This material is Open Game Content, and
is licensed for public use under the terms of the Open Game License v1.0a.
FEATS
PREREQUISITES
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 or she gains the prerequisite.
A
character can’t use a feat if he or she 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.
FIGHTER BONUS
FEATS
Any
feat designated as a fighter 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 any 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.
XP
Cost:
Experience that the spellcaster would normally keep is expended when making a
magic item. The XP cost equals 1/25 of the cost of the item in gold pieces. A
character cannot spend so much XP on an item that he or she loses a level.
However, upon gaining enough XP to attain a new level, he or she can
immediately expend XP on creating an item rather than keeping the XP to advance
a level.
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 or she
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 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 XP cost and
the cost of the raw materials) also depends on the caster level. The caster
level must be high 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 x caster level x 25
gp.
Potions:
Base
price = spell level x caster level x
50 gp.
Wands:
Base
price = spell level x caster level x
750 gp.
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 or
an XP cost also carries a commensurate cost. For potions and scrolls, the
creator must expend the material component or pay the XP cost when creating the
item.
For
a wand, the creator must expend fifty copies of the material component or pay
fifty times the XP cost.
Some
magic items similarly incur extra costs in material components or XP, as noted
in their descriptions.
METAMAGIC FEATS
As
a spellcaster’s knowledge of magic grows, she 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 higher-level 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.
But 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 1 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.)
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 inflict spell
can cast a metamagic version of it instead. Extra time is also required in this
case. Casting a 1-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.
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. However, 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
Here
is the format for feat descriptions.
FEAT NAME [TYPE OF FEAT]
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.
In
general, having a feat twice is the same as having it once.
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 when you decide whether to acquire the
feat.
ACROBATIC [GENERAL]
Benefit: You get a +2 bonus on all
Jump checks and Tumble checks.
AGILE [GENERAL]
Benefit: You get a +2 bonus on all
Balance checks and Escape Artist checks.
ALERTNESS [GENERAL]
Benefit: You get a +2 bonus on all
Listen checks and Spot checks.
Special:
The
master of a familiar gains the benefit of the Alertness feat whenever the
familiar is within arm’s reach.
ANIMAL AFFINITY [GENERAL]
Benefit: You get a +2 bonus on all
Handle Animal checks and Ride checks.
ARMOR PROFICIENCY
(HEAVY) [GENERAL]
Prerequisites: Armor Proficiency
(light), Armor Proficiency (medium).
Benefit: See Armor Proficiency
(light).
Normal: See Armor Proficiency
(light).
Special: Fighters, paladins, and
clerics automatically have Armor Proficiency (heavy) as a bonus feat. They need
not select it.
ARMOR PROFICIENCY
(LIGHT) [GENERAL]
Benefit: When you wear a type of
armor with which you are proficient, the armor check penalty for that armor
applies only to Balance, Climb, Escape Artist, Hide, Jump, Move Silently,
Sleight of Hand, and Tumble checks.
Normal: A character who is
wearing armor with which she is not proficient applies its armor check penalty
to attack rolls and to all skill checks that involve moving, including Ride.
Special: All characters except
wizards, sorcerers, and monks automatically have Armor Proficiency (light) as a
bonus feat. They need not select it.
ARMOR PROFICIENCY
(MEDIUM) [GENERAL]
Prerequisite: Armor Proficiency
(light).
Benefit: See Armor Proficiency
(light).
Normal: See Armor Proficiency
(light).
Special: Fighters, barbarians,
paladins, clerics, druids, and bards automatically have Armor Proficiency
(medium) as a bonus feat. They need not select it.
ATHLETIC [GENERAL]
Benefit: You get a +2 bonus on all
Climb checks and Swim checks.
AUGMENT SUMMONING [GENERAL]
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.
BLIND-FIGHT [GENERAL]
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
take only half the usual penalty to speed for being unable to see. Darkness and
poor visibility in general reduces your speed to three-quarters normal, instead
of one-half.
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.
A
fighter may select Blind-Fight as one of his fighter bonus feats.
BREW POTION [ITEM CREATION]
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 one day. 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 x
its caster level x 50 gp. To brew a potion, you must spend 1/25
of this base price in XP and 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 or an XP cost also
carries a commensurate cost. In addition to the costs derived from the base
price, you must expend the material component or pay the XP when creating the
potion.
CLEAVE [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: If you deal a creature
enough damage to make it drop (typically by dropping it to below 0 hit points
or killing it), you get an immediate, extra melee attack against another
creature within reach. You cannot take a 5-foot step before making this extra
attack. The extra attack is with the same weapon and at the same bonus as the
attack that dropped the previous creature. You can use this ability once per
round.
