Pinpoint Poisoner
When you use Adder Strike, you can instead poison up to two blowgun darts that you can then use to strike your opponent in melee. (Drawing such darts …
SRD feats and custom campaign feats. Filter by category or view all.
When you use Adder Strike, you can instead poison up to two blowgun darts that you can then use to strike your opponent in melee. (Drawing such darts …
While you are adjacent to an ally who is flanked and also has this feat, you can spend a swift action to gain a +2 bonus to AC …
You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent's flesh, once per round at …
You add piercing damage to the damage types you can deal with your unarmed strikes. Further, you gain a +2 bonus on Intimidate checks to demoralize opponents. While …
You can make an Intimidate check to demoralize an opponent as a move action. While using Boar Style, whenever you tear an opponent's flesh, once per round at …
If you have an opponent your size or smaller helpless or pinned, after you initiate or maintain a grapple, you can make a Stunning Fist attempt at a …
When you use Charging Hurler, your target can be at any range up to your weapon's maximum range. If your target is within 30 feet, you gain a …
You can use Cleaving Finish any number of times per round.
You take only a Ð1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent's attack, you can make an attack of …
Once per round, when fighting defensively with at least one hand free, you can designate one melee attack being made against you before the roll is made. You …
You take only a Ð1 penalty on attack rolls for fighting defensively. Whenever you use Crane Wing to deflect an opponent's attack, you can make an attack of …
When you are at 0 or fewer hit points, you do not lose 1 hit point when you take an action.
Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.
Whenever a creature rolls to confirm a critical hit against you, it must roll twice and take the lowest result.
Whenever you use Vital Strike, Improved Vital Strike, or Greater Vital Strike, you gain a bonus on attack rolls to confirm a critical hit equal to the bonus …
As a full-round action, you use abundant step or cast dimension door as a special charge. Doing so allows you to teleport up to double your current speed …
You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed …
While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent.
While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of …
You can take a full-attack action, activating abundant step or casting dimension door as a swift action. If your do, you can teleport up to twice your speed …
While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent.
While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of …
While using the Dimensional Dervish feat, you gain a +4 bonus on combat maneuver checks to bull rush, disarm, reposition, or trip an opponent.
While using the Dimensional Dervish feat, you provide flanking from all squares you attack from. Flanking starts from the moment you make an attack until the start of …
As a standard action, make a Bluff check against each opponent that currently threatens you. If you succeed against at least one opponent, you can move up to …
Whenever you use Disengaging Feint or Disengaging Flourish, you can make a single melee attack against one opponent you succeeded at feinting against. That opponent is denied his …
While using Djinni Style, as a standard action you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to surround yourself with a whirlwind of electrified …
While using Djinni Style, as a standard action you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to surround yourself with a whirlwind of electrified …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Djinni Style, you gain electricity resistance equal to your base attack bonus …
While using Dragon Style, you gain a bonus on unarmed strike damage rolls equal to half your Strength bonus. When you score a critical hit or a successful …
You gain one additional Stunning Fist attempt per day. While using Dragon Style, as a standard action you can expend two Stunning Fist attempts to unleash a concussive …
You can trip a creature of the giant subtype no matter its size. While you are using Earth Child Style, when a prone creature of the giant subtype …
You can trip a creature of the giant subtype of up to Huge size. While using Earth Child Style, you add your Wisdom bonus on combat maneuver checks …
You can trip a creature of the giant subtype no matter its size. While you are using Earth Child Style, when a prone creature of the giant subtype …
While using Efreeti Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 15-foot cone-shaped burst of flame. …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Efreeti Style, you gain fire resistance equal to your base attack bonus …
While using Efreeti Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 15-foot cone-shaped burst of flame. …
Whenever an ally who also has this feat successfully feints against an opponent, that opponent provokes an attack of opportunity from you.
A creature that takes damage from your constrict attack is also shaken until the start of your next turn.
Double the number of damage dice for your constrict special attack.
Double the number of damage dice for your constrict special attack.
You gain one use of your gnome magic that is independent of your gnome magic spell-like abilities. When you wish to cast a gnome magic spell-like ability for …
You gain another independent use of your gnome magic like that which Haunted Gnome Assault grants. Further, while you are under the effect of haunted fey aspect, …
You gain another independent use of your gnome magic like that which Haunted Gnome Assault grants. Further, while you are under the effect of haunted fey aspect, …
While you are using Impaling Critical to impale an opponent, and you are still holding onto that weapon, that opponent must succeed at a grapple combat maneuver check …
Whenever you make an attack, you can choose to replace that attack with a called shot. You can make multiple called shots in a single round. Each additional …
Whenever you rend an opponent, you deal 1d6 bleed damage to that opponent. This is an addition to the effects of the rend.
