Feats
SRD feats and custom campaign feats. Filter by category or view all.
| Feat Name | Category/Type | Prerequisites | Benefit | Source |
|---|---|---|---|---|
| Acrobatic | General | — | You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for … |
Core Rulebook |
| Acrobatic Steps | General | Dex 15, Nimble Moves. | Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects of this feat stack with those … |
Core Rulebook |
| Agile Maneuvers | Combat | — | You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your Strength bonus. |
Core Rulebook |
| Alertness | General | — | You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for … |
Core Rulebook |
| Alignment Channel | General | Ability to channel energy. | Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of the chosen alignment subtype. You must make this choice each … |
Core Rulebook |
| Animal Affinity | General | — | You get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 … |
Core Rulebook |
| Arcane Armor Mastery | Combat | Arcane Armor Training, Medium Armor Proficiency, caster level 7th. | As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 20% for any spells you cast this round. This bonus replaces, and … |
Core Rulebook |
| Arcane Armor Training | Combat | Light Armor Proficiency, caster level 3rd. | As a swift action, reduce the arcane spell failure chance due to the armor you are wearing by 10% for any spells you cast this round. |
Core Rulebook |
| Arcane Strike | Combat | Ability to cast arcane spells. | As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and are treated as magic for the … |
Core Rulebook |
| Armor Proficiency, Heavy | Combat | Light Armor Proficiency, Medium Armor Proficiency. | See Armor Proficiency, Light. |
Core Rulebook |
| Armor Proficiency, Light | Combat | — | When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks. |
Core Rulebook |
| Armor Proficiency, Medium | Combat | Light Armor Proficiency. | See Armor Proficiency, Light. |
Core Rulebook |
| Athletic | General | — | You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that … |
Core Rulebook |
| Augment Summoning | General | Spell Focus (conjuration). | Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that summoned it. |
Core Rulebook |
| Bleeding Critical | Critical | Critical Focus, base attack bonus +11. | Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage (see Conditions) each round on his turn, in addition to … |
Core Rulebook |
| Blind-Fight | Combat | — | In melee, every time you miss because of concealment (see Combat), you can reroll your miss chance percentile roll one time to see if you actually hit. An invisible attacker … |
Core Rulebook |
| Blinding Critical | Critical | Critical Focus, base attack bonus +15. | Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces this to dazzled for 1d4 rounds. The DC of this Fortitude save is equal … |
Core Rulebook |
| Brew Potion | Item Creation | Caster level 3rd. | You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if … |
Core Rulebook |
| Catch Off-Guard | Combat | — | You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are flat-footed against any attacks you make with an improvised melee weapon. |
Core Rulebook |
| Channel Smite | Combat | Channel energy class feature. | Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If you channel positive energy and you … |
Core Rulebook |
| Cleave | Combat | Str 13, Power Attack, base attack bonus +1. | As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can … |
Core Rulebook |
| Combat Casting | General | — | You get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or while grappled. |
Core Rulebook |
| Combat Expertise | Combat | Int 13. | You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your Armor Class. When your base attack … |
Core Rulebook |
| Combat Reflexes | Combat | — | You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while flat-footed. |
Core Rulebook |
| Command Undead | General | Channel negative energy class feature. | As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a Will save to negate the effect. … |
Core Rulebook |
| Craft Magic Arms and Armor | Item Creation | Caster level 5th. | You can create magic weapons, armor, or shields. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. … |
Core Rulebook |
| Craft Rod | Item Creation | Caster level 9th. | You can create magic rods. Crafting a rod takes 1 day for each 1,000 gp in its base price. To craft a rod, you must use up raw materials costing … |
Core Rulebook |
| Craft Staff | Item Creation | Caster level 11th. | You can create any staff whose prerequisites you meet. Crafting a staff takes 1 day for each 1,000 gp in its base price. To craft a staff, you must use … |