Special: A fighter may select
Cleave as one of his fighter bonus feats.
COMBAT CASTING [GENERAL]
Benefit: You get a +4 bonus on
Concentration checks made to cast a spell or use a spell-like ability while on
the defensive or while you are grappling or pinned.
COMBAT EXPERTISE [GENERAL]
Prerequisite: Int 13.
Benefit: When you use the attack
action or the full attack action in melee, you can take a penalty of as much as
–5 on your attack roll and add the same number (+5 or less) as a dodge bonus to
your Armor Class. This number may not exceed your base attack bonus. The
changes to attack rolls and Armor Class last until your next action.
Normal: A character without the
Combat Expertise feat can fight defensively while using the attack or full
attack action to take a –4 penalty on attack rolls and gain a +2 dodge bonus to
Armor Class.
Special: A fighter may select
Combat Expertise as one of his fighter bonus feats.
COMBAT REFLEXES [GENERAL]
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 flat-footed.
Normal: A character without this
feat can make only one attack of opportunity per round and can’t make attacks
of opportunity while flat-footed.
Special: The Combat Reflexes feat
does not allow a rogue to use her opportunist ability more than once per round.
A
fighter may select Combat Reflexes as one of his fighter bonus feats.
A
monk may select Combat Reflexes as a bonus feat at 2nd level.
CRAFT MAGIC ARMS
AND ARMOR [ITEM
CREATION]
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 one day for each 1,000 gp in the price of its magical
features. To enhance a weapon, suit of armor, or shield, you must spend 1/25 of
its features’ total price in XP and 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 XP, half the raw materials, and half
the time it would take to craft that item in the first place.
CRAFT ROD [ITEM CREATION]
Prerequisite: Caster level 9th.
Benefit: You can create any rod
whose prerequisites you meet. Crafting a rod takes one day for each 1,000 gp in
its base price. To craft a rod, you must spend 1/25 of its base price in XP and
use up raw materials costing one-half of its base price.
Some
rods incur extra costs in material components or XP, as noted in their
descriptions. These costs are in addition to those derived from the rod’s base
price.
CRAFT STAFF [ITEM CREATION]
Prerequisite: Caster level 12th.
Benefit: You can create any staff
whose prerequisites you meet.
Crafting
a staff takes one day for each 1,000 gp in its base price. To craft a staff,
you must spend 1/25 of its base price in XP and use up raw materials costing
one-half of its base price. A newly created staff has 50 charges.
Some
staffs incur extra costs in material components or XP, as noted in their
descriptions. These costs are in addition to those derived from the staff ’s
base price.
CRAFT WAND [ITEM CREATION]
Prerequisite: Caster level 5th.
Benefit: You can create a wand of
any 4th-level or lower spell that you know. Crafting a wand takes one day for
each 1,000 gp in its base price. The base price of a wand is its caster level x
the spell level x 750 gp. To craft a
wand, you must spend 1/25 of this base price in XP and 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 or an XP cost also
carries a commensurate cost. In addition to the cost derived from the base
price, you must expend fifty copies of the material component or pay fifty
times the XP cost.
CRAFT WONDROUS
ITEM [ITEM
CREATION]
Prerequisite: Caster level 3rd.
Benefit: You can create any
wondrous item whose prerequisites you meet. Enchanting a wondrous item takes
one day for each 1,000 gp in its price. To enchant a wondrous item, you must
spend 1/25 of the item’s price in XP and use up raw materials costing half of
this price.
You
can also mend a broken wondrous item if it is one that you could make. Doing so
costs half the XP, 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 or XP, 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.
DECEITFUL [GENERAL]
Benefit: You get a +2 bonus on all
Disguise checks and Forgery checks.
DEFLECT ARROWS [GENERAL]
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 deflect it so that you take no
damage from it. You must be aware of the attack and not flatfooted.
Attempting
to deflect a ranged weapon doesn’t count as an action. Unusually massive ranged
weapons and ranged attacks generated by spell effects can’t be deflected.
Special: A monk may select Deflect
Arrows as a bonus feat at 2nd level, even if she does not meet the
prerequisites.
A
fighter may select Deflect Arrows as one of his fighter bonus feats.
DEFT HANDS [GENERAL]
Benefit: You get a +2 bonus on all
Sleight of Hand checks and Use Rope checks.
DIEHARD [GENERAL]
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 can take either a single move or standard action each
turn, but not both, and you cannot take a full round action. 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 die.