Whenever you make an attack of opportunity using a ranged weapon and hit, you gain a +2 bonus on the damage roll and a +2 bonus on rolls …
You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further, you gain the ability to …
While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of a charge and make an unarmed …
While you are using the Janni Style feat, whenever you make an unarmed attack and hit an opponent, you gain a +4 bonus on checks made to bull …
While using Janni Style, you are always considered to have a running start when jumping. Further, if you jump as part of a charge and make an unarmed …
When you make a successful Stunning Fist attempt against an opponent that is grappled, helpless, or stunned, you can forgo any other Stunning Fist effect to deal 1d6 …
If you have an opponent your size or smaller helpless or pinned, after you initiate or maintain a grapple, you can make a Stunning Fist attempt at a …
Whenever you make a Knowledge check to identify a creature, even when using Kirin Style, you can take 10 even if stress and distractions would normally prevent you …
Whenever you make a Knowledge check to identify a creature, even when using Kirin Style, you can take 10 even if stress and distractions would normally prevent you …
You gain a +2 insight bonus on Knowledge checks made to identify creatures, including the one Kirin Style allows. While using Kirin Style against a creature you have …
You gain one additional Stunning Fist attempt per day. While using Mantis Style, you make an unarmed attack that expends two daily attempts of your Stunning Fist. If …
Treat half your levels in classes other than monk as monk levels for determining effects you can apply to a target of your Stunning Fist per the Stunning …
You gain one additional Stunning Fist attempt per day. While using Mantis Style, you make an unarmed attack that expends two daily attempts of your Stunning Fist. If …
While using Marid Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 30-foot line of frigid water. …
While using Marid Style, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 30-foot line of frigid water. …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using Marid Style, you gain cold resistance equal to your base attack bonus, …
While using Monkey Style, if you successfully deliver a Stunning Fist attempt, in addition to the normal effect of Stunning Fist, you can spend a free action to …
While using Monkey Style, you gain a Wisdom bonus on Climb checks. You can also can climb and crawl at half your speed; you can take a 5-foot …
While using Monkey Style, if you successfully deliver a Stunning Fist attempt, in addition to the normal effect of Stunning Fist, you can spend a free action to …
Once per round, against an opponent from whom you have concealment, you can spend a swift action to make a Bluff check to feint.
While you have concealment, your opponents' miss chance against you increases by 10%. If an opponent misses you due to your concealment, you can spend an immediate action …
While you have concealment, your opponents' miss chance against you increases by 10%. If an opponent misses you due to your concealment, you can spend an immediate action …
You can treat a net as a one-handed ranged weapon, allowing you to wield a light or one-handed melee weapon and still make ranged attacks with your net. …
In melee, you can use a net to trip or disarm opponents instead of entangling them. You gain a +2 bonus on disarm checks made to use a …
In place of one of your melee attacks, you can use your net to attempt a dirty trick combat maneuver to blind an opponent (Advance Player's Guide …
In place of one of your melee attacks, you can use your net to attempt a dirty trick combat maneuver to blind an opponent (Advance Player's Guide …
While a faerie fire you have cast (not one cast from a spell completion or spell trigger item) outlines an opponent, the DC for that opponent to resist …
By spending a full-round action to cast darkness, you can also make Intimidate checks to demoralize all foes in the spell's initial area.
While a faerie fire you have cast (not one cast from a spell completion or spell trigger item) outlines an opponent, the DC for that opponent to resist …
While using Panther Style, your retaliatory unarmed strikes are resolved before the triggering attacks. If your retaliatory unarmed strike deals damage to an opponent, that opponent takes a …
While using Panther Style, you can spend a free action, instead of spending a swift action, to make a retaliatory unarmed strike. You can make a number of …
While using Panther Style, your retaliatory unarmed strikes are resolved before the triggering attacks. If your retaliatory unarmed strike deals damage to an opponent, that opponent takes a …
Whenever you rend an opponent, you deal 1d6 bleed damage to that opponent. This is an addition to the effects of the rend.
Whenever you successfully rend an opponent, you deal an extra 1d6 damage. This damage is not multiplied on a critical hit.
