Feats
SRD feats and custom campaign feats. Filter by category or view all.
| Feat Name | Category/Type | Prerequisites | Benefit | Source |
|---|---|---|---|---|
| Abundant Revelations | General | Mystery class feature. | Choose one of your revelations that has a number of uses per day. You gain 1 additional use per day of that revelation. |
Ultimate Magic |
| Accursed Hex | General | Hex class feature. | When you target a creature with a hex that cannot target the same creature more than once per day, and that creature succeeds at its saving throw against the hex's … |
Ultimate Magic |
| Acrobatic | General | — | You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for … |
Core Rulebook |
| Acrobatic Steps | General | Dex 15, Nimble Moves. | 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 with those … |
Core Rulebook |
| Adaptive Fortune | General | Fortunate One, adaptable luck racial trait, character level 10th, halfling. |
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 each type … |
Advanced Race Guide |
| Additional Traits | General | — | You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from lists from which you have already … |
Advanced Player's Guide |
| Adept Champion | General | Smite evil class feature, base attack bonus +5. | While using your smite evil class feature, as a swift action at the start of your turn, you can forgo the bonus on damage rolls and instead gain half that … |
Ultimate Combat |
| Advanced Ranger Trap | General | Trap class feature, ranger level 5th. | Add +1 to the Difficulty Class on all Perception and Disable Device skill checks to find or disable the traps you make with your trap class feature. Add a +1 … |
Ultimate Magic |
| Agile Tongue | General | Grippli. |
You have a prehensile tongue with a range of 10 feet. You can pick up items weighing no more than 5 pounds, make Sleight of Hand checks, perform the steal … |
Advanced Race Guide |
| Airy Step | General | Sylph. |
You gain a +2 bonus on saving throws against effects with the air or electricity descriptors and effects that deal electricity damage. You may ignore the first 30 feet of … |
Advanced Race Guide |
| Alertness | General | — | You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for … |
Core Rulebook |
| Alignment Channel | General | Ability to channel energy. | 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 must make this choice each … |
Core Rulebook |
| Angel Wings | General | Angelic Blood, aasimar, character level 10th. |
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 maneuverability) with … |
Advanced Race Guide |
| Angelic Blood | General | Con 13, aasimar. |
You gain a +2 bonus on saving throws against effects with the evil descriptor and on Constitution checks to stabilize when you are reduced to negative hit points (but not … |
Advanced Race Guide |
| Angelic Flesh | General | Angelic Blood, aasimar. |
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). |
Advanced Race Guide |
| Animal Affinity | General | — | You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 … |
Core Rulebook |
| Antagonize | General | — | You can make Diplomacy and Intimidate checks to make creatures respond to you with hostility. No matter which skill you use, antagonizing a creature takes a standard action that does … |
Ultimate Magic |
| Aquatic Ancestry | General | Undine. |
You gain the amphibious special quality. Your swim speed increases by +10 feet. |
Advanced Race Guide |
| Arcane Blast | General | Arcane spellcaster, caster level 10th. | As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a ray, targeting any foe within 30 … |
Advanced Player's Guide |
| Arcane Shield | General | Arcane spellcaster, caster level 10th. | As a immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a deflection bonus to AC equal to the level … |
Advanced Player's Guide |
| Arcane Talent | General | Cha 10; elf, half-elf, or gnome. | 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 level is equal to your character … |
Advanced Player's Guide |
| Armor of the Pit | General | Tiefling. |
You gain a +2 natural armor bonus. |
Advanced Race Guide |
| Aspect of the Beast | General | wild shape class feature, see Special. | Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot change it. |
Advanced Player's Guide |
| Athletic | General | — | You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that … |
Core Rulebook |
| Attuned to the Wild | General | Elf. |
Select one type of terrain from the ranger class's favored terrain class feature (except urban). While you are in your selected terrain type, your natural healing rate (the amount of … |
Advanced Race Guide |
| Augment Summoning | General | Spell Focus (conjuration). | 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. |
Core Rulebook |
| Beast Rider | General | Animal companion or mount class feature, character level 7th, half-orc or orc. |
Select one of the following creature types: elephant, pteranodon, rhinoceros, stegosaurus, or triceratops. Add this creature type to your list of possible animal companions or mounts. When summoning a creature … |
Advanced Race Guide |
| Bestow Luck | General | Defiant Luck, Inexplicable Luck, human. |
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 hear its … |
Advanced Race Guide |
| Betrayer | General | Quick Draw, Persuasive, base attack bonus +3. | 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 immediate action. … |
Ultimate Combat |
| Black Cat | General | Catfolk. |
Once per day as an immediate action, when you are hit by a melee attack, you can force the opponent who made the attack to reroll it with a –4 … |
Advanced Race Guide |
| Blighted Critical Mastery | General | Blighted Critical, caster level 9th. | Whenever you apply a spellblight by way of the Blighted Critical or Greater Blighted critical feat, you can choose the spellblight you apply rather than determining it randomly. |
Ultimate Magic |
| Blood Drinker | General | Dhampir. |
Choose one humanoid subtype, such as "goblinoid" (this subtype cannot be "dhampir"). You have acquired a taste for the blood of creatures with this subtype. Whenever you drink fresh blood … |
Advanced Race Guide |
| Blood Feaster | General | Blood Drinker, base attack bonus +6, dhampir. |
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 a +1 … |
Advanced Race Guide |
| Blood Salvage | General | Blood Drinker, dhampir. |
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. |
Advanced Race Guide |
| Blood Vengeance | General | Half-orc or orc, nonlawful. |
Whenever one of your allies is reduced to negative hit points or killed, you may enter a state similar to but less powerful than a barbarian's rage as a free … |
Advanced Race Guide |
| Bolstered Resilience | General | Damage reduction. | As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR remains unchanged. If the attack you … |
Ultimate Combat |
| Born Alone | General | Orc. |
Whenever you kill or knock unconscious an opponent with a melee attack, you gain temporary hit points equal to your Constitution bonus (minimum 1) until your next turn. These temporary … |
Advanced Race Guide |
| Branded for Retribution | General | Bane class feature. | As a standard action, expend 3 rounds of your bane class feature and make a melee touch attack with the weapon affected by bane. If you hit, your target takes … |
Ultimate Combat |
| Breadth of Experience | General | Dwarf, elf, or gnome; 100+ years old. | You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained. |
Advanced Player's Guide |
| Brewmaster | General | Craft (alchemy) 1 rank, Profession (brewer) 1 rank, dwarf. |
You gain a +2 bonus on Craft (alchemy) and Profession (brewer) checks, and you add +1 to the DC of any ingested poison you create. |
Advanced Race Guide |
| Burn! Burn! Burn! | General | Disable Device 1 rank, goblin. |
You deal an extra 1d4 points of fire damage when you attack with fire from an alchemical or nonmagical source (such as with alchemical fire or torches) and gain a … |
Advanced Race Guide |
| Burrowing Teeth | General | Sharpclaw, Tunnel Rat, ratfolk. |
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 not leave … |
Advanced Race Guide |
| Carrion Feeder | General | Tengu. |
You gain a +2 racial bonus on saving throws against diseases and ingested poisons (but not other poisons). You receive a +2 bonus on Survival skill checks to find food … |
Advanced Race Guide |
| Cartwheel Dodge | General | Evasion class feature, improved evasion class feature, acrobatics 12 ranks. | When you successfully use improved evasion to avoid taking damage, you can move up to half your speed as an immediate action. This movement provokes attacks of opportunity as normal. |
Ultimate Combat |
| Casual Illusionist | General | Gnome, gnome magic racial trait. |
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 all Bluff, Disguise, and Sleight of … |
Advanced Race Guide |
| Catfolk Exemplar | General | Catfolk. |
You can take the Aspect of the Beast feat even if you do not meet the normal prerequisites. Furthermore, your catlike nature manifests in one of the following ways. You … |
Advanced Race Guide |
| Celestial Servant | General | Aasimar, animal companion, familiar, or mount class feature. |
Your animal companion, familiar, or mount gains the celestial template and becomes a magical beast, though you may still treat it as an animal when using Handle Animal, wild empathy, … |
Advanced Race Guide |
| Channel Force | General | Aasimar, channel energy 2d6. |
When you channel energy to deal damage, you may choose to affect only a single target within 30 feet. In addition to dealing damage, if that single target fails its … |
Advanced Race Guide |
| Channeled Revival | General | Channel energy 6d6 (positive energy). | 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 creature to life as if you … |
Ultimate Combat |
| Channeled Shield Wall | General | Channel energy, 3d6 proficiency with a shield. | As a swift action, you can spend a use of your channel energy to grant yourself a +2 deflection bonus while using a shield. This bonus lasts 1 minute per … |
