Feats

Some feats have prerequisites. Your character must have the indicated ability score, class feature, feat, skill, base attack bonus, or other quality designated in order to select or use that feat. A character can gain a feat at the same level at which he gains the prerequisite. A character can’t use a feat if he has lost a prerequisite.


Types of Feats

Some feats are general, meaning that no special rules govern them as a group. Others are item creation feats, which allow spellcasters to create magic items of all sorts. A metamagic feat lets a spellcaster prepare and cast a spell with greater effect, albeit as if the spell were a higher spell level than it actually is.


Combat Feats

Any feat designated as a combat feat can be selected as a fighter’s bonus feat. This designation does not restrict characters of other classes from selecting these feats, assuming that they meet the prerequisites.


Item Creation Feats

An item creation feat lets a spellcaster create a magic item of a certain type. Regardless of the type of items they involve, the various item creation feats all have certain features in common.


Raw Materials Cost

The cost of creating a magic item equals one-half the sale cost of the item. Using an item creation feat also requires access to a laboratory or magical workshop, special tools, and so on. A character generally has access to what he needs unless unusual circumstances apply.


Time

The time to create a magic item depends on the feat and the cost of the item. The minimum time is one day.


Item Cost

Brew Potion, Craft Staff, Craft Wand, and Scribe Scroll create items that directly reproduce spell effects, and the power of these items depends on their caster level—that is, a spell from such an item has the power it would have if cast by a spellcaster of that level. The price of these items (and thus the cost of the raw materials) also depends on the caster level. The caster level must be low enough that the spellcaster creating the item can cast the spell at that level. To find the final price in each case, multiply the caster level by the spell level, then multiply the result by a constant, as shown below:
Scrolls: Base price = spell level × caster level × 25 gp.
Potions: Base price = spell level × caster level × 50 gp.
Wands: Base price = spell level × caster level × 750 gp.
Staves: The price for staves is calculated using more complex formulas (see the Pathfinder RPG web enhancement).

A 0-level spell is considered to have a spell level of 1/2 for the purpose of this calculation.


Extra Costs

Any potion, scroll, or wand that stores a spell with a costly material component also carries a commensurate cost. For potions and scrolls, the creator must expend the material component cost when creating the item.

For a wand, the creator must expend 50 copies of the material component.

Some magic items similarly incur extra costs in material components, as noted in their descriptions.


Metamagic Feats

As a spellcaster’s knowledge of magic grows, he can learn to cast spells in ways slightly different from the ways in which the spells were originally designed or learned. Preparing and casting a spell in such a way is harder than normal but, thanks to metamagic feats, at least it is possible. Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up.


Wizards and Divine Spellcasters

Wizards and divine spellcasters must prepare their spells in advance. During preparation, the character chooses which spells to prepare with metamagic feats (and thus which ones take up higherlevel spell slots than normal).


Sorcerers and Bards

Sorcerers and bards choose spells as they cast them. They can choose when they cast their spells whether to apply their metamagic feats to improve them. As with other spellcasters, the improved spell uses up a higher-level spell slot. Because the sorcerer or bard has not prepared the spell in a metamagic form in advance, he must apply the metamagic feat on the spot. Therefore, such a character must also take more time to cast a metamagic spell (one enhanced by a metamagic feat) than he does to cast a regular spell. If the spell’s normal casting time is a standard action, casting a metamagic version is a full-round action for a sorcerer or bard. This isn’t the same as a 1-round casting time. The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat.

For a spell with a longer casting time, it takes an extra full-round action to cast the spell.


Spontaneous Casting and Metamagic Feats

A cleric spontaneously casting a cure or inf lict spell can cast a metamagic version of it instead. Extra time is also required in this case. Casting a standard action metamagic spell spontaneously is a full-round action, and a spell with a longer casting time takes an extra full-round action to cast. The only exception is for spells modified by the Quicken Spell metamagic feat, which can be cast as normal using the feat.


Effects of Metamagic Feats on a Spell

In all ways, a metamagic spell operates at its original spell level, even though it is prepared and cast as a higher-level spell. Saving throw modifications are not changed unless stated otherwise in the feat description.

The modifications made by these feats only apply to spells cast directly by the feat user. A spellcaster can’t use a metamagic feat to alter a spell being cast from a wand, scroll, or other device.

Metamagic feats that eliminate components of a spell don’t eliminate the attack of opportunity provoked by casting a spell while threatened. Casting a spell modified by Quicken Spell does not provoke an attack of opportunity.

Metamagic feats cannot be used with all spells. See the specific feat descriptions for the spells that a particular feat can’t modify.


Multiple Metamagic Feats on a Spell

A spellcaster can apply multiple metamagic feats to a single spell. Changes to its level are cumulative. You can’t apply the same metamagic feat more than once to a single spell.


Magic Items and Metamagic Spells

With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell’s higher spell level (after the application of the metamagic feat). A character doesn’t need the metamagic feat to activate an item storing a metamagic version of a spell.


Counterspelling Metamagic Spells

Whether or not a spell has been enhanced by a metamagic feat does not affect its vulnerability to counterspelling or its ability to counterspell another spell.


Feat Descriptions

The following format is used for all feat descriptions.


Feat Name (type of feat)

A basic description of what the feat does. Note that this description is generally just for flavor.


Prerequisite

A minimum ability score, another feat or feats, a minimum base attack bonus, a minimum number of ranks in one or more skills, or a class level that a character must have in order to acquire this feat. This entry is absent if a feat has no prerequisite. A feat may have more than one prerequisite.


Benefit

What the feat enables the character (“you” in the feat description) to do. If a character has the same feat more than once, its benefits do not stack unless indicated otherwise in the description.


Normal

What a character who does not have this feat is limited to or restricted from doing. If not having the feat causes no particular drawback, this entry is absent.

Special

Additional facts about the feat that may be helpful while you decide whether or not to acquire the feat.

Feats


Acrobatic

You are skilled at leaping, jumping, and climbing.

Benefit

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 increase to +4 for that skill.


Acrobatic Steps

You can easily move over and through obstacles.

Prerequisites

Dex 15, Nimble Moves.

Benefit

Whenever you move, you may ignore up to 15 feet of difficult terrain each round. The effects of this feat stack with those provided by Nimble Moves (allowing you to ignore a total of 20 feet of difficult terrain each round).


Additional Traits

You have more traits than normal.

Benefit

You gain two Character Traits of your choice. These traits must be chosen from different lists, and cannot be chosen from lists from which you have already selected a Character Trait. You must meet any additional qualifications for the Character Traits you choose—this feat cannot enable you to select a Dwarf Character Trait if you are an elf, for example.


Advance (Combat)

You can move up to a foe with reach without provoking an attack.

Prerequisites

Dex 15, Dodge, Mobility.

Benefit

You do not provoke attacks of opportunity by moving through a creature’s threatened area, so long as you end your movement adjacent to that creature. This benefit only applies to one creature. If your move takes you through the threatened area of two or more creatures, you still provoke an attack of opportunity from the other creatures (even if you end your turn adjacent to more than one).


Agile Maneuvers (Combat)

Your learned to use your quickness in place of brute force when performing combat maneuvers.

Benefit

You add your Dexterity bonus to your base attack bonus and size bonus when determining your combat maneuver bonus (see the Combat chapter) instead of your Strength bonus.

Normal

You add your Strength bonus to your base attack bonus and size bonus when determining your combat maneuver bonus.


Alertness

Your keen senses allow you to perceive what others might normally miss.

Benefit

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 increase to +4 for that skill.


Animal Affinity

You are skilled at working with animals and mounts.

Benefit

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 increase to +4 for that skill.


Arcane Armor Mastery (Combat)

You have mastered the ability to cast spells while wearing armor.

Prerequisites

Arcane Armor Training, Armor Proficiency (Medium), caster level 7th.

Benefit

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 does not stack with, the bonus granted by Arcane Armor Training.


Arcane Armor Training (Combat)

You have learned how to cast spells while wearing armor.

Prerequisites

Armor Proficiency (Light), caster level 3rd.

Benefit

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.


Arcane Strike (Combat)

You draw upon your arcane power to enhance your weapons.

Prerequisite:

Ability to cast arcane spells.

Benefit

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 purpose of overcoming damage reduction. For every five caster levels you possess, this bonus increases by +1, to a maximum of +5 at 20th level.