Whenever you use a bludgeoning weapon to deal nonlethal sneak attack damage to a flat-footed opponent, roll your sneak attack dice twice, totaling the results as your nonlethal …
While using the Shaitan Style feat, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 20-foot column of …
While using the Shaitan Style feat, as a standard action, you can spend two Elemental Fist (Advanced Player's Guide 158) attempts to unleash a 20-foot column of …
You gain one additional Elemental Fist (Advanced Player's Guide 158) attempt per day. While using the Shaitan Style feat, you gain acid resistance equal to your base …
You take no size penalty for aiming a direct-fire siege weapon larger than yourself. If you operate an indirect-fire siege weapon and miss, you misdirect fire by 1 …
While using the Snake Style feat, when an opponent's attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this …
While using the Snake Style feat, when an opponent's attack misses you, you can make an unarmed strike against that opponent as an attack of opportunity. If this …
You gain a +4 bonus to CMD against trip combat maneuvers and on Acrobatics checks and saving throws to avoid being knocked prone. While using the Snake Style …
Whenever you make an attack of opportunity using a ranged weapon and hit, you gain a +2 bonus on the damage roll and a +2 bonus on rolls …
You threaten an additional 10 feet with Snap Shot.
When you use the Two-Weapon Fighting feat while wielding a melee weapon and a crossbow or firearm, your attacks with the crossbow or firearm provoke no attacks of …
While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC increases to +2, and your enemies take a –4 penalty …
While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC applies to your CMD and touch AC. Whenever an opponent …
While you are using the Snapping Turtle Style feat, the shield bonus the style grants to your AC increases to +2, and your enemies take a –4 penalty …
Double the DR you gain from Stalwart, to a maximum of DR 10/—.
While using the Tiger Style feat, you can apply the penalty from Power Attack to your AC instead of attack rolls. Additionally, once per round as a swift …
While you are using the Tiger Style feat and have both hands free, you can use a full-round action to make a single unarmed strike with both hands. …
While using the Tiger Style feat, you can apply the penalty from Power Attack to your AC instead of attack rolls. Additionally, once per round as a swift …
You can trip a creature with the giant subtype of up to Huge size, and you gain a +2 bonus on damage rolls against creatures of the giant …
Whenever you deal an opponent extra damage with the Twin Thunders feat, that opponent is shaken for 1 round. You also force that opponent to succeed at a …
Whenever you deal an opponent extra damage with the Twin Thunders feat, that opponent is shaken for 1 round. You also force that opponent to succeed at a …
You are so quick with your whip that you never drop it due to a failed disarm or trip combat maneuver attempt. Further, you gain the ability to …
While wielding a whip, you threaten the area of your natural reach plus 5 feet. You can also use a whip to grasp an unattended Small or Tiny …
While using your smite evil class feature, as a swift action at the start of your turn, you can forgo the bonus on damage …
You gain a small amount of grit and the ability to perform a single 1st-level deed from the gunslinger deed class feature. At the …
When using a sling or sling staff, you reduce your penalty on ranged attack rolls due to range by 2. Point-Blank Shot's damage bonus …
When you succeed at a Diplomacy check to change a creature's attitude, you can draw a weapon and make a single melee attack against …
After you successfully use the Ki Throw feat on an opponent, you can use a swift action to attempt a grapple combat maneuver against …
You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
As an immediate action while you are grappling an adjacent creature, you can make a grapple combat maneuver check against that creature to gain …
As an immediate action, you can double your DR against a single attack, to a maximum of DR 20. The type of the DR …
As a standard action, expend 3 rounds of your bane class feature and make a melee touch attack with the weapon affected by bane. …
While wielding two weapons, whenever you successfully use one weapon to disarm an opponent, you can spend a swift action to attack the opponent …
Whenever you make a melee attack and hit your opponent, you can use a free action to grant that opponent a +2 bonus on …
When you successfully use improved evasion to avoid taking damage, you can move up to half your speed as an immediate action. This movement …
You and your mount can overlap the space of mounts whose riders have this feat, although no more than two creatures can share any …
As a full-round action that provokes attacks of opportunity, you can expend three uses of your channel energy class feature to restore a dead …
When you use channel energy to deal damage, your inquisitor levels count as cleric levels for determining the number of damage dice and the …
While you have an opponent up to one size category larger than you grappled, you can attempt a grapple combat maneuver with a –5 …
Choose a type of thrown weapon. You do not provoke attacks of opportunity for making ranged attacks using the selected weapon. If you are …
When you use a full-attack action to make multiple ranged weapon attacks against the same opponent, total the damage from all hits before applying …
Whenever you use Heal to provide first aid, treat caltrop wounds, or treat poison on an ally who also has this feat, you provoke …
You can switch your style as a free action. At the start of combat, pick one of your styles. You start the combat in …
You can use a standard action to touch an ally and expend one of your daily uses of channel energy to create a repository …
When an ally with this feat charges a creature that is no further away from you than your speed, you can, as an immediate …
When you attack with an unarmed strike and hit a creature that you can harm with your lay on hands or touch of corruption …
You can use your deity's favored weapon as if it were a monk weapon.