Core Rulebook |
| Craft Wand | Item Creation | Caster level 5th. | You can create a wand of any 4th-level or lower spell that you know. Crafting a wand takes 1 day for each 1,000 gp in its base price. To craft … |
Core Rulebook |
| Craft Wondrous Item | Item Creation | Caster level 3rd. | You can create a wide variety of magic wondrous items. Crafting a wondrous item takes 1 day for each 1,000 gp in its price. To create a wondrous item, you … |
Core Rulebook |
| Critical Focus | Combat | Base attack bonus +9. | You receive a +4 circumstance bonus on attack rolls made to confirm critical hits. |
Core Rulebook |
| Critical Mastery | Combat | Critical Focus, any two critical feats, 14th-level fighter. | When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt. |
Core Rulebook |
| Dazzling Display | Combat | Weapon Focus, proficiency with the selected weapon. | While wielding the weapon in which you have Weapon Focus, you can perform a bewildering show of prowess as a full-round action. Make an Intimidate check to demoralize all foes … |
Core Rulebook |
| Deadly Aim | Combat | Dex 13, base attack bonus +1. | You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When your base attack bonus reaches +4, … |
Core Rulebook |
| Deadly Stroke | Combat | Dazzling Display, Greater Weapon Focus, Shatter Defenses, Weapon Focus, proficiency with the selected weapon, base attack bonus +11. | As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or flat-footed opponent. If you hit, you deal double … |
Core Rulebook |
| Deafening Critical | Critical | Critical Focus, base attack bonus +13. | Whenever you score a critical hit against an opponent, the victim is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save … |
Core Rulebook |
| Deceitful | General | — | You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for … |
Core Rulebook |
| Defensive Combat Training | Combat | — | You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Combat). |
Core Rulebook |
| Deflect Arrows | Combat | Dex 13, Improved Unarmed Strike. | You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, … |
Core Rulebook |
| Deft Hands | General | — | You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to … |
Core Rulebook |
| Diehard | General | Endurance. | When your hit point total is below 0, but you are not dead, you automatically stabilize. You do not need to make a Constitution check each round to avoid losing … |
Core Rulebook |
| Disruptive | Combat | 6th-level fighter. | The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively only applies if you are aware … |
Core Rulebook |
| Dodge | Combat | Dex 13. | You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat. |
Core Rulebook |
| Double Slice | Combat | Dex 15, Two-Weapon Fighting. | Add your Strength bonus to damage rolls made with your off-hand weapon. |
Core Rulebook |
| Elemental Channel | General | Channel energy class feature. | Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. You must make this choice each … |
Core Rulebook |
| Empower Spell | Metamagic | — | All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls. Saving throws and opposed rolls are not affected, nor are spells without … |
Core Rulebook |
| Endurance | General | — | You gain a +4 bonus on the following checks and saves: Swim checks made to resist nonlethal damage from exhaustion; Constitution checks made to continue running; Constitution checks made to … |
Core Rulebook |
| Enlarge Spell | Metamagic | — | You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a range of close now has a … |
Core Rulebook |
| Eschew Materials | General | — | You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still provokes attacks of opportunity as normal. … |
Core Rulebook |
| Exhausting Critical | Critical | Critical Focus, Tiring Critical, base attack bonus +15. | When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures. |
Core Rulebook |
| Exotic Weapon Proficiency | Combat | Base attack bonus +1. | You make attack rolls with the weapon normally. |
Core Rulebook |
| Extend Spell | Metamagic | — | An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected by this feat. An extended spell uses up … |
Core Rulebook |
| Extra Channel | General | Channel energy class feature. | You can channel energy two additional times per day. |
Core Rulebook |
| Extra Ki | General | Ki pool class feature. | Your ki pool increases by 2. |
Core Rulebook |
| Extra Lay On Hands | General | Lay on hands class feature. | You can use your lay on hands ability two additional times per day. |
Core Rulebook |