Armor Proficiency, Heavy

You are skilled at wearing heavy armor.

Prerequisites

Light Armor Proficiency, Medium Armor Proficiency.

Benefit

See Armor Proficiency, Light.

Normal

See Armor Proficiency, Light.

Special

Clerics, fighters, and paladins automatically have Heavy Armor Proficiency as a bonus feat. They need not select it.


Armor Proficiency, Light

You are skilled at wearing light armor.

Benefit

When you wear a type of armor with which you are prof icient, the armor check penalty for that armor applies only to Dexterity- and Strength-based skill checks.

Normal

A character who is wearing armor with which he is not proficient applies its armor check penalty to attack rolls and to all skill checks that involve moving.

Special

All characters except monks, sorcerers, and wizards automatically have Armor Proficiency (light) as a bonus feat. They need not select it.


Armor Proficiency, Medium

You are skilled at wearing medium armor.

Prerequisite

Light Armor Proficiency.

Benefit

See Armor Proficiency, Light.

Normal

See Armor Proficiency, Light.

Special

Barbarians, bards, clerics, druids, fighters, and paladins automatically have Medium Armor Proficiency as a bonus feat. They need not select it.


Athletic

You possess an inherent physical prowess.

Benefit

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 increase to +4 for that skill.


Augment Summoning

Your summoned creatures are more powerful and robust than most.

Prerequisite

Spell Focus (conjuration).

Benefit

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.


Backswing (Combat)

You are skilled at using your return swing to deal additional damage your foes.

Prerequisites

Overhand Chop, base attack bonus +6.

Benefit

When making a full-attack action with a two-handed melee weapon, add double your Strength bonus to the damage roll of your first attack. If your base attack bonus is +11 or higher, add triple your Strength bonus to the damage roll of your first attack.

Normal

You normally add 1-1/2 times your Strength modifier to damage rolls with a two-handed weapon.


Bleeding Critical (Combat, Critical)

Your critical hits cause opponents to bleed profusely.

Prerequisites

Critical Focus, base attack bonus +11.

Benefit

Whenever you score a critical hit with a slashing or piercing weapon, your opponent takes 2d6 points of bleed damage each round on their turn, in addition to the damage dealt by the critical hit. Bleed damage can be stopped by a DC 15 Heal skill check or through any magical healing. The effects of this feat stack.

Special

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.


Blind-Fight (Combat)

You are skilled at attacking opponents that you cannot clearly perceive.

Benefit

In melee, every time you miss because of concealment, you can reroll your miss chance percentile roll one time to see if you actually hit.

An invisible attacker gets no advantages related to hitting you in melee. That is, you don’t lose your Dexterity bonus to Armor Class, and the attacker doesn’t get the usual +2 bonus for being invisible. The invisible attacker’s bonuses do still apply for ranged attacks, however.

You do not need to make Acrobatics skill checks to move at full speed while blinded.

Normal

Regular attack roll modifiers for invisible attackers trying to hit you apply, and you lose your Dexterity bonus to AC. The speed reduction for darkness and poor visibility also applies.

Special

The Blind-Fight feat is of no use against a character who is the subject of a blink spell.


Blinding Critical (Combat, Critical)

Your critical hits blind your opponents.

Prerequisites

Critical Focus, base attack bonus +15.

Benefit

Whenever you score a critical hit, your opponent is permanently blinded. A successful Fortitude save reduces the blindness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on creatures that do not rely on eyes for sight or creatures with more than two eyes (although multiple critical hits might cause blindness, depending on GM discretion). This blindness can be cured by heal, regeneration, remove blindness, or a similar ability.

Special

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.


Brew Potion (Item Creation)

You can create magic potions.

Prerequisite

Caster level 3rd.

Benefit

You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures.

Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. The base price of a potion is its spell level × its caster level × 50 gp. To brew a potion, you must use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell.

Any potion that stores a spell with a costly material component also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component when creating the potion.


Caught Off-Guard (Combat)

Foes are surprised by your use of unorthodox weapons.

Prerequisites

Base attack bonus +4.

Benefit

You do not suffer any penalties for using an improvised melee weapon. Unarmed opponents are f lat-footed to any attacks you make with an improvised melee weapon.

Normal

You take a –4 penalty on attack rolls made with an improvised weapon.


Cleave (Combat)

You can strike two adjacent foes with a single swing.

Prerequisites

Str 13, Power Attack, base attack bonus +1.

Benefit

As a full-round action, make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional attack (at the same bonus) against a foe that is adjacent to the first and also within reach. Both of these attacks are made at your highest attack bonus. You can only make one additional attack per round with this feat.


Combat Casting

You are skilled at casting spells when threatened or distracted.

Benefit

You get a +4 bonus on Spellcraft checks made to cast a spell or use a spell-like ability while casting on the defensive or while grappled.


Combat Expertise (Combat)

You can increase your defense at the expense of your accuracy.

Prerequisites

Int 13.

Benefit

You can only choose to use this feat when you declare that you are making an attack or full-attack action with a melee weapon. Add an amount equal to your

Intelligence modifier (or your base attack bonus, whichever is lower, minimum 1) as a Dodge bonus to your armor class for 1 round. Subtract the same amount from your melee attack rolls for 1 round.


Combat Reflexes (Combat)

You can make additional attacks of opportunity.

Benefit

You may make a number of additional attacks of opportunity equal to your Dexterity bonus. With this feat, you may also make attacks of opportunity while f lat-footed.

Normal

A character without this feat can make only one attack of opportunity per round and can’t make attacks of opportunity while f lat-footed.

Special

The Combat Ref lexes feat does not allow a rogue to use his opportunist ability more than once per round.


Craft Magic Arms and Armor (Item Creation)

You can create magic armor, shields, and weapons.

Prerequisite

Caster level 5th.

Benefit

You can create any magic weapon, armor, or shield whose prerequisites you meet. Enhancing a weapon, suit of armor, or shield takes 1 day for each 1,000 gp in the price of its magical features. To enhance a weapon, suit of armor, or shield, you must use up raw materials costing one-half of this total price.

The weapon, armor, or shield to be enhanced must be a masterwork item that you provide. Its cost is not included in the above cost.

You can also mend a broken magic weapon, suit of armor, or shield if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.


Craft Rod (Item Creation)

You can create magic rods.

Prerequisite

Caster level 9th.

Benefit

You can create any rod whose prerequisites you meet. 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 one-half of its base price.

Some rods incur extra costs in material components as noted in their descriptions. These costs are in addition to those derived from the rod’s base price.


Craft Staff (Item Creation)

You can create magic staves.

Prerequisite

Caster level 12th.

Benefit

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 up raw materials costing one-half of its base price. A newly created staff has 10 charges.

Some staffs incur extra costs in material components as noted in their descriptions. These costs are in addition to those derived from the staff ’s base price.


Craft Wand (Item Creation)

You can create magic wands.

Prerequisite

Caster level 5th.

Benefit

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. The base price of a wand is its caster level × the spell level × 750 gp. To craft a wand, you must use up raw materials costing one-half of this base price. A newly created wand has 50 charges.

Any wand that stores a spell with a costly material component also carries a commensurate cost. In addition to the cost derived from the base price, you must expend 50 copies of the material component.


Craft Wondrous Items (Item Creation)

You can create wondrous items, a type of magic item.

Prerequisite

Caster level 3rd.

Benefit

You can create any wondrous item whose prerequisites you meet. Enchanting a wondrous item takes 1 day for each 1,000 gp in its price. To enchant a wondrous item, you must use up raw materials costing one half of its base price.

You can also mend a broken wondrous item if it is one that you could make. Doing so costs half the raw materials and half the time it would take to craft that item in the first place.

Some wondrous items incur extra costs in material components as noted in their descriptions. These costs are in addition to those derived from the item’s base price. You must pay such a cost to create an item or to mend a broken one.


Critical Focus (Combat)

You are trained in the arts of causing pain.

Prerequisites

Base attack bonus +9.

Benefit

You receive a +4 circumstance bonus on attack rolls made to confirm critical hits.


Critical Mastery (Combat)

Your critical hits cause two additional effects.

Prerequisites

Critical Focus, any two critical feats, 14th-level fighter.

Benefit

Whenever you score a critical hit, you can apply the effects of two critical feats in addition to the damage dealt.

Normal

You can only apply the effects of one critical feat to a given critical hit in addition to the damage dealt.