You can make a Stunning Fist attempt as a full-round action. If successful, instead of stunning your target, you reduce the target's AC by …
When you hit with a melee attack and reduce your opponent to –1 or fewer hit points, you can force that opponent to succeed …
Whenever you charge an opponent from higher ground, or from above while flying, you gain a +5 bonus on attack rolls in place of …
Against a creature of size Large or larger, you can make a single melee attack as a full-round action, gaining a +4 bonus on …
If you successfully feint an opponent, you can trick that opponent into accepting a one-handed object you are holding instead of denying that opponent …
Choose a weapon group from the fighter's weapon training class ability list (except natural weapons). You gain a +2 dodge bonus on AC when …
As long as you have at least 1 grit point, you do not provoke attacks of opportunity when shooting or reloading a firearm.
When you successfully make a targeted dispel check against an opponent, that opponent must succeed at a Fortitude save (DC equals the DC of …
Whenever you are using bardic performance to create a spell-like or supernatural effect, allies within 30 feet of you deal an extra 1d6 points …
If you successfully use Acrobatics to tumble through an opponent's space, you gain a +2 circumstance bonus on attack rolls against that opponent until …
If you successfully dispel an ongoing magical effect on an opponent, that opponent takes a –2 penalty on saving throws against your spells until …
If you have dispel magic prepared or can cast it spontaneously, when you score a critical hit against an opponent, you may use a …
If you have dispel magic prepared or can cast it spontaneously, you can cast it as a swift action after hitting an opponent with …
Whenever you use a melee or thrown weapon with the fragile weapon special quality to score a critical threat against an opponent, you can …
When you use a melee attack to successfully disrupt an arcane spellcaster's spell, you can immediately use your spell recall class feature to regain …
With a thrown weapon, you reduce your penalty on ranged attack rolls due to range by 2.
When you gain this feat, choose one domain-granted power that you can use to affect no more than one opponent. If you make a …
You can apply your bane to a second weapon you are wielding. While your bane class feature is active, at the start of each …
Whenever an opponent successfully trips you, you can attempt to trip that opponent as an immediate action.
When you spend a swift action to make a performance check, you exude an aura of awe-inspiring skill. You gain a +2 bonus on …
When you successfully use your elusive target class feature to avoid taking damage, you can spend an immediate action and an additional point from …
You receive a +2 bonus on ranged attacks made against a foe flanked by 1 or more allies with this feat.
An ally who also has this feat provokes no attacks of opportunity for moving through squares adjacent to you or within your space.
You can make an accelerate, decelerate, or turn action as a move action instead of a standard action. Furthermore, when stopping a vehicle, you …
You can use your bane ability for 3 additional rounds per day.
You gain 2 extra grit points at the start of each day, and your maximum grit increases by 2.
Choose a ranged weapon or a thrown weapon. When you make a ranged attack using that weapon, you can choose to provoke an attack …
When you break an opponent's grapple with a combat maneuver check or Escape Artist check, you can spend a swift action to make a …
If you use the attack action to make a single melee attack at your highest base attack bonus while using Power Attack and you …
Choose one of your natural weapons. While using the selected natural weapon, you can apply the effects of feats that have Improved Unarmed Strike …
If you are trained in a Craft skill appropriate to a broken item, you can repair that item with no raw material cost and …
Whenever you hit an adjacent opponent with a melee attack, until the start of your next turn, that opponent does not gain any flanking …
If an opponent scores a critical hit against you, you can turn the critical hit into a normal hit. If you do, either your …
While raging, when you use the Vital Strike feat, you can choose not to roll your damage dice and instead deal damage equal to …
When you use the attack action, you can use a weapon with which you have Weapon Focus to make a single attack at your …
Before making any melee attacks on your turn, you can use a swift action to expend one daily use of your channel energy class …
With your deity's favored weapon, you can use your Wisdom modifier instead of your Strength or Dexterity modifier on attack rolls.