Ultimate Magic |
| Channeling Scourge | General | Channel energy class feature, inquisitor level 1st. | When you use channel energy to deal damage, your inquisitor levels count as cleric levels for determining the number of damage dice and the saving throw DC. |
Ultimate Combat |
| Childlike | General | Cha 13, halfling. | 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 gain a +2 bonus on … |
Advanced Player's Guide |
| Cloud Gazer | General | Sylph. |
You can see through fog, mist, and clouds, without penalty, ignoring any cover or concealment bonuses from such effects. If the effect is created by magic, this feat instead triples … |
Advanced Race Guide |
| Cloud Step | General | Spider Step, monk level 12th. | 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 by the … |
Advanced Player's Guide |
| Combat Casting | General | — | You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. |
Core Rulebook |
| Command Undead | General | Channel negative energy class feature. | As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. … |
Core Rulebook |
| Contingent Channeling | General | True healer class feature, Selective Channeling. | 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 that ally. … |
Ultimate Combat |
| Cooperative Crafting | General | 1 rank in any Craft skill, any item creation feat. | You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but either one of you can fulfill … |
Advanced Player's Guide |
| Cosmopolitan | General | — | 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 as class skills for you. |
Advanced Player's Guide |
| Courageous Resolve | General | Craven racial trait or fearless racial trait, halfling. |
If you have the fearless racial trait, your racial bonus on saving throws against fear effects increases to +4. If you have the craven racial trait, you still take the … |
Advanced Race Guide |
| Create Reliquary Arms and Shields | General | Craft Magic Arms and Armor, ability to cast consecrate or desecrate. | When you craft a magic weapon, magic armor, or magic shield, you may add one casting of consecrate or desecrate as part of the item crafting process. This increases the … |
Ultimate Magic |
| Create Sanguine Elixir | General | Cha 15, Brew Potion, Craft (alchemy) 12 ranks, sorcerer level 3rd. | Once per day, when you clear your mind to regain spell slots, you can create a sanguine elixir. When you do, pick one of your bloodline powers. You transfer that … |
Ultimate Magic |
| Crusader's Flurry | General | Channel energy class feature, flurry of blows class feature, Weapon Focus with your deity's favored melee weapon. | You can use your deity's favored weapon as if it were a monk weapon. |
Ultimate Combat |
| Dark Sight | General | Gloom Sight, fetchling. |
You gain the ability to see up to 15 feet clearly in magical darkness, such as that created by the deeper darkness spell. |
Advanced Race Guide |
| Dauntless Destiny | General | Cha 13, Fearless Curiosity, Intimidate 10 ranks, human. |
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, once per … |
Advanced Race Guide |
| Deafening Explosion | General | Bomb class feature, hobgoblin. |
You may reduce your bomb damage by one die to give it the ability to deafen the creature struck by it. The bomb must deal fire, force, or sonic damage. … |
Advanced Race Guide |
| Deceitful | General | — | You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for … |
Core Rulebook |
| Deceptive Exchange | General | Int 13, Combat Expertise, Improved Feint. | 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 its Dexterity bonus to AC against … |
Ultimate Combat |
| Deep Drinker | General | Con 13, monk level 11, drunken ki class feature. | When you gain temporary ki from drunken ki, you gain 2 temporary ki rather than just 1. |
Advanced Player's Guide |
| Deepsight | General | Darkvision 60 feet. | Your darkvision has a range of 120 feet. |
Advanced Player's Guide |
| Defending Eidolon | General | Shield ally feature. | Whenever you are adjacent to your eidolon, you can choose for the eidolon to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 … |
Ultimate Magic |
| Defiant Luck | General | Human. |
Once per day, after you roll a natural 1 on a saving throw or a critical hit is confirmed against you, you can either reroll that saving throw, or force … |
Advanced Race Guide |
| Deft Hands | General | — | You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to … |
Core Rulebook |
| Deny Death | General | Ki pool, Endurance | 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 you succeed … |
Ultimate Magic |
| Destructive Dispel | General | Ability to cast dispel magic or greater dispel magic, caster level 11th. | When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of the spell used to dispel) or … |
Ultimate Combat |
| Detect Expertise | General | Int 13; ability to cast detect chaos, detect evil, detect good, detect law, or detect magic. | 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 of detecting what spellcasting expertise it … |
Ultimate Magic |
| Die for Your Master | General | Tumor familiar alchemist discovery. | If your tumor familiar is attached, and you would be reduced to 0 or fewer hit points by damage in combat (from a weapon or other blow, not a spell … |
Ultimate Magic |
| Diehard | General | Endurance. | 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 avoid losing … |
Core Rulebook |
| Dimensional Agility | General | Ability to use the abundant step class feature or cast dimension door. | After using abundant step or casting dimension door, you can take any actions you still have remaining on your turn. You also gain a +4 bonus on Concentration checks … |
Ultimate Combat |
| Dimensional Assault | General | Ability to use the abundant step class feature or cast dimension door, Dimensional Agility. | 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 (up to … |
Ultimate Combat |
| Dimensional Dervish | General | Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, base attack bonus +6. | 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 (up to … |
Ultimate Combat |
| Dimensional Maneuvers | General | Ability to use the abundant step class feature or cast dimension door, Dimensional Agility, Dimensional Assault, Dimensional Dervish, base attack bonus +9. | While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent. |
Ultimate Combat |
| Dimensional Savant | General | Dimensional Agility, Dimensional Assault, Dimensional Dervish, ability to use the abundant step class feature or cast dimension door, base attack bonus +9. | 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 your next … |
Ultimate Combat |
| Discerning Eye | General | Elf or half-elf, keen senses racial trait. |
You receive a +2 racial bonus on saving throws against illusion spells and effects and a +2 bonus on Linguistic checks to detect forgeries. You can use the Linguistic skill … |
Advanced Race Guide |
| Discordant Voice | General | Bardic performance class feature, Perform (oratory or sing) 10 ranks. | 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 of sonic damage with successful weapon … |
Ultimate Combat |
| Disorienting Maneuver | General | Dodge, Acrobatics 5 ranks. | 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 the start of your next turn. … |
Ultimate Combat |
| Dispel Synergy | General | Spellcraft 5 ranks. | If you successfully dispel an ongoing magical effect on an opponent, that opponent takes a –2 penalty on saving throws against your spells until the end of your next turn. |
Ultimate Combat |
| Dispelling Fist | General | Improved Unarmed Strike, base attack bonus +11, ability to cast dispel magic, caster level 7th. | If you have dispel magic prepared or can cast it spontaneously, you can cast it as a swift action after hitting an opponent with an unarmed strike. Treat this as … |
Ultimate Combat |
| Disposable Weapon | General | Base attack bonus +1, proficient with weapon. | Whenever you use a melee or thrown weapon with the fragile weapon special quality to score a critical threat against an opponent, you can give your weapon the broken condition … |
Ultimate Combat |
| Disruptive Recall | General | Spell recall class feature, Spellcraft 5 ranks. | 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 a magus spell you have already … |
Ultimate Combat |
| Diverse Palate | General | Blood Drinker, dhampir. |
Choose a humanoid subtype or the monstrous humanoid type. You may use your Blood Drinker feat on creatures of this subtype or type. |
Advanced Race Guide |
| Divine Interference | General | Divine spellcaster, caster level 10th. | As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) … |
Ultimate Magic |
| Diviner's Delving | General | Spell Focus (divination). | 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 spell that … |
Advanced Player's Guide |
| Double Bane | General | Bane class feature, Two-Weapon Fighting. | You can apply your bane to a second weapon you are wielding. While your bane class feature is active, at the start of each of your turns as a free … |
Ultimate Combat |
| Draconic Aspect | General | Kobold. |
Your scales take on the color and some of the resistances of one of the chromatic dragons. Choose one of the following chromatic dragon types: black (acid), blue (electricity), green … |
Advanced Race Guide |
| Draconic Breath | General | Draconic Aspect, kobold. |
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 or the … |
Advanced Race Guide |
| Draconic Glide | General | Draconic Aspect, kobold. |
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 can … |
Advanced Race Guide |
| Draconic Paragon | General | Draconic Aspect, either Draconic Breath or Draconic Glide, character level 10th, kobold. |
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 points of … |
Advanced Race Guide |
| Dragonbane Aura | General | Aura of courage class feature, caster level 8th. | 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 against dragon breath equal to your … |