Dazzling Display (Combat)

Your skill with your favored weapon can frighten enemies.

Prerequisite

Weapon Focus.

Benefit

While wielding the weapon in which you have Weapon Focus, you can perform a Dazzling Display as a full-round action. Make an Intimidate check against all foes within 30 feet who can see you. You can substitute an attack roll in place of your Intimidate check if your attack bonus is higher.


Deadly Aim (Combat)

You can make exceptionally deadly ranged attacks by pinpointing a target’s weak spot, at the expense of making the attack less likely to succeed.

Prerequisite

Dex 13, base attack bonus +1.

Benefit

Add an amount equal to your Dexterity modifier (or your base attack bonus, whichever is lower) to your ranged damage rolls for 1 round (in addition to the normal damage modifier from a high Strength score, if applicable).

Subtract the same amount from your ranged attack rolls for 1 round.


Deadly Stroke (Combat)

With one well-placed strike, you can bring an end to most foes.

Prerequisites

Dazzling Display, Greater Weapon Focus, Stunned Defense, Weapon Focus, base attack bonus +11.

Benefit

As a standard action, make a single attack with the weapon for which you have Greater Weapon Focus against a stunned or f lat-footed opponent. If you hit, you deal double the normal damage and the target takes 1 point of Constitution bleed.


Deafening Critical (Combat, Critical)

Your critical hits cause enemies to lose their hearing.

Prerequisites

Critical Focus, base attack bonus +13.

Benefit

Whenever you score a critical hit, your opponent is permanently deafened. A successful Fortitude save reduces the deafness to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. This feat has no effect on deaf creatures. This deafness can be cured by heal, regeneration, remove deafness, or a similar ability.

Special

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.


Deceitful

You are skilled at deceiving others.

Benefit

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 increase to +4 for that skill.


Defensive Combat Training (Combat)

You have been trained to defend yourself from a variety of combat maneuvers.

Benefit

Add +4 to the DC of performing combat maneuvers against you, such as bull rush, grapple, and trip (see the Chapter 9).


Deflect Arrows (Combat)

You can knock arrows and other projectiles off course, preventing them from hitting you.

Prerequisites

Dex 13, Improved Unarmed Strike.

Benefit

You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with a ranged weapon, you may def lect it so that you take no damage from it. You must be aware of the attack and not f lat-footed.

Attempting to def lect a ranged weapon doesn’t count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by spell effects can’t be def lected.


Deft Hands

You have exceptional manual dexterity.

Benefit

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 increase to +4 for that skill.


Devastating Blow (Combat)

Your strike hits with devastating accuracy.

Prerequisites

Backswing, Overhand Chop, base attack bonus +11.

Benefit

As a standard action, make a single melee attack with a two-handed melee weapon at a –5 penalty. If you hit, you score a critical hit. Special weapon abilities that activate only on a critical hit, such as vorpal and f laming burst, do not activate.


Diehard

You are especially hard to kill and remain conscious with even the most grievous wounds.

Prerequisite

Endurance.

Benefit

When reduced to between –1 and –9 hit points, you automatically become stable. You don’t have to roll d% to see if you lose 1 hit point each round.

When reduced to negative hit points, you may choose to act as if you were disabled, rather than dying. You must make this decision as soon as you are reduced to negative hit points (even if it isn’t your turn). If you do not choose to act as if you were disabled, you immediately fall unconscious.

When using this feat, you are staggered. You can take a move action without further injuring yourself, but if you perform any standard action (or any other action deemed as strenuous, including some free actions, such as casting a quickened spell) you take 1 point of damage after completing the act. If you reach –10 hit points, you immediately fall unconscious or die if your Constitution score is 10 or less.

Normal

A character without this feat who is reduced to between –1 and –9 hit points is unconscious and dying.


Disruptive (Combat)

Your training makes it difficult for enemy spellcasters to safely cast spells near you.

Prerequisites

6th-level fighter.

Benefit

The DC to cast spells defensively increases by 4 for all enemies within your threatened area. This increase only applies if you are aware of the enemy’s location and are capable of taking an attack of opportunity. If you can only take one attack of opportunity per round and have already used that attack, this increase does not apply.


Dodge (Combat)

You have mastered a defensive stance that allows to you easily react to your opponents.

Prerequisite

Dex 13

Benefit

As a swift action, you gain a +1 dodge bonus to your AC until your next turn. If you have 10 or more ranks in Acrobatics, the dodge bonus increases to +2.


Double Slice (Combat)

When wielding two weapons, your off-hand weapon can be used with great effectiveness

Prerequisite

Dex 15, Two-Weapon Fighting.

Benefit

Add your Strength bonus to damage rolls made with your off-hand weapon.

Normal

You normally add half your Strength modifier to damage rolls made with your off-hand weapon.


Empower Spell (Metamagic)

You can increase the power of your spells, causing them to deal more damage.

Benefit

All variable, numeric effects of an empowered spell are increased by one-half.

Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell uses up a spell slot two levels higher than the spell’s actual level.


Endurance

You are not easily tired from harsh conditions or long exertions.

Benefit

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 avoid nonlethal damage from a forced march, Constitution checks made to hold your breath, Constitution checks made to avoid nonlethal damage from starvation or thirst, Fortitude saves made to avoid nonlethal damage from hot or cold environments, and Fortitude saves made to resist damage from suffocation. Also, you may sleep in light or medium armor without becoming fatigued.

Normal

A character without this feat who sleeps in medium or heavier armor is automatically fatigued the next day.


Enlarge Spell (Metamagic)

You can increase the range of your spells.

Benefit

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 range of 50 ft. + 5 ft./ level, while medium-range spells have a range of 200 ft. + 20 ft./level and long-range spells have a range of 800 ft. + 80 ft./level. An enlarged spell uses up a spell slot one level higher than the spell’s actual level.

Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, do not have increased ranges.


Eschew Materials

You can cast spells without material components.

Benefit

You can cast any spell that has a material component costing 1 gp or less without needing that component.

The casting of the spell still provokes attacks of opportunity as normal. If the spell requires a material component that costs more than 1 gp, you must have the material component on hand to cast the spell, just as normal.


Exhausting Critical (Combat, Critical)

Your critical hits cause opponents to become exhausted.

Prerequisites

Critical Focus, Tiring Critical, base attack bonus +15.

Benefit

Whenever you score a critical hit, your opponent becomes exhausted. This feat has no effect on exhausted creatures.

Special

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.


Exotic Weapon Proficiency (Combat)

Choose a type of exotic weapon. You understand how to use that type of exotic weapon in combat.

Prerequisite

Base attack bonus +1.

Benefit

You make attack rolls with the weapon normally.

Normal

A character who uses a weapon with which he is not proficient takes a –4 penalty on attack rolls.

Special

You can gain Exotic Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of exotic weapon. Proficiency with the bastard sword or the dwarven waraxe has an additional prerequisite of Str 13.


Extend Spell (Metamagic)

You can make your spells last twice as long.

Benefit

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 a spell slot one level higher than the spell’s actual level.


Extra Ki

You can use your ki pool more times per day than most.

Prerequisite

Ki pool class feature.

Benefit

Your ki pool increases by 2.

Special

You can gain Extra Ki multiple times. Its effects stack.


Extra Lay On Hands

You can use your lay on hands ability more times per day than most.

Prerequisite

Lay on hands class feature.

Benefit

You can use your lay on hands ability two additional times per day.

Special

You can gain Extra Lay On Hands multiple times. Its effects stack.


Extra Rage

You can use your rage ability more than normal.

Prerequisite

Rage class feature.

Benefit

You gain 6 additional rage points.

Special

You can gain Extra Rage multiple times. Its effects stack.


Extra Turning

You can channel positive or negative energy more times per day than most.

Prerequisite

Ability to channel energy.

Benefit

You can channel energy two additional times per day.


Far Shot (Combat)

You are more accurate at longer ranges.

Prerequisites

Point Blank Shot.

Benefit

You only suffer a –1 penalty per full range increment between you and your target when using a ranged weapon.

Normal

You suffer a –2 penalty per full range increment between you and your target.


Fleet

You are faster than most.

Benefit

Your base speed increases by 5 feet. You lose the benefits of this feat if you carry a medium or heavy load.

Special

You can take this feat multiple times. Its effects stack.


Forge Ring (Item Creation)

You can create magic rings.

