in place of one of your melee attacks. You must choose the …
On your turn, you can perform a single dirty trick combat maneuver (Advanced Players Guide 320) in place of one of your melee …
On your turn, you can perform a single drag combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. …
On your turn, you can perform a single reposition combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. …
On your turn, you can perform a single steal combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. …
Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a …
The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), …
When you succeed at the Acrobatics check to jump as part of your leaping lance class feature, you can remount your steed as a …
Whenever an opponent that is adjacent to you fails to penetrate your DR with a melee attack, you can spend an immediate action to …
When you gain this feat, choose one revelation that you can use to affect no more than one opponent. If you make a successful …
When you gain this feat, choose one arcane school power that you can use to affect no more than one opponent. If you make …
When you lead a siege engine assembly crew, you grant all of its members a +4 competence bonus on checks to assemble or move …
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 …
When you gain this feat, you choose one bloodline power that you can use to affect a single opponent. If you make a successful …
On a successful unarmed trip combat maneuver against an opponent your size or smaller, you can spend a swift action to attempt a bull …
When you make an attack with a weapon that you have Weapon Focus in, you take no penalty on the attack roll when you …
Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to …
Whenever you pin an opponent, you can spend a swift action to make a Stunning Fist attempt against that opponent.
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 …
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 …
Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
If on your first turn of combat you draw a melee weapon to attack an opponent within your reach, you can spend a swift …
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