Ultimate Magic |
| Drow Nobility | General | Able to use drow spell-like abilities, drow. |
You may use detect magic as a spell-like ability at will, and add feather fall and levitate to the spell-like abilities that you may use once each per day. Your … |
Advanced Race Guide |
| Dwarf Blooded | General | Oread. |
Your dwarven heritage manifests in two ways. First, your speed is never modified by armor or encumbrance, as the dwarf slow and steady racial trait. Second, you gain the stonecunning … |
Advanced Race Guide |
| Eagle Eyes | General | Wis 13, keen senses racial trait. | You ignore up to –5 in penalties due to distance on visual Perception checks, allowing you to see accurately at much greater distances than most. |
Advanced Player's Guide |
| Echoes of Stone | General | Oread. |
You gain a +4 racial bonus on Perception checks underground, and on Survival checks to avoid becoming lost in caverns and rocky areas. |
Advanced Race Guide |
| Eclectic | General | Human. | Choose an additional favored class and gain either +1 hit point or +1 skill point whenever you take a level in that class. If you choose a class in which … |
Advanced Player's Guide |
| Eldritch Heritage | General | Cha 13, Skill Focus with the class skill of bloodline selected for this feat (see below), character level 3rd. | Select one sorcerer bloodline. You must have Skill focus in the class skill that bloodline grants to a sorcerer at 1st level (for example, Heal for the celestial bloodline). This … |
Ultimate Magic |
| Elemental Channel | General | Channel energy class feature. | Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. You must make this choice each … |
Core Rulebook |
| Elemental Focus | General | — | Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. |
Advanced Player's Guide |
| Elemental Jaunt | General | Character level 15th, ifrit, oread, sylph, or undine. |
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 willing targets to an elemental plane … |
Advanced Race Guide |
| Elusive Redirection | General | Elusive target class feature, Combat Expertise, Improved Unarmed Strike, flowing monk level 12th. | When you successfully use your elusive target class feature to avoid taking damage, you can spend an immediate action and an additional point from your ki pool to redirect that … |
Ultimate Combat |
| Elven Spirit | General | Half-elf. |
You possess the elven magic racial trait of the elves, granting you a +2 racial bonus on caster level checks made to overcome spell resistance. In addition, you receive a … |
Advanced Race Guide |
| Endurance | General | — | You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to … |
Core Rulebook |
| Eschew Materials | General | — | You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. … |
Core Rulebook |
| Evolved Familiar | General | Int 13, Cha 13, familiar class feature. | 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 any limitations of the evolution. For … |
Ultimate Magic |
| Exile's Path | General | Half-elf. |
Once per day, when you fail a Will save against an enchantment spell or effect, you may reroll that saving throw, but must take the reroll result even if it's … |
Advanced Race Guide |
| Expanded Arcana | General | Caster level 1st, see Special. | 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 gained at each new level in … |
Advanced Player's Guide |
| Expanded Fiendish Resistance | General | Tiefling. |
Pick one of the following energy types that you do not already have resistance to: acid, cold, electricity, or fire. You gain resistance 5 to that energy type. |
Advanced Race Guide |
| Expanded Resistance | General | Gnome, illusion resistance racial trait. |
Select one school of magic other than illusion. You gain a +2 racial bonus on saving throws against spells or effects from the selected school. |
Advanced Race Guide |
| Expert Driver | General | Skilled Driver with the selected vehicle type. | You can make an accelerate, decelerate, or turn action as a move action instead of a standard action. Furthermore, when stopping a vehicle, you subtract 10 feet from the roll … |
Ultimate Combat |
| Exploit Lore | General | Monster lore class feature, base attack bonus +11. | Once per day, when you successfully identify all abilities and weaknesses of a creature using the appropriate Knowledge check, you gain a +2 bonus on attack and damage rolls against … |
Ultimate Magic |
| Extended Bane | General | Bane class feature. | Add your Wisdom bonus to the number of rounds per day that you can use your bane ability. |
Ultimate Magic |
| Extra Arcana | General | Magus arcana class feature. | You gain one additional magus arcana. You must meet all the prerequisites for this magus arcana. |
Ultimate Magic |
| Extra Arcane Pool | General | Arcane pool class feature. | Your arcane pool increases by 2. |
Ultimate Magic |
| Extra Bane | General | Bane class feature. | You can use your bane ability for 3 additional rounds per day. |
Ultimate Combat |
| Extra Bombs | General | Bomb class feature. | You can throw two additional bombs per day. |
Advanced Player's Guide |
| Extra Cantrips or Orisons | General | Ability to cast cantrips or orisons. | Add two cantrips to your cantrips known or two orisons to your orisons known. |
Ultimate Magic |
| Extra Channel | General | Channel energy class feature. | You can channel energy two additional times per day. |
Core Rulebook |
| Extra Discovery | General | Discovery class feature. | You gain one additional discovery. You must meet all of the prerequisites for this discovery. |
Advanced Player's Guide |
| Extra Elemental Assault | General | Suli. |
Your elemental assault ability lasts an additional 2 rounds per day. |
Advanced Race Guide |
| Extra Evolution | General | Eidolon class feature. | Your eidolon's evolution pool increases by 1. |
Ultimate Magic |
| Extra Hex | General | Hex class feature. | You gain one additional hex. You must meet all of the prerequisites for this hex. |
Advanced Player's Guide |
| Extra Ki | General | Ki pool class feature. | Your ki pool increases by 2. |
Core Rulebook |
| Extra Lay On Hands | General | Lay on hands class feature. | You can use your lay on hands ability two additional times per day. |
Core Rulebook |
| Extra Mercy | General | Lay on hands class feature, mercy class feature. | Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also receives the additional effects of this mercy. |
Core Rulebook |
| Extra Performance | General | Bardic performance class feature. | You can use bardic performance for 6 additional rounds per day. |
Core Rulebook |
| Extra Rage | General | Rage class feature. | You can rage for 6 additional rounds per day. |
Core Rulebook |
| Extra Rage Power | General | Rage power class feature. | You gain one additional rage power. You must meet all of the prerequisites for this rage power. |
Advanced Player's Guide |
| Extra Ranger Trap | General | Trap class feature. | You can set ranger traps two additional times per day. |
Ultimate Magic |
| Extra Revelation | General | Revelation class feature. | You gain one additional revelation. You must meet all of the prerequisites for this revelation. |
Advanced Player's Guide |
| Extra Rogue Talent | General | Rogue talent class feature. | You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent. |
Advanced Player's Guide |
| Extra Summons | General | Ability to cast summon monster as a spell-like ability, summoner 1st. | You gain 1 additional use of your summon monster spell-like ability per day. |
Ultimate Magic |
| Eyes of Judgment | General | Detect alignment class feature, caster level 6th. | When using your detect alignment class feature, you may spend 3 rounds studying a creature within 60 feet. You cannot take any other actions while doing this. After that time … |
Ultimate Magic |
| Fast Drinker | General | Con 18, drunken ki class feature. | Drinking strong alcohol to gain temporary ki, takes a swift action rather than a standard action. |
Advanced Player's Guide |
| Fast Empathy | General | Handle Animal 5 ranks, wild empathy class feature. | Using wild empathy is a standard action for you. |
Ultimate Magic |
| Fast Healer | General | Con 13, Diehard, Endurance. | When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1). |
Advanced Player's Guide |
| Fast Learner | General | Int 13, human. |
When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you … |
Advanced Race Guide |
| Favored Defense | General | Favored enemy class feature. | Choose one of your favored enemy types. You add half your favored enemy bonus to your CMD and as a dodge bonus to AC when attacked by a favored enemy. |
Advanced Player's Guide |
| Favored Judgment | General | Wis 13, judgment class feature. | 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 attacks you make against or take … |
Ultimate Magic |
| Fearless Aura | General | Aura of courage class feature, caster level 8th. | Your aura of courage expands to a 20-foot-radius emanation. Allies within the aura are immune to fear effects. |
Ultimate Magic |
| Fearless Curiosity | General | Cha 13, human. |
You gain a +1 bonus on saving throws against effects with the emotion descriptor. In addition, for any round in which you begin your turn affected by a fear effect, … |
Advanced Race Guide |
| Feline Grace | General | Dexterity 13, catfolk. |
You gain a +2 bonus to your CMD against bull rush, grapple, overrun, repositioning, and trip combat maneuvers. |
Advanced Race Guide |
| Ferocious Action | General | Ferocity racial trait, orc. |
When you fall to 0 hit points or fewer, you lose 2 hit points each round, but you are not staggered. If you are in a rage (such as that … |
Advanced Race Guide |
| Ferocious Resolve | General | Con 13, half-orc, orc ferocity racial trait. |
You gain the ferocity universal monster ability, allowing you to continue fighting at negative hit points. When using this ability, you gain a +2 bonus on Intimidate checks. |
Advanced Race Guide |