Prerequisite

Caster level 12th.

Benefit

You can create any ring whose prerequisites you meet. 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 one-half of its base price.

You can also mend a broken ring if it is one that you could make. Doing so costs half the raw materials and half the time it would take to forge that ring in the first place.

Some magic rings incur extra costs in material components as noted in their descriptions. You must pay such a cost to forge such a ring or to mend a broken one.


Gorgon’s Fist (Combat)

With one well-placed blow, you can leave your target reeling.

Prerequisites

Improved Unarmed Strike, Scorpion Style, base attack bonus +6.

Benefit

As a standard action, make a single unarmed melee attack. If the attack hits, you deal damage normally and the target is staggered until the end of your next turn unless it makes a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier). This feat has no effect on targets that are staggered.


Great Cleave (Combat)

You can strike a number of adjacent foes with a single mighty swing.

Prerequisites

Str 13, Cleave, Power Attack, base attack bonus +4.

Benefit

As a full-round action, make a single melee attack against a foe within reach. If you hit, you deal damage normally and can make an additional attack (at the same bonus) against a foe that is adjacent to the previous foe and within reach. If you hit, you can continue to make attacks against foes adjacent to the previous foe, so long as they are within your reach. You cannot attack an individual foe more than once in a round with this feat.


Greater Bull Rush (Combat)

Your bull rush attacks throw enemies off balance.

Prerequisites

Improved Bull Rush, base attack bonus +6.

Benefit

Whenever you bull rush an opponent, their movement provokes attacks of opportunity from all of your allies (but not you).

Normal

Creatures moved by bull rush do not provoke attacks of opportunity.


Greater Disarm (Combat)

You can knock weapons far from an enemy’s grasp.

Prerequisites

Improved Disarm, base attack bonus +6.

Benefit

Whenever you successfully disarm an opponent, the weapon lands 15 feet away, in a random direction.

Normal

Disarmed weapons and gear land at the feet of the disarmed creature.


Greater Feint (Combat)

You are skilled at making enemies overreact to your maneuvers.

Prerequisites

Improved Feint, base attack bonus +6.

Benefit

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 bonus against your next attack, if that attack does not come before your next turn.

Normal

Creatures you feint lose their Dexterity bonus against your next attack.


Greater Grapple (Combat)

Maintaining a grapple is second nature to you.

Prerequisites

Improved Grapple, base attack bonus +6.

Benefit

Once you have grappled a creature, maintaining the grapple is a move action. This feat allows you to make two grapple checks each round (to move, harm, or pin your opponent), but you are not required to make two checks. You only need to succeed at one of these checks to maintain the grapple.

Normal

Maintaining a grapple is a standard action.


Greater Overrun (Combat)

Enemies must dive to avoid your dangerous move.

Prerequisites

Improved Overrun, base attack bonus +6.

Benefit

Whenever you overrun opponents, they provoke attacks of opportunity if they attempt to avoid you or are knocked prone by your overrun.

Normal

Creatures that avoid your overrun or are knocked prone do not provoke an attack of opportunity.


Greater Penetrating Strike (Combat)

Your attacks penetrate the defenses of most creatures. Choose one type of weapon that you have already selected for Penetrating Strike.

Prerequisites

Penetrating Strike, Weapon Focus, 16th-level fighter.

Benefit

Your attacks with the selected weapon ignore up to 10 points of damage reduction. This amount is reduced to 5 points for damage reduction without a type (such as DR 10/—).


Greater Shield Focus (Combat)

You are incredibly skilled at deflecting blows with your shield.

Prerequisites

Shield Focus, Shield Proficiency, 8th-level fighter.

Benefit

Increase the AC bonus granted by any shield you are using by 1. This bonus stacks with the bonus granted by Shield Focus.


Greater Shield Mastery (Combat)

You can use a shield to deflect a great deal of harm.

Prerequisites

Shield Focus, Shield Mastery, Shield Proficiency, 12th-level fighter.

Benefit

Whenever you are using a shield, you gain DR 2/—. You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus. This bonus stacks with all other forms of damage reduction without a type, including that gained from Shield Mastery.


Greater Spell Focus

Choose a school of magic to which you already have applied the Spell Focus feat. Any spells you cast of this school are very hard to resist.

Benefit

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.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school to which you already have applied the Spell Focus feat.


Greater Spell Penetration

Your spells break through spell resistance much more easily than most.

Prerequisite

Spell Penetration.

Benefit

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.


Greater Sunder (Combat)

Your devastating strikes cleave through weapons and into their wielders.

Prerequisites

Improved Sunder, base attack bonus +6.

Benefit

Whenever you sunder to destroy a weapon, any excess damage is applied to the weapon’s wielder. No damage is transferred if you decide to leave the weapon with 1 hit point.


Greater Trip (Combat)

You can make follow-up attacks on foes that you knock prone.

Prerequisites

Improved Trip, base attack bonus +6.

Benefit

Whenever you successfully trip an opponent, that opponent provokes an attack of opportunity.

Normal

Creatures that are knocked prone do not provoke attacks of opportunity.


Greater Two-Weapon Fighting (Combat)

You are incredibly skilled at fighting with two weapons.

Prerequisites

Dex 19, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

Benefit

You get a third attack with your off-hand weapon, albeit at a –10 penalty.


Greater Weapon Focus (Combat)

Choose one type of weapon for which you have already selected Weapon Focus. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You are a master at your chosen weapon.

Prerequisites

Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 8th.

Benefit

You gain a +1 bonus on all attack rolls you make using the selected weapon. This bonus stacks with other bonuses on attack rolls, including the one from Weapon Focus.

Special

You can gain Greater Weapon Focus multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.


Greater Weapon Specialization (Combat)

Choose one type of weapon for which you have already selected Weapon Specialization. You can also choose unarmed strike or grapple as your weapon for purposes of this feat.

Prerequisites

Proficiency with selected weapon, Greater Weapon Focus with selected weapon, Weapon Focus with selected weapon, Weapon Specialization with selected weapon, fighter level 12th.

Benefit

You gain a +2 bonus on all damage rolls you make using the selected weapon. This bonus stacks with other bonuses on damage rolls, including the one from Weapon Specialization.

Special

You can gain Greater Weapon Specialization multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.


Great Fortitude

You are more resistant to poisons, diseases, and other deadly maladies.

Benefit

You get a +2 bonus on all Fortitude saving throws.


Heighten Spell (Metamagic)

You can cast spells as if there were a higher level, increasing their potency.

Benefit

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 spell that it modifies. All effects dependent on spell level (such as saving throw DCs and ability to penetrate a lesser globe of invulnerability) are calculated according to the heightened level. The heightened spell is as difficult to prepare and cast as a spell of its effective level.


Improved Bull Rush (Combat)

You are skilled at pushing your foes around.

Prerequisite

Str 13, Power Attack.

Benefit

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. In addition, increase the DC of performing a bull rush combat maneuver against you by +2.

Normal

You provoke an attack of opportunity when performing a bull rush combat maneuver.


Improved Counterspell

You are skilled at countering the spells of others, using similar spells.

Benefit

When counterspelling, you may use a spell of the same school that is one or more spell levels higher than the target spell.

Normal

Without this feat, you may counter a spell only with the same spell or with a spell specifically designated as countering the target spell.


Improved Critical (Combat)

Choose one type of weapon. Attacks made with your chosen weapon are especially deadly.

Prerequisite

Proficient with weapon, base attack bonus +8.

Benefit

When using the weapon you selected, your threat range is doubled.

Special

You can gain Improved Critical multiple times.

The effects do not stack. Each time you take the feat, it applies to a new type of weapon.

This effect doesn’t stack with any other effect that expands the threat range of a weapon.


Improved Disarm (Combat)

You are skilled at knocking weapons from a foe’s grasp.

Prerequisite

Int 13, Combat Expertise.

Benefit

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. In addition, increase the DC of performing a disarm combat maneuver against you by +2.

Normal

You provoke an attack of opportunity when performing a disarm combat maneuver.


