Feats
SRD feats and custom campaign feats. Filter by category or view all.
| Feat Name | Category/Type | Prerequisites | Benefit | Source |
|---|---|---|---|---|
| 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 |
| Allied Spellcaster | Teamwork | Caster level 1st. | Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome spell resistance. If your ally has … |
Advanced Player's 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 |
| 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 |
| Bashing Finish | Combat | Improved Shield Bash, Shield Master, Two-Weapon Fighting, base attack bonus +11. | Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same bonus as a free action. |
Advanced Player's Guide |
| Blood of Heroes | Optional | Hero's Fortune. |
Whenever you gain a level, you gain 2 hero points instead of 1. |
Advanced Player's Guide |
| Bloody Assault | Combat | Str 13, Power Attack, base attack bonus +6. | You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage with your weapon melee attacks, in … |
Advanced Player's Guide |
| Bodyguard | Combat | Combat Reflexes. | When an adjacent ally is attacked, you may use an attack of opportunity to attempt the aid another action to improve your ally's AC. You may not use the aid … |
Advanced Player's Guide |
| Bouncing Spell | Metamagic | — | Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving throw) you may, as a swift … |
Advanced Player's Guide |
| 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 |
| Bull Rush Strike | Combat | Str 13, Improved Bull Rush, Power Attack, base attack bonus +9. | Whenever you score a critical hit with a melee attack, you can push your opponent back, in addition to the normal damage dealt by the attack. If your confirmation roll … |
Advanced Player's Guide |
| Charge Through | Combat | Str 13, Improved Overrun, Power Attack, base attack bonus +1. | When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully overrun that creature, you can complete … |
Advanced Player's Guide |
| 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 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 |
| Cockatrice Strike | Combat | Improved Unarmed Strike, Gorgon's Fist, Medusa's Wrath, base attack bonus +16. | As a full-round action, you can make a single unarmed strike against a dazed, flat-footed, paralyzed, staggered, stunned, or unconscious foe. If that attack is a critical hit, the target … |
Advanced Player's Guide |
| Combat Patrol | Combat | Combat Reflexes, Mobility, base attack bonus +5. | As a full-round action, you may set up a combat patrol, increasing your threatened area by 5 feet for every 5 points of your base attack bonus. Until the beginning … |
Advanced Player's Guide |
| 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 |
| Coordinated Defense | Teamwork | — | Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This bonus increases to +4 if the … |
Advanced Player's Guide |
| Coordinated Maneuvers | Teamwork | — | Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This bonus increases to +4 when attempting … |
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 |
| Covering Defense | Combat | Shield Focus, base attack bonus +6. | When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against all attacks to an adjacent ally … |
Advanced Player's Guide |
| Crippling Critical | Combat | Critical Focus, base attack bonus +13. | Whenever you score a critical hit against an opponent, its speed is halved for 1 minute. A successful Fortitude save reduces this duration to 1d4 rounds. The DC of this … |
Advanced Player's Guide |
| Crossbow Mastery | Combat | Dex 15, Point-Blank Shot, Rapid Reload, Rapid Shot. | The time required for you to reload any type of crossbow is reduced to a free action, regardless of the type of crossbow used. You can fire a crossbow as … |
Advanced Player's Guide |
| Dastardly Finish | Combat | Sneak attack +5d6. | You can deliver a coup de grace to cowering or stunned targets. |
Advanced Player's Guide |
| Dazing Assault | Combat | Str 13, Power Attack, base attack bonus +11. | You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your melee attacks for 1 round, in … |
Advanced Player's Guide |
| Dazing Spell | Metamagic | — | You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed for a number of rounds equal … |
Advanced Player's Guide |
| 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 |
| Disarming Strike | Combat | Int 13, Combat Expertise, Improved Disarm, base attack bonus +9. | Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds … |
Advanced Player's Guide |
| Disrupting Shot | Combat | Dex 13, Point-Blank Shot, fighter level 6th. | If you ready an action to shoot an opponent casting a spell within 30 feet and successfully hit that opponent with a ranged attack, the concentration DC to successfully cast … |
Advanced Player's Guide |
| Disruptive Spell | Metamagic | — | Targets affected by a disruptive spell must make concentration checks when using spells or spell-like abilities (DC equals the save DC of the disruptive spell plus the level of the … |