| Ferocious Summons | General | Augment Summoning, Spell Focus (conjuration), half-orc or orc. |
Creatures you summon gain the ferocity universal monster ability. |
Advanced Race Guide |
| Field Repair | General | Craft 4 ranks. | If you are trained in a Craft skill appropriate to a broken item, you can repair that item with no raw material cost and no penalty on your Craft skill … |
Ultimate Combat |
| Fiend Sight | General | Darkvision 60 ft., tiefling. |
You gain low-light vision and your darkvision improves to 120 ft. |
Advanced Race Guide |
| Fight On | General | Con 13; dwarf, half-orc, or orc. | Once per day, you can gain a number of temporary hit points equal to your Constitution modifier. You can activate this feat as an immediate action when reduced to 0 … |
Advanced Player's Guide |
| Fire Music | General | Spellcraft 5 ranks, ability to cast bard spells, ability to cast an arcane fire spell from some other spellcasting class. | 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 so that half of it is … |
Ultimate Magic |
| Fire Tamer | General | Goblin. |
You gain a +2 bonus on saves against spells with the fire descriptor. Additionally, your scars mark you as a talented fire tamer, granting you a +2 circumstance bonus on … |
Advanced Race Guide |
| Firesight | General | Ifrit. |
You can see through fire and smoke without penalty, ignoring any cover or concealment bonuses from fire and smoke. This does not allow you to see anything you could not … |
Advanced Race Guide |
| Flame Heart | General | Fire Tamer, character level 5th, goblin. |
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 if you … |
Advanced Race Guide |
| Fleet | General | — | While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load. |
Core Rulebook |
| Focused Eidolon | General | Shield ally class feature. | While you are adjacent to your eidolon, you receive a +4 bonus on concentration checks. |
Ultimate Magic |
| Foment the Blood | General | Channel energy class feature, orc. |
When you channel energy, instead of creating its normal effect, you can give orcs a bonus on weapon damage and critical hit confirmation rolls until your next turn. This bonus … |
Advanced Race Guide |
| Fortunate One | General | Adaptable luck racial trait, halfling. |
The number of times per day you can use the adaptable luck racial trait increases by 1. |
Advanced Race Guide |
| Furious Finish | General | Rage class feature, Vital Strike, base attack bonus +6. | While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to the maximum roll possible on those … |
Ultimate Combat |
| Giant Steps | General | Duergar, slow and steady racial trait. |
When your size increases to Large or larger, your base speed increases by 20 feet. This increase applies only if the effect that changed your size does not alter your … |
Advanced Race Guide |
| Gliding Steps | General | Dodge, Mobility, Nimble Moves, ki pool. | 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 movement. You … |
Ultimate Magic |
| Gloom Sight | General | Fetchling. |
You gain darkvision 90 ft., but gain the light sensitivity weakness. |
Advanced Race Guide |
| Gnome Trickster | General | Cha 13, gnome, gnome magic racial trait. | In addition to your normal gnome spell-like abilities, you also gain the following spell-like abilities: 1/day—mage hand and prestidigitation. |
Advanced Player's Guide |
| Go Unnoticed | General | Dex 13, Small size or smaller. | 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 you to make a Stealth check … |
Advanced Player's Guide |
| Gore Fiend | General | Half-orc or orc, rage class feature. |
When you are raging and you confirm a critical hit with a melee weapon or a critical hit is confirmed on you (whether by a melee weapon, spell, or ranged … |
Advanced Race Guide |
| Grant Initiative | General | Cunning initiative class feature. | At the start of each encounter, you can either choose to keep the bonus granted to you by your Wisdom modifier on initiative checks or choose to give that bonus … |
Ultimate Magic |
| Grasping Tail | General | Tiefling. |
You can use your tail to grab stowed items. While you cannot wield weapons with your tail, you can use it to retrieve small, stowed objects carried on your person … |
Advanced Race Guide |
| Great Fortitude | General | — | You get a +2 bonus on all Fortitude saving throws. |
Core Rulebook |
| Greater Channel Force | General | Channel Force, Improved Channel Force, aasimar, channel energy 6d6. |
When using Improved Channel Force, you can affect all creatures in a 30-foot-radius burst. |
Advanced Race Guide |
| Greater Channel Smite | General | Channel energy class feature, Channel Smite, base attack bonus +8. | Before making any melee attacks on your turn, you can use a swift action to expend one daily use of your channel energy class feature. The dice from your channel … |
Ultimate Combat |
| Greater Drow Nobility | General | Cha 13, Drow Nobility, Improved Drow Nobility, able to use drow spell-like abilities, drow. |
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 at will. |
Advanced Race Guide |
| Greater Eldritch Heritage | General | Cha 17, Eldritch Heritage, Improved Eldritch Heritage, character level 17th. | 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 already have. … |
Ultimate Magic |
| Greater Elemental Focus | General | Elemental Focus. | 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 Elemental Focus. |
Advanced Player's Guide |
| Greater Mercy | General | Cha 13, lay on hands class feature, mercy class feature. | When you use your lay on hands ability and the target of that ability does not have any conditions your mercies can remove, it instead heals an additional +1d6 points … |
Ultimate Magic |
| Greater Spell Focus | General | Spell Focus. | 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. |
Core Rulebook |
| Greater Spell Penetration | General | Spell Penetration. | 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 Penetration. |
Core Rulebook |
| Greater Spell Specialization | General | Int 13, Spell Focus, Spell Specialization, able to prepare 5th-level spells. | 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 its normal … |
Ultimate Magic |
| Greater Wild Empathy | General | Knowledge (nature) 5 ranks, wild empathy class feature. | You gain a +2 insight bonus on wild empathy checks, and you may use wild empathy to duplicate an Intimidate check rather than a Diplomacy check. In addition, choose one … |
Ultimate Magic |
| Groundling | General | Cha 13, gnome, gnome magic racial trait. | 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 like. You can still use your … |
Advanced Player's Guide |
| Guardian of the Wild | General | Attuned to the Wild, elf. |
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 are in … |
Advanced Race Guide |
| Guided Hand | General | Channel energy class feature, Channel Smite, proficiency with your deity's favored weapon. | With your deity's favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls. |
Ultimate Combat |
| Gunsmithing | General | — | 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 firearms. You do not need to … |
Ultimate Combat |
| Half-Drow Paragon | General | Drow-blooded and drow magic racial traits, half-elf. |
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 trait count as drow spell-like abilities … |
Advanced Race Guide |
| Harmonic Sage | General | Bardic performance class feature, Knowledge (engineering) 5 ranks. | While inside an artificial structure, you can spend a free action to make a DC 15 Knowledge (engineering) check when you begin your bardic performance. Success on this check allows … |
Ultimate Combat |
| Heavenly Radiance | General | Aasimar, daylight spell-like ability, sufficiently high level (see below). |
You gain one additional use per day of daylight. Choose one spell from the table below; by expending a use of daylight, you may use this spell as … |
Advanced Race Guide |
| Heroic Defiance | General | Diehard, Endurance, base Fortitude save +8. | 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 and instantaneous … |
Advanced Player's Guide |
| Heroic Recovery | General | Diehard, Endurance, base Fortitude save +4. | 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. If this … |
Advanced Player's Guide |
| Heroic Will | General | Iron Will, base Will save +4, human. |
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 are dominated, … |
Advanced Race Guide |
| Hobgoblin Discipline | General | Base attack bonus +1, hobgoblin. |
While you are within 30 feet of at least two other hobgoblins, you gain a +1 morale bonus on saving throws. |
Advanced Race Guide |
| Human Spirit | General | Half-elf. |
You receive 1 bonus skill rank. Whenever you gain another Hit Die, you gain an additional skill rank. You cannot gain more than four skill ranks in this way. |
Advanced Race Guide |
| Huntmaster | General | Handle Animal 1 rank; either the animal companion, divine bond (mount), or mount class feature; human. |
If you have the animal companion class feature, pick one of the following types of animal companions that this feat affects: bird, dog, small cat, or horse. If you have … |
Advanced Race Guide |
| Hydraulic Maneuver | General | Hydraulic push spell-like ability, undine. |
You may use hydraulic push to attempt a bull rush, disarm, dirty trick (blind or dazzle, see ), or trip combat maneuver. Each time you use hydraulic push, you … |
Advanced Race Guide |
| Implant Bomb | General | Heal 5 ranks, delayed bomb alchemist discovery. | You may implant a bomb in a willing or helpless creature (a mindless creature under your control, such as a zombie, counts as willing for this purpose). This takes 1 … |
Ultimate Magic |
| Improved Channel | General | Channel energy class feature. | Add 2 to the DC of saving throws made to resist the effects of your channel energy ability. |
Core Rulebook |
| Improved Channel Force | General | Channel Force, aasimar, channel energy 4d6. |
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 within the … |
Advanced Race Guide |
