Arcane Armor Mastery
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 …
SRD feats and custom campaign feats. Filter by category or view all.
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 …
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 …
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 …
When you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.
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 …
When you score a critical hit on a foe, your target immediately becomes exhausted. This feat has no effect on exhausted creatures.
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 …
You get a +2 bonus on all Acrobatics and Fly skill checks. If you have 10 or more ranks in one of these skills, …
Whenever you move, you may move through up to 15 feet of difficult terrain each round as if it were normal terrain. The effects …
You add your Dexterity bonus to your base attack bonus and size bonus when determining your Combat Maneuver Bonus (see Combat) instead of your …
You get a +2 bonus on Perception and Sense Motive skill checks. If you have 10 or more ranks in one of these skills, …
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 get a +2 bonus on all Handle Animal and Ride skill checks. If you have 10 or more ranks in one of these …
As a swift action, you can imbue your weapons with a fraction of your power. For 1 round, your weapons deal +1 damage and …
See Armor Proficiency, Light.
When you wear a type of armor with which you are proficient, the armor check penalty for that armor applies only to Dexterity- and …
See Armor Proficiency, Light.
You get a +2 bonus on Climb and Swim skill checks. If you have 10 or more ranks in one of these skills, the …
Each creature you conjure with any summon spell gains a +4 enhancement bonus to Strength and Constitution for the duration of the spell that …
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 can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing …
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 …
Before you make a melee attack roll, you can choose to spend one use of your channel energy ability as a swift action. If …
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 get a +4 bonus on concentration checks made to cast a spell or use a spell-like ability when casting on the defensive or …
You can choose to take a –1 penalty on melee attack rolls and combat maneuver checks to gain a +1 dodge bonus to your …
You may make a number of additional attacks of opportunity per round equal to your Dexterity bonus. With this feat, you may also make …
As a standard action, you can use one of your uses of channel negative energy to enslave undead within 30 feet. Undead receive a …
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 …
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 …
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 …
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 …
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. …
You can choose to take a –1 penalty on all ranged attack rolls to gain a +2 bonus on all ranged damage rolls. When …
You get a +2 bonus on all Bluff and Disguise skill checks. If you have 10 or more ranks in one of these skills, …
You treat your total Hit Dice as your base attack bonus when calculating your Combat Maneuver Defense (see Combat).
You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with …
You get a +2 bonus on Disable Device and Sleight of Hand skill checks. If you have 10 or more ranks in one of …
The DC to cast spells defensively increases by +4 for all enemies that are within your threatened area. This increase to casting spells defensively …
You gain a +1 dodge bonus to your AC. A condition that makes you lose your Dex bonus to AC also makes you lose …
Add your Strength bonus to damage rolls made with your off-hand weapon.
Instead of its normal effect, you can choose to have your ability to channel energy heal or harm outsiders of your chosen elemental subtype. …
All variable, numeric effects of an empowered spell are increased by half, including bonuses to those dice rolls.
Saving throws and opposed rolls are …
You can alter a spell with a range of close, medium, or long to increase its range by 100%. An enlarged spell with a …
You can cast any spell with a material component costing 1 gp or less without needing that component. The casting of the spell still …
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