Normal: A character without this
feat who is reduced to between –1 and –9 hit points is unconscious and dying.
DILIGENT [GENERAL]
Benefit: You get a +2 bonus on all
Appraise checks and Decipher Script checks.
DODGE [GENERAL]
Prerequisite: Dex 13.
Benefit: During your action, you
designate an opponent and receive a +1 dodge bonus to Armor Class against
attacks from that opponent. You can select a new opponent on any action.
A
condition that makes you lose your Dexterity bonus to Armor Class (if any) also
makes you lose dodge bonuses. Also, dodge bonuses stack with each other, unlike
most other types of bonuses.
Special: A fighter may select
Dodge as one of his fighter bonus feats.
EMPOWER SPELL [METAMAGIC]
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 [GENERAL]
Benefit: You gain a +4 bonus on
the following checks and saves: Swim checks made to resist nonlethal damage,
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.
Special: A ranger automatically
gains Endurance as a bonus feat at 3rd level. He need not select it.
ENLARGE SPELL [METAMAGIC]
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 [GENERAL]
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 at hand to cast the spell, just as normal.
EXOTIC WEAPON
PROFICIENCY [GENERAL]
Choose
a type of exotic weapon. You understand how to use that type of exotic weapon
in combat.
Prerequisite: Base attack bonus +1
(plus Str 13 for bastard sword or dwarven waraxe).
Benefit: You make attack rolls
with the weapon normally.
Normal: A character who uses a
weapon with which he or she 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.
A
fighter may select Exotic Weapon Proficiency as one of his fighter bonus feats.
EXTEND SPELL [METAMAGIC]
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 TURNING [GENERAL]
Prerequisite: Ability to turn or rebuke
creatures.
Benefit: Each time you take this
feat, you can use your ability to turn or rebuke creatures four more times per
day than normal.
If
you have the ability to turn or rebuke more than one kind of creature each of
your turning or rebuking abilities gains four additional uses per day.
Normal: Without this feat, a
character can typically turn or rebuke undead (or other creatures) a number of
times per day equal to 3 + his or her Charisma modifier.
Special: You can gain Extra
Turning multiple times. Its effects stack. Each time you take the feat, you can
use each of your turning or rebuking abilities four additional times per day.
FAR SHOT [GENERAL]
Prerequisite: Point Blank Shot.
Benefit: When you use a projectile
weapon, such as a bow, its range increment increases by one-half (multiply by
1-1/2). When you use a thrown weapon, its range increment is doubled.
Special: A fighter may select Far
Shot as one of his fighter bonus feats.
FORGE RING [ITEM CREATION]
Prerequisite: Caster level 12th.
Benefit: You can create any ring
whose prerequisites you meet. Crafting a ring takes one day for each 1,000 gp
in its base price. To craft a ring, you must spend 1/25 of its base price in XP
and 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 XP, 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 or XP, as noted in their
descriptions. You must pay such a cost to forge such a ring or to mend a broken
one.
GREAT CLEAVE [GENERAL]
Prerequisites: Str 13, Cleave, Power
Attack, base attack bonus +4.
Benefit: This feat works like
Cleave, except that there is no limit to the number of times you can use it per
round.
Special: A fighter may select
Great Cleave as one of his fighter bonus feats.
GREAT FORTITUDE [GENERAL]
Benefit: You get a +2 bonus on all
Fortitude saving throws.
GREATER SPELL
FOCUS [GENERAL]
Choose
a school of magic to which you already have applied the Spell Focus feat.
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 of magic to which you already have applied the Spell
Focus feat.
GREATER SPELL
PENETRATION [GENERAL]
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 TWO-WEAPON
FIGHTING [GENERAL]
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.
Special: A fighter may select
Greater Two-Weapon Fighting as one of his fighter bonus feats.
An
11th-level ranger who has chosen the two-weapon combat style is treated as
having Greater Two-Weapon Fighting, even if he does not have the prerequisites
for it, but only when he is wearing light or no armor.
GREATER WEAPON FOCUS
[GENERAL]
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.
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 (see below).
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.
A
fighter must have Greater Weapon Focus with a given weapon to gain the Greater
Weapon Specialization feat for that weapon.
A
fighter may select Greater Weapon Focus as one of his fighter bonus feats.
GREATER WEAPON
SPECIALIZATION [GENERAL]
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 (see
below).
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.
A
fighter may select Greater Weapon Specialization as one of his fighter bonus
feats.
HEIGHTEN SPELL [METAMAGIC]
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
[GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: When you perform a bull
rush you do not provoke an attack of opportunity from the defender. You also
gain a +4 bonus on the opposed Strength check you make to push back the
defender.