| Improved Counterspell | General | — | When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell. |
Core Rulebook |
| Improved Dark Sight | General | Dark Sight, Gloom Sight, fetchling. |
You gain the see in darkness ability and lose the light sensitivity weakness, but gain the light blindness weakness. |
Advanced Race Guide |
| Improved Drow Nobility | General | Cha 13, Drow Nobility, able to use drow spell-like abilities, drow. |
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, which … |
Advanced Race Guide |
| Improved Eldritch Heritage | General | Cha 15, Eldritch Heritage, character level 11th. | 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 your sorcerer … |
Ultimate Magic |
| Improved Familiar | General | Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below). | When choosing a familiar, the creatures listed below are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis … |
Core Rulebook |
| Improved Great Fortitude | General | Great Fortitude. | 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 if it … |
Core Rulebook |
| Improved Improvisation | General | Int 13, Fast Learner, Improvisation, human. |
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 instead of … |
Advanced Race Guide |
| Improved Iron Will | General | Iron Will. | 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 if it … |
Core Rulebook |
| Improved Lightning Reflexes | General | Lightning Reflexes. | 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 if it … |
Core Rulebook |
| Improved Monster Lore | General | Monster lore class feature. | 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 that grant you the monster lore … |
Ultimate Magic |
| Improved Share Spells | General | Spellcraft 10 ranks, ability to acquire an animal companion, eidolon, familiar, or special mount. | 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 companion, eidolon, familiar, or special mount). … |
Advanced Player's Guide |
| Improved Stalwart | General | Diehard, Endurance, Stalwart, base attack bonus +11. | Double the DR you gain from Stalwart, to a maximum of DR 10/—. |
Ultimate Combat |
| Improved Stonecunning | General | Wis 13, dwarf, stonecunning racial trait. | You receive a +4 bonus on Perception checks to notice unusual stonework. This bonus replaces the stonecunning ability's normal bonus on Perception checks. |
Advanced Player's Guide |
| Improved Umbral Scion | General | Cha 13, Wis 13, Drow Nobility, Greater Drow Nobility, Improved Drow Nobility, Umbral Scion, able to use drow spell-like abilities, drow. |
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. |
Advanced Race Guide |
| Improvisation | General | Int 13, Fast Learner, human. |
You gain a +2 bonus on all skill checks for skills you have no ranks in. Furthermore, you can use all trained skills untrained. |
Advanced Race Guide |
| Incremental Elemental Assault | General | Suli. |
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. These rounds do not have to … |
Advanced Race Guide |
| Inexplicable Luck | General | Defiant Luck, human. |
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 after the … |
Advanced Race Guide |
| Inner Breath | General | Character level 11th, sylph. |
You no longer need to breathe. You are immune to effects that require breathing (such as inhaled poison). This does not give you immunity to cloud or gas attacks that … |
Advanced Race Guide |
| Insightful Gaze | General | Stern gaze class feature, Sense Motive 5 ranks. | Whenever you make a Sense Motive check to oppose someone's Bluff check, you can roll two dice and take the higher result. |
Ultimate Magic |
| Instant Judgment | General | Second judgment class feature. | You can spend an immediate action to pronounce a judgment or change an active judgment. |
Ultimate Combat |
| Intimidating Bane | General | Bane class feature, Dazzling Display, Weapon Focus, character level 8th. | Whenever you use Dazzling Display while your bane feature is active, you gain a +2 bonus on the Intimidate check that Dazzling Display allows against creatures of the type your … |
Ultimate Combat |
| Intimidating Confidence | General | Cha 13, Fearless Curiosity, Intimidate 5 ranks, human. |
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 critical hit, … |
Advanced Race Guide |
| Intimidating Gaze | General | Cha 13+, stern gaze class feature, Intimidate 5 ranks. | Once per day, as a free action, when making an Intimidate skill check, you can roll two dice and take the higher result. |
Ultimate Magic |
| Iron Will | General | — | You get a +2 bonus on all Will saving throws. |
Core Rulebook |
| Ironguts | General | Con 13; dwarf, half-orc, or orc. | You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but not other poisons). In addition, you … |
Advanced Player's Guide |
| Ironhide | General | Con 13; dwarf, half-orc, or orc. | You gain a +1 natural armor bonus due to your unusually tough hide. |
Advanced Player's Guide |
| Judgment Surge | General | Judgment class feature. | Once per day, you can treat your class level for your judgment class feature as if it were 3 higher than normal. If you have multiple judgments active at the … |
Ultimate Magic |
| Keen Scent | General | Wis 13, half-orc or orc. | You gain the scent special ability. |
Advanced Player's Guide |
| Ki Stand | General | Ki pool. | While you have at least 1 ki point in your ki pool, you can stand up as a swift action that provokes attacks of opportunity. You may spend 1 point … |
Ultimate Magic |
| Knockout Artist | General | Sneak attack class feature, Improved Unarmed Strike. | When you use your unarmed strike to deal nonlethal damage and sneak attack damage to an opponent denied his Dexterity bonus to AC, you gain a +1 bonus on the … |
Ultimate Combat |
| Leadership | General | Character level 7th. | This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are … |
Core Rulebook |
| Leaf Singer | General | Cha 13, bardic performance class feature, elf or half-elf. | When you use bardic performance with audible components in a forest, the range or area of your chosen performance is doubled. In addition, the DC for saving throws against your … |
Advanced Player's Guide |
| Learn Ranger Trap | General | Survival 5 ranks. | Select one ranger trap (see page 64). You may use this trap a number of times per day equal to your Wisdom bonus (minimum 1). The DC for your trap … |
Ultimate Magic |
| Ledge Walker | General | Dex 13, dwarf, mountaineer or stability racial trait. |
You can move at full speed while using Acrobatics to balance on narrow surfaces, and you gain a +4 bonus on Climb checks to catch yourself or another creature while … |
Advanced Race Guide |
| Life Lure | General | Channel positive energy class feature. | As a standard action, you can channel positive energy to fascinate all undead within 30 feet for a number of rounds equal to your Charisma modifier (minimum of 1). Undead … |
Ultimate Magic |
| Life's Blood | General | Samsaran. |
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 another creature. When using this feat, … |
Advanced Race Guide |
| Light Step | General | Acrobatic Steps, Nimble Moves, elf. | You can ignore the effects of difficult terrain in natural environments, as if it were normal terrain. |
Advanced Player's Guide |
| Lightning Reflexes | General | — | You get a +2 bonus on all Reflex saving throws. |
Core Rulebook |
| Lingering Invisibility | General | Duergar. |
When your invisibility ends, you gain concealment for 1 round per minute of duration the invisibility effect had remaining (minimum 1 round). This only occurs if the invisibility is from … |
Advanced Race Guide |
| Lingering Performance | General | Bardic performance class feature. | The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for … |
Advanced Player's Guide |
| Long-Nose Form | General | Character level 3rd, tengu. |
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 alter self with a caster level … |
Advanced Race Guide |
| Lucky Halfling | General | Halfling. | Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if you were the one subject to … |
Advanced Player's Guide |
| Lucky Healer | General | Adaptive luck racial trait, halfling. |
Spend a use of your adaptive luck racial trait to reroll the damage healed from a single magical healing effect (such as a spell with "cure" in the title or … |
Advanced Race Guide |
| Mage of the Wild | General | Attuned to the Wild, elf. |
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, and, Knowledge … |
Advanced Race Guide |
| Magical Aptitude | General | — | You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to … |
Core Rulebook |
| Magical Tail | General | Kitsune. |
You gain a new spell-like ability, each usable twice per day, from the following list, in order: disguise self, charm person, misdirection, invisibility, suggestion, displacement … |
Advanced Race Guide |
| Major Spell Expertise | General | Minor Spell Expertise, ability to cast 9th-level spells. | 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 spell-like ability … |
Advanced Player's Guide |
| Marked for Glory, Mythic | General | Great Fortitude, Iron Will, or Lightning Reflexes. | 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. |
Mythic Adventures |
| Master Alchemist | General | Craft (alchemy) 5 ranks. | You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, you can create a number of … |
Advanced Player's Guide |
| Master Craftsman | General | 5 ranks in any Craft or Profession skill. | Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen … |
Core Rulebook |
| Maximized Spellstrike | General | Maximized magic magus arcana, weapon expertise class feature or Quick Draw. | When you make a melee attack and successfully use your spellstrike ability against an opponent denied his Dexterity bonus to AC, you can spend 3 points from your arcane pool … |
Ultimate Combat |
| Menacing Bane | General | Bane class feature. | You can use your bane class feature to imbue a melee weapon with the menacing special weapon ability (Advanced Player's Guide 288) instead of bane. You can spend a … |