If you have access to a gunsmith's kit, you can create and restore firearms, craft bullets, and mix black powder for all types of …
When you take a full-attack action, each consecutive hit against the same opponent deals extra damage equal to the number of previous consecutive hits …
While inside an artificial structure, you can spend a free action to make a DC 15 Knowledge (engineering) check when you begin your bardic …
When you spend a swift action to make a performance combat check, you present the weapon in which you have Weapon Focus in a …
When you gain this feat, choose one hex that you can use to affect no more than one opponent. If you make a successful …
Use your character level to determine your effective druid level for determining the powers and abilities of your mount.
Whenever you score a critical hit with a ranged attack, in addition to the normal damage your attack deals, if your confirmation roll exceeds …
While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an …
You can spend an immediate action to pronounce a judgment or change an active judgment.
Whenever you use Dazzling Display while your bane feature is active, you gain a +2 bonus on the Intimidate check that Dazzling Display allows …
When you use your unarmed strike to deal nonlethal damage and sneak attack damage to an opponent denied his Dexterity bonus to AC, you …
If you are tripped, you can spend an immediate action to move 5 feet without provoking an attack of opportunity. This does not count …
You gain a +2 bonus on Acrobatics checks made to jump. As a full-round action, you can move up to your speed and make …
You can make performance combat checks as a free action. You are proficient in all weapons with the performance special quality.
If you are the crew lead on a siege engine, your crew can use move actions to load a siege engine. When you spend …
Choose the effects of any two performance feats you have. When you make a performance combat check, you gain the benefits of those two …
When you make a melee attack and successfully use your spellstrike ability against an opponent denied his Dexterity bonus to AC, you can spend …
You can use your bane class feature to imbue a melee weapon with the menacing special weapon ability (Advanced Player's Guide 288) instead …
While a weapon you wield is under the effect of your bane class feature, you can spend a swift action to switch between dealing …
When you spend a swift action to make a performance combat check, before making that check you can either move 5 feet without provoking …
Add half the levels you have in classes other than monk to your monk level to determine your effective monk level for your base …
When you spend a swift action to make a performance combat check after scoring a critical hit or performing a combat maneuver, and you …
You often rely on surprise and misdirection in your social dealings. You gain a +2 bonus on Bluff checks, and you can spend 1 …
Whenever you deal damage with a ranged attack, you gain a +4 circumstance bonus on the next melee attack roll you make against the …
When you are adjacent to an ally with this feat, the first time you melee attack an opponent, you can spend an immediate action …
Whenever you make a successful Acrobatics check to move through an opponent's space, you can spend a swift action to make a Bluff check …
You treat all weapons you are proficient in as if they had the performance weapon quality (page 144).
You can make performance combat checks in any combat. When making a performance check outside of performance combat, you can pick a single performance …
Whenever an opponent you threaten takes a 5-foot step or uses the withdraw action, that opponent provokes an attack of opportunity from you. If …
While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent nonlethal damage using an unarmed …
While you have an opponent pinned, when you succeed at a grapple combat maneuver check to deal an opponent damage using an unarmed strike …
When you use wild shape to take the form of an animal, you can expend an additional daily use of your wild shape class …
If you have been prone since the end of your last turn, the penalty to your Armor Class against melee attacks made against you …
While prone, you can use a sling to make ranged attacks.