Special: A fighter may select
Improved Bull Rush as one of his fighter bonus feats.
IMPROVED
COUNTERSPELL [GENERAL]
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 [GENERAL]
Choose
one type of weapon.
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.
A
fighter may select Improved Critical as one of his fighter bonus feats.
IMPROVED DISARM [GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an
attack of opportunity when you attempt to disarm an opponent, nor does the
opponent have a chance to disarm you. You also gain a +4 bonus on the opposed
attack roll you make to disarm your opponent.
Normal: See the normal disarm
rules.
Special: A fighter may select
Improved Disarm as one of his fighter bonus feats.
A
monk may select Improved Disarm as a bonus feat at 6th level, even if she does
not meet the prerequisites.
IMPROVED FAMILIAR [GENERAL]
This
feat allows spellcasters to acquire a new familiar from a nonstandard list, but
only when they 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 the spellcaster. The
spellcaster may choose a familiar with an alignment up to one step away on each
of the alignment axes (lawful through chaotic, good through evil).
Familiar |
Alignment |
Arcane Spellcaster Level |
Shocker
lizard |
Neutral
|
5th |
Stirge
|
Neutral
|
5th |
Formian
worker |
Lawful
neutral |
7th |
Imp
|
Lawful
evil |
7th |
Pseudodragon
|
Neutral
good |
7th |
Quasit
|
Chaotic
evil |
7th |
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).
The list in the table above presents only a few
possible improved familiars. Almost any creature of the same general size and
power as those on the list makes a suitable familiar. Nor is the master’s
alignment the only possible categorization. For instance, improved familiars
could be assigned by the master’s creature type or subtype, as shown below.
Familiar |
Type/Subtype |
Arcane Spellcaster Level |
Celestial hawk1 |
Good |
3rd |
Fiendish Tiny viper snake2 |
Evil |
3rd |
Air elemental, Small |
Air |
5th |
Earth elemental, Small |
Earth |
5th |
Fire elemental, Small |
Fire |
5th |
Shocker lizard |
Electricity |
5th |
Water elemental, Small |
Water |
5th |
Homunculus3 |
Undead |
7th |
Ice mephit |
Cold |
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,
substituting ichor or another part of the master’s body for blood if
necessary. |
IMPROVED FEINT [GENERAL]
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.
A
fighter may select Improved Feint as one of his fighter bonus feats.
IMPROVED GRAPPLE [GENERAL]
Prerequisites: Dex 13, Improved Unarmed
Strike.
Benefit: You do not provoke an
attack of opportunity when you make a touch attack to start a grapple. You also
gain a +4 bonus on all grapple checks, regardless of whether you started the
grapple.
Normal: Without this feat, you
provoke an attack of opportunity when you make a touch attack to start a
grapple.
Special: A fighter may select
Improved Grapple as one of his fighter bonus feats.
A
monk may select Improved Grapple as a bonus feat at 1st level, even if she does
not meet the prerequisites.
IMPROVED
INITIATIVE [GENERAL]
Benefit: You get a +4 bonus on
initiative checks.
Special: A fighter may select
Improved Initiative as one of his fighter bonus feats.
IMPROVED OVERRUN [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: When you attempt to
overrun an opponent, the target may not choose to avoid you. You also gain a +4
bonus on your Strength check to knock down your opponent.
Normal: Without this feat, the
target of an overrun can choose to avoid you or to block you.
Special: A fighter may select
Improved Overrun as one of his fighter bonus feats.
IMPROVED PRECISE
SHOT [GENERAL]
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 benefits against your
ranged attacks.
In
addition, when you shoot or throw ranged weapons at a grappling opponent, you
automatically strike at the opponent you have chosen.
Normal: See the normal rules on
the effects of cover and concealment. Without this feat, a character who shoots
or throws a ranged weapon at a target involved in a grapple must roll randomly
to see which grappling combatant the attack strikes.
Special: A fighter may select
Improved Precise Shot as one of his fighter bonus feats.
An
11th-level ranger who has chosen the archery combat style is treated as having
Improved Precise Shot, even if he does not have the prerequisites for it, but
only when he is wearing light or no armor.
IMPROVED SHIELD
BASH [GENERAL]
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 who performs a shield bash loses the shield’s shield bonus to AC
until his or her next turn.
Special: A fighter may select
Improved Shield Bash as one of his fighter bonus feats.
IMPROVED SUNDER [GENERAL]
Prerequisites: Str 13, Power Attack.
