Light Step
You can ignore the effects of difficult terrain in natural environments, as if it were normal terrain.
SRD feats and custom campaign feats. Filter by category or view all.
You can ignore the effects of difficult terrain in natural environments, as if it were normal terrain.
Your bonus on saves against effects with the air or electricity descriptors and effects that deal electricity damage increases to +4. In addition, you gain a supernatural fly …
This feat gives you an additional +1 bonus on Perception and Sense Motive checks, and you gain a +2 bonus on saving throws against sleep and charm effects.
You gain two wing attacks. These are secondary natural attacks that deal 1d4 points of slashing damage (or 1d3 if you are Small).
You gain a pair of gleaming feathered wings that grant a fly speed of 30 feet (average maneuverability) if wearing light armor or unencumbered, or 20 feet (poor …
You take a –2 penalty on Disguise and Stealth checks but gain one of the following benefits, depending on the metallic affinity of your flesh (choose one).
You gain two wing attacks. These are secondary natural attacks that deal 1d4 points of slashing damage (or 1d3 if you are Small).
You gain two wing attacks. These are secondary natural attacks that deal 1d4 points of slashing damage (or 1d3 if you are Small).
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 dodge bonus to Armor Class. If you …
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +2 bonus on caster level checks, concentration checks, …
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +4 bonus on Perception checks made to act …
Creatures you summon gain the ferocity universal monster ability.
Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned.
If you use your Blood Drinker feat to drain 4 or more points of Constitution from a living creature, you gain a +2 bonus on damage rolls and …
You can use your Blood Drinker feat on a dead creature of the appropriate humanoid subtype. The creature must have died less than 6 hours beforehand.
Choose a humanoid subtype or the monstrous humanoid type. You may use your Blood Drinker feat on creatures of this subtype or type.
When using Improved Channel Force, you can affect all creatures in a 30-foot-radius burst.
When using Channel Force, you can affect all creatures in a 60-foot line or a 30-foot cone-shaped burst. You must choose to either push or pull all creatures …
You do not need to make concentration checks when affected by vigorous or violent motion or by violent weather. You gain a +2 bonus on all other concentration …
You gain the see in darkness ability and lose the light sensitivity weakness, but gain the light blindness weakness.
You gain an extra use per day of your Defiant Luck ability. You can also use your Inexplicable Luck ability to grant an ally that can see and …
Once per day, as a free action before a roll is made, you gain a +8 bonus on any single d20 roll. You can also use this ability …
When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).
Once per day as an immediate action you can delay the onset of one harmful condition or affliction (such as panicked, paralyzed, stunned, and so on), including permanent …
Once per day as a standard action you may attempt a new saving throw against a harmful condition or affliction requiring a Fortitude save that is affecting you. …
Double the DR you gain from Stalwart, to a maximum of DR 10/—.
While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an …
When you are killed by hit point damage, your soul lingers in your body for a number of rounds equal to your Constitution bonus. You are still dead, …
As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed …
You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed …
While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent.
While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of …
You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed …
While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent.
While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of …
While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent.
While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of …
You gain a +2 bonus against sleep and paralysis effects. You gain a breath weapon that is determined by your scale coloration by either the Draconic Aspect feat …
You gain a +2 bonus against sleep and paralysis effects. You grow a pair of wings that you can use to fall and glide at a safe pace. …
You gain an additional +2 bonus against sleep and paralysis effects. You can use your breath weapon twice per day and your breath weapon damage increases to 4d6 …
Your detect magic spell-like ability is now constant. You may use your dancing lights, deeper darkness, faerie fire, feather fall, and levitate spell-like abilities …
You may use your dancing lights, faerie fire, feather fall, and levitate spell-like abilities twice per day. Your darkness spell-like ability instead becomes deeper darkness …
You may use dispel magic, divine favor, and suggestion once per day as spell-like abilities. Your caster level is equal to your character level.
Select one of the following: dispel magic, divine favor, or suggestion. You may use this spell once per day as a spell-like ability. Your caster …
You gain a limited form of tremorsense. As a move action, you become aware of all creatures within 15 feet that are in contact with the ground at …
You gain an additional power from the bloodline you selected with the Eldritch Heritage feat. You gain a 15th-level (or lower) sorcerer bloodline power that you do not …
You gain either the 3rd-level or the 9th-level power (your choice) of the bloodline you selected with the Eldritch Heritage feat. For purposes of using that power, treat …
Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. This bonus stacks with the bonus from …
As long as you have 1 ki point in your ki pool, when you fail your Constitution check to stabilize, you do not lose 1 hit point. If …
When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to …
When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).
