Shot on the Run
As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
SRD feats and custom campaign feats. Filter by category or view all.
As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your …
The penalty you take when using a ranged weapon while mounted is halved: –2 instead of –4 if your mount is taking a double move, and –4 instead …
When you are mounted and use the charge action, you may move and attack as if with a standard charge and then move again (continuing the straight line …
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) …
As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not …
You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.
When making a full-attack action with a ranged weapon, you can fire one additional time this round. All of your attack rolls take a –2 penalty when using …
As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.
As a standard action, make a single ranged attack. The target does not gain any armor, natural armor, or shield bonuses to its Armor Class. You do not …
When making a full-attack action with a bow, your first attack fires two arrows. If the attack hits, both arrows hit. Apply precision-based damage (such as sneak attack) …
When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).
Whenever you use the full-attack action and make at least one unarmed strike, you can make two additional unarmed strikes at your highest base attack bonus. These bonus …
Increase the AC bonus granted by any shield you are using by 1.
You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage …
Any opponents hit by your shield bash are also hit with a free bull rush attack, substituting your attack roll for the combat maneuver check (see Combat). This …
You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield's enhancement bonus to attacks and damage …
You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step …
Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.
You get a +2 bonus on all Will saving throws.
This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC …
You get a +2 bonus on all Reflex saving throws.
If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round.
You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to …
You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of …
You make attack rolls with the selected weapon normally (without the non-proficient penalty).
Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or …
All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells …
You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal …
Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you …
Your attacks with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction …
You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the …
You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all …
You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight …
Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast …
When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) …
You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp …
When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected …
You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, …
Any shaken, frightened, or panicked opponent hit by you this round is flat-footed to your attacks until the end of your next turn. This …
Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead …
A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell …
You make attack rolls with simple weapons without penalty.
You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus …
When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown …
Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.
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 get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance.
Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.
Items | Classes | Races | Monsters | Spells | Traits | Campaigns