Improved Familiar

Arcane Familiar Alignment Spellcaster Level
Celestial hawk1 Neutral good 3rd
Dire rat Neutral 3rd
Fiendish Tiny viper snake2 Neutral evil 3rd
Elemental, Small (any type) Neutral 5th
Stirge Neutral 5th
Formian worker Lawful neutral 7th
Grig (without a fiddle) Neutral good 7th
Homunculus3 Any 7th
Imp Lawful evil 7th
Mephit (any type) Neutral 7th
Pseudodragon Neutral good 7th
Quasit Chaotic evil 7th
1 Or other celestial animal from the standard familiar list.
2 Or other fiendish animal from the standard familiar list.
3 The master must first create the homunculus.

This feat allows you to acquire a new familiar from a nonstandard list, but only when you could normally acquire a new familiar.

Prerequisites

Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).

Benefit

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 of the alignment axis (lawful through chaotic, good through evil).

Improved familiars otherwise use the rules for regular familiars, with two exceptions: if the creature’s type is something other than animal, its type does not change and improved familiars do not gain the ability to speak with other creatures of their kind (although many of them already have the ability to communicate).


Improved Feint (Combat)

You are skilled at fooling your opponents in combat.

Prerequisites

Int 13, Combat Expertise.

Benefit

You can make a Bluff check to feint in combat as a move action.

Normal

Feinting in combat is a standard action.


Improved Grapple (Combat)

You are skilled at grappling opponents.

Prerequisite

Dex 13, Improved Unarmed Strike.

Benefit

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. In addition, increase the DC of performing a grapple combat maneuver against you by +2.

Normal

You provoke an attack of opportunity when performing a grapple combat maneuver.


Improved Greater Fortitude

You can draw upon an inner reserve to resist diseases, poisons, and other grievous harm.

Prerequisites

Great Fortitude.

Benefit

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 is worse.


Improved Initiative (Combat)

Your quick reflexes allow you to react quickly to danger.

Benefit

You get a +4 bonus on initiative checks.


Improved Iron Will

You have a clarity of thought that allows you to fight off mental attacks.

Prerequisites

Iron Fortitude.

Benefit

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 is worse.


Improved Lightning Reflexes

You have a knack for avoiding danger, even when it is all around you.

Prerequisites

Lightning Reflexes.

Benefit

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 is worse.


Improved Overrun (Combat)

You are skilled at running down your foes.

Prerequisite

Str 13, Power Attack.

Benefit

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 overrrun a foe. In addition, increase the DC of performing an overrun combat maneuver against you by +2. Targets of your overrun attempt may not chose to avoid you.

Normal

You provoke an attack of opportunity when performing an overrun combat maneuver.


Improved Precise Shot (Combat)

Your ranged attacks ignore anything but total concealment and cover.

Prerequisites

Dex 19, Point Blank Shot, Precise Shot, base attack bonus +11.

Benefit

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 cover and total concealment provide their normal benef its against your ranged attacks.

Normal

See the normal rules on the effects of cover and concealment.


Improved Shield Bash (Combat)

You can protect yourself with your shield, even if you use it to attack.

Prerequisite

Shield Proficiency.

Benefit

When you perform a shield bash, you may still apply the shield’s shield bonus to your AC.

Normal

Without this feat, a character that performs a shield bash loses the shield’s shield bonus to AC until his next turn.


Improved Sunder (Combat)

You are skilled at damaging your foes’ weapons and armor.

Prerequisite

Str 13, Power Attack.

Benefit

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.

In addition, increase the DC of performing a sunder combat maneuver against you by +2.

Normal

You provoke an attack of opportunity when performing a sunder combat maneuver.


Improved Trip (Combat)

You are skilled at sending your opponents to the ground.

Prerequisite

Int 13, Combat Expertise.

Benefit

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. In addition, increase the DC of performing a trip combat maneuver against you by +2.

Normal

You provoke an attack of opportunity when performing a trip combat maneuver.


Improved Turning

You turn or rebuke undead to greater effect.

Prerequisite

Ability to channel energy creatures.

Benefit

Add +2 to the DC of your channel energy ability.


Improved Two-Weapon Fighting (Combat)

You are skilled at fighting with two weapons.

Prerequisites

Dex 17, Two-Weapon Fighting, base attack bonus +6.

Benefit

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.

Normal

Without this feat, you can only get a single extra attack with an off-hand weapon.


Improved Unarmed Strike (Combat)

You are skilled at fighting while unarmed.

Benefit

You are considered to be armed even when unarmed— you do not provoke attacks or opportunity from armed opponents when you attack them while unarmed.

In addition, your unarmed strikes can deal lethal or nonlethal damage, at your option.

Normal

Without this feat, you are considered unarmed when attacking with an unarmed strike, and you can deal only nonlethal damage with such an attack.


Improved Vital Strike (Combat)

By taking two less attacks, you can deal a great deal of additional damage.

Prerequisites

Vital Strike, base attack bonus +16.

Benefit

When performing a full-attack action, you get two fewer attacks (usually the two at your lowest bonus).

Any other attacks that hit as part of this full-attack action deal additional damage. Roll the damage dice for all such attacks three times, but do not multiply damage bonuses from Strength, weapon abilities, such as f laming, or precision- based damage, such as sneak attack. This bonus damage is not multiplied on a critical hit. You must choose to use this ability before rolling any of your attacks.


Intimidating Prowess (Combat)

Your physical might is intimidating to others.

Benefit

Add your Strength modifier to Intimidate skill checks in addition to your Charisma modifier.


Iron Will

You are more resistant to mental effects.

Benefit

You get a +2 bonus on all Will saving throws.


Leadership

Leader’s Reputation Modifier
Great renown +2
Fairness and generosity +1
Special power +1
Failure –1
Aloofness –1
Cruelty –2

You attract followers to your cause and a companion to join you on your adventures.

Prerequisite

Character level 6th.

Benefit

Having this feat enables you to attract loyal companions and devoted followers, subordinates who assist you. See the table below for what sort of cohort and how many followers you can recruit.

The Leader… Modifier
Has a familiar, special mount, or animal companion –2
Recruits a cohort of a different alignment –1
Caused the death of a cohort –2*
* Cumulative per cohort killed.

Leadership Modifiers: Several factors can af fect a you Leadership score, causing it to vary from the base score (character level + Cha modif ier). Your reputation (from the point of view of the cohort or follower you are trying to attract) raises or lowers your Leadership score:

Other modifiers may apply when you try to attract a cohort:

Followers have different priorities from cohorts. When you try to attract a new follower, use any of the following modifiers that apply.

The Leader… Modifier
Has a stronghold, base of operations, guildhouse, or the like +2
Moves around a lot –1
Caused the death of other followers –1

Leadership Score: Your base Leadership score equals your level plus your Charisma modifier. In order to take into account negative Charisma modifiers, this table allows for very low Leadership scores, but you must still be 6th level or higher in order to gain the Leadership feat. Outside factors can affect your Leadership score, as detailed above.

Cohort Level: You can attract a cohort of up to this level.

Leadership Cohort Number of Followers by Level
Score Level 1st 2nd 3rd 4th 5th 6th
1 or lower
2 1st
3 2nd
4 3rd
5 3rd
6 4th
7 5th
8 5th
9 6th
10 7th 5
11 7th 6
12 8th 8
13 9th 10 1
14 10th 15 1
15 10th 20 2 1
16 11th 25 2 1
17 12th 30 3 1 1
18 12th 35 3 1 1
19 13th 40 4 2 1 1
20 14th 50 5 3 2 1
21 15th 60 6 3 2 1 1
22 15th 75 7 4 2 2 1
23 16th 90 9 5 3 2 1
24 17th 110 11 6 3 2 1
25 or higher 17th 135 13 7 4 2 2

Regardless of your Leadership score, you can only recruit a cohort who is two or more levels lower than yourself. The cohort should be equipped with gear appropriate for its level. You can try to attract a cohort of a particular race, class, and alignment. The cohort’s alignment may not be opposed to your alignment on either the law-vschaos or good-vs-evil axis, and you take a Leadership penalty if you recruit a cohort of an alignment different from your own.

Cohorts earn XP as follows:

The cohort does not count as a party member when determining the party’s XP.

Divide the cohort’s level by your level.

Multiply this result by the total XP awarded to you and add that number of experience points to the cohort’s total.

If a cohort gains enough XP to bring it to a level one lower than your level, the cohort does not gain the new level—its new XP total is 1 less than the amount needed attain the next level.

Number of Followers by Level: You can lead up to the indicated number of characters of each level. Followers are similar to cohorts, except they’re generally low-level NPCs. Because they’re generally 5 or more levels behind you, they’re rarely effective in combat.