Once per day as an immediate action you can delay the onset of one harmful condition or affliction (such as panicked, paralyzed, stunned, and so on), including permanent …
Once per day as a standard action you may attempt a new saving throw against a harmful condition or affliction requiring a Fortitude save that is affecting you. …
Double the DR you gain from Stalwart, to a maximum of DR 10/—.
While using the total defense action, fighting defensively action, or Combat Expertise, you can forgo the dodge bonus to AC you would normally gain to instead gain an …
When you are killed by hit point damage, your soul lingers in your body for a number of rounds equal to your Constitution bonus. You are still dead, …
You are not considered elven or human for the purpose of harmful spells or effects based on your type, like a bane weapon or a ranger's favored enemy …
You gain a +2 bonus on all saving throws against scrying or divination effects. Additionally, you gain a +2 bonus on all Stealth checks, and elves, half-elves, and …
Your nonproficiency penalty with weapons, armor, and shields is halved. In addition, the bonus on all skill checks for skills you have no ranks in increases to +4 …
You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all trained skills untrained.
You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with those granted by Fearless Curiosity and Intimidating Confidence. In addition, …
You gain a +1 bonus on saving throws against effects with the emotion descriptor; this bonus stacks with the bonus granted by Fearless Curiosity. When you confirm a …
You gain fire resistance 5. When casting spells with the fire descriptor or throwing alchemist bombs that deal fire damage, treat your caster level or alchemist level as …
Increase the number of times per day you can use the adaptable luck racial trait by 1. Furthermore, when you use adaptable luck, increase the luck bonus for …
You gain the ability to see up to 15 feet clearly in magical darkness, such as that created by the deeper darkness spell.
You gain the see in darkness ability and lose the light sensitivity weakness, but gain the light blindness weakness.
Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even …
You can use the surge ability once per day (adding 1d6). If you are or become mythic, you can use your surge one additional time per day.
You may use dispel magic, divine favor, and suggestion once per day as spell-like abilities. Your caster level is equal to your character level.
Your spell resistance is equal to 11 + your character level.
Select one of the following: dispel magic, divine favor, or suggestion. You may use this spell once per day as a spell-like ability. Your caster …
You can expend 10 uses of lay on hands to bring a single dead creature you touch back to life as a raise dead spell with a caster …
When you are in a terrain type you have selected the Attuned to the Wild feat for, you gain a +4 bonus on Perception checks made to act …
When using Improved Channel Force, you can affect all creatures in a 30-foot-radius burst.
Whenever you successfully counter a spell, it returns back to its caster. This works exactly like the spell turning spell.
Your detect magic spell-like ability is now constant. You may use your dancing lights, deeper darkness, faerie fire, feather fall, and levitate spell-like abilities …
You may use dispel magic, divine favor, and suggestion once per day as spell-like abilities. Your caster level is equal to your character level.
Select one of the following: dispel magic, divine favor, or suggestion. You may use this spell once per day as a spell-like ability. Your caster …
You gain an additional power from the bloodline you selected with the Eldritch Heritage feat. You gain a 15th-level (or lower) sorcerer bloodline power that you do not …
You gain tremorsense to a range of 10 feet.
Your nonproficiency penalty with weapons, armor, and shields is halved. In addition, the bonus on all skill checks for skills you have no ranks in increases to +4 …
You gain an extra use per day of your Defiant Luck ability. You can also use your Inexplicable Luck ability to grant an ally that can see and …
Once per day as a standard action, you may attempt a new saving throw against a harmful condition requiring a Will save that is affecting you. If you …
Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even …
You can use the surge ability once per day (adding 1d6). If you are or become mythic, you can use your surge one additional time per day.
You receive a +4 bonus on Perception checks to detect creatures with the shaken, frightened, or panicked conditions using scent. You can substitute your Perception skill for Sense …
Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even …
Choose one spell that you know of 5th level or lower. You may cast that spell twice per day as a spell-like ability. The caster level for this …
Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack …
If you have at least one ki in your ki pool, when you move you do not provoke attacks of opportunity when leaving the first square of that …
You can ignore the effects of difficult terrain in natural environments, as if it were normal terrain.