Advanced Player's Guide |
| 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 |
| Dreadful Carnage | Combat | Str 15, Power Attack, Furious Focus, base attack bonus +11. | Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet as a free action. Enemies that … |
Advanced Player's Guide |
| Duck and Cover | Teamwork | — | Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Reflex saving throw against a spell or effect, you … |
Advanced Player's 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 |
| 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 |
| Ectoplasmic Spell | Metamagic | — | An ectoplasmic spell has full effect against incorporeal or ethereal creatures. An ectoplasmic spell uses up a spell slot one level higher than the spell's actual level. |
Advanced Player's Guide |
| Eldritch Claws | Combat | Str 15, natural weapons, base attack bonus +6. | You natural weapons are considered both magic and silver for purpose of overcoming damage reduction. |
Advanced Player's Guide |
| Elemental Fist | Combat | Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8. | When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals damage normally plus 1d6 points of … |
Advanced Player's Guide |
| 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 Spell | Metamagic | — | Choose one energy type: acid, cold, electricity, or fire. You may replace a spell's normal damage with that energy type or split the spell's damage, so that half is of … |
Advanced Player's Guide |
| Elven Accuracy | Combat | Elf. | If you miss due to concealment when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll your miss chance roll one time to see … |
Advanced Player's Guide |
| Enforcer | Combat | Intimidate 1 rank. | Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If you are successful, the target is … |
Advanced Player's 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 |
| Extra Bombs | General | Bomb class feature. | You can throw two additional bombs per day. |
Advanced Player's Guide |
| 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 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 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 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 |
| 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 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 |
| 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 |
| 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 |
| Focused Shot | Combat | Int 13, Point Blank Shot, Precise Shot. | As a standard action, you may make an attack with a bow or crossbow and add your Intelligence modifier on the damage roll. You must be within 30 feet of … |
Advanced Player's Guide |
| Focused Spell | Metamagic | — | When casting a spell that affects or targets more than one creature, you can choose one target or creature within the spell effect. That creature's saving throw DC to resist … |
Advanced Player's Guide |
| Following Step | Combat | Dex 13, Step Up. | 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 step during your next turn, and … |
Advanced Player's Guide |
| Furious Focus | Combat | Str 13, Power Attack, base attack bonus +1. | 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 Power Attack's penalty on melee attack … |
Advanced Player's Guide |
| Gang Up | Combat | Int 13, Combat Expertise. | You are considered to be flanking an opponent if at least two of your allies are threatening that opponent, regardless of your actual positioning. |
Advanced Player's 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 |
| Greater Blind-Fight | Combat | Perception 15 ranks, Improved Blind-Fight. | 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 instead of … |
Advanced Player's Guide |
| Greater Dirty Trick | Combat | Int 13, Combat Expertise, Improved Dirty Trick, base attack bonus +6. | 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 a dirty … |
Advanced Player's Guide |
| Greater Drag | Combat | Str 13, Improved Drag, Power Attack, base attack bonus +6. | 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 movement provokes … |
Advanced Player's Guide |
| 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 Reposition | Combat | Int 13, Combat Expertise, Improved Reposition, base attack bonus +6. | 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 movement provokes … |
Advanced Player's Guide |
| Greater Shield Specialization | Combat | Proficiency with selected shield, Greater Shield Focus, Shield Focus, Shield Specialization with selected shield, fighter level 12th. | Choose one type of shield (buckler, light, heavy, or tower shield) for which you possess the Shield Specialization feat. With the selected shield, you gain a +2 bonus to your … |
Advanced Player's Guide |
| Greater Steal | Combat | Int 13, Combat Expertise, Improved Steal, base attack bonus +6. | 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 steal an … |
Advanced Player's Guide |
| 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 |
