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.

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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.

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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.

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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).

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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

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