You can move at full speed even through thorns, briars, and overgrown areas that are enchanted or magically manipulated to impede motion, even if those areas confer the …
You gain the earth glide universal monster ability and can use it to travel at your full base speed through sand, dirt, clay, gravel, or similar materials. If …
When you succeed at a Diplomacy check to change a creature's attitude, you can draw a weapon and make a single melee attack against that creature as an …
When using the Diplomacy skill to make a request or change a creature's attitude, you can use verbal misdirection. To do so, make a Bluff check against that …
You are not considered elven or human for the purpose of harmful spells or effects based on your type, like a bane weapon or a ranger's favored enemy …
You can use a standard action to touch an ally and expend one of your daily uses of channel energy to create a repository of positive energy within …
Your strix racial fly speed increases to 60 feet (average). You ignore the wing-clipped trait's Fly check requirement to fly upward.
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it.
You gain a +2 bonus on caster level checks with divinations to overcome spell resistance or effects that impede divination (for example, nondetection). When using a divination …
Creatures you summon gain the ferocity universal monster ability.
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus.
By sacrificing a prepared spell of the same or higher level than your specialized spell, you may spontaneously cast your specialized spell. The specialized spell is treated as …
Creatures you summon shed light as a light spell. They are immune to confusion and sleep effects, and their natural weapons are treated as silver for the purposes …
Add “human skeleton” to the list of creatures you can summon with summon monster I and “human skeletal champion” to the list of creatures you can summon with …
Select one spell of a school for which you have taken the Spell Focus feat. Treat your caster level as being two higher for all level-variable effects of …
Creatures you summon gain the Blind-Fight feat, a +5 bonus to Perception and Stealth checks in dim light or darkness, and their natural weapons are treated as cold …
Creatures that you summon shed light as a light spell. They are immune to blinding or dazzling effects, and their natural weapons are treated as magical for overcoming …
The DC of caster level checks to dispel or remove your transmutations increases by 2; even if the spell is negated, its effects persist for 1 additional round …
When you cast animate dead or use the Command Undead feat, you are considered to be four levels higher when determining the number of Hit Dice you animate. …
You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell …
By sacrificing a prepared spell of the same or higher level than your specialized spell, you may spontaneously cast your specialized spell. The specialized spell is treated as …
As a move action, you can air walk (as the spell) up to half your slow fall distance, maximum 50 feet. You must reach a solid, level surface …
When you use one of your major hexes (not a grand hex) that targets a creature, you can choose another creature within 30 feet of the first target …
Double the DR you gain from Stalwart, to a maximum of DR 10/—.
You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. You do …
You gain the earth glide universal monster ability and can use it to travel at your full base speed through sand, dirt, clay, gravel, or similar materials. If …
Once per day, you can take the form of a Large black bird resembling a raven, granting you a fly speed of 60 feet (good maneuverability), a +4 …
You gain a burrow speed equal to 1/2 your base speed. You can burrow through sand, dirt, clay, gravel, or similar materials, but not solid stone. You do …
You may use dispel magic, divine favor, and suggestion once per day as spell-like abilities. Your caster level is equal to your character level.
Choose one of your revelations that has a number of uses per day. You gain 1 additional use per day of that revelation.
When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at …
You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, …
You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from …
While using your smite evil class feature, as a swift action at the start of your turn, you can forgo the bonus on damage …
Add +1 to the Difficulty Class on all Perception and Disable Device skill checks to find or disable the traps you make with your …
You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight …
Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. …
You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these …
You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature …
You gain the amphibious special quality. Your swim speed increases by +10 feet.
As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a …
As a immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a deflection bonus …
Choose a 0-level spell from the sorcerer/wizard spell list. You can cast this spell three times per day as a spell-like ability. The caster …
You gain a +2 natural armor bonus.
Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot …
You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the …
Select one of the following creature types: elephant, pteranodon, rhinoceros, stegosaurus, or triceratops. Add this creature type to your list of possible animal companions …
Once per day as an immediate action, when you are hit by a melee attack, you can force the opponent who made the attack …
Whenever you apply a spellblight by way of the Blighted Critical or Greater Blighted critical feat, you can choose the spellblight you apply rather …
Whenever one of your allies is reduced to negative hit points or killed, you may enter a state similar to but less powerful than …
As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR …
Whenever you kill or knock unconscious an opponent with a melee attack, you gain temporary hit points equal to your Constitution bonus (minimum 1) …
As a standard action, expend 3 rounds of your bane class feature and make a melee touch attack with the weapon affected by bane. …
You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
You gain a +2 bonus on Craft (alchemy) and Profession (brewer) checks, and you add +1 to the DC of any ingested poison you …
You deal an extra 1d4 points of fire damage when you attack with fire from an alchemical or nonmagical source (such as with alchemical …
You gain a +2 racial bonus on saving throws against diseases and ingested poisons (but not other poisons). You receive a +2 bonus on …
When you successfully use improved evasion to avoid taking damage, you can move up to half your speed as an immediate action. This movement …
As long as you have at least one spell-like ability unused from your gnome magic racial trait, you gain a +2 racial bonus on …
You can take the Aspect of the Beast feat even if you do not meet the normal prerequisites. Furthermore, your catlike nature manifests in …
Your animal companion, familiar, or mount gains the celestial template and becomes a magical beast, though you may still treat it as an animal …
As a full-round action that provokes attacks of opportunity, you can expend three uses of your channel energy class feature to restore a dead …
As a swift action, you can spend a use of your channel energy to grant yourself a +2 deflection bonus while using a shield. …
When you use channel energy to deal damage, your inquisitor levels count as cleric levels for determining the number of damage dice and the …
You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. …
You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created …
As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a …
You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but …
You can speak and read two additional languages of your choice. In addition, choose two Intelligence-, Wisdom-, or Charisma-based skills. Those skills always count …
If you have the fearless racial trait, your racial bonus on saving throws against fear effects increases to +4. If you have the craven …
When you craft a magic weapon, magic armor, or magic shield, you may add one casting of consecrate or desecrate as part of the …
Once per day, when you clear your mind to regain spell slots, you can create a sanguine elixir. When you do, pick one of …
You can use your deity's favored weapon as if it were a monk weapon.
You may reduce your bomb damage by one die to give it the ability to deafen the creature struck by it. The bomb must …
You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, …
If you successfully feint an opponent, you can trick that opponent into accepting a one-handed object you are holding instead of denying that opponent …
When you gain temporary ki from drunken ki, you gain 2 temporary ki rather than just 1.
Your darkvision has a range of 120 feet.
Whenever you are adjacent to your eidolon, you can choose for the eidolon to take a –1 penalty on melee attack rolls and combat …
You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of …
When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of …
When you use any of the spells listed in this feat's prerequisites to detect a creature's alignment or its magic, you have a chance …
If your tumor familiar is attached, and you would be reduced to 0 or fewer hit points by damage in combat (from a weapon …
You receive a +2 racial bonus on saving throws against illusion spells and effects and a +2 bonus on Linguistic checks to detect forgeries. …
Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points …
If you successfully use Acrobatics to tumble through an opponent's space, you gain a +2 circumstance bonus on attack rolls against that opponent until …
If you successfully dispel an ongoing magical effect on an opponent, that opponent takes a –2 penalty on saving throws against your spells until …
If you have dispel magic prepared or can cast it spontaneously, you can cast it as a swift action after hitting an opponent with …
Whenever you use a melee or thrown weapon with the fragile weapon special quality to score a critical threat against an opponent, you can …
When you use a melee attack to successfully disrupt an arcane spellcaster's spell, you can immediately use your spell recall class feature to regain …
As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or …
You can apply your bane to a second weapon you are wielding. While your bane class feature is active, at the start of each …
When fighting dragons, your aura of courage expands to a 20-foot-radius emanation, and allies in the aura gain a morale bonus on saving throws …
Your dwarven heritage manifests in two ways. First, your speed is never modified by armor or encumbrance, as the dwarf slow and steady racial …
You ignore up to –5 in penalties due to distance on visual Perception checks, allowing you to see accurately at much greater distances than …
Choose an additional favored class and gain either +1 hit point or +1 skill point whenever you take a level in that class. If …
Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. …
Once per day, you can cast plane shift as a spell-like ability with a caster level equal to your level to transport yourself and …
When you successfully use your elusive target class feature to avoid taking damage, you can spend an immediate action and an additional point from …
You possess the elven magic racial trait of the elves, granting you a +2 racial bonus on caster level checks made to overcome spell …
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still …
Select an evolution from the list of 1-point evolutions available to a summoner's eidolon. Your familiar has this evolution. The familiar must conform to …
Add one spell from your class's spell list to your list of spells known. This is in addition to the number of spells normally …
Pick one of the following energy types that you do not already have resistance to: acid, cold, electricity, or fire. You gain resistance 5 …
Select one school of magic other than illusion. You gain a +2 racial bonus on saving throws against spells or effects from the selected …
You can make an accelerate, decelerate, or turn action as a move action instead of a standard action. Furthermore, when stopping a vehicle, you …
Once per day, when you successfully identify all abilities and weaknesses of a creature using the appropriate Knowledge check, you gain a +2 bonus …
Add your Wisdom bonus to the number of rounds per day that you can use your bane ability.