Benefit: When you strike at an
object held or carried by an opponent (such as a weapon or shield), you do not
provoke an attack of opportunity.
You
also gain a +4 bonus on any attack roll made to attack an object held or
carried by another character.
Normal: Without this feat, you
provoke an attack of opportunity when you strike at an object held or carried
by another character.
Special: A fighter may select
Improved Sunder as one of his fighter bonus feats.
IMPROVED TRIP [GENERAL]
Prerequisites: Int 13, Combat Expertise.
Benefit: You do not provoke an
attack of opportunity when you attempt to trip an opponent while you are
unarmed. You also gain a +4 bonus on your Strength check to trip your opponent.
If
you trip an opponent in melee combat, you immediately get a melee attack
against that opponent as if you hadn’t used your attack for the trip attempt.
Normal: Without this feat, you
provoke an attack of opportunity when you attempt to trip an opponent while you
are unarmed.
Special: At 6th level, a monk may
select Improved Trip as a bonus feat, even if she does not have the
prerequisites.
A
fighter may select Improved Trip as one of his fighter bonus feats.
IMPROVED TURNING [GENERAL]
Prerequisite: Ability to turn or rebuke
creatures.
Benefit: You turn or rebuke
creatures as if you were one level higher than you are in the class that grants
you the ability.
IMPROVED
TWO-WEAPON FIGHTING [GENERAL]
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.
Special: A fighter may select
Improved Two-Weapon Fighting as one of his fighter bonus feats.
A
6th-level ranger who has chosen the two-weapon combat style is treated as
having Improved Two-Weapon Fighting, even if he does not have the prerequisites
for it, but only when he is wearing light or no armor.
IMPROVED UNARMED
STRIKE [GENERAL]
Benefit: You are considered to be
armed even when unarmed —that is, you do not provoke attacks or opportunity
from armed opponents when you attack them while unarmed. However, you still get
an attack of opportunity against any opponent who makes an unarmed attack on
you.
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.
Special: A monk automatically
gains Improved Unarmed Strike as a bonus feat at 1st level. She need not select
it.
A
fighter may select Improved Unarmed Strike as one of his fighter bonus feats.
INVESTIGATOR [GENERAL]
Benefit: You get a +2 bonus on all
Gather Information checks and Search checks.
IRON WILL [GENERAL]
Benefit: You get a +2 bonus on all
Will saving throws.
LEADERSHIP [GENERAL]
Prerequisite: Character level 6th.
Benefits: Having this feat enables
the character to attract loyal companions and devoted followers, subordinates
who assist her. See the table below for what sort of cohort and how many
followers the character can recruit.
Leadership
Modifiers: Several
factors can affect a character’s Leadership score, causing it to vary from the
base score (character level + Cha modifier). A character’s reputation (from the
point of view of the cohort or follower he is trying to attract) raises or
lowers his Leadership score:
Leader’s
Reputation |
Modifier
|
Great
renown |
+2 |
Fairness
and generosity |
+1 |
Special
power |
+1 |
Failure
|
–1 |
Aloofness
|
–1 |
Cruelty
|
–2 |
Other
modifiers may apply when the character tries to attract a cohort:
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. |
Followers
have different priorities from cohorts. When the character tries 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
|
Cohort Level
|
—— Number of Followers by 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 |
Leadership
Score: A
character’s base Leadership score equals his level plus any Charisma modifier.
In order to take into account negative Charisma modifiers, this table allows
for very low Leadership scores, but the character must still be 6th level or
higher in order to gain the Leadership feat. Outside factors can affect a
character’s Leadership score, as detailed above.
Cohort Level: The character can attract
a cohort of up to this level. Regardless of a character’s Leadership score, he
can only recruit a cohort who is two or more levels lower than himself. The cohort
should be equipped with gear appropriate for its level. A character can try to
attract a cohort of a particular race, class, and alignment. The cohort’s
alignment may not be opposed to the leader’s alignment on either the
law-vs-chaos or good-vs-evil axis, and the leader takes a Leadership penalty if
he recruits a cohort of an alignment different from his 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 the
level of the PC with whom he or she is associated (the character with the
Leadership feat who attracted the cohort).
Multiply this result by the total XP
awarded to the PC 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 the associated PC’s character 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: The character 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 five or more levels behind
the character they follow, they’re rarely effective in combat.
Followers don’t earn experience and
thus don’t gain levels. However, when a character with Leadership attains a new
level, the player consults the table above to determine if she has acquired
more followers, some of which may be higher level than the existing followers.
(You don’t consult the table to see if your cohort gains levels, however,
because cohorts earn experience on their own.)
