Feats
175 feats - every one resolves to a typed, prerequisite-gated mechanic
| Feat | Enforced mechanic |
|---|---|
| Acrobatic | +2 Acrobatics & Fly (+4 each at 10 ranks) |
| Acrobatic Steps | ignore 20 ft of difficult terrain each round |
| Agile Maneuvers | use Dex for CMB |
| Alertness | +2 Perception & Sense Motive (+4 at 10 ranks) |
| Alignment Channel | channel harms/heals aligned outsiders |
| Animal Affinity | +2 Handle Animal & Ride (+4 at 10 ranks) |
| Arcane Armor Mastery | swift: -20% arcane spell failure (Medium Armor Proficiency, CL 7th) |
| Arcane Armor Training | swift: -10% arcane spell failure (Light Armor Proficiency, CL 3rd) |
| Arcane Strike | swift: weapons +1 damage per 5 CASTER levels (max +5), count as magic |
| Armor Proficiency, Heavy | no penalty in heavy armor |
| Armor Proficiency, Light | no armor check penalty on attacks in light armor |
| Armor Proficiency, Medium | no penalty in medium armor |
| Athletic | +2 Climb & Swim (+4 at 10 ranks) |
| Augment Summoning | summoned creatures get +4 Str and +4 Con |
| Bleeding Critical | crit: 2d6 bleed |
| Blind-Fight | reroll concealment miss chance in melee; invisible attackers gain no ... |
| Blinding Critical | crit: permanent blind, Fort reduces |
| Brew Potion | craft potions of 3rd-level-or-lower spells |
| Catch Off-Guard | no improvised-weapon penalty; unarmed foes are flat-footed to them |
| Channel Smite | swift: pour a channel into a melee hit (Will halves) |
| Cleave | on a hit, free attack vs adjacent foe (-2 AC this round) |
| Combat Casting | +4 concentration casting defensively/grappled |
| Combat Expertise | stance: -1(+1/4 BAB) attack for equal dodge AC |
| Combat Reflexes | AoOs per round = 1 + Dex mod; AoO while flat-footed |
| Command Undead | channel to control undead (Will negates) |
| Craft Magic Arms and Armor | craft/enhance magic weapons & armor |
| Craft Rod | craft magic rods |
| Craft Staff | craft magic staves |
| Craft Wand | craft wands (50 charges) |
| Craft Wondrous Item | craft wondrous items |
| Critical Focus | +4 on critical confirmation rolls |
| Critical Mastery | apply two critical feat effects per crit |
| Dazzling Display | full-round Intimidate demoralize all foes in 30 ft |
| Deadly Aim | stance: -1(+1/4 BAB) ranged attack for +2(+2/4 BAB) damage |
| Deadly Stroke | standard action: x2 damage + Con bleed vs stunned/flat-footed foe |
| Deafening Critical | crit: deafened, Fort reduces |
| Deceitful | +2 Bluff & Disguise (+4 at 10 ranks) |
| Defensive Combat Training | CMD uses total HD instead of BAB |
| Deflect Arrows | negate one ranged hit per round (open hand) |
| Deft Hands | +2 Disable Device & Sleight of Hand (+4 at 10 ranks) |
| Diehard | stay conscious and act (staggered) while dying |
| Disruptive | +4 DC for enemies casting defensively in your threat range (fighter 6) |
| Dodge | +1 dodge AC |
| Double Slice | full Str mod on off-hand damage |
| Elemental Channel | channel harms/heals elemental outsiders |
| Empower Spell | variable effects x1.5; +2 slot levels |
| Endurance | +4 on checks/saves vs nonlethal fatigue causes; sleep in armor |
| Enlarge Spell | double range; +1 slot level |
| Eschew Materials | cast without material components worth 1 gp or less |
| Exhausting Critical | crit: exhausted |
| Exotic Weapon Proficiency | proficiency with one exotic weapon |
| Extend Spell | double duration; +1 slot level |
| Extra Channel | +2 channel uses per day |
| Extra Ki | +2 ki pool |
| Extra Lay On Hands | +2 lay on hands uses |
| Extra Mercy | your lay on hands gains one more mercy |
| Extra Performance | +6 rounds of bardic performance |