Followers don’t earn experience and thus don’t gain levels.

When you gain a new level, though, consult the table to determine if you have acquired more followers, some of which may be higher level than the existing followers.

Don’t consult the table to see if your cohort gains levels, however, because cohorts earn experience on their own.


Lightning Reflexes

You have faster than normal ref lexes.

Benefit

You get a +2 bonus on all Ref lex saving throws.


Lightning Stance (Combat)

The speed at which you move makes it nearly impossible for opponents to strike you.

Prerequisites

Dex 17, Dodge, Wind Stance, base attack bonus +11.

Benefit

If you take two actions to move or a withdraw action this turn, you gain 50% concealment for 1 round.


lunge (Combat)

You can strike foes that would normally be out of reach.

Prerequisites

Base attack bonus +6.

Benefit

You can increase the reach of your melee attacks by 5 feet by taking a –4 penalty to your AC until your next turn. You must decide to use this ability before any attacks are made.


Magical Aptitude

You are skilled at spellcasting and using magic items.

Benefit

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 increase to +4 for that skill.


Manyshot (Combat)

You can fire multiple arrows against a single target.

Prerequisites

Dex 17, Point Blank Shot, Rapid Shot, base attack bonus +6.

Benefit

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 hit damage only once for this attack.

Damage reduction and resistances apply separately to each arrow.


Martial Weapon Proficiency

Choose a type of martial weapon. You understand how to use that type of martial weapon in combat.

Benefit

You make attack rolls with the selected weapon normally.

Normal

When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Special

Barbarians, fighters, paladins, and rangers are proficient with all martial weapons. They need not select this feat.

You can gain Martial Weapon Proficiency multiple times. Each time you take the feat, it applies to a new type of weapon.


Master Craftsman

Your superior crafting skills allow you to create simple magic items. Choose one Craft or Profession skill in which you possess at least 5 ranks.

Prerequisites

5 ranks in any Craft or Profession skill.

Benefit

Ranks in your chosen skill count as your caster level for the purposes of qualifying for the Craft Arms and Armor and Craft Wondrous Item feats. You can create magic items using these feats, substituting your ranks in the chosen skill for your total caster level. You must use the chosen skill for the check to create the item. The DC to create the item still increases for any necessary spell requirements (see the magic item creation rules in Chapter 15). You cannot use this feat to create any spell-trigger or spell-activation item.

Normal

Only spellcasters can qualify for the Craft Arms and Armor and Craft Wondrous Item feats.


Maximize Spell (Metamagic)

Your spells have the maximum possible effect.

Benefit

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 uses up a spell slot three levels higher than the spell’s actual level.

An empowered, maximized spell gains the separate benefits of each feat: the maximum result plus one-half the normally rolled result.


Medusa’s Wrath (Combat)

You can take advantage of your opponent’s confusion, delivering multiple blows.

Prerequisites

Improved Unarmed Strike, Gorgon’s Fist, Scorpion Style, base attack bonus +11.

Benefit

As a full-attack action, make two additional unarmed strikes at your highest base attack bonus. All of your unarmed strikes must be made against a dazed, flatfooted, paralyzed, staggered, stunned, or unconscious foe.


Mobility (Combat)

You can easily move through a dangerous melee.

Prerequisites

Dex 13, Dodge.

Benefit

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 your Dexterity bonus to Armor Class (if any) also makes you lose dodge bonuses.

Dodge bonuses stack with each other, unlike most types of bonuses.


Mounted Archery (Combat)

You are skilled at making ranged attacks while mounted.

Prerequisites

Ride 1 rank, Mounted Combat.

Benefit

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 if your mount is running.


Mounted Combat (Combat)

You are adept at guiding your mount through combat.

Prerequisite

Ride 1 rank.

Benefit

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 Ride check result is greater than the opponent’s attack roll.


Natural Spell

You can cast spells even while in a form that cannot normally cast spells.

Prerequisites

Wis 13, wild shape ability.

Benefit

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.

You can also use any material components or focuses you possess, even if such items are melded within your current form. This feat does not permit the use of magic items while you are in a form that could not ordinarily use them, and you do not gain the ability to speak while using wild shape.


Nimble Moves

You can move across a single obstacle without slowing down.

Prerequisites

Dex 13.

Benefit

Whenever you move, you may ignore up to 5 feet of difficult terrain each round. This feat allows you to take a 5-foot step into difficult terrain.


Overhand Chop (Combat)

When wielding a two-handed melee weapon, you can deliver a devastating blow.

Benefit

As a standard action, make a single attack with a two-handed melee weapon. If you hit, roll damage normally but add double your Strength bonus to the damage roll.

Normal

You normally add 1-1/2 times your Strength modifier to damage rolls with a two-handed weapon.


Penetrating Strike (Combat)

Your attacks are capable of penetrating the defenses of some creatures. Choose one type of weapon that you have already selected for Weapon Focus.

Prerequisites

Weapon Focus, 12th-level fighter.

Benefit

Your attacks with the selected weapon ignore up to 5 points of damage reduction. This feat does not apply to damage reduction without a type (such as DR 10/—).


Persuasive

You are skilled at swaying attitudes and intimidating others.

Benefit

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 increase to +4 for that skill.


Pinpoint Targeting (Combat)

You can target the weak points in your opponent’s armor.

Prerequisites

Dex 19, Improved Precise Shot, Point Blank Shot, Precise Shot, base attack bonus +16.

Benefit

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 benefit of this feat if you move this round.


Point Blank Shot (Combat)

You are especially accurate when making ranged attacks against close targets.

Benefit

You get a +1 bonus on attack and damage rolls with ranged weapons at ranges of up to 30 feet.


Power Attack (Combat)

You can make exceptionally deadly melee attacks by sacrificing accuracy for strength.

Prerequisite

Str 13, base attack bonus +1.

Benefit

Add an amount equal to your Strength modif ier (or your base attack bonus, whichever is lower) to your melee damage rolls for 1 round (in addition to the normal damage modif ier from a high Strength score).

Subtract the same amount from your melee attack rolls for 1 round. If your attacks are made with a two-handed weapon, add an amount equal to double your Strength modif ier (or your base attack bonus, whichever is lower) to your melee damage rolls for 1 round (the penalty remains the same).


Powerful Critical (Combat, Critical)

Your critical hits cause an amazing amount of damage. Choose one type of weapon that you have already selected for Improved Critical.

Prerequisites

Critical Focus, Improved Critical, base attack bonus +13.

Benefit

Whenever you score a critical hit with the selected weapon, the damage multiplier increases by 1, to a maximum of x4.

Special

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.


Precise Shot (Combat)

You are adept at firing ranged attacks into melee.

Prerequisite

Point Blank Shot.

Benefit

You can shoot or throw ranged weapons at an opponent engaged in melee without taking the standard –4 penalty on your attack roll.


Quick Draw (Combat)

You can draw weapons faster than most.

Prerequisite

Base attack bonus +1.

Benefit

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 action. A character who has selected this feat may throw weapons at his full normal rate of attacks (much like a character with a bow).

Alchemical items, potions, scrolls, and wands cannot be drawn quickly using this feat.

Normal

Without this feat, you may draw a weapon as a move action, or (if your base attack bonus is +1 or higher) as a free action as part of movement. Without this feat, you can draw a hidden weapon as a standard action.


Quicken Spells (Metamagic)

You can cast spells in a fraction of the normal time.

Benefit

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 casting time is more than 1 full-round action cannot be quickened. A quickened spell uses up a spell slot four levels higher than the spell’s actual level. Casting a quickened spell doesn’t provoke an attack of opportunity.

Special

This feat can be applied to any spell cast spontaneously (including sorcerer spells, bard spells, and cleric or druid spells cast spontaneously), allowing it to be cast as a swift action.


Rapid Reload (Combat)

Choose a type of crossbow (hand, light, or heavy). You can reload such weapons quickly.

Prerequisite

Weapon Proficiency (crossbow type chosen).

Benefit

The time required for you to reload your chosen type of crossbow is reduced to a free action (for a hand or light crossbow) or a move action (for a heavy crossbow).

Reloading a crossbow still provokes an attack of opportunity.

If you have selected this feat for hand crossbow or light crossbow, you may fire that weapon as many times in a full-attack action as you could attack if you were using a bow.