You gain one additional magus arcana. You must meet all the prerequisites for this magus arcana.
Your arcane pool increases by 2.
You can use your bane ability for 3 additional rounds per day.
You can throw two additional bombs per day.
Add two cantrips to your cantrips known or two orisons to your orisons known.
You can channel energy two additional times per day.
You gain one additional discovery. You must meet all of the prerequisites for this discovery.
Your elemental assault ability lasts an additional 2 rounds per day.
Your eidolon's evolution pool increases by 1.
You gain one additional hex. You must meet all of the prerequisites for this hex.
Your ki pool increases by 2.
You can use your lay on hands ability two additional times per day.
Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also receives the …
You can use bardic performance for 6 additional rounds per day.
You can rage for 6 additional rounds per day.
You gain one additional rage power. You must meet all of the prerequisites for this rage power.
You can set ranger traps two additional times per day.
You gain one additional revelation. You must meet all of the prerequisites for this revelation.
You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.
You gain 1 additional use of your summon monster spell-like ability per day.
When using your detect alignment class feature, you may spend 3 rounds studying a creature within 60 feet. You cannot take any other actions …
Drinking strong alcohol to gain temporary ki, takes a swift action rather than a standard action.
Using wild empathy is a standard action for you.
Choose one of your favored enemy types. You add half your favored enemy bonus to your CMD and as a dodge bonus to AC …
Select a favored race from the ranger's favored enemies chart. Any sacred or profane bonus you gain from a judgment is 1 higher for …
Your aura of courage expands to a 20-foot-radius emanation. Allies within the aura are immune to fear effects.
You gain a +2 bonus to your CMD against bull rush, grapple, overrun, repositioning, and trip combat maneuvers.
When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are …
You gain the ferocity universal monster ability, allowing you to continue fighting at negative hit points. When using this ability, you gain a +2 …
If you are trained in a Craft skill appropriate to a broken item, you can repair that item with no raw material cost and …
You gain low-light vision and your darkvision improves to 120 ft.
Once per day, you can gain a number of temporary hit points equal to your Constitution modifier. You can activate this feat as an …
When you cast a bard spell that deals damage, you may replace the spell's normal damage with fire damage or split the spell's damage …
You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you …
While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you …
While you are adjacent to your eidolon, you receive a +4 bonus on concentration checks.
When you channel energy, instead of creating its normal effect, you can give orcs a bonus on weapon damage and critical hit confirmation rolls …
While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to …
When your size increases to Large or larger, your base speed increases by 20 feet. This increase applies only if the effect that changed …
In addition to your normal gnome spell-like abilities, you also gain the following spell-like abilities: 1/day—mage hand and prestidigitation.
During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing …
When you are raging and you confirm a critical hit with a melee weapon or a critical hit is confirmed on you (whether by …
At the start of each encounter, you can either choose to keep the bonus granted to you by your Wisdom modifier on initiative checks …
You can use your tail to grab stowed items. While you cannot wield weapons with your tail, you can use it to retrieve small, …
Before making any melee attacks on your turn, you can use a swift action to expend one daily use of your channel energy class …
You gain a +2 insight bonus on wild empathy checks, and you may use wild empathy to duplicate an Intimidate check rather than a …
You can use speak with animals as a spell-like ability at will, but only to communicate with burrowing animals like gophers, moles, and the …
With your deity's favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls.