| Extra Mercy | General | Lay on hands class feature, mercy class feature. | Select one additional mercy for which you qualify. When you use lay on hands to heal damage to one target, it also receives the additional effects of this mercy. |
Core Rulebook |
| Extra Performance | General | Bardic performance class feature. | You can use bardic performance for 6 additional rounds per day. |
Core Rulebook |
| Extra Rage | General | Rage class feature. | You can rage for 6 additional rounds per day. |
Core Rulebook |
| Far Shot | Combat | Point-Blank Shot. | You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon. |
Core Rulebook |
| Fleet | General | — | While you are wearing light or no armor, your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load. |
Core Rulebook |
| Forge Ring | Item Creation | Caster level 7th. | You can create magic rings. Crafting a ring takes 1 day for each 1,000 gp in its base price. To craft a ring, you must use up raw materials costing … |
Core Rulebook |
| Gorgon's Fist | Combat | Improved Unarmed Strike, Scorpion Style, base attack bonus +6. | As a standard action, make a single unarmed melee attack against a foe whose speed is reduced (such as from Scorpion Style). If the attack hits, you deal damage normally … |
Core Rulebook |
| Great Cleave | Combat | Str 13, Cleave, Power Attack, base attack bonus +4. | As a standard action, you can make a single attack at your full base attack bonus against a foe within reach. If you hit, you deal damage normally and can … |
Core Rulebook |
| Great Fortitude | General | — | You get a +2 bonus on all Fortitude saving throws. |
Core Rulebook |
| Greater Bull Rush | Combat | Improved Bull Rush, Power Attack, base attack bonus +6, Str 13. | You receive a +2 bonus on checks made to bull rush a foe. This bonus stacks with the bonus granted by Improved Bull Rush. Whenever you bull rush an opponent, … |
Core Rulebook |
| Greater Disarm | Combat | Combat Expertise, Improved Disarm, base attack bonus +6, Int 13. | You receive a +2 bonus on checks made to disarm a foe. This bonus stacks with the bonus granted by Improved Disarm. Whenever you successfully disarm an opponent, the weapon … |
Core Rulebook |
| Greater Feint | Combat | Combat Expertise, Improved Feint, base attack bonus +6, Int 13. | Whenever you use feint to cause an opponent to lose his Dexterity bonus, he loses that bonus until the beginning of your next turn, in addition to losing his Dexterity … |
Core Rulebook |
| Greater Grapple | Combat | Improved Grapple, Improved Unarmed Strike, base attack bonus +6, Dex 13. | You receive a +2 bonus on checks made to grapple a foe. This bonus stacks with the bonus granted by Improved Grapple. Once you have grappled a creature, maintaining the … |
Core Rulebook |
| Greater Overrun | Combat | Improved Overrun, Power Attack, base attack bonus +6, Str 13. | You receive a +2 bonus on checks made to overrun a foe. This bonus stacks with the bonus granted by Improved Overrun. Whenever you overrun opponents, they provoke attacks of … |
Core Rulebook |
| Greater Penetrating Strike | Combat | Penetrating Strike, Weapon Focus, 16th-level fighter. | Your attacks with weapons selected with Weapon Focus ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such … |
Core Rulebook |
| Greater Shield Focus | Combat | Shield Focus, Shield Proficiency, base attack bonus +1, 8th-level fighter. | Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus. |
Core Rulebook |
| Greater Spell Focus | General | Spell Focus. | Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. This bonus stacks with the bonus from Spell Focus. |
Core Rulebook |
| Greater Spell Penetration | General | Spell Penetration. | You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. This bonus stacks with the one from Spell Penetration. |
Core Rulebook |
| Greater Sunder | Combat | Improved Sunder, Power Attack, base attack bonus +6, Str 13. | You receive a +2 bonus on checks made to sunder an item. This bonus stacks with the bonus granted by Improved Sunder. Whenever you sunder to destroy a weapon, shield, … |
Core Rulebook |
| Greater Trip | Combat | Combat Expertise, Improved Trip, base attack bonus +6, Int 13. | You receive a +2 bonus on checks made to trip a foe. This bonus stacks with the bonus granted by Improved Trip. Whenever you successfully trip an opponent, that opponent … |
Core Rulebook |
| Greater Two-Weapon Fighting | Combat | Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11. | You get a third attack with your off-hand weapon, albeit at a –10 penalty. |
Core Rulebook |
| Greater Vital Strike | Combat | Improved Vital Strike, Vital Strike, base attack bonus +16. | 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 damage dice for the attack four … |
Core Rulebook |