Normal

A character without this feat needs a move action to reload a hand or light crossbow, or a full-round action to reload a heavy crossbow.

Special

You can gain Rapid Reload multiple times. Each time you take the feat, it applies to a new type of crossbow.


Rapid Shot (Combat)

You can make an additional ranged attack.

Prerequisites

Dex 13, Point Blank Shot.

Benefit

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.


Razor Sharp Chair Leg (Combat)

You can turn practically any object into a deadly weapon.

Prerequisites

Caught Off Guard or Throw Anything, base attack bonus +8.

Benefit

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 a maximum of 1d8 (2d6 if the improvised weapon is two-handed). The improvised weapon has a critical threat range of 19–20, with a critical multiplier of ×2.


Ride-By Attack (Combat)

While mounted, you can move, strike a foe, and continue moving.

Prerequisites

Ride 1 rank, Mounted Combat.

Benefit

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 charge). Your total movement for the round can’t exceed double your mounted speed. You and your mount do not provoke an attack of opportunity from the opponent that you attack.


Run

You are swift of foot.

Benefit

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 wearing heavy armor or carrying a heavy load). If you make a jump after a running start (see the Acrobatics skill description), you gain a +4 bonus on your Acrobatics check.

While running, you retain your Dexterity bonus to AC.

Normal

You move four times your speed while running (if wearing medium, light, or no armor and carrying no more than a medium load) or three times your speed (if wearing heavy armor or carrying a heavy load), and you lose your Dexterity bonus to AC.


Scorpion Style (Combat)

You can perform an unarmed strike that greatly hampers your target’s movement.

Prerequisite

Improved Unarmed Strike.

Benefit

Make a single unarmed attack as a standard action.

If the attack hits, you deal damage normally and the target’s base land speed is reduced to 5 feet for a number of rounds equal to your Wisdom modifier unless it makes a

Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier).


Scribe Scroll (Item Creation)

You can create magic scrolls.

Prerequisite

Caster level 1st.

Benefit

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 takes 1 day for each 1,000 gp in its base price. The base price of a scroll is its spell level × its caster level × 25 gp. To scribe a scroll, you must use up raw materials costing one-half of this base price.

Any scroll that stores a spell with a costly material component also carries a commensurate cost. In addition to the costs derived from the base price, you must expend the material component when scribing the scroll.


Selective Channeling

You can choose whom to affect when you channel energy.

Prerequisite

Cha 13, ability to channel energy.

Benefit

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.

Normal

All targets in a 30-foot burst are affected when you channel energy. You can only choose whether or not you are affected.


Self-Sufficient

You know how to get along in the wild and how to effectively treat wounds.

Benefit

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 increase to +4 for that skill.


Shall Not Pass (Combat)

You can stop foes that try to move past you.

Prerequisites

Combat Reflexes.

Benefit

Whenever an enemy provokes an attack of opportunity due to moving through your adjacent squares, a successful hit causes them to stop moving for the rest of their turn. Enemies can still take the rest of their action, but cannot move.


Shield Focus (Combat)

You are skilled at deflecting blows with your shield.

Prerequisites

Shield Proficiency, base attack bonus +1.

Benefit

Increase the AC bonus granted by any shield you are using by 1.


Shield Master (Combat)

Your mastery of the shield allows you to fight with it without hindrance.

Prerequisites

Improved Shield Bash, Shield Proficiency, Shield Slam, Two-Weapon Fighting, base attack bonus +11.

Benefit

You do not suffer any penalties on attack rolls made with a shield while you are wielding another weapon. Add your shield’s shield bonus to attacks and damage rolls made with the shield as if it was an enhancement bonus.


Shield Mastery (Combat)

You can use a shield to deflect harm.

Prerequisites

Shield Focus, Shield Proficiency, 4th-level fighter.

Benefit

Whenever you are using a shield, you gain DR 2/—. You must be aware of the attack to gain this bonus. Any effect that causes you to lose your Dexterity or shield bonus causes you to lose this bonus. This bonus stacks with all other forms of damage reduction without a type (such as the damage reduction gained by barbarians).


Shield Proficiency

You are trained in how to properly use a shield.

Benefit

You can use a shield and take only the standard penalties.

Normal

When you are using a shield with which you are not proficient, you take the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride checks.

Special

Barbarians, bards, clerics, druids, fighters, paladins, and rangers automatically have Shield Proficiency as a bonus feat. They need not select it.


Shield Slam (Combat)

In the right position, your shield can be used to send opponents f lying.

Prerequisites

Improved Shield Bash, Shield Proficiency, Two-Weapon Fighting, base attack bonus +6.

Benefit

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 the Combat chapter).

This bull rush does not provoke an attack of opportunity.

Opponents who cannot move back due to a wall or other surface are knocked prone after moving the maximum possible distance.


Shot on the Run (Combat)

You can move, fire a ranged weapon, and move again before your foes can react.

Prerequisites

Dex 13, Dodge, Mobility, Point Blank Shot, base attack bonus +4.

Benefit

As a full-round action, you can move up to your speed and make a single ranged attack at any point during your movement.

Normal

You cannot move both before and after an attack.


Sickening Critical (Combat, Critical)

Your critical hits cause opponents to become sickened.

Prerequisites

Critical Focus, base attack bonus +11.

Benefit

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 duration.

Special

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.


Silent Spell (Metamagic)

You can cast your spells without making any sound.

Benefit

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 spell’s actual level.

Special

Bard spells cannot be enhanced by this metamagic feat.


Simple Weapon Proficiency

You are trained in the use of basic weapons.

Benefit

You make attack rolls with simple weapons normally.

Normal

When using a weapon with which you are not proficient, you take a –4 penalty on attack rolls.

Special

All characters except for druids, monks, and wizards are automatically proficient with all simple weapons. They need not select this feat.


Skill Focus

Choose a skill. You are particularly adept at that skill.

Benefit

You get a +3 bonus on all checks involving that skill. If you have 10 or more ranks in the chosen skill, this bonus increase to +6.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new skill.


Snatch Arrows (Combat)

Instead of knocking an arrow or ranged attack aside, you can catch it in mid-f light.

Prerequisites

Dex 15, Def lect Arrows, Improved Unarmed Strike.

Benefit

When using the Def lect Arrows feat you may catch the weapon instead of just def lecting it.

Thrown weapons can immediately be thrown back at the original attacker (even though it isn’t your turn) or kept for later use.

You must have at least one hand free (holding nothing) to use this feat.


Spellbreaker (Combat)

You can strike enemies that fail to cast defensively.

Prerequisites

Disruptive, 10th-level fighter.

Benefit

Enemies in your threatened area that fail their checks to cast spells defensively provoke attacks of opportunity from you.

Normal

Enemies that fail to cast spells defensively do not provoke attacks of opportunity.


Spell Focus

Choose a school of magic. Any spells you cast of that school are more difficult to resist.

Benefit

Add +1 to the Difficulty Class for all saving throws against spells from the school of magic you select.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new school of magic.


Spell Mastery

You can prepare a limited number of spells without referencing your spellbooks.

Prerequisite

Wizard level 1st.

Benefit

Each time you take this feat, choose a number of spells equal to your Intelligence modifier that you already know. From that point on, you can prepare these spells without referring to a spellbook.

Normal

Without this feat, you must use a spellbook to prepare all your spells, except read magic.


Spell Penetration

Your spells break through spell resistance more easily than most.

Benefit

You get a +2 bonus on caster level checks (1d20 + caster level) made to overcome a creature’s spell resistance.


Spirited Charge (Combat)

Your mounted charge attacks deal a tremendous amount of damage.

Prerequisites

Ride 1 rank, Mounted Combat, Ride-By Attack.

Benefit

When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).


Spring Attack (Combat)

You can deftly move up to a foe, strike, and withdraw before he can react.

Prerequisites

Dex 13, Dodge, Mobility, base attack bonus +4.

Benefit

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 can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.

Normal

You cannot move both before and after an attack.


Staggering Critical (Combat, Critical)

Your critical hits cause opponents to slow down.

Prerequisites

Critical Focus, base attack bonus +13.

Benefit

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 equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.

Special

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.


Stealthy

You are good at avoiding attention and slipping out of bonds.

Benefit

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 increase to +4 for that skill.


Step Up (Combat)

You can close the distance when a foe tries to move away.