| Hero's Fortune | Optional | — | You gain a hero point. The maximum number of hero points you can have at any one time is increased to 5. |
Advanced Player's 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 |
| Improved Blind-Fight | Combat | Perception 10 ranks, Blind-Fight. | Your melee attacks ignore the miss chance for less than total concealment. You may still reroll your miss chance percentile roll for total concealment. If you successfully pinpoint an invisible … |
Advanced Player's Guide |
| Improved Dirty Trick | Combat | Int 13, Combat Expertise. | You do not provoke an attack of opportunity when performing a dirty trick combat maneuver. In addition, you receive a +2 bonus on checks made to attempt a dirty trick. … |
Advanced Player's Guide |
| Improved Drag | Combat | Str 13, Power Attack, base attack bonus +1. | You do not provoke an attack of opportunity when performing a drag combat maneuver. In addition, you receive a +2 bonus on checks made to drag a foe. You also … |
Advanced Player's Guide |
| Improved Ki Throw | Combat | Improved Bull Rush, Ki Throw. | 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 check with … |
Advanced Player's Guide |
| Improved Reposition | Combat | Int 13, Combat Expertise. | You do not provoke an attack of opportunity when performing a reposition combat maneuver. In addition, you receive a +2 bonus on checks made to reposition a foe. You also … |
Advanced Player's Guide |
| Improved Second Chance | Combat | Int 13, Combat Expertise, Second Chance, base attack bonus +11. | When you reroll a missed attack using the Second Chance feat, you can still make the rest of your attacks that turn, albeit at a –5 penalty to each attack. |
Advanced Player's Guide |
| 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 Sidestep | Combat | Dex 15, Dodge, Mobility, Sidestep. | 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 move up to your full speed … |
Advanced Player's Guide |
| Improved Steal | Combat | Int 13, Combat Expertise. | You do not provoke an attack of opportunity when performing a steal combat maneuver. In addition, you receive a +2 bonus on checks made to steal an item from a … |
Advanced Player's Guide |
| 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 |
| In Harm's Way | Combat | Bodyguard. | 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 action, taking full damage from that … |
Advanced Player's Guide |
| Intensified Spell | Metamagic | — | An intensified spell increases the maximum number of damage dice by 5 levels. You must actually have sufficient caster levels to surpass the maximum in order to benefit from this … |
Advanced Player's Guide |
| 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 |
| Keen Scent | General | Wis 13, half-orc or orc. | You gain the scent special ability. |
Advanced Player's Guide |
| Ki Throw | Combat | Improved Trip, Improved Unarmed Strike. | On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any square you threaten rather than its own square. This … |
Advanced Player's Guide |
| 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 |
| 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 |
| 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 |
| Lingering Spell | Metamagic | — | You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other … |
Advanced Player's Guide |
| Lookout | Teamwork | — | Whenever you are adjacent to an ally who also has this feat, you may act in the surprise round as long as your ally would normally be able to act … |
Advanced Player's Guide |
| Low Profile | Combat | Dex 13, Small size or smaller. | You gain a +1 dodge bonus to AC against ranged attacks. In addition, you do not provide soft cover to creatures when ranged attacks pass through your square. |
Advanced Player's Guide |
| Luck of Heroes | Optional | Hero's Fortune. |
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 the hero … |
Advanced Player's 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 |
| 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 |
| 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 |
| Merciful Spell | Metamagic | — | You can alter spells that inflict damage to inflict nonlethal damage instead. Spells that inflict damage of a particular type (such as fire) inflict nonlethal damage of that same type. … |
Advanced Player's 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 |
| Missile Shield | Combat | Dex 13, Shield Focus. | You must be using a light, heavy, or tower shield to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon … |
Advanced Player's Guide |
| Mounted Shield | Combat | Mounted Combat, Shield Focus. | 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, you may add this bonus when … |
Advanced Player's Guide |
| Mounted Skirmisher | Combat | Ride rank 14, Mounted Combat, Trick Riding. | If your mount moves its speed or less, you can still take a full-attack action. |
Advanced Player's Guide |
| Outflank | Teamwork | Base attack bonus +4. | Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a … |