| Extra Rage | +6 rounds of rage |
| Far Shot | -1 per range increment instead of -2 |
| Fleet | +5 ft base speed in light or no armor |
| Forge Ring | craft magic rings |
| Gorgon's Fist | staggering unarmed strike vs slowed foe |
| Great Cleave | cleave chains through any number of foes |
| Great Fortitude | +2 Fortitude |
| Greater Bull Rush | +2 more; pushed foes provoke from your allies |
| Greater Disarm | +2 more; disarmed weapons land 15 ft away |
| Greater Feint | feinted foes lose Dex vs everyone for a round |
| Greater Grapple | +2 more; maintain grapple as a move action |
| Greater Overrun | +2 more; overrun foes provoke when knocked prone |
| Greater Penetrating Strike | ignore 10 DR / 5 vs DR/- with Weapon Focus weapons |
| Greater Shield Focus | +1 more shield AC (only while using a shield) |
| Greater Spell Focus | +1 more DC for that school |
| Greater Spell Penetration | +2 more vs SR |
| Greater Sunder | +2 more; excess sunder damage carries to the wielder |
| Greater Trip | +2 more; tripped foes provoke AoOs |
| Greater Two-Weapon Fighting | third off-hand attack at -10 |
| Greater Vital Strike | damage dice x4 on a vital strike |
| Greater Weapon Focus | +1 more attack with chosen weapon |
| Greater Weapon Specialization | +2 more damage with chosen weapon |
| Heighten Spell | cast as a higher-level spell (real DC increase) |
| Improved Bull Rush | +2 CMB/CMD bull rush, no AoO |
| Improved Channel | +2 channel save DC |
| Improved Counterspell | counterspell with any same-school spell 1+ level higher |
| Improved Critical | double the threat range of chosen weapon |
| Improved Disarm | +2 CMB/CMD disarm, no AoO |
| Improved Familiar | gain a more powerful familiar (SRD table floor: caster level 3rd) |
| Improved Feint | feint as a move action |
| Improved Grapple | +2 CMB/CMD grapple, no AoO |
| Improved Great Fortitude | reroll one Fort save per day |
| Improved Initiative | +4 initiative |
| Improved Iron Will | reroll one Will save per day |
| Improved Lightning Reflexes | reroll one Reflex save per day |
| Improved Overrun | +2 CMB/CMD overrun, no AoO; foes can't step aside |
| Improved Precise Shot | ranged attacks ignore anything but total cover/concealment |
| Improved Shield Bash | keep shield AC when shield bashing |
| Improved Sunder | +2 CMB/CMD sunder, no AoO |
| Improved Trip | +2 CMB/CMD trip, no AoO |
| Improved Two-Weapon Fighting | second off-hand attack at -5 |
| Improved Unarmed Strike | unarmed strikes are armed, lethal, no AoO |
| Improved Vital Strike | damage dice x3 on a vital strike |
| Improvised Weapon Mastery | improvised damage up one step, crit 19-20/x2 |
| Intimidating Prowess | add Str mod to Intimidate |
| Iron Will | +2 Will |
| Leadership | attract a cohort (level = leadership score table) and followers |
| Lightning Reflexes | +2 Reflex |
| Lightning Stance | 50% concealment (all attacks) when moving 10+ ft |
| Lunge | +5 ft melee reach until end of turn, -2 AC (opt-in: tag the context "... |
| Magical Aptitude | +2 Spellcraft & Use Magic Device (+4 at 10 ranks) |
| Manyshot | first ranged attack fires two arrows |
| Martial Weapon Proficiency | proficiency with all martial weapons |
| Master Craftsman | +2 on the chosen Craft/Profession; ranks count as caster level for cr... |
| Maximize Spell | variable effects maximized; +3 slot levels |
| Medusa's Wrath | two bonus unarmed strikes vs hindered foes |
| Mobility | +4 dodge AC vs attacks of opportunity from movement |
| Mounted Archery | halve mounted ranged penalties |
| Mounted Combat | Ride check negates one hit on your mount per round |
| Natural Spell | cast while wild shaped |