LIGHTNING REFLEXES
[GENERAL]
Benefit: You get a +2 bonus on all
Reflex saving throws.
MAGICAL APTITUDE [GENERAL]
Benefit: You get a +2 bonus on all
Spellcraft checks and Use Magic Device checks.
MANYSHOT [GENERAL]
Prerequisites: Dex 17, Point Blank Shot,
Rapid Shot, base attack bonus +6
Benefit: As a standard action, you
may fire two arrows at a single opponent within 30 feet. Both arrows use the
same attack roll (with a –4 penalty) to determine success and deal damage
normally (but see Special).
For
every five points of base attack bonus you have above +6, you may add one
additional arrow to this attack, to a maximum of four arrows at a base attack
bonus of +16. However, each arrow after the second adds a cumulative –2 penalty
on the attack roll (for a total penalty of –6 for three arrows and –8 for
four).
Damage
reduction and other resistances apply separately against each arrow fired.
Special: Regardless of the number
of arrows you fire, you apply precision-based damage only once. If you score a
critical hit, only the first arrow fired deals critical damage; all others deal
regular damage.
A
fighter may select Manyshot as one of his fighter bonus feats.
A
6th-level ranger who has chosen the archery combat style is treated as having
Manyshot even if he does not have the prerequisites for it, but only when he is
wearing light or no armor.
MARTIAL WEAPON
PROFICIENCY [GENERAL]
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.
A
cleric who chooses the War domain automatically gains the Martial Weapon
Proficiency feat related to his deity’s favored weapon as a bonus feat, if the
weapon is a martial one. He need not select it.
MAXIMIZE SPELL [METAMAGIC]
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.
MOBILITY [GENERAL]
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.
Special: A fighter may select
Mobility as one of his fighter bonus feats.
MOUNTED ARCHERY [GENERAL]
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.
Special: A fighter may select
Mounted Archery as one of his fighter bonus feats.
MOUNTED COMBAT [GENERAL]
Prerequisite: Ride 1 rank.
Benefit: Once per round when your
mount is hit in combat, you may attempt a Ride check (as a reaction) to negate
the hit. The hit is negated if your Ride check result is greater than the
opponent’s attack roll. (Essentially, the Ride check result becomes the mount’s
Armor Class if it’s higher than the mount’s regular AC.)
Special: A fighter may select
Mounted Combat as one of his fighter bonus feats.
NATURAL SPELL [GENERAL]
Prerequisites:
Wis 13,
wild shape ability.
Benefit: You can complete the
verbal and somatic components of spells while in a 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 in a wild shape.
NEGOTIATOR [GENERAL]
Benefit: You get a +2 bonus on all
Diplomacy checks and Sense Motive checks.
NIMBLE FINGERS [GENERAL]
Benefit: You get a +2 bonus on all
Disable Device checks and Open Lock checks.
PERSUASIVE [GENERAL]
Benefit: You get a +2 bonus on all
Bluff checks and Intimidate checks.
POINT BLANK SHOT [GENERAL]
Benefit: You get a +1 bonus on
attack and damage rolls with ranged weapons at ranges of up to 30 feet.
Special: A fighter may select
Point Blank Shot as one of his fighter bonus feats.
POWER ATTACK [GENERAL]
Prerequisite: Str 13.
Benefit: On your action, before
making attack rolls for a round, you may choose to subtract a number from all
melee attack rolls and add the same number to all melee damage rolls. This
number may not exceed your base attack bonus. The penalty on attacks and bonus
on damage apply until your next turn.
Special: If you attack with a
two-handed weapon, or with a one-handed weapon wielded in two hands, instead
add twice the number subtracted from your attack rolls. You can’t add the bonus
from Power Attack to the damage dealt with a light weapon (except with unarmed
strikes or natural weapon attacks), even though the penalty on attack rolls
still applies. (Normally, you treat a double weapon as a one-handed weapon and
a light weapon. If you choose to use a double weapon like a two-handed weapon,
attacking with only one end of it in a round, you treat it as a two-handed
weapon.)
A
fighter may select Power Attack as one of his fighter bonus feats.
PRECISE SHOT [GENERAL]
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.
Special: A fighter may select
Precise Shot as one of his fighter bonus feats.
QUICK DRAW [GENERAL]
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).
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.
Special: A fighter may select
Quick Draw as one of his fighter bonus feats.