Advanced Player's Guide |
| Paired Opportunists | Teamwork | — | Whenever you are adjacent to an ally who also has this feat, you receive a +4 circumstance bonus on attacks of opportunity against creatures that you both threaten. Enemies that … |
Advanced Player's Guide |
| 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 |
| Parting Shot | Combat | Dex 13, Dodge, Mobility, Point Blank Shot, Shot on the Run, base attack bonus +6. | Once per encounter, when using the withdraw action, you can make a single ranged attack at any point during your movement. |
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 |
| Perfect Strike | Combat | Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8. | You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). You must use one of the following … |
Advanced Player's Guide |
| Persistent Spell | Metamagic | — | Whenever a creature targeted by a persistent spell or within its area succeeds on its saving throw against the spell, it must make another saving throw against the effect. If … |
Advanced Player's Guide |
| Point Blank Master | Combat | Weapon Specialization with selected ranged weapon. | Choose one type of ranged weapon. You do not provoke attacks of opportunity when firing the selected weapon while threatened. |
Advanced Player's Guide |
| 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 |
| Precise Strike | Teamwork | Dex 13, base attack bonus +1. | Whenever you and an ally who also has this feat are flanking the same the creature, you deal an additional 1d6 points of precision damage with each successful melee attack. … |
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 |
| Punishing Kick | Combat | Con 13, Wis 13, Improved Unarmed Strike, base attack bonus +8. | You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals … |
Advanced Player's Guide |
| Pushing Assault | Combat | Str 15, Power Attack, base attack bonus +1. | 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 push the target 5 feet directly … |
Advanced Player's Guide |
| 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 |
| 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 |
| Ray Shield | Combat | Dex 15, Missile Shield, Spellbreaker. | 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 (including rays … |
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 |
| Reach Spell | Metamagic | — | You can alter a spell with a range of touch, close, or medium to increase its range to a higher range category, using the following order: touch, close, medium, and … |
Advanced Player's Guide |
| Rending Claws | Combat | Str 13, two claw natural weapon attacks, base attack bonus +6. | If you hit a creature with two claw attacks in the same turn, the second claw attack deals an additional 1d6 points of damage. This damage is precision damage and … |
Advanced Player's Guide |
| Repositioning Strike | Combat | Int 13, Combat Expertise, Improved Trip, base attack bonus +9. | Whenever you score a critical hit with a melee attack, you can move your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds … |
Advanced Player's Guide |
| Saving Shield | Combat | Shield Proficiency. | Whenever an adjacent ally is the target of an attack, you can, as an immediate action, grant that adjacent ally a +2 shield bonus to AC. You must be wielding … |
Advanced Player's Guide |
| Second Chance | Combat | Int 13, Combat Expertise, base attack bonus +6. | When making a full attack, if you miss on your first attack, you can forgo making any other attacks for the rest of your turn to reroll that attack at … |
Advanced Player's Guide |
| Selective Spell | Metamagic | Spellcraft 10 ranks. | When casting a selective spell with an area effect and a duration of instantaneous, you can choose a number of targets in the area equal to the ability score modifier … |
Advanced Player's Guide |
| Shadow Strike | Combat | Base attack bonus +1. | You can deal precision damage, such as sneak attack damage, against targets with concealment (but not total concealment). |
Advanced Player's Guide |
| 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 |
| 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 |
| Shield Specialization | Combat | Proficiency with selected shield, Shield Focus, fighter level 4th. | Choose one type of shield (buckler, light, heavy, or tower shield). With the selected shield, you gain a +2 bonus to your Armor Class against critical hit confirmation rolls. In … |
Advanced Player's Guide |
| Shield Wall | Teamwork | Shield Proficiency. | Whenever you are wielding a shield and are adjacent to an ally wielding a shield who also has this feat, the AC bonus from your shield increases, depending on the … |
Advanced Player's Guide |
| Shield of Swings | Combat | Str 13, Power Attack, base attack bonus +1. | 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 shield bonus to AC and CMD … |
Advanced Player's Guide |
| Shielded Caster | Teamwork | — | Whenever you are adjacent to an ally who also has this feat, you receive a +4 competence bonus on concentration checks. If your ally is wielding a buckler or a … |