Ultimate Combat |
| Merciful Bane | General | Bane class feature. | While a weapon you wield is under the effect of your bane class feature, you can spend a swift action to switch between dealing lethal or nonlethal damage with bane. … |
Ultimate Combat |
| Metallic Wings | General | Angelic Blood, Angelic Flesh, Angel Wings, aasimar, character level 11th. |
You gain two wing attacks. These are secondary natural attacks that deal 1d4 points of slashing damage (or 1d3 if you are Small). |
Advanced Race Guide |
| Minor Spell Expertise | General | Ability to cast 4th-level spells. | Choose one 1st-level spell that you know. You may cast that spell twice per day as a spell-like ability. The caster level for this spell-like ability is equal to your … |
Advanced Player's Guide |
| Moonlight Summons | General | Spell Focus (conjuration), able to cast summon nature's ally. | 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 of overcoming … |
Ultimate Magic |
| Mother's Gift | General | Changeling. |
Your dark legacy manifests in one of the following ways. You choose the manifestation when you choose the feat, and once selected it cannot be changed. |
Advanced Race Guide |
| Multitalented Mastery | General | Character level 5th, half-elf, multitalented racial trait. |
All of your classes are considered favored classes. You gain either +1 hit point or +1 skill point whenever you take a level in any class. Apply these bonuses retroactively … |
Advanced Race Guide |
| Murmurs of Earth | General | Echoes of Stone, character level 9th, oread. |
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 that moment. |
Advanced Race Guide |
| Mystic Stride | General | Dex 15, Nimble Moves, woodland stride class feature. | 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 entangled condition. |
Ultimate Magic |
| Mythic Companion, Mythic | General | You must be non-mythic. | 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 a +1 bonus on all saves … |
Mythic Adventures |
| Natural Charmer | General | Cha 17, dhampir. |
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 20 still requires 20 times the … |
Advanced Race Guide |
| Natural Spell | General | Wis 13, wild shape class feature. | You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. … |
Core Rulebook |
| Neither Elf nor Human | General | Exile's Path, Seen and Unseen, character level 11th, half-elf. |
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 class feature. |
Advanced Race Guide |
| Nimble Moves | General | Dex 13. | Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into … |
Core Rulebook |
| Noble Spell Resistance | General | Cha 13, Wis 13, Greater Drow Nobility, character level 13th, drow. |
Your spell resistance is equal to 11 + your character level. |
Advanced Race Guide |
| Oracular Intuition | General | Mystery class feature. | You get a +2 bonus on Sense Motive checks and Spellcraft checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for … |
Ultimate Magic |
| Oread Burrower | General | Stony Step, character level 9th, oread. |
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 not leave … |
Advanced Race Guide |
| Oread Earth Glider | General | Oread Burrower, Stony Step, character level 13th, oread. |
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 protected against … |
Advanced Race Guide |
| Painful Anchor | General | Anchoring aura class feature. | When an evil outsider uses a calling, summoning, or teleportation effect, or any ability that physically transports a creature to or from another plane (such as blink or etherealness) … |
Ultimate Magic |
| Parry Spell | General | Spellcraft 15 ranks, Improved Counterspell . | Whenever you successfully counter a spell, it returns back to its caster. This works exactly like the spell turning spell. |
Advanced Player's Guide |
| Pass For Human | General | Half-elf, half-orc, or halfling (see Special). | You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as a member of another race when … |
Advanced Player's Guide |
| Persuasive | General | — | You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that … |
Core Rulebook |
| Planar Preservationist | General | Preservationist alchemist archetype. | 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 nature's ally extracts, you automatically learn … |
Ultimate Magic |
| Planar Wild Shape | General | Wild shape class feature, Knowledge (planes) 5 ranks. | When you use wild shape to take the form of an animal, you can expend an additional daily use of your wild shape class feature to add the celestial template … |
Ultimate Combat |
| Powerful Shape | General | Wild shape class feature, druid level 8th. | 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 attacks you use or that are … |
Ultimate Magic |
| Practiced Tactician | General | Tactician class feature. | You can use your tactician ability to grant allies a teamwork feat one additional time per day. |
Advanced Player's Guide |
| Preferred Spell | General | Spellcraft 5 ranks, Heighten Spell. | Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot of equal or higher level. You … |
Advanced Player's Guide |
| Prodigy | General | — | Choose two Craft, Perform, or Profession skills in any combination (two Craft skills, a Craft skill and a Perform skill, and so on). You receive a +2 bonus on checks … |
Ultimate Magic |
| Prophetic Visionary | General | Mystery class feature. | Once per day, you can enter a deep trance to receive a vision of the future. The trance lasts for 10 minutes, during which time you can take no other … |
Ultimate Magic |
| Pure Faith | General | Divine health class feature. | You gain a +4 sacred bonus to saving throws against poison. |
Ultimate Magic |
| Quick Channel | General | Knowledge (religion) 5 ranks, channel energy class feature. | You may channel energy as a move action by spending 2 daily uses of that ability. |
Ultimate Magic |
| Quick Wild Shape | General | Wild shape class feature, caster level 8th. | You can wild shape as a move action or a swift action. However, you are limited to forms available to a druid two levels lower when changing form as a … |
Ultimate Magic |
| Racial Heritage | General | Human. | Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, you are considered both a human … |
Advanced Player's Guide |
| Radiant Charge | General | Lay on hands class feature. | When you hit with a charge attack, you can expend all of your remaining uses of lay on hands to deal extra damage equal to 1d6 per use of lay … |
Ultimate Magic |
| Raging Brutality | General | Str 13, rage class feature, Power Attack, base attack bonus +12. | While raging and using Power Attack, you can spend 3 additional rounds of your rage as a swift action to add your Constitution bonus on damage rolls for melee attacks … |
Ultimate Combat |
| Raging Deathblow | General | Greater rage class feature. | While raging, whenever your attack reduces your opponent to –1 or fewer hit points, you gain 1 extra round of rage for that day. If that attack was a critical … |
Ultimate Combat |
| Raging Hurler | General | Rage class feature, Throw Anything. | 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 also have the Quick Draw feat, … |
Ultimate Combat |
| Raging Throw | General | Str 13, Con 13, rage class feature, Improved Bull Rush, Power Attack, base attack bonus +6. | While raging, when you attempt a bull rush combat maneuver, you can spend 1 additional round of your rage as a swift action to add your Constitution bonus on your … |
Ultimate Combat |
| Raging Vitality | General | Con 15, rage class feature. | 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 must still expend rounds of … |
Advanced Player's Guide |
| Razortusk | General | Half-orc. | 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 feats or effects appropriate to natural … |
Advanced Player's Guide |
| Realistic Likeness | General | Kitsune. |
You can precisely mimic the physical features of any individual you have encountered. When you use your racial change shape ability, you can attempt to take the form of an … |
Advanced Race Guide |
| Remote Bomb | General | Delayed bomb discovery. | The maximum delay for your delayed bombs increases to a number of minutes equal to your level. If you have line of effect to your delayed bomb, you may detonate … |
Ultimate Magic |
| Resilient Brute | General | Half-orc or orc. |
Once per day, when a creature confirms a critical hit against you, you may treat half the damage as nonlethal damage. You cannot use this ability if you are immune … |
Advanced Race Guide |
| Resilient Eidolon | General | Eidolon class feature. | If you are knocked unconscious, fall asleep, or are killed, your eidolon remains for a number of rounds equal to your summoner level before it is banished. If you are … |
Ultimate Magic |
| Resolute Rager | General | Orc, rage class feature. |
While raging, when under the effect of a fear effect that allows a saving throw, you can make a new saving throw against that fear effect at the start of … |
Advanced Race Guide |
| Reward of Grace | General | Lay on hands class feature. | Each time you use your lay on hands ability, you gain a +1 sacred bonus on all attack rolls for 1 round. |
Ultimate Magic |
| Reward of Life | General | Lay on hands class feature. | Each time you use your lay on hands ability to heal a creature other than yourself, you heal a number of hit points equal to your Charisma bonus. This ability … |
Ultimate Magic |
| Rhetorical Flourish | General | Cha 13, Persuasive. | 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 creature. If … |
Ultimate Combat |
| Ricochet Splash Weapon | General | Dex 13, Throw Anything. | Whenever your splash weapon misses and the misdirection roll indicates it lands in a square occupied by a creature, you may make an attack roll (at a –5 penalty) as … |
Ultimate Magic |
| Righteous Healing | General | Judgment class feature. | If you cast a cure spell while you have a judgment active, each target regains 1 extra hit point from the cure spell + 1 hit point per three inquisitor … |