If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of …
You count as a drow for any effects that relate to race. Furthermore, the spell-like abilities granted to you by your drow magic racial …
While inside an artificial structure, you can spend a free action to make a DC 15 Knowledge (engineering) check when you begin your bardic …
You gain one additional use per day of daylight. Choose one spell from the table below; by expending a use of daylight, …
While you are within 30 feet of at least two other hobgoblins, you gain a +1 morale bonus on saving throws.
You receive 1 bonus skill rank. Whenever you gain another Hit Die, you gain an additional skill rank. You cannot gain more than four …
If you have the animal companion class feature, pick one of the following types of animal companions that this feat affects: bird, dog, small …
You may use hydraulic push to attempt a bull rush, disarm, dirty trick (blind or dazzle, see ), or trip combat maneuver. Each time …
You may implant a bomb in a willing or helpless creature (a mindless creature under your control, such as a zombie, counts as willing …
Add 2 to the DC of saving throws made to resist the effects of your channel energy ability.
When choosing a familiar, the creatures listed below are also available to you. You may choose a familiar with an alignment up to one …
You gain a sacred bonus on all skill checks to identify the abilities and weaknesses of creatures equal to 1/2 your level in classes …
Any non-instantaneous spell (but not any spell-like ability) you cast on yourself can also affect a creature bonded to you (such as an animal …
You may use your elemental assault ability in 1-round increments, up to a maximum number of rounds per day equal to your character level. …
You no longer need to breathe. You are immune to effects that require breathing (such as inhaled poison). This does not give you immunity …
Whenever you make a Sense Motive check to oppose someone's Bluff check, you can roll two dice and take the higher result.
You can spend an immediate action to pronounce a judgment or change an active judgment.
Whenever you use Dazzling Display while your bane feature is active, you gain a +2 bonus on the Intimidate check that Dazzling Display allows …
Once per day, as a free action, when making an Intimidate skill check, you can roll two dice and take the higher result.
You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but …
You gain a +1 natural armor bonus due to your unusually tough hide.
Once per day, you can treat your class level for your judgment class feature as if it were 3 higher than normal. If you …
While you have at least 1 ki point in your ki pool, you can stand up as a swift action that provokes attacks of …
When you use your unarmed strike to deal nonlethal damage and sneak attack damage to an opponent denied his Dexterity bonus to AC, you …
This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC …
When you use bardic performance with audible components in a forest, the range or area of your chosen performance is doubled. In addition, the …
Select one ranger trap (see page 64). You may use this trap a number of times per day equal to your Wisdom bonus (minimum …
You can move at full speed while using Acrobatics to balance on narrow surfaces, and you gain a +4 bonus on Climb checks to …
As a standard action, you can channel positive energy to fascinate all undead within 30 feet for a number of rounds equal to your …
At will as a full-round action, you may perform a special bloodletting ritual through which you sacrifice some of your own vitality to heal …
When your invisibility ends, you gain concealment for 1 round per minute of duration the invisibility effect had remaining (minimum 1 round). This only …
The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific …
Once per day, you can assume the form of a human whose nose is the length of your beak. This spell-like ability functions as …
Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if …
Spend a use of your adaptive luck racial trait to reroll the damage healed from a single magical healing effect (such as a spell …
You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of …
You gain a new spell-like ability, each usable twice per day, from the following list, in order: disguise self, charm person, misdirection …
You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, …
Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or …
When you make a melee attack and successfully use your spellstrike ability against an opponent denied his Dexterity bonus to AC, you can spend …
You can use your bane class feature to imbue a melee weapon with the menacing special weapon ability (Advanced Player's Guide 288) instead …
While a weapon you wield is under the effect of your bane class feature, you can spend a swift action to switch between dealing …
Your dark legacy manifests in one of the following ways. You choose the manifestation when you choose the feat, and once selected it cannot …
All of your classes are considered favored classes. You gain either +1 hit point or +1 skill point whenever you take a level in …
You're considered a mythic creature for the purposes of determining how mythic spells and effects affect you. If you ever become mythic, you gain …
You can take 20 on any Charisma-based skills to charm, convince, persuade, or seduce humanoids whose attitude is at least friendly to you. Taking …
You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal …
You get a +2 bonus on Sense Motive checks and Spellcraft checks. If you have 10 or more ranks in one of these skills, …
When an evil outsider uses a calling, summoning, or teleportation effect, or any ability that physically transports a creature to or from another plane …
You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as …
For every summon nature's ally extract you know, you learn the equivalent summon monster spell as an extract. If you later learn other summon …
When you use wild shape to take the form of an animal, you can expend an additional daily use of your wild shape class …
When in wild shape, treat your size as one category larger for the purpose of calculating CMB, CMD, carrying capacity, and any size-based special …
You can use your tactician ability to grant allies a teamwork feat one additional time per day.
Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot …
Choose two Craft, Perform, or Profession skills in any combination (two Craft skills, a Craft skill and a Perform skill, and so on). You …
Once per day, you can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which …
You gain a +4 sacred bonus to saving throws against poison.
You may channel energy as a move action by spending 2 daily uses of that ability.
You can wild shape as a move action or a swift action. However, you are limited to forms available to a druid two levels …
Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, …
When you hit with a charge attack, you can expend all of your remaining uses of lay on hands to deal extra damage equal …
While raging and using Power Attack, you can spend 3 additional rounds of your rage as a swift action to add your Constitution bonus …
While raging, whenever your attack reduces your opponent to –1 or fewer hit points, you gain 1 extra round of rage for that day. …
While raging, you can throw a two-handed weapon as a standard action, and you double the range increment for weapons you throw. If you …
While raging, when you attempt a bull rush combat maneuver, you can spend 1 additional round of your rage as a swift action to …
Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious …
You can make a bite attack for 1d4 points of damage, plus your Strength modifier. You're considered proficient in this attack and can apply …
You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt …
The maximum delay for your delayed bombs increases to a number of minutes equal to your level.
If you have line of effect to …
Once per day, when a creature confirms a critical hit against you, you may treat half the damage as nonlethal damage. You cannot use …
If you are knocked unconscious, fall asleep, or are killed, your eidolon remains for a number of rounds equal to your summoner level before …
While raging, when under the effect of a fear effect that allows a saving throw, you can make a new saving throw against that …
Each time you use your lay on hands ability, you gain a +1 sacred bonus on all attack rolls for 1 round.
Each time you use your lay on hands ability to heal a creature other than yourself, you heal a number of hit points equal …
Whenever your splash weapon misses and the misdirection roll indicates it lands in a square occupied by a creature, you may make an attack …
If you cast a cure spell while you have a judgment active, each target regains 1 extra hit point from the cure spell + …
When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) …
When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard …
You gain a +2 bonus on Appraise checks. You may determine the most valuable item in a hoard as a standard action and gain …
You gain a +2 bonus on Acrobatics, Climb, and Swim checks.
You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, …
When sharing the senses of your eidolon, you gain a +4 competence bonus on Perception checks for the duration of your bond senses ability.
When you cast spells of the shadow subschool or spells with the darkness descriptor, you are considered two levels higher when determining the duration …
You gain the ability to use shadow walk an additional time each day.
You can expend one use of your shadow walk spell-like ability to use dimension door as a spell-like ability. Your start and end locations …
Whenever you are in an area of dim light or darkness, you can move at full speed using Stealth without taking the normal –5 …
A creature you deal damage to has difficulty using or maintaining polymorph effects until the end your next turn. To use a polymorph effect …
Your levels of druid stack with your ranger levels for determining when you select your next favored enemy. Also, your ranger levels stack with …
If you are a multiclassed druid, your wild shape ability is calculated as though your druid level were four higher, to a maximum level …
As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Perception …
You can pronounce a single judgment and extend its effects to one adjacent ally instead of pronouncing a second judgment. Similarly, once you have …
As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Bluff …
You receive a +4 racial bonus on Perception skill checks. This replaces the normal bonus from the keen senses racial trait.
You gain the detect evil class feature. You may use it or the detect undead class feature, but not at the same time.
You gain a +4 bonus on driving checks with your chosen vehicle.