Advanced Player's Guide |
| Sickening Spell | Metamagic | — | You can modify a spell to sicken a creature damaged by the spell. When a creature takes damage from this spell, they become sickened for a number of rounds equal … |
Advanced Player's Guide |
| Sidestep | Combat | Dex 13, Dodge, Mobility. | Whenever an opponent misses you with a melee attack, you may move 5 feet as an immediate action so long as you remain within that opponent's threatened area. This movement … |
Advanced Player's Guide |
| Smash | Combat | Power Attack, half-orc. | When you attack an inanimate, unattended object, you ignore the first 5 points of its hardness. You also receive a +5 bonus on Strength checks made to knock down or … |
Advanced Player's 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 |
| 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 |
| 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 |
| 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 |
| Stabbing Shot | Combat | Rapid Shot, elf. | 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 melee attack against that opponent with … |
Advanced Player's 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 |
| Step Up and Strike | Combat | Dex 13, Following Step, Step Up, base attack bonus +6. | When using the Step Up or Following Step feats to follow an adjacent foe, you may also make a single melee attack against that foe at your highest base attack … |
Advanced Player's 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 |
| Stunning Assault | Combat | Str 13, Power Attack, base attack bonus +16. | You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to stun targets you hit with your melee attacks for 1 round. A … |
Advanced Player's Guide |
| 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 |
| Sundering Strike | Combat | Str 13, Improved Sunder, Power Attack, base attack bonus +9. | Whenever you score a critical hit with a melee attack, you can sunder your opponent's weapon, in addition to the normal damage dealt by the attack. If your confirmation roll … |
Advanced Player's Guide |
| Swap Places | Teamwork | — | Whenever you are adjacent to an ally who also has this feat, you can move into your ally's square as part of normal movement. At the same time, your ally … |
Advanced Player's Guide |
| Swift Aid | Combat | Int 13, Combat Expertise, base attack bonus +6. | As a swift action, you can attempt the aid another action, granting your ally either a +1 bonus on his next attack roll or a +1 bonus to his AC. |
Advanced Player's 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 |
| Team Up | Combat | Int 13, Combat Expertise, Gang Up, base attack bonus +6. | When you and at least two of your allies are adjacent to an opponent, you can attempt the aid another action as a move action. |
Advanced Player's Guide |
| Teleport Tactician | Combat | Combat Reflexes, Disruptive, Spellbreaker. | Any creature using a teleportation effect to enter or leave a square threatened by you provokes an attack of opportunity, even if casting defensively or using a supernatural ability. |
Advanced Player's 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 |
| Thundering Spell | Metamagic | — | You can modify a spell to deafen a creature damaged by the spell. When a creature takes damage from this spell, it becomes deafened for a number of rounds equal … |
Advanced Player's Guide |
| Touch of Serenity | Combat | Wis 18, Improved Unarmed Strike, base attack bonus +8. | You must declare that you are using this feat before you make your attack roll (thus a failed attack roll ruins the attempt). On a successful hit, the attack deals … |
Advanced Player's Guide |
| Trick Riding | Combat | Ride 9 ranks, Mounted Combat. | While wearing light or no armor, you do not need to make Ride skill checks for any task listed in the Ride skill with a DC of 15 or lower. … |
Advanced Player's Guide |
| Tripping Strike | Combat | Int 13, Combat Expertise, Improved Trip, base attack bonus +9. | Whenever you score a critical hit with a melee attack, you can trip your opponent, in addition to the normal damage dealt by the attack. If your confirmation roll exceeds … |
Advanced Player's Guide |
| Under and Over | Combat | Agile Maneuvers, Small size or smaller. | If an opponent larger than you attempts to grapple you and fails, you may make a trip attack as an immediate action against that opponent with a +2 bonus. This … |
Advanced Player's Guide |
| Underfoot | Combat | Dodge, Mobility, Small size or smaller. | You receive a +4 dodge bonus on Acrobatics checks to move past opponents without provoking attacks of opportunity, so long as they are larger than you. In addition, you gain … |
Advanced Player's Guide |
| 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 |
| 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 |
| 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 |
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