Ray Shield
You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with a ranged touch attack …
SRD feats and custom campaign feats. Filter by category or view all.
You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with a ranged touch attack …
You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as fire) inflict …
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 …
You may add your base shield bonus (including the bonus from Shield Focus but not including enhancement bonuses) to your mount's AC. In addition, …
If your mount moves its speed or less, you can still take a full-attack action.
Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. …
Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures …
Whenever you successfully counter a spell, it returns back to its caster. This works exactly like the spell turning spell.
Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement.
You receive a +10 bonus on Disguise checks to disguise yourself as a human, and do not receive the penalty for disguising yourself as …
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You …
Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another …
Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened.
You can use your tactician ability to grant allies a teamwork feat one additional time per day.
Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision …
Choose one spell which you have the ability to cast. You can cast that spell spontaneously by sacrificing a prepared spell or spell slot …
You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On …
When you hit a creature your size or smaller with a two-handed weapon attack modified by the Power Attack feat, you can choose to …
Choose another humanoid race. You count as both human and that race for any effects related to race. For example, if you choose dwarf, …
Whenever you are raging, the morale bonus to your Constitution increases by +2. Your rage does not end if you become unconscious. While unconscious …
You can make a bite attack for 1d4 points of damage, plus your Strength modifier. You're considered proficient in this attack and can apply …
You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the …
If you hit a creature with two claw attacks in the same turn, the second claw attack deals an additional 1d6 points of damage. …
Whenever you score a critical hit with a melee attack, you can move your opponent, in addition to the normal damage dealt by the …
Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus …
When making a full attack, if you miss on your first attack, you can forgo making any other attacks for the rest of your …
When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area …
You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment).
As a move action, you can grant all friendly creatures within 30 feet who can see or hear you a +2 bonus on Perception …
You receive a +4 racial bonus on Perception skill checks. This replaces the normal bonus from the keen senses racial trait.
When you take a full-attack action while wielding a two-handed weapon, you can choose to reduce the damage by 1/2 to gain a +4 …
Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, you gain a +2 bonus to your Armor Class …
Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from …
Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally …
You can modify a spell to sicken a creature damaged by the spell. When a creature takes damage from this spell, they become sickened …
Whenever an opponent misses you with a melee attack, you may move 5 feet as an immediate action so long as you remain within …
When you attack an inanimate, unattended object, you ignore the first 5 points of its hardness. You also receive a +5 bonus on Strength …
You receive a +4 bonus on Perception checks to detect creatures with the shaken, frightened, or panicked conditions using scent. You can substitute your …
As a move action, you grant all friendly creatures within 30 feet who can see or hear you (including yourself) a +2 bonus on …
Pick one spell which you have the ability to cast. Whenever you cast that spell you may apply any one metamagic feat you have …
As a move action, you can move up to half your slow fall distance across a wall or ceiling or across ropes, branches, or …
When adjacent to an opponent and making a full-attack action with a longbow or shortbow (including composite bows), you may choose to make a …
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 …
When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that …
You gain tremorsense to a range of 10 feet.
When you use bardic performance with audible components underground, the range or area of your chosen performance is doubled, and you can affect deaf …
You receive a +4 bonus on Bluff checks to lie or conceal your feelings or true motives, but not to feint in combat or …
You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to stun targets you hit with your …
Whenever you summon your eidolon, you may give it a +2 enhancement bonus to its Strength, Dexterity, or Constitution. This bonus lasts 10 minutes …
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