| Greater Weapon Focus | Combat | Proficiency with selected weapon, Weapon Focus with selected weapon, base attack bonus +1, 8th-level fighter. | You gain a +1 bonus on attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including those from Weapon Focus. |
Core Rulebook |
| Greater Weapon Specialization | Combat | Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, 12th-level fighter. | You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus to damage stacks with other damage roll bonuses, including any you gain from … |
Core Rulebook |
| Heighten Spell | Metamagic | — | A heightened spell has a higher spell level than normal (up to a maximum of 9th level). Unlike other metamagic feats, Heighten Spell actually increases the effective level of the … |
Core Rulebook |
| Improved Bull Rush | Combat | Str 13, Power Attack, base attack bonus +1. | You do not provoke an attack of opportunity when performing a bull rush combat maneuver. In addition, you receive a +2 bonus on checks made to bull rush a foe. … |
Core Rulebook |
| Improved Channel | General | Channel energy class feature. | Add 2 to the DC of saving throws made to resist the effects of your channel energy ability. |
Core Rulebook |
| Improved Counterspell | General | — | When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell. |
Core Rulebook |
| Improved Critical | Combat | Proficient with weapon, base attack bonus +8. | When using the weapon you selected, your threat range is doubled. |
Core Rulebook |
| Improved Disarm | Combat | Int 13, Combat Expertise. | You do not provoke an attack of opportunity when performing a disarm combat maneuver. In addition, you receive a +2 bonus on checks made to disarm a foe. You also … |
Core Rulebook |
| Improved Familiar | General | Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below). | When choosing a familiar, the creatures listed below are also available to you. You may choose a familiar with an alignment up to one step away on each alignment axis … |
Core Rulebook |
| Improved Feint | Combat | Int 13, Combat Expertise. | You can make a Bluff check to feint in combat as a move action. |
Core Rulebook |
| Improved Grapple | Combat | Dex 13, Improved Unarmed Strike. | You do not provoke an attack of opportunity when performing a grapple combat maneuver. In addition, you receive a +2 bonus on checks made to grapple a foe. You also … |
Core Rulebook |
| Improved Great Fortitude | General | Great Fortitude. | Once per day, you may reroll a Fortitude save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it … |
Core Rulebook |
| Improved Initiative | Combat | — | You get a +4 bonus on initiative checks. |
Core Rulebook |
| Improved Iron Will | General | Iron Will. | Once per day, you may reroll a Will save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it … |
Core Rulebook |
| Improved Lightning Reflexes | General | Lightning Reflexes. | Once per day, you may reroll a Reflex save. You must decide to use this ability before the results are revealed. You must take the second roll, even if it … |
Core Rulebook |
| Improved Overrun | Combat | Str 13, Power Attack, base attack bonus +1. | You do not provoke an attack of opportunity when performing an overrun combat maneuver. In addition, you receive a +2 bonus on checks made to overrun a foe. You also … |
Core Rulebook |
| Improved Precise Shot | Combat | Dex 19, Point-Blank Shot, Precise Shot, base attack bonus +11. | Your ranged attacks ignore the AC bonus granted to targets by anything less than total cover, and the miss chance granted to targets by anything less than total concealment. Total … |
Core Rulebook |
| Improved Shield Bash | Combat | Shield Proficiency. | When you perform a shield bash, you may still apply the shield's shield bonus to your AC. |
Core Rulebook |
| Improved Sunder | Combat | Str 13, Power Attack, base attack bonus +1. | You do not provoke an attack of opportunity when performing a sunder combat maneuver. In addition, you receive a +2 bonus on checks made to sunder an item. You also … |
Core Rulebook |
| Improved Trip | Combat | Int 13, Combat Expertise. | You do not provoke an attack of opportunity when performing a trip combat maneuver. In addition, you receive a +2 bonus on checks made to trip a foe. You also … |
Core Rulebook |
| Improved Two-Weapon Fighting | Combat | Dex 17, Two-Weapon Fighting, base attack bonus +6. | In addition to the standard single extra attack you get with an off-hand weapon, you get a second attack with it, albeit at a –5 penalty. |
Core Rulebook |
| Improved Unarmed Strike | Combat | — | You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, … |
Core Rulebook |
| Improved Vital Strike | Combat | Vital Strike, base attack bonus +11. | 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 damage dice for the attack three … |