QUICKEN SPELL [METAMAGIC]
Benefit: Casting a quickened spell
is a free action. You can perform another action, even casting another spell,
in the same round as you cast a quickened spell. You may cast only one
quickened spell per round. 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’t be
applied to any spell cast spontaneously (including sorcerer spells, bard
spells, and cleric or druid spells cast spontaneously), since applying a
metamagic feat to a spontaneously cast spell automatically increases the
casting time to a full-round action.
RAPID RELOAD [GENERAL]
Choose
a type of crossbow (hand, light, or heavy).
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.
A
fighter may select Rapid Reload as one of his fighter bonus feats.
RAPID SHOT [GENERAL]
Prerequisites: Dex 13, Point Blank Shot.
Benefit: You can get one extra
attack per round with a ranged weapon. The attack is at your highest base
attack bonus, but each attack you make in that round (the extra one and the
normal ones) takes a –2 penalty. You must use the full attack action to use
this feat.
Special: A fighter may select
Rapid Shot as one of his fighter bonus feats.
A
2nd-level ranger who has chosen the archery combat style is treated as having
Rapid Shot, even if he does not have the prerequisites for it, but only when he
is wearing light or no armor.
RIDE-BY ATTACK [GENERAL]
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.
Special: A fighter may select
Ride-By Attack as one of his fighter bonus feats.
RUN [GENERAL]
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 Jump
skill description), you gain a +4 bonus on your Jump 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.
SCRIBE SCROLL [ITEM CREATION]
Prerequisite: Caster level 1st.
Benefit: You can create a scroll
of any spell that you know. Scribing a scroll takes one day for each 1,000 gp
in its base price. The base price of a scroll is its spell level x its caster level x 25 gp. To scribe a scroll, you must spend 1/25 of this base price
in XP and use up raw materials costing one-half of this base price.
Any
scroll that stores a spell with a costly material component or an XP cost also
carries a commensurate cost. In addition to the costs derived from the base
price, you must expend the material component or pay the XP when scribing the
scroll.
SELF-SUFFICIENT [GENERAL]
Benefit: You get a +2 bonus on all
Heal checks and Survival checks.
SHIELD PROFICIENCY
[GENERAL]
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.
SHOT ON THE RUN [GENERAL]
Prerequisites: Dex 13, Dodge, Mobility,
Point Blank Shot, base attack bonus +4.
Benefit: When using the attack
action with a ranged weapon, you can move both before and after the attack,
provided that your total distance moved is not greater than your speed.
Special: A fighter may select Shot
on the Run as one of his fighter bonus feats.
SILENT SPELL [METAMAGIC]
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 [GENERAL]
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 [GENERAL]
Choose
a skill.
Benefit: You get a +3 bonus on all
checks involving that skill.
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 [GENERAL]
Prerequisites: Dex 15, Deflect Arrows,
Improved Unarmed Strike.
Benefit: When using the Deflect
Arrows feat you may catch the weapon instead of just deflecting 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.
Special: A fighter may select
Snatch Arrows as one of his fighter bonus feats.
SPELL FOCUS [GENERAL]
Choose
a school of magic.
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 [SPECIAL]
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 [GENERAL]
Benefit: You get a +2 bonus on
caster level checks (1d20 + caster level) made to overcome a creature’s spell
resistance.
SPIRITED CHARGE [GENERAL]
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).
Special: A fighter may select
Spirited Charge as one of his fighter bonus feats.
SPRING ATTACK [GENERAL]
Prerequisites: Dex 13, Dodge, Mobility,
base attack bonus +4.
Benefit: When using the attack
action with a melee weapon, you can move both before and after the attack,
provided that your total distance moved is not greater than your speed. Moving
in this way does not provoke an attack of opportunity from the defender you
attack, though it might provoke attacks of opportunity from other creatures, if
appropriate. You can’t use this feat if you are wearing heavy armor.
You
must move at least 5 feet both before and after you make your attack in order
to utilize the benefits of Spring Attack.
Special: A fighter may select
Spring Attack as one of his fighter bonus feats.
STEALTHY [GENERAL]
Benefit: You get a +2 bonus on all
Hide checks and Move Silently checks.
STILL SPELL [METAMAGIC]
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.
STUNNING FIST [GENERAL]
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 she does not meet the
prerequisites. A monk who selects this feat may attempt a stunning attack a
number of times per day equal to her monk level, plus one more time per day for
every four levels she has in classes other than monk.
A
fighter may select Stunning Fist as one of his fighter bonus feats.
TOUGHNESS [GENERAL]
Benefit: You gain +3 hit points.
Special: A character may gain this
feat multiple times. Its effects stack.
TOWER SHIELD
PROFICIENCY [GENERAL]
Prerequisite: Shield Proficiency.
