Additional Traits
You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from …
SRD feats and custom campaign feats. Filter by category or view all.
You gain two character traits of your choice (see Chapter 8). These traits must be chosen from different lists, and cannot be chosen from …
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on level checks made to overcome …
As a standard action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and transform it into a …
As a immediate action, you can sacrifice a prepared spell or unused spell slot of 1st level or higher and gain a deflection bonus …
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 …
Your bestial nature manifests itself in one of the following ways. You choose the manifestation when you choose the feat, and then you cannot …
Whenever you score a critical hit with a melee weapon, you can make a shield bash attack against the same target using the same …
Whenever you gain a level, you gain 2 hero points instead of 1.
You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to inflict 1d4 points of bleed damage …
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. …
Whenever a bouncing spell targeting a single creature has no effect on its intended target (whether due to spell resistance or a successful saving …
You get a +2 bonus on all Knowledge and Profession skill checks, and can make checks with those skills untrained.
Whenever you score a critical hit with a melee attack, you can push your opponent back, in addition to the normal damage dealt by …
When making a charge, you can attempt to overrun one creature in the path of the charge as a free action. If you successfully …
You can take 10 on Bluff checks to convince others you are telling the truth, so long as your story makes you appear innocent. …
As a move action, you can air walk (as the spell) up to half your slow fall distance, maximum 50 feet. You must reach …
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 …
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 …
You can assist another character in crafting mundane and magical items. You must both possess the relevant Craft skill or item creation feat, but …
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus to your Combat Maneuver Defense. This …
Whenever you are adjacent to an ally who also has this feat, you receive a +2 competence bonus on all combat maneuver checks. This …
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 …
When you use the total defense action while using a light, heavy, or tower shield, you can provide a cover bonus to AC against …
Whenever you score a critical hit against an opponent, its speed is halved for 1 minute. A successful Fortitude save reduces this duration to …
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 deliver a coup de grace to cowering or stunned targets.
You can choose to take a –5 penalty on all melee attack rolls and combat maneuver checks to daze opponents you hit with your …
You can modify a spell to daze a creature damaged by the spell. When a creature takes damage from this spell, they become dazed …
When you gain temporary ki from drunken ki, you gain 2 temporary ki rather than just 1.
Your darkvision has a range of 120 feet.
Whenever you score a critical hit with a melee attack, you can disarm your opponent, in addition to the normal damage dealt by the …
If you ready an action to shoot an opponent casting a spell within 30 feet and successfully hit that opponent with a ranged attack, …
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 …
You gain a +2 bonus on caster level checks with divinations to overcome spell resistance or effects that impede divination (for example, nondetection). …
Whenever you reduce an enemy to 0 or fewer hit points, you can make an Intimidate check to demoralize all enemies within 30 feet …
Whenever you are adjacent to an ally who also has this feat, and both of you are required to make a Reflex saving throw …
You ignore up to –5 in penalties due to distance on visual Perception checks, allowing you to see accurately at much greater distances than …
Choose an additional favored class and gain either +1 hit point or +1 skill point whenever you take a level in that class. If …
An ectoplasmic spell has full effect against incorporeal or ethereal creatures. An ectoplasmic spell uses up a spell slot one level higher than the …
You natural weapons are considered both magic and silver for purpose of overcoming damage reduction.
When you use Elemental Strike pick one of the following energy types: acid, cold, electricity, or fire. On a successful hit, the attack deals …
Choose one energy type (acid, cold, electricity, or fire). Add +1 to the Difficulty Class for all saving throws against spells that deal damage …
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 …
If you miss due to concealment when making a ranged attack with a longbow or shortbow (including composite bows), you can reroll your miss …
Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action. If …
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 …
You can throw two additional bombs per day.
You gain one additional discovery. You must meet all of the prerequisites for this discovery.
You gain one additional hex. You must meet all of the prerequisites for this hex.
You gain one additional rage power. You must meet all of the prerequisites for this rage power.
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