Core Rulebook |
| Improvised Weapon Mastery | Combat | Catch Off-Guard or Throw Anything, base attack bonus +8. | You do not suffer any penalties for using an improvised weapon. Increase the amount of damage dealt by the improvised weapon by one step (for example, 1d4 becomes 1d6) to … |
Core Rulebook |
| Intimidating Prowess | Combat | — | Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier. |
Core Rulebook |
| Iron Will | General | — | You get a +2 bonus on all Will saving throws. |
Core Rulebook |
| Leadership | General | Character level 7th. | This feat enables you to attract a loyal cohort and a number of devoted subordinates who assist you. A cohort is generally an NPC with class levels, while followers are … |
Core Rulebook |
| Lightning Reflexes | General | — | You get a +2 bonus on all Reflex saving throws. |
Core Rulebook |
| Lightning Stance | Combat | Dex 17, Dodge, Wind Stance, base attack bonus +11. | If you take two actions to move or a withdraw action in a turn, you gain 50% concealment for 1 round. |
Core Rulebook |
| Lunge | Combat | Base attack bonus +6. | You can increase the reach of your melee attacks by 5 feet until the end of your turn by taking a –2 penalty to your AC until your next turn. … |
Core Rulebook |
| Magical Aptitude | General | — | You get a +2 bonus on all Spellcraft checks and Use Magic Device checks. If you have 10 or more ranks in one of these skills, the bonus increases to … |
Core Rulebook |
| Manyshot | Combat | Dex 17, Point-Blank Shot, Rapid Shot, base attack bonus +6. | 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) and critical … |
Core Rulebook |
| Martial Weapon Proficiency | Combat | — | You make attack rolls with the selected weapon normally (without the non-proficient penalty). |
Core Rulebook |
| Master Craftsman | General | 5 ranks in any Craft or Profession skill. | Choose one Craft or Profession skill in which you possess at least 5 ranks. You receive a +2 bonus on your chosen Craft or Profession skill. Ranks in your chosen … |
Core Rulebook |
| Maximize Spell | Metamagic | — | All variable, numeric effects of a spell modified by this feat are maximized. Saving throws and opposed rolls are not affected, nor are spells without random variables. A maximized spell … |
Core Rulebook |
| Medusa's Wrath | Combat | Improved Unarmed Strike, Gorgon's Fist, Scorpion Style, base attack bonus +11. | 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 attacks must … |
Core Rulebook |
| Mobility | Combat | Dex 13, Dodge. | You get a +4 dodge bonus to Armor Class against attacks of opportunity caused when you move out of or within a threatened area. A condition that makes you lose … |
Core Rulebook |
| Mounted Archery | Combat | Ride 1 rank, Mounted Combat. | 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 of –8 … |
Core Rulebook |
| Mounted Combat | Combat | Ride 1 rank. | Once per round when your mount is hit in combat, you may attempt a Ride check (as an immediate action) to negate the hit. The hit is negated if your … |
Core Rulebook |
| Natural Spell | General | Wis 13, wild shape class feature. | You can complete the verbal and somatic components of spells while using wild shape. You substitute various noises and gestures for the normal verbal and somatic components of a spell. … |
Core Rulebook |
| Nimble Moves | General | Dex 13. | Whenever you move, you may move through 5 feet of difficult terrain each round as if it were normal terrain. This feat allows you to take a 5-foot step into … |
Core Rulebook |
| Penetrating Strike | Combat | Weapon Focus, base attack bonus +1, 12th-level fighter, proficiency with weapon. | Your attacks with weapons selected with Weapon Focus ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR … |
Core Rulebook |
| Persuasive | General | — | You get a +2 bonus on Diplomacy and Intimidate skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for that … |
Core Rulebook |
| Pinpoint Targeting | Combat | Dex 19, Improved Precise Shot, Point-Blank Shot, Precise Shot, base attack bonus +16. | 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 gain the … |
Core Rulebook |
| Point-Blank Shot | Combat | — | You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet. |
Core Rulebook |
| Power Attack | Combat | Str 13, base attack bonus +1. | You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to … |
Core Rulebook |
| Precise Shot | Combat | Point-Blank Shot. | You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll. |
Core Rulebook |
| Quick Draw | Combat | Base attack bonus +1. | You can draw a weapon as a free action instead of as a move action. You can draw a hidden weapon (see the Sleight of Hand skill) as a move … |