Benefit: You can use a tower
shield and suffer only the standard penalties.
Normal: A character who is using
a shield with which he or she 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.
TRACK [GENERAL]
Benefit: To find tracks or to
follow them for 1 mile requires a successful Survival check. You must make
another Survival check every time the tracks become difficult to follow.
You
move at half your normal speed (or at your normal speed with a –5 penalty on
the check, or at up to twice your normal speed with a –20 penalty on the
check). The DC depends on the surface and the prevailing conditions, as given
on the table below:
Surface
|
Survival DC
|
Surface
Survival
|
DC
|
Very
soft ground |
5
|
Firm
ground |
15 |
Soft
ground |
10
|
Hard
ground |
20 |
Very
Soft Ground: Any
surface (fresh snow, thick dust, wet mud) that holds deep, clear impressions of
footprints.
Soft
Ground: Any
surface soft enough to yield to pressure, but firmer than wet mud or fresh
snow, in which a creature leaves frequent but shallow footprints.
Firm
Ground: Most
normal outdoor surfaces (such as lawns, fields, woods, and the like) or
exceptionally soft or dirty indoor surfaces (thick rugs and very dirty or dusty
floors). The creature might leave some traces (broken branches or tufts of
hair), but it leaves only occasional or partial footprints.
Hard
Ground: Any
surface that doesn’t hold footprints at all, such as bare rock or an indoor
floor. Most streambeds fall into this category, since any footprints left
behind are obscured or washed away. The creature leaves only traces (scuff
marks or displaced pebbles).
Several
modifiers may apply to the Survival check, as given on the table below.
Condition
|
Survival DC Modifier
|
Every
three creatures in the group being tracked |
–1 |
Size
of creature or creatures being tracked:1 |
|
Fine |
+8 |
Diminutive |
+4 |
Tiny |
+2 |
Small |
+1 |
Medium |
+0 |
Large |
–1 |
Huge |
–2 |
Gargantuan |
–4 |
Colossal |
–8 |
Every
24 hours since the trail was made |
+1 |
Every
hour of rain since the trail was made |
+1 |
Fresh
snow cover since the trail was made |
+10 |
Poor
visibility:2 |
|
Overcast or moonless night |
+6 |
Moonlight |
+3 |
Fog or precipitation |
+3 |
Tracked
party hides trail (and moves at half speed) |
+5 |
1
For a group of mixed sizes, apply only the modifier for the largest size
category. |
|
2
Apply only the largest modifier from this category. |
If
you fail a Survival check, you can retry after 1 hour (outdoors) or 10 minutes
(indoors) of searching.
Normal: Without this feat, you
can use the Survival skill to find tracks, but you can follow them only if the
DC for the task is 10 or lower. Alternatively, you can use the Search skill to
find a footprint or similar sign of a creature’s passage using the DCs given
above, but you can’t use Search to follow tracks, even if someone else has
already found them.
Special: A ranger automatically
has Track as a bonus feat. He need not select it.
This
feat does not allow you to find or follow the tracks made by a subject of a pass
without trace spell.
TRAMPLE [GENERAL]
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.
Special: A fighter may select
Trample as one of his fighter bonus feats.
TWO-WEAPON DEFENSE
[GENERAL]
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.
Special: A fighter may select
Two-Weapon Defense as one of his fighter bonus feats.
TWO-WEAPON
FIGHTING [GENERAL]
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.
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 off-hand weapon is
light the penalties are reduced by 2 each. (An unarmed strike is always
considered light.)
Special: A 2nd-level ranger who
has chosen the two-weapon combat style is treated as having Two-Weapon
Fighting, even if he does not have the prerequisite for it, but only when he is
wearing light or no armor.
A
fighter may select Two-Weapon Fighting as one of his fighter bonus feats.
WEAPON FINESSE [GENERAL]
Prerequisite: Base attack bonus +1.
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: A fighter may select
Weapon Finesse as one of his fighter bonus feats.
Natural
weapons are always considered light weapons.
WEAPON FOCUS [GENERAL]
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.
A
fighter may select Weapon Focus as one of his fighter bonus feats. He must have
Weapon Focus with a weapon to gain the Weapon Specialization feat for that
weapon.
WEAPON
SPECIALIZATION [GENERAL]
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.
A
fighter may select Weapon Specialization as one of his fighter bonus feats.
WHIRLWIND ATTACK [GENERAL]
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.
Special: A fighter may select
Whirlwind Attack as one of his fighter bonus feats.
WIDEN SPELL [METAMAGIC]
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.