On your turn, you can perform a single bull rush combat maneuver in place of one of your melee attacks. You must choose the …
On your turn, you can perform a single dirty trick combat maneuver (Advanced Players Guide 320) in place of one of your melee …
On your turn, you can perform a single drag combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. …
On your turn, you can perform a single reposition combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. …
On your turn, you can perform a single steal combat maneuver (Advanced Players Guide 320) in place of one of your melee attacks. …
While raging and using Power Attack, you can spend 3 additional rounds of your rage as a swift action to add your Constitution bonus …
While raging, whenever your attack reduces your opponent to –1 or fewer hit points, you gain 1 extra round of rage for that day. …
While raging, you can throw a two-handed weapon as a standard action, and you double the range increment for weapons you throw. If you …
While raging, when you attempt a bull rush combat maneuver, you can spend 1 additional round of your rage as a swift action to …
Whenever you use Greater Grapple to successfully maintain a grapple as a move action, you can then spend a swift action to make a …
The time required for you to reload your chosen type of weapon is reduced to a free action (for a hand or light crossbow), …
When you succeed at the Acrobatics check to jump as part of your leaping lance class feature, you can remount your steed as a …
Whenever an opponent that is adjacent to you fails to penetrate your DR with a melee attack, you can spend an immediate action to …
When you gain this feat, choose one revelation that you can use to affect no more than one opponent. If you make a successful …
When using the Diplomacy skill to make a request or change a creature's attitude, you can use verbal misdirection. To do so, make a …
You can fire a shot at a wall or piece of solid terrain, and have it ricochet off. When you do, use the square …
If you cast a cure spell while you have a judgment active, each target regains 1 extra hit point from the cure spell + …
When you spend a swift action to make a performance combat check, you gain a +2 bonus on your performance combat check and gain …
When you gain this feat, choose one arcane school power that you can use to affect no more than one opponent. If you make …
You gain a +2 bonus on Acrobatics, Climb, and Swim checks.
Spend 1 grit point while in combat to recover either 1 bullet and 1 dose of black powder or 1 alchemical cartridge from a …
When an ally who also has this feat confirms a critical hit against an opponent that you also threaten, you can make an attack …
When you are adjacent to one or more allies who also have this feat, you gain a +1 bonus on saving throws per such …
A creature you deal damage to has difficulty using or maintaining polymorph effects until the end your next turn. To use a polymorph effect …
Your levels of druid stack with your ranger levels for determining when you select your next favored enemy. Also, your ranger levels stack with …
You can pronounce a single judgment and extend its effects to one adjacent ally instead of pronouncing a second judgment. Similarly, once you have …
When you lead a siege engine assembly crew, you grant all of its members a +4 competence bonus on checks to assemble or move …
Pick a deed that you have access to and that you must spend grit to perform. You can perform this deed for 1 fewer …
You gain a +4 bonus on driving checks with your chosen vehicle.
When you take this feat, choose one of your favored enemy types. Against enemies of that type, the threat range of any weapon you …
You can make melee attacks using your loaded sling, using that weapon's normal statistics but treating it as a flail. Using a sling in …
Whenever you successfully sneak attack an opponent for a second time on your turn, you can spend a swift action to apply the effects …
When you gain this feat, you choose one bloodline power that you can use to affect a single opponent. If you make a successful …
While your bane class feature is affecting a creature type, the saving throw's DCs for your spells increase by +2 for creatures of that …
On a successful unarmed trip combat maneuver against an opponent your size or smaller, you can spend a swift action to attempt a bull …
Whenever you use a melee or thrown weapon with the fragile weapon feature (page 146) or similar quality and hit an opponent, you can …
When you make an attack with a weapon that you have Weapon Focus in, you take no penalty on the attack roll when you …
While you can see one or more allies who also have this feat, whenever you and your allies make a Stealth check, you all …
Whenever you successfully maintain a grapple and choose to deal damage, you can spend a swift action to deal your sneak attack damage to …
Whenever you are allowed to reroll an ability check, a skill check, or a saving throw, you gain a +2 circumstance bonus on the …
Whenever you pin an opponent, you can spend a swift action to make a Stunning Fist attempt against that opponent.
Roll twice while climbing or when making a Reflex save to avoid falling, and take the higher result.
Whenever you attempt a trip combat maneuver against an enemy threatened by an ally with this feat, you roll twice and take the better …
When an ally who also has this feat makes a ranged attack and hits an opponent within 30 feet of you, you can spend …
Whenever an ally with this feat succeeds a Bluff check to feint an opponent, if you are adjacent to that creature, you can spend …
When you manually trigger a trap against opponents, that trap receives either a +2 circumstance bonus on melee attack rolls or a +2 circumstance …
Whenever you use two hands to throw a one-handed or two-handed weapon, you gain a bonus on damage rolls equal to 1-1/2 times your …
While using Two-Weapon Fighting to make melee attacks, you can forgo your first primary-hand melee attack to make a Bluff check to feint an …
Whenever an opponent falls prone adjacent to you, that opponent provokes an attack of opportunity from you. This attack must be an unarmed strike.
If on your first turn of combat you draw a melee weapon to attack an opponent within your reach, you can spend a swift …
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