Stunning Critical
Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this …
SRD feats and custom campaign feats. Filter by category or view all.
Whenever you score a critical hit, your opponent becomes stunned for 1d4 rounds. A successful Fortitude save reduces this to staggered for 1d4 rounds. The DC of this …
When wielding a double weapon or two weapons (not including natural weapons or unarmed strikes), you gain a +1 shield bonus to your AC.
When you are fighting …
If you hit an opponent with both your primary hand and your off-hand weapon, you deal an additional 1d10 points of damage plus 1-1/2 times your Strength modifier. …
When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your …
You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these …
Whenever an adjacent foe attempts to take a 5-foot step away from you, you may also make a 5-foot step as an immediate action …
A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell …
You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside …
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning …
You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown …
Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature.
You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more …
When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills.
When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack …
You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you …
When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free …
When you use the attack action, you can make one attack at your highest base attack bonus that deals additional damage. Roll the weapon's …
With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead …
You gain a +1 bonus on all attack rolls you make using the selected weapon.
You gain a +2 bonus on all damage rolls you make using the selected weapon.
When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your highest base attack …
You can alter a burst, emanation, or spread-shaped spell to increase its area. Any numeric measurements of the spell's area increase by 100%. A …
If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.
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