| Nimble Moves | ignore 5 ft of difficult terrain each round |
| Penetrating Strike | ignore 5 points of typed DR with Weapon Focus weapons - never DR/- (f... |
| Persuasive | +2 Diplomacy & Intimidate (+4 at 10 ranks) |
| Pinpoint Targeting | standard-action shot ignores armor/shield/natural AC |
| Point-Blank Shot | +1 attack & damage with ranged within 30 ft |
| Power Attack | stance: -1/-(BAB/4+1) attack for +2/+4... damage (x1.5 two-handed) |
| Precise Shot | no -4 for shooting into melee |
| Quick Draw | draw weapons as a free action |
| Quicken Spell | swift-action cast; +4 slot levels |
| Rapid Shot | extra ranged attack at full BAB; all shots -2 |
| Ride-By Attack | charge, attack, keep moving |
| Run | run at x5 speed, keep Dex while running, +4 on run jumps |
| Scorpion Style | unarmed hit reduces target speed to 5 ft (Fort negates) |
| Scribe Scroll | craft spell scrolls |
| Selective Channeling | exclude Cha-mod targets from a channel |
| Self-Sufficient | +2 Heal & Survival (+4 at 10 ranks) |
| Shatter Defenses | shaken foes you hit are flat-footed to you |
| Shield Focus | +1 shield AC (only while using a shield) |
| Shield Master | no TWF penalties with a shield; shield enhancement adds to bash attac... |
| Shield Proficiency | no shield check penalty on attacks |
| Shield Slam | shield bash hits also bull rush (free CMB) |
| Shot on the Run | move-shoot-move with a standard-action shot |
| Sickening Critical | crit: sickened 1 minute |
| Silent Spell | no verbal components; +1 slot level |
| Simple Weapon Proficiency | no -4 nonproficiency penalty with simple weapons |
| Skill Focus | +3 on chosen skill (+6 at 10 ranks) |
| Snatch Arrows | catch deflected projectiles |
| Spell Focus | +1 save DC for one school |
| Spell Mastery | prepare Int-mod chosen spells without a spellbook |
| Spell Penetration | +2 caster level checks vs SR |
| Spellbreaker | enemies failing defensive casts provoke your AoO |
| Spirited Charge | x2 damage on a mounted charge (x3 with a lance) |
| Spring Attack | move-attack-move without AoO from the target |
| Staggering Critical | crit: staggered 1d4+1 rounds, Fort negates |
| Stand Still | spend AoO on CMB check to stop movement |
| Stealthy | +2 Escape Artist & Stealth (+4 at 10 ranks) |
| Step Up | 5-ft step to follow a withdrawing foe |
| Still Spell | no somatic components; +1 slot level |
| Strike Back | ready attacks vs foes attacking with reach |
| Stunning Critical | crit: stunned 1d4 rounds, Fort reduces |
| Stunning Fist | stun with unarmed strike (Fort DC 10 + lvl/2 + Wis); level/4 uses/day... |
| Throw Anything | no improvised thrown penalty; +1 circumstance on thrown splash attacks |
| Tiring Critical | crit: fatigued |
| Toughness | +3 hp, +1/level beyond 3 |
| Tower Shield Proficiency | use tower shields |
| Trample | overrun from horseback; mount gets a hoof attack |
| Turn Undead | channel to make undead flee (Will negates) |
| Two-Weapon Defense | +1 shield AC while dual-wielding (+2 fighting defensively) |
| Two-Weapon Fighting | off-hand attack; penalties -2/-2 with light off-hand |
| Two-Weapon Rend | rend 1d10+1.5xStr when both weapons hit |
| Unseat | bull rush riders out of the saddle on a charge |
| Vital Strike | single attack rolls weapon damage dice twice |
| Weapon Finesse | use Dex on melee attack rolls with light weapons |
| Weapon Focus | +1 attack with chosen weapon |
| Weapon Specialization | +2 damage with chosen weapon (fighter 4) |
| Whirlwind Attack | full attack: one melee attack vs every foe in reach |
| Widen Spell | double area; +3 slot levels |
| Wind Stance | 20% concealment vs ranged when moving 5+ ft |