Luck of Heroes
Whenever you spend a hero point to reroll a die roll or to grant yourself a bonus before a die roll is made, there is a chance that …
SRD feats and custom campaign feats. Filter by category or view all.
Whenever you spend a hero point to reroll a die roll or to grant yourself a bonus before a die roll is made, there is a chance that …
Your melee attacks ignore the miss chance for less than total concealment, and you treat opponents with total concealment as if they had normal concealment (20% miss chance …
You receive a +2 bonus on checks made to attempt a dirty trick. This bonus stacks with the bonus granted by Improved Dirty Trick. Whenever you successfully perform …
You receive a +2 bonus on checks made to drag a foe. This bonus stacks with the bonus granted by Improved Drag. Whenever you drag a foe, his …
You receive a +2 bonus on checks made to reposition a foe. This bonus stacks with the bonus granted by Improved Reposition. Whenever you reposition a foe, his …
You receive a +2 bonus on checks made to steal an item from a foe. This bonus stacks with the bonus granted by Improved Steal. If you successfully …
When using the Ki Throw feat, you may throw your target into any square you threaten that is occupied by another creature. Make a bull rush combat maneuver …
You gain one additional revelation. You must meet all of the prerequisites for this revelation.
You gain one additional rogue talent. You must meet all of the prerequisites for this rogue talent.
Drinking strong alcohol to gain temporary ki, takes a swift action rather than a standard action.
When you regain hit points by resting or through magical healing, you recover additional hit points equal to half your Constitution modifier (minimum +1).
Choose one of your favored enemy types. You add half your favored enemy bonus to your CMD and as a dodge bonus to AC …
Once per day, you can gain a number of temporary hit points equal to your Constitution modifier. You can activate this feat as an …
As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You …
When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That …
When using the Step Up feat to follow an adjacent foe, you may move up to 10 feet. You may still take a 5-foot …
When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer …
You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning.
In addition to your normal gnome spell-like abilities, you also gain the following spell-like abilities: 1/day—mage hand and prestidigitation.
During the first round of combat, flat-footed opponents are considered not to have noticed you yet for the purposes of Stealth skill checks, allowing …
Add +1 to the Difficulty Class for all saving throws against spells that deal damage of the energy type you select. This bonus stacks …
Choose one type of shield (buckler, light, heavy, or tower shield) for which you possess the Shield Specialization feat. With the selected shield, you …
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 …
Once per day as an immediate action you can delay the onset of one harmful condition or affliction (such as panicked, paralyzed, stunned, and …
Once per day as a standard action you may attempt a new saving throw against a harmful condition or affliction requiring a Fortitude save …
When you reroll a missed attack using the Second Chance feat, you can still make the rest of your attacks that turn, albeit at …
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 …
After sidestepping an opponent's missed attack using the Sidestep feat, you may still take a 5-foot step during your next turn, or you may …
You receive a +4 bonus on Perception checks to notice unusual stonework. This bonus replaces the stonecunning ability's normal bonus on Perception checks.
While using the aid another action to improve an adjacent ally's AC, you can intercept a successful attack against that ally as an immediate …
An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum …
You gain a +2 racial bonus on saving throws against any effect causing the nauseated or sickened conditions and against all ingested poisons (but …
You gain a +1 natural armor bonus due to your unusually tough hide.
You gain the scent special ability.
When you use bardic performance with audible components in a forest, the range or area of your chosen performance is doubled. In addition, the …
You can ignore the effects of difficult terrain in natural environments, as if it were normal terrain.
The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific …
You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area …
Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally …
You gain a +1 dodge bonus to AC against ranged attacks. In addition, you do not provide soft cover to creatures when ranged attacks …
Once per day, when one of your allies within 30 feet makes a saving throw, you may roll the same saving throw as if …
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 …
You receive a +2 bonus on Craft (alchemy) checks, and you may create mundane alchemical items much more quickly than normal. When making poisons, …
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