Ultimate Combat |
| Run | General | — | When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if … |
Core Rulebook |
| Sacred Summons | General | Aura class feature, ability to cast summon monster. | When using summon monster to summon creatures whose alignment subtype or subtypes exactly match your aura, you may cast the spell as a standard action instead of with a casting … |
Ultimate Magic |
| Scavenger's Eye | General | Tengu. |
You gain a +2 bonus on Appraise checks. You may determine the most valuable item in a hoard as a standard action and gain an additional +2 bonus on the … |
Advanced Race Guide |
| Sea Legs | General | Profession (sailor) 5 ranks. | You gain a +2 bonus on Acrobatics, Climb, and Swim checks. |
Ultimate Combat |
| Seen and Unseen | General | Exile's Path, character level 5th, half-elf. |
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 humans take … |
Advanced Race Guide |
| Selective Channeling | General | Cha 13, channel energy class feature. | When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. |
Core Rulebook |
| Self-Sufficient | General | — | You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for … |
Core Rulebook |
| Sense Link | General | Bond senses class feature. | When sharing the senses of your eidolon, you gain a +4 competence bonus on Perception checks for the duration of your bond senses ability. |
Ultimate Magic |
| Shadow Caster | General | Caster level 1st, drow. |
When you cast spells of the shadow subschool or spells with the darkness descriptor, you are considered two levels higher when determining the duration of those spells. |
Advanced Race Guide |
| Shadow Ghost | General | Fetchling, shadow walk spell-like ability. |
You gain the ability to use shadow walk an additional time each day. |
Advanced Race Guide |
| Shadow Walker | General | Fetchling, shadow walk spell-like ability. |
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 for this ability must be in … |
Advanced Race Guide |
| Shadowy Dash | General | Wayang. |
Whenever you are in an area of dim light or darkness, you can move at full speed using Stealth without taking the normal –5 penalty for doing so. |
Advanced Race Guide |
| Shapeshifter Foil | General | Knowledge (arcana) 5 ranks or Knowledge (nature) 5 ranks, ability to use any polymorph effect. | A creature you deal damage to has difficulty using or maintaining polymorph effects until the end your next turn. To use a polymorph effect it must make a concentration check … |
Ultimate Combat |
| Shapeshifting Hunter | General | Favored enemy class feature, wild shape class feature. | Your levels of druid stack with your ranger levels for determining when you select your next favored enemy. Also, your ranger levels stack with your druid levels in determining the … |
Ultimate Combat |
| Shaping Focus | General | Wild shape class feature, Knowledge (nature) 5 ranks. | If you are a multiclassed druid, your wild shape ability is calculated as though your druid level were four higher, to a maximum level equal to your character level. |
Ultimate Magic |
| Shared Insight | General | Wis 13, half-elf. | As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Perception checks for a number of rounds … |
Advanced Player's Guide |
| Shared Judgment | General | Second judgment class feature. | You can pronounce a single judgment and extend its effects to one adjacent ally instead of pronouncing a second judgment. Similarly, once you have the third judgment class feature, you … |
Ultimate Combat |
| Shared Manipulation | General | Cha 13, half-elf. |
As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Bluff or Intimidate checks (choose which skill … |
Advanced Race Guide |
| Sharp Senses | General | Keen senses racial trait. | You receive a +4 racial bonus on Perception skill checks. This replaces the normal bonus from the keen senses racial trait. |
Advanced Player's Guide |
| Sin Seer | General | Detect undead paladin class feature. | You gain the detect evil class feature. You may use it or the detect undead class feature, but not at the same time. |
Ultimate Magic |
| Skeleton Summoner | General | Spell Focus (necromancy), ability to cast summon monster. | 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 summon monster … |
Ultimate Magic |
| Skill Focus | General | — | You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. |
Core Rulebook |
| Skilled Driver | General | — | You gain a +4 bonus on driving checks with your chosen vehicle. |
Ultimate Combat |
| Slayer's Knack | General | Favored enemy class feature, base attack bonus +6. | When you take this feat, choose one of your favored enemy types. Against enemies of that type, the threat range of any weapon you wield is doubled. This effect does … |
Ultimate Combat |
| Sleep Venom | General | Vishkanya. |
As a swift action, you may alter the effects of your venom so the target falls unconscious. This changes the initial and secondary effect of your venom to the following: … |
Advanced Race Guide |
| Smell Fear | General | Keen Scent, half-orc or orc. | 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 Motive skill … |
Advanced Player's Guide |
| Sneaking Precision | General | Sneak attack class feature, Critical Focus, any critical feat, base attack bonus +9. | Whenever you successfully sneak attack an opponent for a second time on your turn, you can spend a swift action to apply the effects of one critical feat you know … |
Ultimate Combat |
| Sociable | General | Cha 13, half-elf. | As a move action, you grant all friendly creatures within 30 feet who can see or hear you (including yourself) a +2 bonus on Diplomacy checks for a number of … |
Advanced Player's Guide |
| Sorcerous Bloodstrike | General | Cha 13, sorcerer bloodline class feature. | Once per day, as an immediate action upon reducing a creature to 0 or fewer hit points with one of your sorcerer spells, you can regain one usage of a … |
Ultimate Magic |
| Spell Bane | General | Bane class feature. | 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 type. |
Ultimate Combat |
| Spell Bluff | General | Bluff 5 ranks, Spellcraft 5 ranks. | If another spellcaster tries to counterspell your casting, she adds +4 to her Spellcraft DC when trying to determine your spell. Because you have studied how to mask the recognizable … |
Ultimate Magic |
| Spell Focus | General | — | Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. |
Core Rulebook |
| Spell Hex | General | Major hex class feature. | 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 can use that hex three times … |
Ultimate Magic |
| Spell Mastery | General | 1st-level wizard | Each time you take this feat, choose a number of spells that you already know equal to your Intelligence modifier. From that point on, you can prepare these spells without … |
Core Rulebook |
| Spell Penetration | General | — | You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. |
Core Rulebook |
| Spell Perfection | General | Spellcraft 15 ranks, at least three metamagic feats. | Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have to that spell without affecting its … |
Advanced Player's Guide |
| Spell Specialization | General | Int 13, Spell Focus. | 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 the spell. … |
Ultimate Magic |
| Spellsong | General | Cha 13, bardic performance class ability, able to cast 1st-level spells. | You can combine your bardic performance and your spellcasting in two ways. First, you can conceal the activity of casting a bard spell by masking it in a performance. As … |
Ultimate Magic |
| Spider Step | General | Acrobatics 6 ranks, Climb 6 ranks, monk level 6th. | As a move action, you can move up to half your slow fall distance across a wall or ceiling or across ropes, branches, or even water or other surfaces that … |
Advanced Player's Guide |
| Spider Summoner | General | Ability to cast summon monster or summon nature's ally spells, drow. |
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 can summon the spiders listed below. … |
Advanced Race Guide |
| Spirit of the Wild | General | Attuned to the Wild, Guardian of the Wild, elf. |
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 in the … |
Advanced Race Guide |
| Splintering Weapon | General | Base attack bonus +1, proficient with weapon, weapon made of primitive material. | Whenever you use a melee or thrown weapon with the fragile weapon feature (page 146) or similar quality and hit an opponent, you can give your weapon the broken condition … |
Ultimate Combat |
| Split Hex | General | Witch level 10th. | When you use one of your hexes (not a major hex or a grand hex) that targets a single creature, you can choose another creature within 30 feet of the … |
Ultimate Magic |
| Split Major Hex | General | Split hex, caster level 18th. | 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 to also … |
Ultimate Magic |
| Spontaneous Metafocus | General | Cha 13, one metamagic feat, able to spontaneously cast spells. | Pick a single spell that you are able to cast spontaneously. When you apply metamagic feats to that spell, you can cast the spell using the normal casting time instead … |
Ultimate Magic |
| Stalwart | General | Diehard, Endurance, base attack bonus +4. | 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 equivalent amount … |
Ultimate Combat |
| Starlight Summons | General | Spell Focus (conjuration), able to cast summon nature's ally. | 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 iron for … |
Ultimate Magic |
| Stealthy | General | — | You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 … |
Core Rulebook |
| Steam Caster | General | Undine. |
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 of 1 full-round action or longer … |
Advanced Race Guide |
| Steel Soul | General | Dwarf, hardy racial trait. | 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 trait. |
Advanced Player's Guide |