Core Rulebook |
| Quicken Spell | Metamagic | — | Casting a quickened spell is a swift action. You can perform another action, even casting another spell, in the same round as you cast a quickened spell. A spell whose … |
Core Rulebook |
| Rapid Shot | Combat | Dex 13, Point-Blank Shot. | 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 Rapid Shot. |
Core Rulebook |
| Ride-By Attack | Combat | Ride 1 rank, Mounted Combat. | 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 of the … |
Core Rulebook |
| Run | General | — | When running, you move five times your normal speed (if wearing medium, light, or no armor and carrying no more than a medium load) or four times your speed (if … |
Core Rulebook |
| Scorpion Style | Combat | Improved Unarmed Strike. | To use this feat, you must make a single unarmed attack as a standard action. If this unarmed attack hits, you deal damage normally, and the target's base land speed … |
Core Rulebook |
| Scribe Scroll | Item Creation | Caster level 1st. | You can create a scroll of any spell that you know. Scribing a scroll takes 2 hours if its base price is 250 gp or less, otherwise scribing a scroll … |
Core Rulebook |
| Selective Channeling | General | Cha 13, channel energy class feature. | When you channel energy, you can choose a number of targets in the area up to your Charisma modifier. These targets are not affected by your channeled energy. |
Core Rulebook |
| Self-Sufficient | General | — | You get a +2 bonus on all Heal checks and Survival checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 for … |
Core Rulebook |
| Shatter Defenses | Combat | Weapon Focus, Dazzling Display, base attack bonus +6, proficiency with weapon. | 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 includes any additional attacks you make … |
Core Rulebook |
| Shield Focus | Combat | Shield Proficiency, base attack bonus +1. | Increase the AC bonus granted by any shield you are using by 1. |
Core Rulebook |
| Shield Master | Combat | Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11. | 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 rolls made … |
Core Rulebook |
| Shield Proficiency | Combat | — | When you use a shield (except a tower shield), the shield's armor check penalty only applies to Strength- and Dexterity-based skills. |
Core Rulebook |
| Shield Slam | Combat | Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6. | 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 bull rush … |
Core Rulebook |
| Shot on the Run | Combat | Dex 13, Dodge, Mobility, Point-Blank Shot, base attack bonus +4. | As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement. |
Core Rulebook |
| Sickening Critical | Critical | Critical Focus, base attack bonus +11. | Whenever you score a critical hit, your opponent becomes sickened for 1 minute. The effects of this feat do not stack. Additional hits instead add to the effect's duration. |
Core Rulebook |
| Silent Spell | Metamagic | — | A silent spell can be cast with no verbal components. Spells without verbal components are not affected. A silent spell uses up a spell slot one level higher than the … |
Core Rulebook |
| Simple Weapon Proficiency | Combat | — | You make attack rolls with simple weapons without penalty. |
Core Rulebook |
| Skill Focus | General | — | You get a +3 bonus on all checks involving the chosen skill. If you have 10 or more ranks in that skill, this bonus increases to +6. |
Core Rulebook |
| Snatch Arrows | Combat | Dex 15, Deflect Arrows, Improved Unarmed Strike. | When using the Deflect Arrows feat you may choose to catch the weapon instead of just deflecting it. Thrown weapons can immediately be thrown back as an attack against the … |
Core Rulebook |
| Spell Focus | General | — | Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select. |
Core Rulebook |
| Spell Mastery | General | 1st-level wizard | 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 can prepare these spells without … |
Core Rulebook |
| Spell Penetration | General | — | You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature's spell resistance. |
Core Rulebook |
| Spellbreaker | Combat | Disruptive, 10th-level fighter. | Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you. |
Core Rulebook |
| Spirited Charge | Combat | Ride 1 rank, Mounted Combat, Ride-By Attack. | When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance). |
Core Rulebook |
| Spring Attack | Combat | Dex 13, Dodge, Mobility, base attack bonus +4. | 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 attack. You … |
Core Rulebook |