When you take this feat, choose one of your favored enemy types. Against enemies of that type, the threat range of any weapon you …
As a swift action, you may alter the effects of your venom so the target falls unconscious. This changes the initial and secondary effect …
Whenever you successfully sneak attack an opponent for a second time on your turn, you can spend a swift action to apply the effects …
As a move action, you grant all friendly creatures within 30 feet who can see or hear you (including yourself) a +2 bonus on …
Once per day, as an immediate action upon reducing a creature to 0 or fewer hit points with one of your sorcerer spells, you …
While your bane class feature is affecting a creature type, the saving throw's DCs for your spells increase by +2 for creatures of that …
If another spellcaster tries to counterspell your casting, she adds +4 to her Spellcraft DC when trying to determine your spell.
Because you have …
Select one 1st-level spell in the class that grants you the major hex class feature. You can learn that spell as a hex, and …
Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, …
Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have …
You can combine your bardic performance and your spellcasting in two ways.
First, you can conceal the activity of casting a bard spell by …
When casting either a summon monster spell or a summon nature's ally spell, your options increase. Depending on the level of the spell, you …
Whenever you use a melee or thrown weapon with the fragile weapon feature (page 146) or similar quality and hit an opponent, you can …
Pick a single spell that you are able to cast spontaneously. When you apply metamagic feats to that spell, you can cast the spell …
You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these …
You may increase the casting time of a fire spell to a full-round action, infusing it with elemental power (spells with a casting time …
You receive a +4 racial bonus on saving throws against spells and spell-like abilities. This replaces the normal bonus from the dwarf's hardy racial …
By spending 5 rounds finding a suitable location, you can hold yourself so still that you appear to be a Small object such as …
When you use bardic performance with audible components underground, the range or area of your chosen performance is doubled, and you can affect deaf …
You receive a +4 bonus on Bluff checks to lie or conceal your feelings or true motives, but not to feint in combat or …
Whenever you are allowed to reroll an ability check, a skill check, or a saving throw, you gain a +2 circumstance bonus on the …
Whenever you summon your eidolon, you may give it a +2 enhancement bonus to its Strength, Dexterity, or Constitution. This bonus lasts 10 minutes …
You gain a +2 racial bonus on Acrobatics and Climb checks.
Roll twice while climbing or when making a Reflex save to avoid falling, and take the higher result.
When you confirm a critical hit or roll a natural 20 on a saving throw, you gain a +2 circumstance bonus on a single …
You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being …
You can augment the power of your divine spells with arcane energy and augment your arcane spells with divine energy.
When casting a divine …
Once per day as a free action, you can think back about a single statement you heard in the last day and determine if …
When you are raging and your attack reduces an enemy to negative hit points or kills it, you regain 1 round of rage. You …
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more …
Whenever you succeed at a saving throw against poison, you heal 1 point of ability damage of the type dealt by the poison. Whenever …
You can attempt to disarm a trap by striking it with a melee weapon instead of making a Disable Device check. As a full-round …
When you manually trigger a trap against opponents, that trap receives either a +2 circumstance bonus on melee attack rolls or a +2 circumstance …
Once per day, you may expend your racial hydraulic push ability to instead cast summon nature's ally III as a spell-like ability with a …
You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you …
Your aura of resolve is a 20-foot emanation, and does not end if you fall unconscious.
As a swift action, you can focus the clarity granted by your detect evil ability to heighten your awareness of other things. This gives …
Pick one 1st-level spell, one 2nd-level spell, one 3rd-level spell, and one 4th-level spell from the bard, cleric, inquisitor, or oracle spell lists. Add …
You may target vermin with spells and special abilities that only affect animals (although they are still affected by spells targeting vermin as well). …
You may make a choice whenever you use your channel energy class feature.
If you normally channel positive energy, you may choose to channel …
While your eidolon is within your reach, you gain a +4 bonus on Perception checks. If you have 10 or more ranks in Perception, …
You get a +1 bonus on all Bluff, Diplomacy, and Perform (oratory) skill checks. If you have 10 or more ranks in one of …
When you use bardic performance with audible components on a battlefield (any area where a combat involving a dozen or more combatants is taking …
You gain a +1 bonus on initiative checks and a +2 bonus on concentration checks made to cast a spell or use a spell-like …
As a standard action, you can extinguish a small nonmagical fire with a touch, affecting anything up to the size of a large campfire. …
Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand …
When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally in …
Each day, when you prepare your spells, you can select a masterwork or magical dagger, transforming it into a witch knife, which serves as …
You may use your lay on hands to heal another creature at a range of 30 feet as a standard action that does not …
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