Benefit

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 adjacent to the foe that triggered this ability. If you take this step, you cannot take a 5-foot step during your next turn and you count as if you had take a 5-foot step on that turn (preventing any other movement).


Still Spell (Metamagic)

You can cast spells without moving.

Benefit

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 spell’s actual level.


Strike Back (Combat)

You can strike at foes that attack you using their superior reach, by targeting their limbs or weapons as they come at you.

Prerequisites

Base attack bonus +11.

Benefit

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. If you attack a foe that is outside your reach using this ability, you take a –2 penalty on your attack roll.


Stunning Critical (Combat, Critical)

Your critical hits cause opponents to become stunned.

Prerequisites

Critical Focus, base attack bonus +17.

Benefit

Whenever you score a critical hit, your opponent becomes stunned for 1d4+1 rounds. A successful Fortitude save reduces the duration to 1 round. The DC of this Fortitude save is equal to 10 + your base attack bonus. The effects of this feat do not stack. Additional hits instead add to the duration.

Special

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.


Stunning Defense (Combat)

Your skill with your chosen weapon leaves opponents unable to defend themselves.

Prerequisites

Weapon Focus, Dazzling Display, base attack bonus +6.

Benefit

Any shaken, frightened, or panicked opponent hit by you this round is f lat-footed to your attacks until the end of your next turn. This includes any additional attacks you make this round.


Stunning Fist (Combat)

You know just where to strike a foe.

Prerequisites

Dex 13, Wis 13, Improved Unarmed Strike, base attack bonus +8.

Benefit

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 your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next action). A stunned character can’t act, loses any

Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every four levels you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

Special

A monk may select Stunning Fist as a bonus feat at 1st level, even if he does not meet the prerequisites. A monk who selects this feat may attempt a stunning attack a number of times per day equal to his monk level, plus one more time per day for every four levels he has in classes other than monk.


Throw Anything (Combat)

You are used to throwing things you have on hand.

Benefit

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.

Normal

You take a –4 penalty on attack rolls made with an improvised weapon.


Tiring Critical (Combat, Critical)

Your critical hits cause opponents to become fatigued.

Prerequisites

Critical Focus, base attack bonus +13.

Benefit

Whenever you score a critical hit, your opponent becomes fatigued. The effects of this feat do not stack.

Special

You can only apply the effects of one critical feat to a given critical hit unless you possess Critical Mastery.



Toughness

You have enhanced physical stamina.

Benefit

You gain +3 hit points plus 1 hit point per Hit Die. Every time you gain a level or gain Hit Dice, you gain +1 hit point.


Tower Shield Proficiency

You are trained in how to properly use a tower shield.

Prerequisite

Shield Proficiency.

Benefit

You can use a tower shield and suffer only the standard penalties.

Normal

A character using a shield with which he is not proficient takes the shield’s armor check penalty on attack rolls and on all skill checks that involve moving, including Ride.

Special

Fighters automatically have Tower Shield Proficiency as a bonus feat. They need not select it.


Trample (Combat)

While mounted, you can ride down opponents.

Prerequisites

Ride 1 rank, Mounted Combat.

Benefit

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, gaining the standard +4 bonus on attack rolls against prone targets.


Turn Elemental

Choose one elemental subtype, such as air, earth, fire, or water. You can channel your divine energy to harm elemental creatures.

Prerequisites

Ability to channel energy.

Benefit

You can choose to have your ability to channel energy affect elementals and outsiders of your chosen elemental subtype as if they were undead. You must make this choice each time you use your ability to channel energy.

This ability does not cause outsiders or elementals to f lee or fall under your command.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new elemental subtype.


Turning Smite (Combat)

You can channel your divine energy through your weapon.

Prerequisite

Ability to channel energy.

Benefit

Before you make your attack roll, spend a use of your channel energy ability as a swift action. If you hit, your target takes normal damage and suffers the effect of the channeled energy if applicable, including healing or taking additional damage. Your target can make a Will save as normal to resist your channeled energy. You can make all of the choices normally associated with your channel energy ability (such as applying it to elementals or outsiders if you have that ability). If you miss, the channel energy ability is still expended with no effect.


Turn Outsider

Choose one alignment subtype, such as chaos, evil, good, or law. You can channel your divine energy to harm outsiders of that type.

Prerequisites

Ability to channel energy.

Benefit

You can choose to have your ability to channel energy affect outsiders of your chosen alignment subtype as if they were undead. You must make this choice each time you use your ability to channel energy. This ability does not cause outsiders to f lee or fall under your command.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new alignment subtype.


Two-Weapon Defense (Combat)

You are skilled at defending yourself while fighting with two weapons.

Prerequisites

Dex 15, Two-Weapon Fighting.

Benefit

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 using the total defense action, this shield bonus increases to +2.


Two-Weapon Fighting (Combat)

You can fight with a weapon in each hand. You can make one extra attack each round with the second weapon.

Prerequisite

Dex 15.

Benefit

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 6. See Two-Weapon Fighting in Chapter 9.

Normal

If you wield a second weapon in your off hand, you can get one extra attack per round with that weapon.

When fighting in this way you suffer a –6 penalty with your regular attack or attacks with your primary hand and a –10 penalty to the attack with your off hand. If your offhand weapon is light, the penalties are reduced by 2 each.

An unarmed strike is always considered light.


Two-Weapon Rend (Combat)

Striking with both your weapons simultaneously, you can use them to deliver devastating wounds.

Prerequisites

Dex 17, Double Slice, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +11.

Benefit

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 only deal this additional damage once each round.


Vital Strike (Combat)

By taking one less attack, you can focus your remaining attacks to deal more damage.

Prerequisites

Base attack bonus +11.

Benefit

When performing a full-attack action, you get one fewer attack (usually the one at your lowest bonus).

Any other attacks that hit as part of this full-attack action deal additional damage. Roll the damage dice for all such attacks twice, but do not multiply damage bonuses from Strength, weapon abilities, such as f laming, or precisionbased damage, such as sneak attack. This bonus damage is not multiplied on a critical hit. You must choose to use this ability before rolling any of your attacks.


Weapon Finesse (Combat)

You are training in using your agility in melee combat, as opposed to brute strength.

Benefit

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 rolls. If you carry a shield, its armor check penalty applies to your attack rolls.

Special

Natural weapons are always considered light weapons.


Weapon Focus (Combat)

Choose one type of weapon. You can also choose unarmed strike or grapple (or ray, if you are a spellcaster) as your weapon for purposes of this feat.

Prerequisites

Proficiency with selected weapon, base attack bonus +1.

Benefit

You gain a +1 bonus on all attack rolls you make using the selected weapon.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.


Weapon Specialization (Combat)

You are skilled at dealing damage with one weapon. Choose one type of weapon for which you have already selected the Weapon Focus feat. You can also choose unarmed strike or grapple as your weapon for purposes of this feat. You deal extra damage when using this weapon.

Prerequisites

Proficiency with selected weapon, Weapon Focus with selected weapon, fighter level 4th.

Benefit

You gain a +2 bonus on all damage rolls you make using the selected weapon.

Special

You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new type of weapon.


Weapon Swap (Combat)

With an acrobatic twist, you can swap your weapons from one hand to another.

Prerequisites

Dex 17, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +6.

Benefit

After making all of your attacks with your primary hand, you can swap your primary weapon to your off hand and make attacks using that weapon in your off hand. You take an additional –2 penalty on all attack rolls made with your off hand this round.


Whirlwind Attack (Combat)

You can become a dervish, striking out at every foe within reach.

Prerequisites

Dex 13, Int 13, Combat Expertise, Dodge, Mobility, Spring Attack, base attack bonus +4.

Benefit

When you use the full-attack action, you can give up your regular attacks and instead make one melee attack at your full base attack bonus against each opponent within reach.

When you use the Whirlwind Attack feat, you also forfeit any bonus or extra attacks granted by other feats, spells, or abilities.


Widen Spell (Metamagic)

You can cast your spells so that they occupy a larger space.

Benefit

You can alter a burst, emanation, line, 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 slot three levels higher than the spell’s actual level.

Spells that do not have an area of one of these four sorts are not affected by this feat.


Wind Stance (Combat)

Your erratic movements make it difficult for enemies to pinpoint your location.

Prerequisites

Dex 15, Dodge, base attack bonus +6.

Benefit

If you move more than 5 feet this turn, you gain 20% concealment for 1 round against ranged attacks.