| Staggering Critical | Critical | Critical Focus, base attack bonus +13. | Whenever you score a critical hit, your opponent becomes staggered for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is … |
Core Rulebook |
| Stand Still | Combat | Combat Reflexes. | When a foe provokes an attack of opportunity due to moving through your adjacent squares, you can make a combat maneuver check as your attack of opportunity. If successful, the … |
Core Rulebook |
| Stealthy | General | — | You get a +2 bonus on all Escape Artist and Stealth skill checks. If you have 10 or more ranks in one of these skills, the bonus increases to +4 … |
Core Rulebook |
| Step Up | Combat | Base attack bonus +1. | 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 so long as you end up … |
Core Rulebook |
| Still Spell | Metamagic | — | A stilled spell can be cast with no somatic components. Spells without somatic components are not affected. A stilled spell uses up a spell slot one level higher than the … |
Core Rulebook |
| Strike Back | Combat | Base attack bonus +11. | You can ready an action to make a melee attack against any foe that attacks you in melee, even if the foe is outside of your reach. |
Core Rulebook |
| Stunning Critical | Critical | Critical Focus, Staggering Critical, base attack bonus +17. | 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 Fortitude save … |
Core Rulebook |
| Stunning Fist | 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). Stunning Fist forces a foe damaged by … |
Core Rulebook |
| Throw Anything | Combat | — | You do not suffer any penalties for using an improvised ranged weapon. You receive a +1 circumstance bonus on attack rolls made with thrown splash weapons. |
Core Rulebook |
| Tiring Critical | Critical | Critical Focus, base attack bonus +13. | Whenever you score a critical hit, your opponent becomes fatigued. This feat has no additional effect on a fatigued or exhausted creature. |
Core Rulebook |
| Toughness | General | — | You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain … |
Core Rulebook |
| Tower Shield Proficiency | Combat | Shield Proficiency. | When you use a tower shield, the shield's armor check penalty only applies to Strength and Dexterity-based skills. |
Core Rulebook |
| Trample | Combat | Ride 1 rank, Mounted Combat. | When you attempt to overrun an opponent while mounted, your target may not choose to avoid you. Your mount may make one hoof attack against any target you knock down, … |
Core Rulebook |
| Turn Undead | General | Channel positive energy class feature. | You can, as a standard action, use one of your uses of channel positive energy to cause all undead within 30 feet of you to flee, as if panicked. Undead … |
Core Rulebook |
| Two-Weapon Defense | Combat | Dex 15, Two-Weapon Fighting. | 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 defensively or … |
Core Rulebook |
| Two-Weapon Fighting | Combat | Dex 15. | Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by … |
Core Rulebook |
| Two-Weapon Rend | Combat | Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11. | 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. You can … |
Core Rulebook |
| Unseat | Combat | Str 13, Ride 1 rank, Mounted Combat, Power Attack, Improved Bull Rush, base attack bonus +1. | When charging an opponent while mounted and wielding a lance, resolve the attack as normal. If it hits, you may immediately make a free bull rush attempt in addition to … |
Core Rulebook |
| Vital Strike | Combat | Base attack bonus +6. | 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 damage dice for the attack twice … |
Core Rulebook |
| Weapon Finesse | Combat | — | With a light weapon, rapier, whip, or spiked chain made for a creature of your size category, you may use your Dexterity modifier instead of your Strength modifier on attack … |
Core Rulebook |
| Weapon Focus | Combat | Proficiency with selected weapon, base attack bonus +1. | You gain a +1 bonus on all attack rolls you make using the selected weapon. |
Core Rulebook |
| Weapon Specialization | Combat | Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th. | You gain a +2 bonus on all damage rolls you make using the selected weapon. |
Core Rulebook |
| Whirlwind Attack | Combat | Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4. | 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 bonus against each opponent within reach. … |
Core Rulebook |
| Widen Spell | Metamagic | — | 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 widened spell uses up a spell … |
Core Rulebook |
| Wind Stance | Combat | Dex 15, Dodge, base attack bonus +6. | If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks. |
Core Rulebook |
Items | Classes | Races | Monsters | Spells | Traits | Campaigns