| Stoic Pose | General | Svirfneblin. |
By spending 5 rounds finding a suitable location, you can hold yourself so still that you appear to be a Small object such as a pile of rocks. This allows … |
Advanced Race Guide |
| Stone Sense | General | Improved Stonecunning, Perception 10 ranks. | You gain tremorsense to a range of 10 feet. |
Advanced Player's Guide |
| Stone Singer | General | Cha 13, bardic performance class feature, dwarf. | When you use bardic performance with audible components underground, the range or area of your chosen performance is doubled, and you can affect deaf creatures if they possess tremorsense and … |
Advanced Player's Guide |
| Stone-Faced | General | Dwarf. | You receive a +4 bonus on Bluff checks to lie or conceal your feelings or true motives, but not to feint in combat or deliver secret messages. In addition, the … |
Advanced Player's Guide |
| Stony Step | General | Oread. |
Whenever you move, you may move through 5 feet of earth- or stone-based difficult terrain (rubble, stone stairs, and so on) each round as if it were normal terrain. The … |
Advanced Race Guide |
| Stretched Wings | General | Str 13, Skill Focus (Fly), strix, wing-clipped racial trait. |
Your strix racial fly speed increases to 60 feet (average). You ignore the wing-clipped trait's Fly check requirement to fly upward. |
Advanced Race Guide |
| Strong Comeback | General | — | Whenever you are allowed to reroll an ability check, a skill check, or a saving throw, you gain a +2 circumstance bonus on the reroll. |
Ultimate Combat |
| Summoner's Call | General | Eidolon class feature. | Whenever you summon your eidolon, you may give it a +2 enhancement bonus to its Strength, Dexterity, or Constitution. This bonus lasts 10 minutes after the summoning ritual is complete. |
Advanced Player's Guide |
| Sunlight Summons | General | Spell Focus (conjuration), able to cast summon nature's ally. | 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 damage reduction. |
Ultimate Magic |
| Superior Summoning | General | Augment Summoning, caster level 3rd. | Each time you cast a summoning spell that conjures more than one creature, add one to the total number of creatures summoned. |
Ultimate Magic |
| Sure Grasp | General | Climb 1 rank. | Roll twice while climbing or when making a Reflex save to avoid falling, and take the higher result. |
Ultimate Combat |
| Sure and Fleet | General | Fleet of foot racial trait, halfling. |
You gain a +2 racial bonus on Acrobatics and Climb checks. |
Advanced Race Guide |
| Surge of Success | General | Human. |
When you confirm a critical hit or roll a natural 20 on a saving throw, you gain a +2 circumstance bonus on a single attack roll, saving throw, skill check, … |
Advanced Race Guide |
| Taunt | General | Cha 13, Small size or smaller. | You can demoralize opponents using Bluff rather than Intimidate (see the Intimidate skill description for details) and take no skill check penalty for being smaller than your target. |
Advanced Player's Guide |
| Tenacious Survivor | General | Con 13, Diehard, Endurance, half-orc or orc. |
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, but a … |
Advanced Race Guide |
| Tenacious Transmutation | General | Spell Focus (transmutation). | 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 before dissipating. |
Advanced Player's Guide |
| Tengu Raven Form | General | Tengu Wings, character level 7th, tengu. |
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 size bonus … |
Advanced Race Guide |
| Tengu Wings | General | Character level 5th, tengu. |
Once per day, you can sprout a pair of giant black crow's wings, granting you a fly speed of 30 feet (average maneuverability). This spell-like ability otherwise functions as beast … |
Advanced Race Guide |
| Theurgy | General | Wis 13, Int or Cha 13, able to cast 1st-level arcane spells, able to cast 1st-level divine spells. | You can augment the power of your divine spells with arcane energy and augment your arcane spells with divine energy. When casting a divine spell, you may sacrifice an arcane … |
Ultimate Magic |
| Thoughtful Discernment | General | Discern lies class feature. | Once per day as a free action, you can think back about a single statement you heard in the last day and determine if it was a lie. This acts … |
Ultimate Magic |
| Thrill of the Kill | General | Half-orc or orc, rage class feature. |
When you are raging and your attack reduces an enemy to negative hit points or kills it, you regain 1 round of rage. You may only use this feat if … |
Advanced Race Guide |
| Toughness | General | — | You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain … |
Core Rulebook |
| Toxic Recovery | General | Dwarf, hardy racial trait. |
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 heal ability damage naturally or … |
Advanced Race Guide |
| Trap Wrecker | General | Power Attack, Disable Device 1 rank, orc. |
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 action, make a melee attack against … |
Advanced Race Guide |
| Trapper's Setup | General | Craft (traps) 5 ranks. | When you manually trigger a trap against opponents, that trap receives either a +2 circumstance bonus on melee attack rolls or a +2 circumstance bonus to its saving throw DC. |
Ultimate Combat |
| Triton Portal | General | Character level 5th, hydraulic push spell-like ability, undine. |
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 caster level equal to your character … |
Advanced Race Guide |
| Tunnel Rat | General | Ratfolk, swarming racial trait. |
You count as one size smaller than normal for the purpose of squeezing. |
Advanced Race Guide |
| Turn Undead | General | Channel positive energy class feature. | You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead … |
Core Rulebook |
| Ultimate Mercy | General | Cha 19, Greater Mercy, lay on hands, mercy class feature. | 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 level equal … |
Ultimate Magic |
| Ultimate Resolve | General | Aura of resolve class feature. | Your aura of resolve is a 20-foot emanation, and does not end if you fall unconscious. |
Ultimate Magic |
| Umbral Scion | General | Cha 13, Wis 13, Drow Nobility, Greater Drow Nobility, Improved Drow Nobility, able to use drow spell-like abilities, drow. |
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 level is … |
Advanced Race Guide |
| Uncanny Alertness | General | Alertness. | 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. |
Ultimate Magic |
| Uncanny Concentration | General | Combat Casting. | 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 checks. |
Ultimate Magic |
| Undead Master | General | Spell focus (necromancy), the ability to cast animate dead or command undead. | 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. When you … |
Ultimate Magic |
| Unsanctioned Detection | General | Detect evil class feature. | As a swift action, you can focus the clarity granted by your detect evil ability to heighten your awareness of other things. This gives you a +10 sacred bonus on … |
Ultimate Magic |
| Unsanctioned Knowledge | General | Int 13, ability to cast 1st-level paladin spells. | 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 these spells to your paladin spell … |
Ultimate Magic |
| Vermin Heart | General | Wild empathy class feature. | 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 use wild empathy to … |
Advanced Player's Guide |
| Versatile Channeler | General | Channel energy class feature, necromancer or neutrally aligned cleric (see below). | You may make a choice whenever you use your channel energy class feature. If you normally channel positive energy, you may choose to channel negative energy as if your effective … |
Ultimate Magic |
| Vigilant Eidolon | General | Eidolon class feature. | While your eidolon is within your reach, you gain a +4 bonus on Perception checks. If you have 10 or more ranks in Perception, this bonus increases to +8. This … |
Ultimate Magic |
| Voice of the Sibyl | General | Cha 15. | You get a +1 bonus on all Bluff, Diplomacy, and Perform (oratory) skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to … |
Ultimate Magic |
| War Singer | General | Cha 13, bardic performance class feature, half-orc or orc. | When you use bardic performance with audible components on a battlefield (any area where a combat involving a dozen or more combatants is taking place), the range or area of … |
Advanced Player's Guide |
| Warrior Priest | General | Ability to cast divine spells, domain or mystery class feature. | 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 ability when casting defensively or while … |
Ultimate Magic |
| Water Skinned | General | Undine. |
As a standard action, you can extinguish a small nonmagical fire with a touch, affecting anything up to the size of a large campfire. This ability does not affect fires … |
Advanced Race Guide |
| Well-Prepared | General | Halfling. | Once per day, when confronted with a situation that calls for a particular mundane item of equipment, you may make a Sleight of Hand check with a DC of 10 … |
Advanced Player's Guide |
| Wild Speech | General | Druid level 6th, wild shape class feature. | When using wild shape to take the form in which you cannot speak (such as an animal), you are able to speak normally in any language you know. This allows … |
Ultimate Magic |
| Wings of Air | General | Airy Step, character level 9th, sylph. |
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 speed equal … |
Advanced Race Guide |
| Witch Knife | General | Witch class. | Each day, when you prepare your spells, you can select a masterwork or magical dagger, transforming it into a witch knife, which serves as an additional focus component for witch … |
Ultimate Magic |
| Word of Healing | General | Lay on hands class feature. | You may use your lay on hands to heal another creature at a range of 30 feet as a standard action that does not provoke an attack of opportunity. You … |
Ultimate Magic |
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